OSDN Git Service

[Refactor] #40256 get_mon_num()に 新しく optionを追加し GMN_ARENA を追加. / Add option argument...
[hengband/hengband.git] / src / object2.c
1 /*!
2  * @file object2.c
3  * @brief オブジェクトの実装 / Object code, part 2
4  * @date 2014/01/11
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\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
12  */
13
14 #include "angband.h"
15 #include "util.h"
16 #include "world.h"
17 #include "term.h"
18
19 #include "object.h"
20
21 #include "io/write-diary.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-spell.h"
24 #include "spells.h"
25 #include "dungeon.h"
26 #include "floor.h"
27 #include "grid.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"
35 #include "artifact.h"
36 #include "feature.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"
42 #include "monster.h"
43 #include "monsterrace-hook.h"
44 #include "object-ego.h"
45 #include "view-mainwindow.h"
46
47  /*
48   * todo この説明長すぎ。何とかしたい
49   * Determine if an item can "absorb" a second item
50   *
51   * See "object_absorb()" for the actual "absorption" code.
52   *
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-
58   *
59   * If permitted, we allow weapons/armor to stack, if fully "known".
60   *
61   * Missiles will combine if both stacks have the same "known" status.
62   * This is done to make unidentified stacks of missiles useful.
63   *
64   * Food, potions, scrolls, and "easy know" items always stack.
65   *
66   * Chests, and activatable items, never stack (for various reasons).
67   */
68
69   /*
70    * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
71    */
72 #define MAX_STACK_SIZE 99
73
74    /*!
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
77         */
78 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
79
80 /*!
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
82 */
83 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
84
85 void floor_item_describe(player_type *player_ptr, INVENTORY_IDX item);
86
87 /*!
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
91  * @return なし
92  */
93 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
94 {
95         OBJECT_IDX this_o_idx, next_o_idx = 0;
96         OBJECT_IDX prev_o_idx = 0;
97         object_type *j_ptr;
98         j_ptr = &floor_ptr->o_list[o_idx];
99
100         if (OBJECT_IS_HELD_MONSTER(j_ptr))
101         {
102                 monster_type *m_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)
105                 {
106                         object_type *o_ptr;
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)
110                         {
111                                 prev_o_idx = this_o_idx;
112                                 continue;
113                         }
114
115                         if (prev_o_idx == 0)
116                         {
117                                 m_ptr->hold_o_idx = next_o_idx;
118                         }
119                         else
120                         {
121                                 object_type *k_ptr;
122                                 k_ptr = &floor_ptr->o_list[prev_o_idx];
123                                 k_ptr->next_o_idx = next_o_idx;
124                         }
125
126                         o_ptr->next_o_idx = 0;
127                         break;
128                 }
129
130                 return;
131         }
132
133         grid_type *g_ptr;
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)
138         {
139                 object_type *o_ptr;
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)
143                 {
144                         prev_o_idx = this_o_idx;
145                         continue;
146                 }
147
148                 if (prev_o_idx == 0)
149                 {
150                         g_ptr->o_idx = next_o_idx;
151                 }
152                 else
153                 {
154                         object_type *k_ptr;
155                         k_ptr = &floor_ptr->o_list[prev_o_idx];
156                         k_ptr->next_o_idx = next_o_idx;
157                 }
158
159                 o_ptr->next_o_idx = 0;
160                 break;
161         }
162 }
163
164
165 /*!
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
170  * @return なし
171  * @details
172  * Handle "stacks" of objects correctly.
173  */
174 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
175 {
176         object_type *j_ptr;
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))
181         {
182                 POSITION y, x;
183                 y = j_ptr->iy;
184                 x = j_ptr->ix;
185                 lite_spot(player_ptr, y, x);
186         }
187
188         object_wipe(j_ptr);
189         floor_ptr->o_cnt--;
190 }
191
192
193 /*!
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
199  * @return なし
200  */
201 void delete_object(player_type *player_ptr, POSITION y, POSITION x)
202 {
203         grid_type *g_ptr;
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;
207
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)
210         {
211                 object_type *o_ptr;
212                 o_ptr = &floor_ptr->o_list[this_o_idx];
213                 next_o_idx = o_ptr->next_o_idx;
214                 object_wipe(o_ptr);
215                 floor_ptr->o_cnt--;
216         }
217
218         g_ptr->o_idx = 0;
219         lite_spot(player_ptr, y, x);
220 }
221
222
223 /*!
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
228  * @details
229  * This routine should almost never fail, but in case it does,
230  * we must be sure to handle "failure" of this routine.
231  */
232 OBJECT_IDX o_pop(floor_type *floor_ptr)
233 {
234         if (floor_ptr->o_max < current_world_ptr->max_o_idx)
235         {
236                 OBJECT_IDX i = floor_ptr->o_max;
237                 floor_ptr->o_max++;
238                 floor_ptr->o_cnt++;
239                 return i;
240         }
241
242         for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
243         {
244                 object_type *o_ptr;
245                 o_ptr = &floor_ptr->o_list[i];
246                 if (o_ptr->k_idx) continue;
247                 floor_ptr->o_cnt++;
248
249                 return i;
250         }
251
252         if (current_world_ptr->character_dungeon)
253                 msg_print(_("アイテムが多すぎる!", "Too many objects!"));
254
255         return 0;
256 }
257
258
259 /*!
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"
262  * @return 常に0を返す。
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
264  */
265 static errr get_obj_num_prep(void)
266 {
267         alloc_entry *table = alloc_kind_table;
268         for (OBJECT_IDX i = 0; i < alloc_kind_size; i++)
269         {
270                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
271                 {
272                         table[i].prob2 = table[i].prob1;
273                 }
274                 else
275                 {
276                         table[i].prob2 = 0;
277                 }
278         }
279
280         return 0;
281 }
282
283
284 /*!
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
288  * @param level 生成階
289  * @return 選ばれたオブジェクトベースID
290  * @details
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
295  *\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
299  *\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
302  */
303 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
304 {
305         int i, j, p;
306         KIND_OBJECT_IDX k_idx;
307         long value, total;
308         object_kind     *k_ptr;
309         alloc_entry     *table = alloc_kind_table;
310
311         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
312
313         if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
314         {
315                 if (one_in_(GREAT_OBJ))
316                 {
317                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
318                 }
319         }
320
321         total = 0L;
322         for (i = 0; i < alloc_kind_size; i++)
323         {
324                 if (table[i].level > level) break;
325
326                 table[i].prob3 = 0;
327                 k_idx = table[i].index;
328                 k_ptr = &k_info[k_idx];
329
330                 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
331
332                 table[i].prob3 = table[i].prob2;
333                 total += table[i].prob3;
334         }
335
336         if (total <= 0) return 0;
337
338         value = randint0(total);
339         for (i = 0; i < alloc_kind_size; i++)
340         {
341                 if (value < table[i].prob3) break;
342
343                 value = value - table[i].prob3;
344         }
345
346         p = randint0(100);
347         if (p < 60)
348         {
349                 j = i;
350                 value = randint0(total);
351                 for (i = 0; i < alloc_kind_size; i++)
352                 {
353                         if (value < table[i].prob3) break;
354
355                         value = value - table[i].prob3;
356                 }
357
358                 if (table[i].level < table[j].level) i = j;
359         }
360
361         if (p >= 10) return (table[i].index);
362
363         j = i;
364         value = randint0(total);
365         for (i = 0; i < alloc_kind_size; i++)
366         {
367                 if (value < table[i].prob3) break;
368
369                 value = value - table[i].prob3;
370         }
371
372         if (table[i].level < table[j].level) i = j;
373         return (table[i].index);
374 }
375
376
377 /*!
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
381  * @return なし
382  * These include tohit, todam, toac, cost, and pval (charges).\n
383  *\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
387  *\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
392  *\n
393  * This routine also removes any inscriptions generated by "feelings".\n
394  */
395 void object_known(object_type *o_ptr)
396 {
397         o_ptr->feeling = FEEL_NONE;
398         o_ptr->ident &= ~(IDENT_SENSE);
399         o_ptr->ident &= ~(IDENT_EMPTY);
400         o_ptr->ident |= (IDENT_KNOWN);
401 }
402
403
404 /*!
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
409  * @return なし
410  */
411 void object_aware(player_type *owner_ptr, object_type *o_ptr)
412 {
413         k_info[o_ptr->k_idx].aware = TRUE;
414
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;
419
420         object_type forge;
421         object_type *q_ptr;
422         GAME_TEXT o_name[MAX_NLEN];
423
424         q_ptr = &forge;
425         object_copy(q_ptr, o_ptr);
426
427         q_ptr->number = 1;
428         object_desc(owner_ptr, o_name, q_ptr, OD_NAME_ONLY);
429
430         exe_write_diary(owner_ptr, DIARY_FOUND, 0, o_name);
431 }
432
433
434 /*!
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
438  * @return なし
439  */
440 void object_tried(object_type *o_ptr)
441 {
442         k_info[o_ptr->k_idx].tried = TRUE;
443 }
444
445
446 /*!
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。
450 */
451 byte value_check_aux1(object_type *o_ptr)
452 {
453         if (object_is_artifact(o_ptr))
454         {
455                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
456
457                 return FEEL_SPECIAL;
458         }
459
460         if (object_is_ego(o_ptr))
461         {
462                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
463
464                 return FEEL_EXCELLENT;
465         }
466
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;
472
473         return FEEL_AVERAGE;
474 }
475
476
477 /*!
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。
481 */
482 byte value_check_aux2(object_type *o_ptr)
483 {
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;
490
491         return FEEL_NONE;
492 }
493
494
495 /*!
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
500  */
501 static PRICE object_value_base(object_type *o_ptr)
502 {
503         if (object_is_aware(o_ptr))
504                 return (k_info[o_ptr->k_idx].cost);
505
506         switch (o_ptr->tval)
507         {
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);
516         case TV_FIGURINE:
517         {
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;
524         }
525         case TV_CAPTURE:
526                 if (!o_ptr->pval) return 1000L;
527                 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
528         }
529
530         return (0L);
531 }
532
533
534 /*!
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
540  */
541 PRICE flag_cost(object_type *o_ptr, int plusses)
542 {
543         PRICE total = 0;
544         BIT_FLAGS flgs[TR_FLAG_SIZE];
545         object_kind *k_ptr = &k_info[o_ptr->k_idx];
546         object_flags(o_ptr, flgs);
547
548         /*
549          * Exclude fixed flags of the base item.
550          * pval bonuses of base item will be treated later.
551          */
552         for (int i = 0; i < TR_FLAG_SIZE; i++)
553                 flgs[i] &= ~(k_ptr->flags[i]);
554
555         if (object_is_fixed_artifact(o_ptr))
556         {
557                 artifact_type *a_ptr = &a_info[o_ptr->name1];
558
559                 for (int i = 0; i < TR_FLAG_SIZE; i++)
560                         flgs[i] &= ~(a_ptr->flags[i]);
561         }
562         else if (object_is_ego(o_ptr))
563         {
564                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
565
566                 for (int i = 0; i < TR_FLAG_SIZE; i++)
567                         flgs[i] &= ~(e_ptr->flags[i]);
568         }
569
570         /*
571          * Calucurate values of remaining flags
572          */
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));
588
589         PRICE tmp_cost = 0;
590         int count = 0;
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++; }
612
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);
621
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;
633
634         tmp_cost = 0;
635         count = 0;
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);
658
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))
713         {
714                 if (object_is_cursed(o_ptr))
715                         total -= 7500;
716                 else
717                         total += 250;
718         }
719
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;
727
728         /* Also, give some extra for activatable powers... */
729         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
730         {
731                 const activation_type* const act_ptr = find_activation_info(o_ptr);
732                 if (act_ptr) {
733                         total += act_ptr->value;
734                 }
735         }
736
737         return total;
738 }
739
740
741 /*!
