3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 #include "object-boost.h"
16 #include "object-hook.h"
17 #include "object-curse.h"
18 #include "objectkind-hook.h"
20 #include "player-status.h"
22 #include "player-move.h"
24 #include "monsterrace-hook.h"
27 * @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
28 * @param o_idx 削除対象のオブジェクト構造体ポインタ
31 void excise_object_idx(OBJECT_IDX o_idx)
35 OBJECT_IDX this_o_idx, next_o_idx = 0;
36 OBJECT_IDX prev_o_idx = 0;
39 j_ptr = ¤t_floor_ptr->o_list[o_idx];
41 if (j_ptr->held_m_idx)
44 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
46 /* Scan all objects in the grid */
47 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
50 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
51 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
81 prev_o_idx = this_o_idx;
90 POSITION y = j_ptr->iy;
91 POSITION x = j_ptr->ix;
93 g_ptr = ¤t_floor_ptr->grid_array[y][x];
95 /* Scan all objects in the grid */
96 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
99 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
100 next_o_idx = o_ptr->next_o_idx;
102 if (this_o_idx == o_idx)
107 /* Remove from list */
108 g_ptr->o_idx = next_o_idx;
116 /* Previous object */
117 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
119 /* Remove from list */
120 k_ptr->next_o_idx = next_o_idx;
123 /* Forget next pointer */
124 o_ptr->next_o_idx = 0;
129 /* Save prev_o_idx */
130 prev_o_idx = this_o_idx;
136 * @brief オブジェクトを削除する /
137 * Delete a dungeon object
138 * @param o_idx 削除対象のオブジェクト構造体ポインタ
141 * Handle "stacks" of objects correctly.
143 void delete_object_idx(OBJECT_IDX o_idx)
148 excise_object_idx(o_idx);
151 j_ptr = ¤t_floor_ptr->o_list[o_idx];
154 if (!(j_ptr->held_m_idx))
172 * @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
173 * Delete a dungeon object
174 * @param y 削除したフロアマスのY座標
175 * @param x 削除したフロアマスのX座標
178 void delete_object(POSITION y, POSITION x)
181 OBJECT_IDX this_o_idx, next_o_idx = 0;
183 /* Refuse "illegal" locations */
184 if (!in_bounds(y, x)) return;
186 g_ptr = ¤t_floor_ptr->grid_array[y][x];
188 /* Scan all objects in the grid */
189 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
192 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
193 next_o_idx = o_ptr->next_o_idx;
200 /* Objects are gone */
209 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
210 * Move an object from index i1 to index i2 in the object list
211 * @param i1 整理したい配列の始点
212 * @param i2 整理したい配列の終点
215 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
222 if (i1 == i2) return;
225 for (i = 1; i < o_max; i++)
227 o_ptr = ¤t_floor_ptr->o_list[i];
229 /* Skip "dead" objects */
230 if (!o_ptr->k_idx) continue;
232 /* Repair "next" pointers */
233 if (o_ptr->next_o_idx == i1)
236 o_ptr->next_o_idx = i2;
239 o_ptr = ¤t_floor_ptr->o_list[i1];
241 if (o_ptr->held_m_idx)
245 /* Acquire monster */
246 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
249 if (m_ptr->hold_o_idx == i1)
252 m_ptr->hold_o_idx = i2;
261 /* Acquire location */
266 g_ptr = ¤t_floor_ptr->grid_array[y][x];
269 if (g_ptr->o_idx == i1)
277 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
285 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
286 * Compact and Reorder the object list.
287 * @param size 最低でも減らしたいオブジェクト数の水準
291 * This function can be very dangerous, use with caution!\n
293 * When actually "compacting" objects, we base the saving throw on a\n
294 * combination of object level, distance from player, and current\n
297 * After "compacting" (if needed), we "reorder" the objects into a more\n
298 * compact order, and we reset the allocation info, and the "live" array.\n
300 void compact_objects(int size)
305 int cur_lev, cur_dis, chance;
311 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
312 p_ptr->redraw |= (PR_MAP);
313 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
317 /* Compact at least 'size' objects */
318 for (num = 0, cnt = 1; num < size; cnt++)
320 /* Get more vicious each iteration */
323 /* Get closer each iteration */
324 cur_dis = 5 * (20 - cnt);
326 /* Examine the objects */
327 for (i = 1; i < o_max; i++)
329 o_ptr = ¤t_floor_ptr->o_list[i];
331 /* Skip dead objects */
332 if (!o_ptr->k_idx) continue;
334 /* Hack -- High level objects start out "immune" */
335 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
337 if (o_ptr->held_m_idx)
341 /* Acquire monster */
342 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
347 /* Monsters protect their objects */
348 if (randint0(100) < 90) continue;
358 /* Nearby objects start out "immune" */
359 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
364 /* Hack -- only compact artifacts in emergencies */
365 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
366 (cnt < 1000)) chance = 100;
368 /* Apply the saving throw */
369 if (randint0(100) < chance) continue;
371 delete_object_idx(i);
379 /* Excise dead objects (backwards!) */
380 for (i = o_max - 1; i >= 1; i--)
382 o_ptr = ¤t_floor_ptr->o_list[i];
384 /* Skip real objects */
385 if (o_ptr->k_idx) continue;
387 /* Move last object into open hole */
388 compact_objects_aux(o_max - 1, i);
390 /* Compress "o_max" */
397 * @brief グローバルオブジェクト配列を初期化する /
398 * Delete all the items when player leaves the level
399 * @note we do NOT visually reflect these (irrelevant) changes
401 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
402 * and the "m_ptr->next_o_idx" field for every monster, since
403 * we know we are clearing every object. Technically, we only
404 * clear those fields for grids/monsters containing objects,
405 * and we clear it once for every such object.