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
745  * @return オブジェクトの本価格
746  * @details
747  * Return the "real" price of a "known" item, not including discounts\n
748  *\n
749  * Wand and staffs get cost for each charge\n
750  *\n
751  * Armor is worth an extra 100 gold per bonus point to armor class.\n
752  *\n
753  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
754  *\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
761  *\n
762  * Armor with a negative armor bonus is worthless.\n
763  * Weapons with negative hit+damage bonuses are worthless.\n
764  *\n
765  * Every wearable item with a "pval" bonus is worth extra (see below).\n
766  */
767 PRICE object_value_real(object_type *o_ptr)
768 {
769         BIT_FLAGS flgs[TR_FLAG_SIZE];
770         object_kind *k_ptr = &k_info[o_ptr->k_idx];
771
772         if (!k_info[o_ptr->k_idx].cost) return (0L);
773
774         PRICE value = k_info[o_ptr->k_idx].cost;
775         object_flags(o_ptr, flgs);
776         if (object_is_fixed_artifact(o_ptr))
777         {
778                 artifact_type *a_ptr = &a_info[o_ptr->name1];
779                 if (!a_ptr->cost) return (0L);
780
781                 value = a_ptr->cost;
782                 value += flag_cost(o_ptr, o_ptr->pval);
783                 return (value);
784         }
785         else if (object_is_ego(o_ptr))
786         {
787                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
788                 if (!e_ptr->cost) return (0L);
789
790                 value += e_ptr->cost;
791                 value += flag_cost(o_ptr, o_ptr->pval);
792         }
793         else
794         {
795                 bool flag = FALSE;
796                 for (int i = 0; i < TR_FLAG_SIZE; i++)
797                         if (o_ptr->art_flags[i]) flag = TRUE;
798
799                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
800         }
801
802         /* Analyze pval bonus for normal object */
803         switch (o_ptr->tval)
804         {
805         case TV_SHOT:
806         case TV_ARROW:
807         case TV_BOLT:
808         case TV_BOW:
809         case TV_DIGGING:
810         case TV_HAFTED:
811         case TV_POLEARM:
812         case TV_SWORD:
813         case TV_BOOTS:
814         case TV_GLOVES:
815         case TV_HELM:
816         case TV_CROWN:
817         case TV_SHIELD:
818         case TV_CLOAK:
819         case TV_SOFT_ARMOR:
820         case TV_HARD_ARMOR:
821         case TV_DRAG_ARMOR:
822         case TV_LITE:
823         case TV_AMULET:
824         case TV_RING:
825                 if (!o_ptr->pval) break;
826                 if (o_ptr->pval < 0) return (0L);
827
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);
841                 break;
842         }
843
844         switch (o_ptr->tval)
845         {
846         case TV_WAND:
847         {
848                 /* Pay extra for charges, depending on standard number of
849                  * charges.  Handle new-style wands correctly. -LM-
850                  */
851                 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
852                 break;
853         }
854         case TV_STAFF:
855         {
856                 /* Pay extra for charges, depending on standard number of
857                  * charges.  -LM-
858                  */
859                 value += (value * o_ptr->pval / (k_ptr->pval * 2));
860                 break;
861         }
862         case TV_RING:
863         case TV_AMULET:
864         {
865                 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
866
867                 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
868                 break;
869         }
870         case TV_BOOTS:
871         case TV_GLOVES:
872         case TV_CLOAK:
873         case TV_CROWN:
874         case TV_HELM:
875         case TV_SHIELD:
876         case TV_SOFT_ARMOR:
877         case TV_HARD_ARMOR:
878         case TV_DRAG_ARMOR:
879         {
880                 if (o_ptr->to_a < 0) return (0L);
881
882                 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
883                 break;
884         }
885         case TV_BOW:
886         case TV_DIGGING:
887         case TV_HAFTED:
888         case TV_SWORD:
889         case TV_POLEARM:
890         {
891                 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
892
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;
896                 break;
897         }
898         case TV_SHOT:
899         case TV_ARROW:
900         case TV_BOLT:
901         {
902                 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
903
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;
907                 break;
908         }
909         case TV_FIGURINE:
910         {
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;
917                 break;
918         }
919         case TV_CAPTURE:
920         {
921                 if (!o_ptr->pval) value = 1000L;
922                 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
923                 break;
924         }
925         case TV_CHEST:
926         {
927                 if (!o_ptr->pval) value = 0L;
928                 break;
929         }
930         }
931
932         if (value < 0) return 0L;
933
934         return (value);
935 }
936
937
938 /*!
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
943  * @details
944  * This function returns the "value" of the given item (qty one)\n
945  *\n
946  * Never notice "unknown" bonuses or properties, including "curses",\n
947  * since that would give the player information he did not have.\n
948  *\n
949  * Note that discounted items stay discounted forever, even if\n
950  * the discount is "forgotten" by the player via memory loss.\n
951  */
952 PRICE object_value(object_type *o_ptr)
953 {
954         PRICE value;
955
956         if (object_is_known(o_ptr))
957         {
958                 if (object_is_broken(o_ptr)) return (0L);
959                 if (object_is_cursed(o_ptr)) return (0L);
960
961                 value = object_value_real(o_ptr);
962         }
963         else
964         {
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);
967
968                 value = object_value_base(o_ptr);
969         }
970
971         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
972
973         return (value);
974 }
975
976
977 /*!
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
983  * @return なし
984  * @details
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
989  */
990 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
991 {
992         if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
993
994         q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
995         if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
996
997         if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
998
999         if (q_ptr->pval > o_ptr->timeout)
1000                 q_ptr->timeout = o_ptr->timeout;
1001         else
1002                 q_ptr->timeout = q_ptr->pval;
1003
1004         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1005 }
1006
1007
1008 /*!
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
1012  * @return なし
1013  * @details
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
1017  */
1018 void reduce_charges(object_type *o_ptr, int amt)
1019 {
1020         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1021                 (amt < o_ptr->number))
1022         {
1023                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1024         }
1025 }
1026
1027
1028 /*!
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
1034  */
1035 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1036 {
1037         int max_num = MAX_STACK_SIZE;
1038         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1039
1040         switch (o_ptr->tval)
1041         {
1042         case TV_CHEST:
1043         case TV_CARD:
1044         case TV_CAPTURE:
1045         {
1046                 return 0;
1047         }
1048         case TV_STATUE:
1049         {
1050                 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1051                 if (o_ptr->pval != j_ptr->pval) return 0;
1052                 break;
1053         }
1054         case TV_FIGURINE:
1055         case TV_CORPSE:
1056         {
1057                 if (o_ptr->pval != j_ptr->pval) return 0;
1058
1059                 break;
1060         }
1061         case TV_FOOD:
1062         case TV_POTION:
1063         case TV_SCROLL:
1064         {
1065                 break;
1066         }
1067         case TV_STAFF:
1068         {
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;
1073
1074                 if (o_ptr->pval != j_ptr->pval) return 0;
1075
1076                 break;
1077         }
1078         case TV_WAND:
1079         {
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;
1084
1085                 break;
1086         }
1087         case TV_ROD:
1088         {
1089                 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1090                 break;
1091         }
1092         case TV_BOW:
1093         case TV_DIGGING:
1094         case TV_HAFTED:
1095         case TV_POLEARM:
1096         case TV_SWORD:
1097         case TV_BOOTS:
1098         case TV_GLOVES:
1099         case TV_HELM:
1100         case TV_CROWN:
1101         case TV_SHIELD:
1102         case TV_CLOAK:
1103         case TV_SOFT_ARMOR:
1104         case TV_HARD_ARMOR:
1105         case TV_DRAG_ARMOR:
1106         case TV_RING:
1107         case TV_AMULET:
1108         case TV_LITE:
1109         case TV_WHISTLE:
1110         {
1111                 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1112         }
1113         case TV_BOLT:
1114         case TV_ARROW:
1115         case TV_SHOT:
1116         {
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;
1132                 break;
1133         }
1134         default:
1135         {
1136                 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1137
1138                 break;
1139         }
1140         }
1141
1142         for (int i = 0; i < TR_FLAG_SIZE; i++)
1143                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1144
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;
1147
1148         if (o_ptr->inscription && j_ptr->inscription &&
1149                 (o_ptr->inscription != j_ptr->inscription))
1150                 return 0;
1151
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;
1154
1155         return max_num;
1156 }
1157
1158
1159 /*!
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。
1165  */
1166 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1167 {
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;
1172
1173         return TRUE;
1174 }
1175
1176
1177 /*!
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
1182  * @return なし
1183  */
1184 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1185 {
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;
1189
1190         o_ptr->number = (total > max_num) ? max_num : total;
1191         if (object_is_known(j_ptr)) object_known(o_ptr);
1192
1193         if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1194                 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1195         {
1196                 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1197                 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1198         }
1199
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)
1205         {
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;
1208         }
1209
1210         if (o_ptr->tval == TV_WAND)
1211         {
1212                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1213         }
1214 }
1215
1216
1217 /*!
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
1222  * @return なし
1223  */
1224 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1225 {
1226         int num = 0;
1227         KIND_OBJECT_IDX bk = 0;
1228
1229         for (KIND_OBJECT_IDX k = 1; k < max_k_idx; k++)
1230         {
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;
1236
1237                 bk = k;
1238         }
1239
1240         if (sval == SV_ANY)
1241         {
1242                 return bk;
1243         }
1244
1245         return 0;
1246 }
1247
1248
1249 /*!
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
1253  * @return なし
1254  */
1255 void object_wipe(object_type *o_ptr)
1256 {
1257         (void)WIPE(o_ptr, object_type);
1258 }
1259
1260
1261 /*!
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
1266  * @return なし
1267  */
1268 void object_copy(object_type *o_ptr, object_type *j_ptr)
1269 {
1270         (void)COPY(o_ptr, j_ptr, object_type);
1271 }
1272
1273
1274 /*!
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
1279  * @return なし
1280  */
1281 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1282 {
1283         object_kind *k_ptr = &k_info[k_idx];
1284         object_wipe(o_ptr);
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;
1289         o_ptr->number = 1;
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;
1297
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);
1300
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);
1307 }
1308
1309
1310 /*!
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
1314  * @return なし
1315  */
1316 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1317 {
1318         object_aware(owner_ptr, o_ptr);
1319         object_known(o_ptr);
1320
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);
1325 }
1326
1327
1328 /*!
1329  *
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。
1335  */
1336 static byte get_random_ego(byte slot, bool good)
1337 {
1338         long total = 0L;
1339         for (int i = 1; i < max_e_idx; i++)
1340         {
1341                 ego_item_type *e_ptr;
1342                 e_ptr = &e_info[i];
1343                 if (e_ptr->slot == slot
1344                         && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1345                 {
1346                         if (e_ptr->rarity)
1347                                 total += (255 / e_ptr->rarity);
1348                 }
1349         }
1350
1351         int value = randint1(total);
1352         int j;
1353         for (j = 1; j < max_e_idx; j++)
1354         {
1355                 ego_item_type *e_ptr;
1356                 e_ptr = &e_info[j];
1357                 if (e_ptr->slot == slot
1358                         && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1359                 {
1360                         if (e_ptr->rarity)
1361                                 value -= (255 / e_ptr->rarity);
1362                         if (value <= 0L) break;
1363                 }
1364         }
1365
1366         return (byte)j;
1367 }
1368
1369
1370 /*!
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
1377  * @return なし
1378  * @details
1379  * Hack -- note special base damage dice boosting\n
1380  * Hack -- note special processing for weapon/digger\n
1381  */
1382 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1383 {
1384         HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1385         HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1386
1387         HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1388         HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1389
1390         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1391         {
1392                 tohit2 = (tohit2 + 1) / 2;
1393                 todam2 = (todam2 + 1) / 2;
1394         }
1395
1396         if (power > 0)
1397         {
1398                 o_ptr->to_h += tohit1;
1399                 o_ptr->to_d += todam1;
1400                 if (power > 1)
1401                 {
1402                         o_ptr->to_h += tohit2;
1403                         o_ptr->to_d += todam2;
1404                 }
1405         }
1406         else if (power < 0)
1407         {
1408                 o_ptr->to_h -= tohit1;
1409                 o_ptr->to_d -= todam1;
1410                 if (power < -1)
1411                 {
1412                         o_ptr->to_h -= tohit2;
1413                         o_ptr->to_d -= todam2;
1414                 }
1415
1416                 if (o_ptr->to_h + o_ptr->to_d < 0)
1417                         o_ptr->curse_flags |= TRC_CURSED;
1418         }
1419
1420         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1421
1422         switch (o_ptr->tval)
1423         {
1424         case TV_DIGGING:
1425         {
1426                 if (power > 1)
1427                 {
1428                         /* power > 2 is debug only */
1429                         if (one_in_(30) || (power > 2))
1430                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1431                         else
1432                                 o_ptr->name2 = EGO_DIGGING;
1433                 }
1434                 else if (power < -1)
1435                 {
1436                         o_ptr->pval = 0 - (5 + randint1(5));
1437                 }
1438                 else if (power < 0)
1439                 {
1440                         o_ptr->pval = 0 - (o_ptr->pval);
1441                 }
1442
1443                 break;
1444         }
1445         case TV_HAFTED:
1446         case TV_POLEARM:
1447         case TV_SWORD:
1448         {
1449                 if (power > 1)
1450                 {
1451                         /* power > 2 is debug only */
1452                         if (one_in_(40) || (power > 2))
1453                         {
1454                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1455                                 break;
1456                         }
1457                         while (TRUE)
1458                         {
1459                                 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1460                                 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1461                                         continue;
1462                                 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1463                                         continue;
1464                                 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1465                                         continue;
1466                                 break;
1467                         }
1468
1469                         switch (o_ptr->name2)
1470                         {
1471                         case EGO_HA:
1472                                 if (one_in_(4) && (level > 40))
1473                                         add_flag(o_ptr->art_flags, TR_BLOWS);
1474                                 break;
1475                         case EGO_DF:
1476                                 if (one_in_(3))
1477                                         add_flag(o_ptr->art_flags, TR_RES_POIS);
1478                                 if (one_in_(3))
1479                                         add_flag(o_ptr->art_flags, TR_WARNING);
1480                                 break;
1481                         case EGO_KILL_DRAGON:
1482                                 if (one_in_(3))
1483                                         add_flag(o_ptr->art_flags, TR_RES_POIS);
1484                                 break;
1485                         case EGO_WEST:
1486                                 if (one_in_(3))
1487                                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
1488                                 break;
1489                         case EGO_SLAYING_WEAPON:
1490                                 if (one_in_(3))
1491                                         o_ptr->dd *= 2;
1492                                 else
1493                                 {
1494                                         do
1495                                         {
1496                                                 o_ptr->dd++;
1497                                         } while (one_in_(o_ptr->dd));
1498
1499                                         do
1500                                         {
1501                                                 o_ptr->ds++;
1502                                         } while (one_in_(o_ptr->ds));
1503                                 }
1504
1505                                 if (one_in_(5))
1506                                 {
1507                                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1508                                 }
1509                                 if (o_ptr->tval == TV_SWORD && one_in_(3))
1510                                 {
1511                                         add_flag(o_ptr->art_flags, TR_VORPAL);
1512                                 }
1513                                 break;
1514                         case EGO_TRUMP:
1515                                 if (one_in_(5))
1516                                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1517                                 if (one_in_(7))
1518                                         one_ability(o_ptr);
1519                                 break;
1520                         case EGO_PATTERN:
1521                                 if (one_in_(3))
1522                                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1523                                 if (one_in_(3))
1524                                         add_flag(o_ptr->art_flags, TR_DEX);
1525                                 if (one_in_(5))
1526                                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
1527                                 break;
1528                         case EGO_SHARPNESS:
1529                                 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1530                                 break;
1531                         case EGO_EARTHQUAKES:
1532                                 if (one_in_(3) && (level > 60))
1533                                         add_flag(o_ptr->art_flags, TR_BLOWS);
1534                                 else
1535                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1536                                 break;
1537                         case EGO_VAMPIRIC:
1538                                 if (one_in_(5))
1539                                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1540                                 break;
1541                         case EGO_DEMON:
1542
1543                                 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1544                                 one_in_(3) ?
1545                                         add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1546                                         one_in_(2) ?
1547                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1548                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1549
1550
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);
1555                                 break;
1556                         }
1557
1558                         if (!o_ptr->art_name)
1559                         {
1560                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1561                                         o_ptr->dd++;
1562
1563                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
1564                         }
1565                 }
1566                 else if (power < -1)
1567                 {
1568                         if (randint0(MAX_DEPTH) < level)
1569                         {
1570                                 while (TRUE)
1571                                 {
1572                                         o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1573                                         if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1574                                         {
1575                                                 continue;
1576                                         }
1577
1578                                         break;
1579                                 }
1580
1581                                 switch (o_ptr->name2)
1582                                 {
1583                                 case EGO_MORGUL:
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);
1586                                         break;
1587                                 case EGO_WEIRD:
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);
1594                                         break;
1595                                 }
1596                         }
1597                 }
1598
1599                 break;
1600         }
1601         case TV_BOW:
1602         {
1603                 if (power > 1)
1604                 {
1605                         /* power > 2 is debug only */
1606                         if (one_in_(20) || (power > 2))
1607                         {
1608                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1609                                 break;
1610                         }
1611
1612                         o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
1613                 }
1614
1615                 break;
1616         }
1617         case TV_BOLT:
1618         case TV_ARROW:
1619         case TV_SHOT:
1620         {
1621                 if (power > 1)
1622                 {
1623                         /* power > 2 is debug only */
1624                         if (power > 2)
1625                         {
1626                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1627                                 break;
1628                         }
1629
1630                         o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
1631                         switch (o_ptr->name2)
1632                         {
1633                         case EGO_SLAYING_BOLT:
1634                                 o_ptr->dd++;
1635                                 break;
1636                         }
1637
1638                         while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1639                                 o_ptr->dd++;
1640
1641                         if (o_ptr->dd > 9) o_ptr->dd = 9;
1642                 }
1643                 else if (power < -1)
1644                 {
1645                         if (randint0(MAX_DEPTH) < level)
1646                         {
1647                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
1648                         }
1649                 }
1650
1651                 break;
1652         }
1653         }
1654 }
1655
1656
1657 /*!
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
1664  * @return なし
1665  * @details
1666  * Hack -- note special processing for crown/helm\n
1667  * Hack -- note special processing for robe of permanence\n
1668  */
1669 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1670 {
1671         ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
1672         ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
1673         if (power > 0)
1674         {
1675                 o_ptr->to_a += toac1;
1676                 if (power > 1)
1677                 {
1678                         o_ptr->to_a += toac2;
1679                 }
1680         }
1681         else if (power < 0)
1682         {
1683                 o_ptr->to_a -= toac1;
1684                 if (power < -1)
1685                 {
1686                         o_ptr->to_a -= toac2;
1687                 }
1688
1689                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
1690         }
1691
1692         switch (o_ptr->tval)
1693         {
1694         case TV_DRAG_ARMOR:
1695         {
1696                 /* power > 2 is debug only */
1697                 if (one_in_(50) || (power > 2))
1698                         become_random_artifact(owner_ptr, o_ptr, FALSE);
1699                 break;
1700         }
1701         case TV_HARD_ARMOR:
1702         case TV_SOFT_ARMOR:
1703         {
1704                 if (power > 1)
1705                 {
1706                         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
1707                                 (o_ptr->sval == SV_ROBE) &&
1708                                 (randint0(100) < 15))
1709                         {
1710                                 if (one_in_(5))
1711                                 {
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;
1715                                         o_ptr->ac = 0;
1716                                         o_ptr->to_a = 0;
1717                                 }
1718                                 else
1719                                 {
1720                                         o_ptr->name2 = EGO_PERMANENCE;
1721                                 }
1722
1723                                 break;
1724                         }
1725
1726                         /* power > 2 is debug only */
1727                         if (one_in_(20) || (power > 2))
1728                         {
1729                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1730                                 break;
1731                         }
1732
1733                         while (TRUE)
1734                         {
1735                                 bool okay_flag = TRUE;
1736                                 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
1737                                 switch (o_ptr->name2)
1738                                 {
1739                                 case EGO_DWARVEN:
1740                                         if (o_ptr->tval != TV_HARD_ARMOR)
1741                                         {
1742                                                 okay_flag = FALSE;
1743                                         }
1744
1745                                         break;
1746                                 case EGO_DRUID:
1747                                         if (o_ptr->tval != TV_SOFT_ARMOR)
1748                                         {
1749                                                 okay_flag = FALSE;
1750                                         }
1751
1752                                         break;
1753                                 default:
1754                                         break;
1755                                 }
1756
1757                                 if (okay_flag) break;
1758                         }
1759
1760                         switch (o_ptr->name2)
1761                         {
1762                         case EGO_RESISTANCE:
1763                                 if (one_in_(4))
1764                                         add_flag(o_ptr->art_flags, TR_RES_POIS);
1765                                 break;
1766                         case EGO_DWARVEN:
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;
1769                                 break;
1770
1771                         case EGO_A_DEMON:
1772                                 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1773                                 one_in_(3) ?
1774                                         add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1775                                         one_in_(2) ?