408 void wipe_o_list(void)
412 /* Delete the existing objects */
413 for (i = 1; i < o_max; i++)
415 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
417 /* Skip dead objects */
418 if (!o_ptr->k_idx) continue;
420 /* Mega-Hack -- preserve artifacts */
421 if (!character_dungeon || preserve_mode)
423 /* Hack -- Preserve unknown artifacts */
424 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
426 /* Mega-Hack -- Preserve the artifact */
427 a_info[o_ptr->name1].cur_num = 0;
431 if (o_ptr->held_m_idx)
434 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
436 /* Hack -- see above */
437 m_ptr->hold_o_idx = 0;
445 /* Access location */
446 POSITION y = o_ptr->iy;
447 POSITION x = o_ptr->ix;
450 g_ptr = ¤t_floor_ptr->grid_array[y][x];
452 /* Hack -- see above */
467 * @brief グローバルオブジェクト配列から空きを取得する /
468 * Acquires and returns the index of a "free" object.
469 * @return 開いているオブジェクト要素のID
471 * This routine should almost never fail, but in case it does,
472 * we must be sure to handle "failure" of this routine.
474 OBJECT_IDX o_pop(void)
478 /* Initial allocation */
479 if (o_max < current_floor_ptr->max_o_idx)
484 /* Expand object array */
490 /* Use this object */
495 /* Recycle dead objects */
496 for (i = 1; i < o_max; i++)
499 o_ptr = ¤t_floor_ptr->o_list[i];
501 /* Skip live objects */
502 if (o_ptr->k_idx) continue;
507 /* Use this object */
512 /* Warn the player (except during dungeon creation) */
513 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
520 * @brief オブジェクト生成テーブルに生成制約を加える /
521 * Apply a "object restriction function" to the "object allocation table"
523 * @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
525 static errr get_obj_num_prep(void)
530 alloc_entry *table = alloc_kind_table;
532 /* Scan the allocation table */
533 for (i = 0; i < alloc_kind_size; i++)
535 /* Accept objects which pass the restriction, if any */
536 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
538 /* Accept this object */
539 table[i].prob2 = table[i].prob1;
542 /* Do not use this object */
545 /* Decline this object */
556 * @brief オブジェクト生成テーブルからアイテムを取得する /
557 * Choose an object kind that seems "appropriate" to the given level
559 * @return 選ばれたオブジェクトベースID
561 * This function uses the "prob2" field of the "object allocation table",\n
562 * and various local information, to calculate the "prob3" field of the\n
563 * same table, which is then used to choose an "appropriate" object, in\n
564 * a relatively efficient manner.\n
566 * It is (slightly) more likely to acquire an object of the given level\n
567 * than one of a lower level. This is done by choosing several objects\n
568 * appropriate to the given level and keeping the "hardest" one.\n
570 * Note that if no objects are "appropriate", then this function will\n
571 * fail, and return zero, but this should *almost* never happen.\n
573 OBJECT_IDX get_obj_num(DEPTH level)
576 KIND_OBJECT_IDX k_idx;
579 alloc_entry *table = alloc_kind_table;
581 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
584 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
586 /* Occasional "boost" */
587 if (one_in_(GREAT_OBJ))
589 /* What a bizarre calculation */
590 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
597 /* Process probabilities */
598 for (i = 0; i < alloc_kind_size; i++)
600 /* Objects are sorted by depth */
601 if (table[i].level > level) break;
606 k_idx = table[i].index;
608 /* Access the actual kind */
609 k_ptr = &k_info[k_idx];
611 /* Hack -- prevent embedded chests */
612 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
615 table[i].prob3 = table[i].prob2;
618 total += table[i].prob3;
621 /* No legal objects */
622 if (total <= 0) return (0);
626 value = randint0(total);
628 /* Find the object */
629 for (i = 0; i < alloc_kind_size; i++)
631 /* Found the entry */
632 if (value < table[i].prob3) break;
635 value = value - table[i].prob3;
642 /* Try for a "better" object once (50%) or twice (10%) */
649 value = randint0(total);
651 /* Find the object */
652 for (i = 0; i < alloc_kind_size; i++)
654 /* Found the entry */
655 if (value < table[i].prob3) break;
658 value = value - table[i].prob3;
661 /* Keep the "best" one */
662 if (table[i].level < table[j].level) i = j;
665 /* Try for a "better" object twice (10%) */
672 value = randint0(total);
674 /* Find the object */
675 for (i = 0; i < alloc_kind_size; i++)
677 /* Found the entry */
678 if (value < table[i].prob3) break;
681 value = value - table[i].prob3;
684 /* Keep the "best" one */
685 if (table[i].level < table[j].level) i = j;
688 return (table[i].index);
693 * @brief オブジェクトを鑑定済にする /
694 * Known is true when the "attributes" of an object are "known".