1776                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1777                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1778
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);
1787                                 break;
1788                         case EGO_A_MORGUL:
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);
1795                                 break;
1796                         default:
1797                                 break;
1798                         }
1799                 }
1800
1801                 break;
1802         }
1803         case TV_SHIELD:
1804         {
1805                 if (o_ptr->sval == SV_DRAGON_SHIELD)
1806                 {
1807                         dragon_resist(o_ptr);
1808                         if (!one_in_(3)) break;
1809                 }
1810
1811                 if (power > 1)
1812                 {
1813                         /* power > 2 is debug only */
1814                         if (one_in_(20) || (power > 2))
1815                         {
1816                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1817                                 break;
1818                         }
1819
1820                         while (TRUE)
1821                         {
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)
1825                                 {
1826                                         continue;
1827                                 }
1828
1829                                 break;
1830                         }
1831
1832                         switch (o_ptr->name2)
1833                         {
1834                         case EGO_ENDURANCE:
1835                                 if (!one_in_(3)) one_high_resistance(o_ptr);
1836                                 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
1837                                 break;
1838                         case EGO_REFLECTION:
1839                                 if (o_ptr->sval == SV_MIRROR_SHIELD)
1840                                         o_ptr->name2 = 0;
1841                                 break;
1842
1843                         case EGO_S_DWARVEN:
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;
1846                                 break;
1847                         }
1848                 }
1849
1850                 break;
1851         }
1852         case TV_GLOVES:
1853         {
1854                 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
1855                 {
1856                         dragon_resist(o_ptr);
1857                         if (!one_in_(3)) break;
1858                 }
1859
1860                 if (power > 1)
1861                 {
1862                         /* power > 2 is debug only */
1863                         if (one_in_(20) || (power > 2))
1864                         {
1865                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1866                                 break;
1867                         }
1868                         o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
1869                 }
1870                 else if (power < -1)
1871                 {
1872                         o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
1873                 }
1874
1875                 break;
1876         }
1877
1878         case TV_BOOTS:
1879         {
1880                 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
1881                 {
1882                         dragon_resist(o_ptr);
1883                         if (!one_in_(3)) break;
1884                 }
1885
1886                 if (power > 1)
1887                 {
1888                         /* power > 2 is debug only */
1889                         if (one_in_(20) || (power > 2))
1890                         {
1891                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1892                                 break;
1893                         }
1894
1895                         o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
1896                         switch (o_ptr->name2)
1897                         {
1898                         case EGO_SLOW_DESCENT:
1899                                 if (one_in_(2))
1900                                 {
1901                                         one_high_resistance(o_ptr);
1902                                 }
1903
1904                                 break;
1905                         }
1906                 }
1907                 else if (power < -1)
1908                 {
1909                         o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
1910                 }
1911
1912                 break;
1913         }
1914         case TV_CROWN:
1915         {
1916                 if (power > 1)
1917                 {
1918                         /* power > 2 is debug only */
1919                         if (one_in_(20) || (power > 2))
1920                         {
1921                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
1922                                 break;
1923                         }
1924
1925                         while (TRUE)
1926                         {
1927                                 bool ok_flag = TRUE;
1928                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
1929
1930                                 switch (o_ptr->name2)
1931                                 {
1932                                 case EGO_TELEPATHY:
1933                                         if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
1934                                         else add_esp_weak(o_ptr, FALSE);
1935                                         break;
1936                                 case EGO_MAGI:
1937                                 case EGO_MIGHT:
1938                                 case EGO_REGENERATION:
1939                                 case EGO_LORDLINESS:
1940                                 case EGO_BASILISK:
1941                                         break;
1942                                 case EGO_SEEING:
1943                                         if (one_in_(3))
1944                                         {
1945                                                 if (one_in_(2)) add_esp_strong(o_ptr);
1946                                                 else add_esp_weak(o_ptr, FALSE);
1947                                         }
1948                                         break;
1949                                 default:
1950                                         /* not existing crown (wisdom,lite, etc...) */
1951                                         ok_flag = FALSE;
1952                                 }
1953
1954                                 if (ok_flag)
1955                                         break;
1956                         }
1957
1958                         break;
1959                 }
1960                 else if (power < -1)
1961                 {
1962                         while (TRUE)
1963                         {
1964                                 bool ok_flag = TRUE;
1965                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
1966
1967                                 switch (o_ptr->name2)
1968                                 {
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);
1976                                         break;
1977                                 }
1978
1979                                 if (ok_flag)
1980                                         break;
1981                         }
1982                 }
1983
1984                 break;
1985         }
1986         case TV_HELM:
1987         {
1988                 if (o_ptr->sval == SV_DRAGON_HELM)
1989                 {
1990                         dragon_resist(o_ptr);
1991                         if (!one_in_(3)) break;
1992                 }
1993
1994                 if (power > 1)
1995                 {
1996                         /* power > 2 is debug only */
1997                         if (one_in_(20) || (power > 2))
1998                         {
1999                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
2000                                 break;
2001                         }
2002
2003                         while (TRUE)
2004                         {
2005                                 bool ok_flag = TRUE;
2006                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2007                                 switch (o_ptr->name2)
2008                                 {
2009                                 case EGO_BRILLIANCE:
2010                                 case EGO_DARK:
2011                                 case EGO_INFRAVISION:
2012                                 case EGO_H_PROTECTION:
2013                                         break;
2014                                 case EGO_SEEING:
2015                                         if (one_in_(7))
2016                                         {
2017                                                 if (one_in_(2)) add_esp_strong(o_ptr);
2018                                                 else add_esp_weak(o_ptr, FALSE);
2019                                         }
2020
2021                                         break;
2022                                 case EGO_LITE:
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);
2025                                         break;
2026                                 case EGO_H_DEMON:
2027                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2028                                         one_in_(3) ?
2029                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2030                                                 one_in_(2) ?
2031                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2032                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2033
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);
2042                                         break;
2043                                 default:
2044                                         /* not existing helm (Magi, Might, etc...)*/
2045                                         ok_flag = FALSE;
2046                                 }
2047                                 if (ok_flag)
2048                                         break;
2049                         }
2050
2051                         break;
2052                 }
2053                 else if (power < -1)
2054                 {
2055                         while (TRUE)
2056                         {
2057                                 bool ok_flag = TRUE;
2058                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2059
2060                                 switch (o_ptr->name2)
2061                                 {
2062                                 case EGO_ANCIENT_CURSE:
2063                                         ok_flag = FALSE;
2064                                 }
2065
2066                                 if (ok_flag)
2067                                         break;
2068                         }
2069                 }
2070
2071                 break;
2072         }
2073         case TV_CLOAK:
2074         {
2075                 if (power > 1)
2076                 {
2077                         /* power > 2 is debug only */
2078                         if (one_in_(20) || (power > 2))
2079                         {
2080                                 become_random_artifact(owner_ptr, o_ptr, FALSE);
2081                                 break;
2082                         }
2083                         o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2084
2085                         switch (o_ptr->name2)
2086                         {
2087                         case EGO_BAT:
2088                                 o_ptr->to_d -= 6;
2089                                 o_ptr->to_h -= 6;
2090                                 break;
2091                         case EGO_NAZGUL:
2092                                 o_ptr->to_d -= 3;
2093                                 o_ptr->to_h -= 3;
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);
2098                                 break;
2099                         }
2100
2101                 }
2102                 else if (power < -1)
2103                 {
2104                         o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2105                 }
2106
2107                 break;
2108         }
2109         }
2110 }
2111
2112
2113 /*!
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
2120  * @return なし
2121  * @details
2122  * Hack -- note special "pval boost" code for ring of speed\n
2123  * Hack -- note that some items must be cursed (or blessed)\n
2124  */
2125 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2126 {
2127         switch (o_ptr->tval)
2128         {
2129         case TV_RING:
2130         {
2131                 switch (o_ptr->sval)
2132                 {
2133                 case SV_RING_ATTACKS:
2134                 {
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;
2138
2139                         if (power < 0)
2140                         {
2141                                 o_ptr->ident |= (IDENT_BROKEN);
2142                                 o_ptr->curse_flags |= TRC_CURSED;
2143                                 o_ptr->pval = 0 - (o_ptr->pval);
2144                         }
2145
2146                         break;
2147                 }
2148                 case SV_RING_SHOTS:
2149                 {
2150                         break;
2151                 }
2152                 case SV_RING_STR:
2153                 case SV_RING_CON:
2154                 case SV_RING_DEX:
2155                 {
2156                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2157                         if (power < 0)
2158                         {
2159                                 o_ptr->ident |= (IDENT_BROKEN);
2160                                 o_ptr->curse_flags |= TRC_CURSED;
2161                                 o_ptr->pval = 0 - (o_ptr->pval);
2162                         }
2163
2164                         break;
2165                 }
2166                 case SV_RING_SPEED:
2167                 {
2168                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2169                         while (randint0(100) < 50) o_ptr->pval++;
2170
2171                         if (power < 0)
2172                         {
2173                                 o_ptr->ident |= (IDENT_BROKEN);
2174                                 o_ptr->curse_flags |= TRC_CURSED;
2175                                 o_ptr->pval = 0 - (o_ptr->pval);
2176                                 break;
2177                         }
2178
2179                         break;
2180                 }
2181                 case SV_RING_LORDLY:
2182                 {
2183                         do
2184                         {
2185                                 one_lordly_high_resistance(o_ptr);
2186                         } while (one_in_(4));
2187
2188                         o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2189                         break;
2190                 }
2191                 case SV_RING_WARNING:
2192                 {
2193                         if (one_in_(3)) one_low_esp(o_ptr);
2194                         break;
2195                 }
2196                 case SV_RING_SEARCHING:
2197                 {
2198                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2199                         if (power < 0)
2200                         {
2201                                 o_ptr->ident |= (IDENT_BROKEN);
2202                                 o_ptr->curse_flags |= TRC_CURSED;
2203                                 o_ptr->pval = 0 - (o_ptr->pval);
2204                         }
2205
2206                         break;
2207                 }
2208                 case SV_RING_FLAMES:
2209                 case SV_RING_ACID:
2210                 case SV_RING_ICE:
2211                 case SV_RING_ELEC:
2212                 {
2213                         o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2214                         break;
2215                 }
2216                 case SV_RING_WEAKNESS:
2217                 case SV_RING_STUPIDITY:
2218                 {
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;
2223
2224                         break;
2225                 }
2226                 case SV_RING_WOE:
2227                 {
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;
2233
2234                         break;
2235                 }
2236                 case SV_RING_DAMAGE:
2237                 {
2238                         o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2239                         if (power < 0)
2240                         {
2241                                 o_ptr->ident |= (IDENT_BROKEN);
2242                                 o_ptr->curse_flags |= TRC_CURSED;
2243                                 o_ptr->to_d = 0 - o_ptr->to_d;
2244                         }
2245
2246                         break;
2247                 }
2248                 case SV_RING_ACCURACY:
2249                 {
2250                         o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2251                         if (power < 0)
2252                         {
2253                                 o_ptr->ident |= (IDENT_BROKEN);
2254                                 o_ptr->curse_flags |= TRC_CURSED;
2255                                 o_ptr->to_h = 0 - o_ptr->to_h;
2256                         }
2257
2258                         break;
2259                 }
2260                 case SV_RING_PROTECTION:
2261                 {
2262                         o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2263                         if (power < 0)
2264                         {
2265                                 o_ptr->ident |= (IDENT_BROKEN);
2266                                 o_ptr->curse_flags |= TRC_CURSED;
2267                                 o_ptr->to_a = 0 - o_ptr->to_a;
2268                         }
2269
2270                         break;
2271                 }
2272                 case SV_RING_SLAYING:
2273                 {
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);
2276
2277                         if (power < 0)
2278                         {
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;
2283                         }
2284
2285                         break;
2286                 }
2287                 case SV_RING_MUSCLE:
2288                 {
2289                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2290                         if (one_in_(4)) o_ptr->pval++;
2291
2292                         if (power < 0)
2293                         {
2294                                 o_ptr->ident |= (IDENT_BROKEN);
2295                                 o_ptr->curse_flags |= TRC_CURSED;
2296                                 o_ptr->pval = 0 - o_ptr->pval;
2297                         }
2298
2299                         break;
2300                 }
2301                 case SV_RING_AGGRAVATION:
2302                 {
2303                         o_ptr->ident |= (IDENT_BROKEN);
2304                         o_ptr->curse_flags |= TRC_CURSED;
2305                         if (power > 0) power = 0 - power;
2306                         break;
2307                 }
2308                 }
2309
2310                 /* power > 2 is debug only */
2311                 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2312                 {
2313                         o_ptr->pval = MIN(o_ptr->pval, 4);
2314                         become_random_artifact(owner_ptr, o_ptr, FALSE);
2315                 }
2316                 else if ((power == 2) && one_in_(2))
2317                 {
2318                         while (!o_ptr->name2)
2319                         {
2320                                 int tmp = m_bonus(10, level);
2321                                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2322                                 switch (randint1(28))
2323                                 {
2324                                 case 1: case 2:
2325                                         o_ptr->name2 = EGO_RING_THROW;
2326                                         break;
2327                                 case 3: case 4:
2328                                         if (have_flag(k_ptr->flags, TR_REGEN)) break;
2329                                         o_ptr->name2 = EGO_RING_REGEN;
2330                                         break;
2331                                 case 5: case 6:
2332                                         if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2333                                         o_ptr->name2 = EGO_RING_LITE;
2334                                         break;
2335                                 case 7: case 8:
2336                                         if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2337                                         o_ptr->name2 = EGO_RING_TELEPORT;
2338                                         break;
2339                                 case 9: case 10:
2340                                         if (o_ptr->to_h) break;
2341                                         o_ptr->name2 = EGO_RING_TO_H;
2342                                         break;
2343                                 case 11: case 12:
2344                                         if (o_ptr->to_d) break;
2345                                         o_ptr->name2 = EGO_RING_TO_D;
2346                                         break;
2347                                 case 13:
2348                                         if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2349                                         o_ptr->name2 = EGO_RING_SLAY;
2350                                         break;
2351                                 case 14:
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;
2354                                         break;
2355                                 case 15:
2356                                         if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2357                                         o_ptr->name2 = EGO_RING_HERO;
2358                                         break;
2359                                 case 16:
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;
2364                                         break;
2365                                 case 17:
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;
2371                                         break;
2372                                 case 18:
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;
2378                                         break;
2379                                 case 19:
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;
2384                                         break;
2385                                 case 20:
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;
2390                                         break;
2391                                 case 21: case 22: case 23: case 24: case 25: case 26:
2392                                         switch (o_ptr->sval)
2393                                         {
2394                                         case SV_RING_SPEED:
2395                                                 if (!one_in_(3)) break;
2396                                                 o_ptr->name2 = EGO_RING_D_SPEED;
2397                                                 break;
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;
2403                                                 else
2404                                                 {
2405                                                         o_ptr->name2 = EGO_RING_BERSERKER;
2406                                                         o_ptr->to_h -= 2 + randint1(4);
2407                                                         o_ptr->to_d += 2 + randint1(4);
2408                                                 }
2409
2410                                                 break;
2411                                         case SV_RING_PROTECTION:
2412                                                 o_ptr->name2 = EGO_RING_SUPER_AC;
2413                                                 o_ptr->to_a += 7 + m_bonus(5, level);
2414                                                 break;
2415                                         case SV_RING_RES_FEAR:
2416                                                 o_ptr->name2 = EGO_RING_HERO;
2417                                                 break;
2418                                         case SV_RING_SHOTS:
2419                                                 if (one_in_(2)) break;
2420                                                 o_ptr->name2 = EGO_RING_HUNTER;
2421                                                 break;
2422                                         case SV_RING_SEARCHING:
2423                                                 o_ptr->name2 = EGO_RING_STEALTH;
2424                                                 break;
2425                                         case SV_RING_TELEPORTATION:
2426                                                 o_ptr->name2 = EGO_RING_TELE_AWAY;
2427                                                 break;
2428                                         case SV_RING_RES_BLINDNESS:
2429                                                 if (one_in_(2))
2430                                                         o_ptr->name2 = EGO_RING_RES_LITE;
2431                                                 else
2432                                                         o_ptr->name2 = EGO_RING_RES_DARK;
2433                                                 break;
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;
2439                                                 break;
2440                                         case SV_RING_SUSTAIN:
2441                                                 if (!one_in_(4)) break;
2442                                                 o_ptr->name2 = EGO_RING_RES_TIME;
2443                                                 break;
2444                                         case SV_RING_FLAMES:
2445                                                 if (!one_in_(2)) break;
2446                                                 o_ptr->name2 = EGO_RING_DRAGON_F;
2447                                                 break;
2448                                         case SV_RING_ICE:
2449                                                 if (!one_in_(2)) break;
2450                                                 o_ptr->name2 = EGO_RING_DRAGON_C;
2451                                                 break;
2452                                         case SV_RING_WARNING:
2453                                                 if (!one_in_(2)) break;
2454                                                 o_ptr->name2 = EGO_RING_M_DETECT;
2455                                                 break;
2456                                         default:
2457                                                 break;
2458                                         }
2459
2460                                         break;
2461                                 }
2462                         }
2463
2464                         o_ptr->curse_flags = 0L;
2465                 }
2466                 else if ((power == -2) && one_in_(2))
2467                 {
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)
2475                         {
2476                                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2477                                 switch (randint1(5))
2478                                 {
2479                                 case 1:
2480                                         if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2481                                         o_ptr->name2 = EGO_RING_DRAIN_EXP;
2482                                         break;
2483                                 case 2:
2484                                         o_ptr->name2 = EGO_RING_NO_MELEE;
2485                                         break;
2486                                 case 3:
2487                                         if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2488                                         o_ptr->name2 = EGO_RING_AGGRAVATE;
2489                                         break;
2490                                 case 4:
2491                                         if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2492                                         o_ptr->name2 = EGO_RING_TY_CURSE;
2493                                         break;
2494                                 case 5:
2495                                         o_ptr->name2 = EGO_RING_ALBINO;
2496                                         break;
2497                                 }
2498                         }
2499
2500                         o_ptr->ident |= (IDENT_BROKEN);
2501                         o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2502                 }
2503
2504                 break;
2505         }
2506         case TV_AMULET:
2507         {
2508                 switch (o_ptr->sval)
2509                 {
2510                 case SV_AMULET_INTELLIGENCE:
2511                 case SV_AMULET_WISDOM:
2512                 case SV_AMULET_CHARISMA:
2513                 {
2514                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2515                         if (power < 0)
2516                         {
2517                                 o_ptr->ident |= (IDENT_BROKEN);
2518                                 o_ptr->curse_flags |= (TRC_CURSED);
2519                                 o_ptr->pval = 0 - o_ptr->pval;
2520                         }
2521
2522                         break;
2523                 }
2524                 case SV_AMULET_BRILLIANCE:
2525                 {
2526                         o_ptr->pval = 1 + m_bonus(3, level);
2527                         if (one_in_(4)) o_ptr->pval++;
2528
2529                         if (power < 0)
2530                         {
2531                                 o_ptr->ident |= (IDENT_BROKEN);
2532                                 o_ptr->curse_flags |= (TRC_CURSED);
2533                                 o_ptr->pval = 0 - o_ptr->pval;
2534                         }
2535
2536                         break;
2537                 }
2538                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
2539                 {
2540                         if (power < 0)
2541                         {
2542                                 o_ptr->curse_flags |= (TRC_CURSED);
2543                         }
2544
2545                         break;
2546                 }
2547                 case SV_AMULET_RESISTANCE:
2548                 {
2549                         if (one_in_(5)) one_high_resistance(o_ptr);
2550                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2551                         break;
2552                 }
2553                 case SV_AMULET_SEARCHING:
2554                 {
2555                         o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
2556                         if (power < 0)
2557                         {
2558                                 o_ptr->ident |= (IDENT_BROKEN);
2559                                 o_ptr->curse_flags |= (TRC_CURSED);
2560                                 o_ptr->pval = 0 - (o_ptr->pval);
2561                         }
2562
2563                         break;
2564                 }
2565                 case SV_AMULET_THE_MAGI:
2566                 {
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);
2570                         break;
2571                 }
2572                 case SV_AMULET_DOOM:
2573                 {
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;
2579
2580                         break;
2581                 }
2582                 case SV_AMULET_MAGIC_MASTERY:
2583                 {
2584                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
2585                         if (power < 0)
2586                         {
2587                                 o_ptr->ident |= (IDENT_BROKEN);
2588                                 o_ptr->curse_flags |= (TRC_CURSED);
2589                                 o_ptr->pval = 0 - o_ptr->pval;
2590                         }
2591
2592                         break;
2593                 }
2594                 }
2595
2596                 /* power > 2 is debug only */
2597                 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2598                 {
2599                         o_ptr->pval = MIN(o_ptr->pval, 4);
2600                         become_random_artifact(owner_ptr, o_ptr, FALSE);
2601                 }
2602                 else if ((power == 2) && one_in_(2))
2603                 {
2604                         while (!o_ptr->name2)
2605                         {
2606                                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2607                                 switch (randint1(21))
2608                                 {
2609                                 case 1: case 2:
2610                                         if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
2611                                         o_ptr->name2 = EGO_AMU_SLOW_D;
2612                                         break;
2613                                 case 3: case 4:
2614                                         if (o_ptr->pval) break;
2615                                         o_ptr->name2 = EGO_AMU_INFRA;
2616                                         break;
2617                                 case 5: case 6:
2618                                         if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
2619                                         o_ptr->name2 = EGO_AMU_SEE_INVIS;
2620                                         break;
2621                                 case 7: case 8:
2622                                         if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
2623                                         o_ptr->name2 = EGO_AMU_HOLD_EXP;
2624                                         break;
2625                                 case 9:
2626                                         if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
2627                                         o_ptr->name2 = EGO_AMU_LEVITATION;
2628                                         break;
2629                                 case 10: case 11: case 21:
2630                                         o_ptr->name2 = EGO_AMU_AC;
2631                                         break;
2632                                 case 12:
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_;
2636                                         else
2637                                                 o_ptr->name2 = EGO_AMU_RES_FIRE;
2638                                         break;
2639                                 case 13:
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_;
2643                                         else
2644                                                 o_ptr->name2 = EGO_AMU_RES_COLD;
2645                                         break;
2646                                 case 14:
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_;
2650                                         else
2651                                                 o_ptr->name2 = EGO_AMU_RES_ELEC;
2652                                         break;
2653                                 case 15:
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_;
2657                                         else
2658                                                 o_ptr->name2 = EGO_AMU_RES_ACID;
2659                                         break;
2660                                 case 16: case 17: case 18: case 19: case 20:
2661                                         switch (o_ptr->sval)
2662                                         {
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;
2667                                                 break;
2668                                         case SV_AMULET_RESIST_ACID:
2669                                                 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
2670                                                 break;
2671                                         case SV_AMULET_SEARCHING:
2672                                                 o_ptr->name2 = EGO_AMU_STEALTH;
2673                                                 break;
2674                                         case SV_AMULET_BRILLIANCE:
2675                                                 if (!one_in_(3)) break;
2676                                                 o_ptr->name2 = EGO_AMU_IDENT;
2677                                                 break;
2678                                         case SV_AMULET_CHARISMA:
2679                                                 if (!one_in_(3)) break;
2680                                                 o_ptr->name2 = EGO_AMU_CHARM;
2681                                                 break;
2682                                         case SV_AMULET_THE_MAGI:
2683                                                 if (one_in_(2)) break;
2684                                                 o_ptr->name2 = EGO_AMU_GREAT;
2685                                                 break;
2686                                         case SV_AMULET_RESISTANCE:
2687                                                 if (!one_in_(5)) break;
2688                                                 o_ptr->name2 = EGO_AMU_DEFENDER;
2689                                                 break;
2690                                         case SV_AMULET_TELEPATHY:
2691                                                 if (!one_in_(3)) break;
2692                                                 o_ptr->name2 = EGO_AMU_DETECTION;
2693                                                 break;
2694                                         }
2695                                 }
2696                         }
2697                         o_ptr->curse_flags = 0L;
2698                 }
2699                 else if ((power == -2) && one_in_(2))
2700                 {
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)
2708                         {
2709                                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2710                                 switch (randint1(5))
2711                                 {
2712                                 case 1:
2713                                         if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2714                                         o_ptr->name2 = EGO_AMU_DRAIN_EXP;
2715                                         break;
2716                                 case 2:
2717                                         o_ptr->name2 = EGO_AMU_FOOL;
2718                                         break;
2719                                 case 3:
2720                                         if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2721                                         o_ptr->name2 = EGO_AMU_AGGRAVATE;
2722                                         break;
2723                                 case 4:
2724                                         if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2725                                         o_ptr->name2 = EGO_AMU_TY_CURSE;
2726                                         break;
2727                                 case 5:
2728                                         o_ptr->name2 = EGO_AMU_NAIVETY;
2729                                         break;
2730                                 }
2731                         }
2732
2733                         o_ptr->ident |= (IDENT_BROKEN);
2734                         o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2735                 }
2736
2737                 break;
2738         }
2739         }
2740 }
2741
2742
2743 /*!
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
2749  * @return なし
2750  * @details
2751  * Hack -- note the special code for various items
2752  */
2753 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
2754 {
2755         object_kind *k_ptr = &k_info[o_ptr->k_idx];
2756
2757         floor_type *floor_ptr = owner_ptr->current_floor_ptr;
2758         switch (o_ptr->tval)
2759         {
2760         case TV_WHISTLE:
2761         {
2762                 break;
2763         }
2764         case TV_FLASK:
2765         {
2766                 o_ptr->xtra4 = o_ptr->pval;
2767                 o_ptr->pval = 0;
2768                 break;
2769         }
2770         case TV_LITE:
2771         {
2772                 if (o_ptr->sval == SV_LITE_TORCH)
2773                 {
2774                         if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2775                         o_ptr->pval = 0;
2776                 }
2777
2778                 if (o_ptr->sval == SV_LITE_LANTERN)
2779                 {
2780                         if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2781                         o_ptr->pval = 0;
2782                 }
2783
2784                 /* power > 2 is debug only */
2785                 if (power > 2)
2786                 {
2787                         become_random_artifact(owner_ptr, o_ptr, FALSE);
2788                 }
2789                 else if ((power == 2) || ((power == 1) && one_in_(3)))
2790                 {
2791                         while (!o_ptr->name2)
2792                         {
2793                                 while (TRUE)
2794                                 {
2795                                         bool okay_flag = TRUE;
2796
2797                                         o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
2798
2799                                         switch (o_ptr->name2)
2800                                         {
2801                                         case EGO_LITE_LONG:
2802                                                 if (o_ptr->sval == SV_LITE_FEANOR)
2803                                                         okay_flag = FALSE;
2804                                         }
2805
2806                                         if (okay_flag)
2807                                                 break;
2808                                 }
2809                         }
2810                 }
2811                 else if (power == -2)
2812                 {
2813                         o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
2814                         switch (o_ptr->name2)
2815                         {
2816                         case EGO_LITE_DARKNESS:
2817                                 o_ptr->xtra4 = 0;
2818
2819                                 if (o_ptr->sval == SV_LITE_TORCH)
2820                                 {
2821                                         add_flag(o_ptr->art_flags, TR_LITE_M1);
2822                                 }
2823                                 else if (o_ptr->sval == SV_LITE_LANTERN)
2824                                 {
2825                                         add_flag(o_ptr->art_flags, TR_LITE_M2);
2826                                 }
2827                                 else if (o_ptr->sval == SV_LITE_FEANOR)
2828                                 {
2829                                         add_flag(o_ptr->art_flags, TR_LITE_M3);
2830                                 }
2831                                 break;
2832                         }
2833                 }
2834
2835                 break;
2836         }
2837         case TV_WAND:
2838         case TV_STAFF:
2839         {
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-
2842                  */
2843                 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
2844                 break;
2845         }
2846         case TV_ROD:
2847         {
2848                 o_ptr->pval = k_ptr->pval;
2849                 break;
2850         }
2851         case TV_CAPTURE:
2852         {
2853                 o_ptr->pval = 0;
2854                 object_aware(owner_ptr, o_ptr);
2855                 object_known(o_ptr);
2856                 break;
2857         }
2858         case TV_FIGURINE:
2859         {
2860                 PARAMETER_VALUE i = 1;
2861                 int check;
2862                 monster_race *r_ptr;
2863                 while (TRUE)
2864                 {
2865                         i = randint1(max_r_idx - 1);
2866
2867                         if (!item_monster_okay(i)) continue;
2868                         if (i == MON_TSUCHINOKO) continue;
2869
2870                         r_ptr = &r_info[i];
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;
2875
2876                         break;
2877                 }
2878
2879                 o_ptr->pval = i;
2880                 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
2881
2882                 break;
2883         }
2884         case TV_CORPSE:
2885         {
2886                 PARAMETER_VALUE i = 1;
2887                 int check;
2888                 u32b match = 0;
2889                 monster_race *r_ptr;
2890                 if (o_ptr->sval == SV_SKELETON)
2891                 {
2892                         match = RF9_DROP_SKELETON;
2893                 }
2894                 else if (o_ptr->sval == SV_CORPSE)
2895                 {
2896                         match = RF9_DROP_CORPSE;
2897                 }
2898
2899                 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
2900                 while (TRUE)
2901                 {
2902                         i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
2903                         r_ptr = &r_info[i];
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;
2908
2909                         break;
2910                 }
2911
2912                 o_ptr->pval = i;
2913                 object_aware(owner_ptr, o_ptr);
2914                 object_known(o_ptr);
2915                 break;
2916         }
2917         case TV_STATUE:
2918         {
2919                 PARAMETER_VALUE i = 1;
2920                 monster_race *r_ptr;
2921                 while (TRUE)
2922                 {
2923                         i = randint1(max_r_idx - 1);
2924                         r_ptr = &r_info[i];
2925                         if (!r_ptr->rarity) continue;
2926
2927                         break;
2928                 }
2929
2930                 o_ptr->pval = i;
2931                 if (cheat_peek)
2932                 {
2933                         msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
2934                 }
2935
2936                 object_aware(owner_ptr, o_ptr);
2937                 object_known(o_ptr);
2938                 break;
2939         }
2940         case TV_CHEST:
2941         {
2942                 DEPTH obj_level = k_info[o_ptr->k_idx].level;
2943                 if (obj_level <= 0) break;
2944
2945                 o_ptr->pval = randint1(obj_level);
2946                 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
2947
2948                 o_ptr->xtra3 = floor_ptr->dun_level + 5;
2949                 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
2950
2951                 break;
2952         }
2953         }
2954 }
2955
2956
2957 /*!
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
2962  * @param lev 生成基準階
2963  * @param mode 生成オプション
2964  * @return なし
2965  * @details
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
2969  *\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
2972  *\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
2981  *\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
2985  *\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
2988  *\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
2993  */
2994 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
2995 {
2996         if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
2997         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
2998
2999         int f1 = lev + 10;
3000         if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3001
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;
3005
3006         if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3007         {
3008                 f1 += 5;
3009                 f2 += 2;
3010         }
3011         else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3012         {
3013                 f1 -= 5;
3014                 f2 -= 2;
3015         }
3016
3017         int power = 0;
3018         if ((mode & AM_GOOD) || magik(f1))
3019         {
3020                 power = 1;
3021                 if ((mode & AM_GREAT) || magik(f2))
3022                 {
3023                         power = 2;
3024                         if (mode & AM_SPECIAL) power = 3;
3025                 }
3026         }
3027         else if (magik(f1))
3028         {
3029                 power = -1;
3030                 if (magik(f2)) power = -2;
3031         }
3032         if (mode & AM_CURSED)
3033         {
3034                 if (power > 0)
3035                 {
3036                         power = 0 - power;
3037                 }
3038                 else
3039                 {
3040                         power--;
3041                 }
3042         }
3043
3044         int rolls = 0;
3045         if (power >= 2) rolls = 1;
3046
3047         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3048         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3049
3050         for (int i = 0; i < rolls; i++)
3051         {
3052                 if (make_artifact(owner_ptr, o_ptr)) break;
3053                 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3054                 {
3055                         if (make_artifact(owner_ptr, o_ptr)) break;
3056                 }
3057         }
3058
3059         if (object_is_fixed_artifact(o_ptr))
3060         {
3061                 artifact_type *a_ptr = &a_info[o_ptr->name1];
3062                 a_ptr->cur_num = 1;
3063                 if (current_world_ptr->character_dungeon)
3064                         a_ptr->floor_id = owner_ptr->floor_id;
3065
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;
3075
3076                 if (o_ptr->name1 == ART_MILIM)
3077                 {
3078                         if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3079                         {
3080                                 o_ptr->pval = 3;
3081                         }
3082                 }
3083
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);
3091
3092                 return;
3093         }
3094
3095         switch (o_ptr->tval)
3096         {
3097         case TV_DIGGING:
3098         case TV_HAFTED:
3099         case TV_BOW:
3100         case TV_SHOT:
3101         case TV_ARROW:
3102         case TV_BOLT:
3103         {
3104                 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3105                 break;
3106         }
3107         case TV_POLEARM:
3108         {
3109                 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3110                 break;
3111         }
3112         case TV_SWORD:
3113         {
3114                 if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3115                 break;
3116         }
3117         case TV_DRAG_ARMOR:
3118         case TV_HARD_ARMOR:
3119         case TV_SOFT_ARMOR:
3120         case TV_SHIELD:
3121         case TV_HELM:
3122         case TV_CROWN:
3123         case TV_CLOAK:
3124         case TV_GLOVES:
3125         case TV_BOOTS:
3126         {
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);
3130
3131                 if (power ||
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);
3137
3138                 break;
3139         }
3140         case TV_RING:
3141         case TV_AMULET:
3142         {
3143                 if (!power && (randint0(100) < 50)) power = -1;
3144                 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3145                 break;
3146         }
3147         default:
3148         {
3149                 a_m_aux_4(owner_ptr, o_ptr, power);
3150                 break;
3151         }
3152         }
3153
3154         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3155                 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3156                 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3157         {
3158                 o_ptr->pval = 3;
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);
3165         }
3166
3167         if (object_is_ego(o_ptr))
3168         {
3169                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3170                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3171
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);
3178
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))
3187                 {
3188                         do
3189                         {
3190                                 o_ptr->dd++;
3191                         } while (one_in_(o_ptr->dd));
3192
3193                         if (o_ptr->dd > 9) o_ptr->dd = 9;
3194                 }
3195
3196                 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3197
3198                 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3199                 {
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);
3204                 }
3205                 else
3206                 {
3207                         if (e_ptr->max_to_h)
3208                         {
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);
3212                         }
3213
3214                         if (e_ptr->max_to_d)
3215                         {
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);
3219                         }
3220
3221                         if (e_ptr->max_to_a)
3222                         {
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);
3226                         }
3227
3228                         if (o_ptr->name2 == EGO_ACCURACY)
3229                         {
3230                                 while (o_ptr->to_h < o_ptr->to_d + 10)
3231                                 {
3232                                         o_ptr->to_h += 5;
3233                                         o_ptr->to_d -= 5;
3234                                 }
3235                                 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3236                         }
3237
3238                         if (o_ptr->name2 == EGO_VELOCITY)
3239                         {
3240                                 while (o_ptr->to_d < o_ptr->to_h + 10)
3241                                 {
3242                                         o_ptr->to_d += 5;
3243                                         o_ptr->to_h -= 5;
3244                                 }
3245                                 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3246                         }
3247
3248                         if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3249                         {
3250                                 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3251                         }
3252
3253                         if (e_ptr->max_pval)
3254                         {
3255                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3256                                 {
3257                                         o_ptr->pval++;
3258                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3259                                 }
3260                                 else if (o_ptr->name2 == EGO_DEMON)
3261                                 {
3262                                         if (have_flag(o_ptr->art_flags, TR_BLOWS))
3263                                         {
3264                                                 o_ptr->pval += randint1(2);
3265                                         }
3266                                         else
3267                                         {
3268                                                 o_ptr->pval += randint1(e_ptr->max_pval);
3269                                         }
3270                                 }
3271                                 else if (o_ptr->name2 == EGO_ATTACKS)
3272                                 {
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);
3277                                 }
3278                                 else if (o_ptr->name2 == EGO_BAT)
3279                                 {
3280                                         o_ptr->pval = randint1(e_ptr->max_pval);
3281                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
3282                                 }
3283                                 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
3284                                 {
3285                                         o_ptr->pval = randint1(e_ptr->max_pval);
3286                                 }
3287                                 else
3288                                 {
3289                                         o_ptr->pval += randint1(e_ptr->max_pval);
3290                                 }
3291                         }
3292
3293                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
3294                         {
3295                                 o_ptr->pval = randint1(o_ptr->pval);
3296                         }
3297
3298                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
3299                                 o_ptr->pval = 2;
3300                 }
3301
3302                 return;
3303         }
3304
3305         if (o_ptr->k_idx)
3306         {
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);
3309
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);
3316         }
3317 }
3318
3319
3320 /*!
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。
3327  * @details
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
3331  */
3332 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
3333 {
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))
3338         {
3339                 KIND_OBJECT_IDX k_idx;
3340                 if ((mode & AM_GOOD) && !get_obj_num_hook)
3341                 {
3342                         get_obj_num_hook = kind_is_good;
3343                 }
3344
3345                 if (get_obj_num_hook) get_obj_num_prep();
3346
3347                 k_idx = get_obj_num(owner_ptr, base, mode);
3348                 if (get_obj_num_hook)
3349                 {
3350                         get_obj_num_hook = NULL;
3351                         get_obj_num_prep();
3352                 }
3353
3354                 if (!k_idx) return FALSE;
3355
3356                 object_prep(j_ptr, k_idx);
3357         }
3358
3359         apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
3360         switch (j_ptr->tval)
3361         {
3362         case TV_SPIKE:
3363         case TV_SHOT:
3364         case TV_ARROW:
3365         case TV_BOLT:
3366         {
3367                 if (!j_ptr->name1)
3368                         j_ptr->number = (byte)damroll(6, 7);
3369         }
3370         }
3371
3372         if (cheat_peek) object_mention(owner_ptr, j_ptr);
3373
3374         return TRUE;
3375 }
3376
3377
3378 /*!
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。
3384  * @details
3385  * The location must be a legal, clean, floor grid.
3386  */
3387 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
3388 {
3389         int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
3390         if (one_in_(GREAT_OBJ))
3391         {
3392                 i += randint1(floor_ptr->object_level + 1);
3393         }
3394
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);
3398
3399         s32b base = k_info[OBJ_GOLD_LIST + i].cost;
3400         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
3401
3402         return TRUE;
3403 }
3404
3405
3406 /*!
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。
3415  * @details
3416  * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
3417  *\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
3421  *\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
3424  *\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
3428  */
3429 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
3430 {
3431         int i, k, d, s;
3432         POSITION dy, dx;
3433         POSITION ty, tx = 0;
3434         OBJECT_IDX o_idx = 0;
3435         OBJECT_IDX this_o_idx, next_o_idx = 0;
3436         grid_type *g_ptr;
3437         GAME_TEXT o_name[MAX_NLEN];
3438         bool flag = FALSE;
3439         bool done = FALSE;
3440 #ifdef JP
3441 #else
3442         bool plural = (j_ptr->number != 1);
3443 #endif
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))
3446         {
3447 #ifdef JP
3448                 msg_format("%sは消えた。", o_name);
3449 #else
3450                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3451 #endif
3452                 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
3453
3454                 return 0;
3455         }
3456
3457         int bs = -1;
3458         int bn = 0;
3459
3460         POSITION by = y;
3461         POSITION bx = x;
3462         floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3463         for (dy = -3; dy <= 3; dy++)
3464         {
3465                 for (dx = -3; dx <= 3; dx++)
3466                 {
3467                         bool comb = FALSE;
3468                         d = (dy * dy) + (dx * dx);
3469                         if (d > 10) continue;
3470
3471                         ty = y + dy;
3472                         tx = x + dx;
3473                         if (!in_bounds(floor_ptr, ty, tx)) continue;
3474                         if (!projectable(owner_ptr, y, x, ty, tx)) continue;
3475
3476                         g_ptr = &floor_ptr->grid_array[ty][tx];
3477                         if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
3478
3479                         k = 0;
3480                         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3481                         {
3482                                 object_type *o_ptr;
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;
3486
3487                                 k++;
3488                         }
3489
3490                         if (!comb) k++;
3491                         if (k > 99) continue;
3492
3493                         s = 1000 - (d + k * 5);
3494                         if (s < bs) continue;
3495
3496                         if (s > bs) bn = 0;
3497
3498                         if ((++bn >= 2) && !one_in_(bn)) continue;
3499
3500                         bs = s;
3501                         by = ty;
3502                         bx = tx;
3503
3504                         flag = TRUE;
3505                 }
3506         }
3507
3508         if (!flag && !object_is_artifact(j_ptr))
3509         {
3510 #ifdef JP
3511                 msg_format("%sは消えた。", o_name);
3512 #else
3513                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3514 #endif
3515                 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3516
3517                 return 0;
3518         }
3519
3520         for (i = 0; !flag && (i < 1000); i++)
3521         {
3522                 ty = rand_spread(by, 1);
3523                 tx = rand_spread(bx, 1);
3524
3525                 if (!in_bounds(floor_ptr, ty, tx)) continue;
3526
3527                 by = ty;
3528                 bx = tx;
3529
3530                 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
3531
3532                 flag = TRUE;
3533         }
3534
3535         if (!flag)
3536         {
3537                 int candidates = 0, pick;
3538                 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3539                 {
3540                         for (tx = 1; tx < floor_ptr->width - 1; tx++)
3541                         {
3542                                 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
3543                         }
3544                 }
3545
3546                 if (!candidates)
3547                 {
3548 #ifdef JP
3549                         msg_format("%sは消えた。", o_name);
3550 #else
3551                         msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3552 #endif
3553
3554                         if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3555
3556                         if (preserve_mode)
3557                         {
3558                                 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
3559                                 {
3560                                         a_info[j_ptr->name1].cur_num = 0;
3561                                 }
3562                         }
3563
3564                         return 0;
3565                 }
3566
3567                 pick = randint1(candidates);
3568                 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3569                 {
3570                         for (tx = 1; tx < floor_ptr->width - 1; tx++)
3571                         {
3572                                 if (cave_drop_bold(floor_ptr, ty, tx))
3573                                 {
3574                                         pick--;
3575                                         if (!pick) break;
3576                                 }
3577                         }
3578
3579                         if (!pick) break;
3580                 }
3581
3582                 by = ty;
3583                 bx = tx;
3584         }
3585
3586
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)
3589         {
3590                 object_type *o_ptr;
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))
3594                 {
3595                         object_absorb(o_ptr, j_ptr);
3596                         done = TRUE;
3597                         break;
3598                 }
3599         }
3600
3601         if (!done) o_idx = o_pop(floor_ptr);
3602
3603         if (!done && !o_idx)
3604         {
3605 #ifdef JP
3606                 msg_format("%sは消えた。", o_name);
3607 #else
3608                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3609 #endif
3610                 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
3611
3612                 if (object_is_fixed_artifact(j_ptr))
3613                 {
3614                         a_info[j_ptr->name1].cur_num = 0;
3615                 }
3616
3617                 return 0;
3618         }
3619
3620         if (!done)
3621         {
3622                 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
3623                 j_ptr = &floor_ptr->o_list[o_idx];
3624                 j_ptr->iy = by;
3625                 j_ptr->ix = bx;
3626                 j_ptr->held_m_idx = 0;
3627                 j_ptr->next_o_idx = g_ptr->o_idx;
3628
3629                 g_ptr->o_idx = o_idx;
3630                 done = TRUE;
3631         }
3632
3633         note_spot(owner_ptr, by, bx);
3634         lite_spot(owner_ptr, by, bx);
3635         sound(SOUND_DROP);
3636
3637         if (chance && player_bold(owner_ptr, by, bx))
3638         {
3639                 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
3640         }
3641
3642         return o_idx;
3643 }
3644
3645
3646 /*!
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
3651  * @return なし
3652  */
3653 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
3654 {
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;
3658
3659 #ifdef JP
3660         if (o_ptr->pval <= 0)
3661         {
3662                 msg_print("もう魔力が残っていない。");
3663         }
3664         else
3665         {
3666                 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
3667         }
3668 #else
3669         if (o_ptr->pval != 1)
3670         {
3671                 msg_format("You have %d charges remaining.", o_ptr->pval);
3672         }
3673
3674         else
3675         {
3676                 msg_format("You have %d charge remaining.", o_ptr->pval);
3677         }
3678 #endif
3679 }
3680
3681
3682 /*!
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
3687  * @return なし
3688  */
3689 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3690 {
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);
3694 #ifdef JP
3695         if (o_ptr->number <= 0)
3696         {
3697                 msg_format("もう%sを持っていない。", o_name);
3698         }
3699         else
3700         {
3701                 msg_format("まだ %sを持っている。", o_name);
3702         }
3703 #else
3704         msg_format("You have %s.", o_name);
3705 #endif
3706
3707 }
3708
3709
3710 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3711 {
3712         if (item >= 0)
3713         {
3714                 inven_item_increase(owner_ptr, item, num);
3715                 inven_item_describe(owner_ptr, item);
3716                 inven_item_optimize(owner_ptr, item);
3717                 return;
3718         }
3719
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);
3724 }
3725
3726
3727 /*!
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
3732  * @param num 増やしたい量
3733  * @return なし
3734  */
3735 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3736 {
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;
3741
3742         num -= o_ptr->number;
3743         if (num == 0) return;
3744
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);
3751
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;
3755
3756         set_ele_attack(owner_ptr, 0, 0);
3757 }
3758
3759
3760 /*!
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
3765  * @return なし
3766  */
3767 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3768 {
3769         object_type *o_ptr = &owner_ptr->inventory_list[item];
3770         if (!o_ptr->k_idx) return;
3771         if (o_ptr->number) return;
3772
3773         if (item >= INVEN_RARM)
3774         {
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;
3780
3781                 owner_ptr->window |= PW_EQUIP;
3782                 owner_ptr->window |= PW_SPELL;
3783                 return;
3784         }
3785
3786         owner_ptr->inven_cnt--;
3787         int i;
3788         for (i = item; i < INVEN_PACK; i++)
3789         {
3790                 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
3791         }
3792
3793         object_wipe(&owner_ptr->inventory_list[i]);
3794         owner_ptr->window |= PW_INVEN;
3795         owner_ptr->window |= PW_SPELL;
3796 }
3797
3798
3799 /*!
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
3804  * @return なし
3805  */
3806 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
3807 {
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;
3811
3812 #ifdef JP
3813         if (o_ptr->pval <= 0)
3814         {
3815                 msg_print("この床上のアイテムは、もう魔力が残っていない。");
3816         }
3817         else
3818         {
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);
3820         }
3821 #else
3822         if (o_ptr->pval != 1)
3823         {
3824                 msg_format("There are %d charges remaining.", o_ptr->pval);
3825         }
3826         else
3827         {
3828                 msg_format("There is %d charge remaining.", o_ptr->pval);
3829         }
3830 #endif
3831 }
3832
3833
3834 /*!
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
3839  * @return なし
3840  */
3841 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3842 {
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);
3846 #ifdef JP
3847         if (o_ptr->number <= 0)
3848         {
3849                 msg_format("床上には、もう%sはない。", o_name);
3850         }
3851         else
3852         {
3853                 msg_format("床上には、まだ %sがある。", o_name);
3854         }
3855 #else
3856         msg_format("You see %s.", o_name);
3857 #endif
3858 }
3859
3860
3861 /*!
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
3867  * @return なし
3868  */
3869 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3870 {
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;
3875
3876         num -= o_ptr->number;
3877         o_ptr->number += num;
3878 }
3879
3880
3881 /*!
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
3886  * @return なし
3887  */
3888 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3889 {
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;
3893
3894         delete_object_idx(owner_ptr, item);
3895 }
3896
3897
3898 /*!
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
3905  */
3906 bool inven_carry_okay(object_type *o_ptr)
3907 {
3908         if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
3909
3910         for (int j = 0; j < INVEN_PACK; j++)
3911         {
3912                 object_type *j_ptr = &p_ptr->inventory_list[j];
3913                 if (!j_ptr->k_idx) continue;
3914
3915                 if (object_similar(j_ptr, o_ptr)) return TRUE;
3916         }
3917
3918         return FALSE;
3919 }
3920
3921
3922 /*!
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。
3929  */
3930 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
3931 {
3932         int o_type, j_type;
3933         if (!j_ptr->k_idx) return TRUE;
3934
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;
3939
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;
3944
3945         if (o_ptr->tval > j_ptr->tval) return TRUE;
3946         if (o_ptr->tval < j_ptr->tval) return FALSE;
3947
3948         if (!object_is_aware(o_ptr)) return FALSE;
3949         if (!object_is_aware(j_ptr)) return TRUE;
3950
3951         if (o_ptr->sval < j_ptr->sval) return TRUE;
3952         if (o_ptr->sval > j_ptr->sval) return FALSE;
3953
3954         if (!object_is_known(o_ptr)) return FALSE;
3955         if (!object_is_known(j_ptr)) return TRUE;
3956
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;
3960         else o_type = 0;
3961
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;
3965         else j_type = 0;
3966
3967         if (o_type < j_type) return TRUE;
3968         if (o_type > j_type) return FALSE;
3969
3970         switch (o_ptr->tval)
3971         {
3972         case TV_FIGURINE:
3973         case TV_STATUE:
3974         case TV_CORPSE:
3975         case TV_CAPTURE:
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;
3978                 return FALSE;
3979
3980         case TV_SHOT:
3981         case TV_ARROW:
3982         case TV_BOLT:
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;
3985                 break;
3986
3987         case TV_ROD:
3988                 if (o_ptr->pval < j_ptr->pval) return TRUE;
3989                 if (o_ptr->pval > j_ptr->pval) return FALSE;
3990                 break;
3991         }
3992
3993         return o_value > object_value(j_ptr);
3994 }
3995
3996
3997 /*!
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。
4002  * @details
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
4006  *\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
4013  *\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
4016  */
4017 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4018 {
4019         INVENTORY_IDX i, j, k;
4020         INVENTORY_IDX n = -1;
4021
4022         object_type *j_ptr;
4023         for (j = 0; j < INVEN_PACK; j++)
4024         {
4025                 j_ptr = &owner_ptr->inventory_list[j];
4026                 if (!j_ptr->k_idx) continue;
4027
4028                 n = j;
4029                 if (object_similar(j_ptr, o_ptr))
4030                 {
4031                         object_absorb(j_ptr, o_ptr);
4032
4033                         owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4034                         owner_ptr->update |= (PU_BONUS);
4035                         owner_ptr->window |= (PW_INVEN);
4036                         return (j);
4037                 }
4038         }
4039
4040         if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
4041
4042         for (j = 0; j <= INVEN_PACK; j++)
4043         {
4044                 j_ptr = &owner_ptr->inventory_list[j];
4045                 if (!j_ptr->k_idx) break;
4046         }
4047
4048         i = j;
4049         if (i < INVEN_PACK)
4050         {
4051                 s32b o_value = object_value(o_ptr);
4052                 for (j = 0; j < INVEN_PACK; j++)
4053                 {
4054                         if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4055                 }
4056
4057                 i = j;
4058                 for (k = n; k >= i; k--)
4059                 {
4060                         object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
4061                 }
4062
4063                 object_wipe(&owner_ptr->inventory_list[i]);
4064         }
4065
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;
4072
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);
4077
4078         return i;
4079 }
4080
4081
4082 /*!
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
4087  * @param amt 外したい個数
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。
4089  * @details
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
4094  */
4095 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4096 {
4097         INVENTORY_IDX slot;
4098         object_type forge;
4099         object_type *q_ptr;
4100         object_type *o_ptr;
4101         concptr act;
4102         GAME_TEXT o_name[MAX_NLEN];
4103         o_ptr = &owner_ptr->inventory_list[item];
4104         if (amt <= 0) return -1;
4105
4106         if (amt > o_ptr->number) amt = o_ptr->number;
4107         q_ptr = &forge;
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))
4113         {
4114                 act = _("を装備からはずした", "You were wielding");
4115         }
4116         else if (item == INVEN_BOW)
4117         {
4118                 act = _("を装備からはずした", "You were holding");
4119         }
4120         else if (item == INVEN_LITE)
4121         {
4122                 act = _("を光源からはずした", "You were holding");
4123         }
4124         else
4125         {
4126                 act = _("を装備からはずした", "You were wearing");
4127         }
4128
4129         inven_item_increase(owner_ptr, item, -amt);
4130         inven_item_optimize(owner_ptr, item);
4131
4132         slot = inven_carry(owner_ptr, q_ptr);
4133 #ifdef JP
4134         msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
4135 #else
4136         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
4137 #endif
4138
4139         return slot;
4140 }
4141
4142
4143 /*!
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
4149  * @return なし
4150  * @details
4151  * The object will be dropped "near" the current location
4152  */
4153 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4154 {
4155         object_type forge;
4156         object_type *q_ptr;
4157         object_type *o_ptr;
4158         GAME_TEXT o_name[MAX_NLEN];
4159         o_ptr = &owner_ptr->inventory_list[item];
4160         if (amt <= 0) return;
4161
4162         if (amt > o_ptr->number) amt = o_ptr->number;
4163
4164         if (item >= INVEN_RARM)
4165         {
4166                 item = inven_takeoff(owner_ptr, item, amt);
4167                 o_ptr = &owner_ptr->inventory_list[item];
4168         }
4169
4170         q_ptr = &forge;
4171         object_copy(q_ptr, o_ptr);
4172         distribute_charges(o_ptr, q_ptr, amt);
4173
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);
4179 }
4180
4181
4182 /*!
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
4185  * @return なし
4186  * @details
4187  * Note special handling of the "overflow" slot
4188  */
4189 void combine_pack(player_type *owner_ptr)
4190 {
4191         bool flag = FALSE;
4192         bool is_first_combination = TRUE;
4193         bool combined = TRUE;
4194         while (is_first_combination || combined)
4195         {
4196                 is_first_combination = FALSE;
4197                 combined = FALSE;
4198
4199                 for (int i = INVEN_PACK; i > 0; i--)
4200                 {
4201                         object_type *o_ptr;
4202                         o_ptr = &owner_ptr->inventory_list[i];
4203                         if (!o_ptr->k_idx) continue;
4204                         for (int j = 0; j < i; j++)
4205                         {
4206                                 object_type *j_ptr;
4207                                 j_ptr = &owner_ptr->inventory_list[j];
4208                                 if (!j_ptr->k_idx) continue;
4209
4210                                 /*
4211                                  * Get maximum number of the stack if these
4212                                  * are similar, get zero otherwise.
4213                                  */
4214                                 int max_num = object_similar_part(j_ptr, o_ptr);
4215
4216                                 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
4217                                 if (!is_max) continue;
4218
4219                                 if (o_ptr->number + j_ptr->number <= max_num)
4220                                 {
4221                                         flag = TRUE;
4222                                         object_absorb(j_ptr, o_ptr);
4223                                         owner_ptr->inven_cnt--;
4224                                         int k;
4225                                         for (k = i; k < INVEN_PACK; k++)
4226                                         {
4227                                                 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
4228                                         }
4229
4230                                         object_wipe(&owner_ptr->inventory_list[k]);
4231                                 }
4232                                 else
4233                                 {
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)
4239                                         {
4240                                                 o_ptr->pval = o_ptr->pval * remain / old_num;
4241                                                 o_ptr->timeout = o_ptr->timeout * remain / old_num;
4242                                         }
4243
4244                                         if (o_ptr->tval == TV_WAND)
4245                                         {
4246                                                 o_ptr->pval = o_ptr->pval * remain / old_num;
4247                                         }
4248                                 }
4249
4250                                 owner_ptr->window |= (PW_INVEN);
4251                                 combined = TRUE;
4252                                 break;
4253                         }
4254                 }
4255         }
4256
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."));
4258 }
4259
4260
4261 /*!
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
4265  * @return なし
4266  * @details
4267  * Note special handling of the "overflow" slot
4268  */
4269 void reorder_pack(player_type *owner_ptr)
4270 {
4271         int i, j, k;
4272         s32b o_value;
4273         object_type forge;
4274         object_type *q_ptr;
4275         object_type *o_ptr;
4276         bool flag = FALSE;
4277
4278         for (i = 0; i < INVEN_PACK; i++)
4279         {
4280                 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
4281
4282                 o_ptr = &owner_ptr->inventory_list[i];
4283                 if (!o_ptr->k_idx) continue;
4284
4285                 o_value = object_value(o_ptr);
4286                 for (j = 0; j < INVEN_PACK; j++)
4287                 {
4288                         if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4289                 }
4290
4291                 if (j >= i) continue;
4292
4293                 flag = TRUE;
4294                 q_ptr = &forge;
4295                 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
4296                 for (k = i; k > j; k--)
4297                 {
4298                         object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
4299                 }
4300
4301                 object_copy(&owner_ptr->inventory_list[j], q_ptr);
4302                 owner_ptr->window |= (PW_INVEN);
4303         }
4304
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."));
4306 }
4307
4308
4309 /*!
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
4314  * @return なし
4315  * @details
4316  * Include list of usable spells for readible books
4317  */
4318 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
4319 {
4320         object_type forge;
4321         object_type *q_ptr;
4322         int sval;
4323         REALM_IDX   use_realm;
4324         GAME_TEXT o_name[MAX_NLEN];
4325         for (int y = 0; y < Term->hgt; y++)
4326         {
4327                 Term_erase(0, y, 255);
4328         }
4329
4330         if (!k_idx) return;
4331         q_ptr = &forge;
4332
4333         object_prep(q_ptr, k_idx);
4334         object_desc(owner_ptr, o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
4335
4336         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
4337         sval = q_ptr->sval;
4338         use_realm = tval2realm(q_ptr->tval);
4339
4340         if (owner_ptr->realm1 || owner_ptr->realm2)
4341         {
4342                 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
4343         }
4344         else
4345         {
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;
4349         }
4350
4351         int num = 0;
4352         SPELL_IDX spells[64];
4353
4354         for (int spell = 0; spell < 32; spell++)
4355         {
4356                 if (fake_spell_flags[sval] & (1L << spell))
4357                 {
4358                         spells[num++] = spell;
4359                 }
4360         }
4361
4362         print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
4363 }
4364
4365
4366 /*!
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
4371  * @return なし
4372  */
4373 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
4374 {
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);
4380 }
4381
4382
4383 /*!
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
4389  * @return なし
4390  */
4391 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
4392 {
4393         if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4394         if (o_ptr->xtra4 <= 0) return;
4395         (*dd) = 1;
4396         (*ds) = 6;
4397 }
4398
4399
4400 /*!
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
4404  * @return なし
4405  */
4406 void torch_lost_fuel(object_type *o_ptr)
4407 {
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;
4411 }
4412
4413
4414 /*!
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
4418  */
4419 int bow_tval_ammo(object_type *o_ptr)
4420 {
4421         switch (o_ptr->sval)
4422         {
4423         case SV_SLING:
4424         {
4425                 return TV_SHOT;
4426         }
4427
4428         case SV_SHORT_BOW:
4429         case SV_LONG_BOW:
4430         case SV_NAMAKE_BOW:
4431         {
4432                 return TV_ARROW;
4433         }
4434
4435         case SV_LIGHT_XBOW:
4436         case SV_HEAVY_XBOW:
4437         {
4438                 return TV_BOLT;
4439         }
4440         case SV_CRIMSON:
4441         case SV_HARP:
4442         {
4443                 return TV_NO_AMMO;
4444         }
4445         }
4446
4447         return 0;
4448 }