695 * @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
697 * These include tohit, todam, toac, cost, and pval (charges).\n
699 * Note that "knowing" an object gives you everything that an "awareness"\n
700 * gives you, and much more. In fact, the player is always "aware" of any\n
701 * item of which he has full "knowledge".\n
703 * But having full knowledge of, say, one "wand of wonder", does not, by\n
704 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
705 * It happens that most "identify" routines (including "buying from a shop")\n
706 * will make the player "aware" of the object as well as fully "know" it.\n
708 * This routine also removes any inscriptions generated by "feelings".\n
710 void object_known(object_type *o_ptr)
712 /* Remove "default inscriptions" */
713 o_ptr->feeling = FEEL_NONE;
715 /* Clear the "Felt" info */
716 o_ptr->ident &= ~(IDENT_SENSE);
718 /* Clear the "Empty" info */
719 o_ptr->ident &= ~(IDENT_EMPTY);
721 /* Now we know about the item */
722 o_ptr->ident |= (IDENT_KNOWN);
726 * @brief オブジェクトを*鑑定*済にする /
727 * The player is now aware of the effects of the given object.
728 * @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
731 void object_aware(object_type *o_ptr)
733 bool mihanmei = !object_is_aware(o_ptr);
735 /* Fully aware of the effects */
736 k_info[o_ptr->k_idx].aware = TRUE;
738 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
739 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
743 GAME_TEXT o_name[MAX_NLEN];
746 object_copy(q_ptr, o_ptr);
749 object_desc(o_name, q_ptr, OD_NAME_ONLY);
751 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
756 * @brief オブジェクトを試行済にする /
757 * Something has been "sampled"
758 * @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
761 void object_tried(object_type *o_ptr)
763 /* Mark it as tried (even if "aware") */
764 k_info[o_ptr->k_idx].tried = TRUE;
768 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
769 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
770 * @return 擬似鑑定結果のIDを返す。
772 byte value_check_aux1(object_type *o_ptr)
775 if (object_is_artifact(o_ptr))
778 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
785 if (object_is_ego(o_ptr))
788 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
791 return FEEL_EXCELLENT;
795 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
798 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
800 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
802 /* Good "armor" bonus */
803 if (o_ptr->to_a > 0) return FEEL_GOOD;
805 /* Good "weapon" bonus */
806 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
808 /* Default to "average" */
813 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
814 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
815 * @return 擬似鑑定結果のIDを返す。
817 byte value_check_aux2(object_type *o_ptr)
819 /* Cursed items (all of them) */
820 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
822 /* Broken items (all of them) */
823 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
825 /* Artifacts -- except cursed/broken ones */
826 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
828 /* Ego-Items -- except cursed/broken ones */
829 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
831 /* Good armor bonus */
832 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
834 /* Good weapon bonuses */
835 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
842 * @brief 未鑑定なベースアイテムの基本価格を返す /
843 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
844 * @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
845 * @return オブジェクトの未鑑定価格
847 static PRICE object_value_base(object_type *o_ptr)
849 /* Aware item -- use template cost */
850 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
852 /* Analyze the type */
857 case TV_FOOD: return (5L);
859 /* Un-aware Potions */
860 case TV_POTION: return (20L);
862 /* Un-aware Scrolls */
863 case TV_SCROLL: return (20L);
865 /* Un-aware Staffs */
866 case TV_STAFF: return (70L);
869 case TV_WAND: return (50L);
872 case TV_ROD: return (90L);
875 case TV_RING: return (45L);
877 /* Un-aware Amulets */
878 case TV_AMULET: return (45L);
880 /* Figurines, relative to monster level */
883 DEPTH level = r_info[o_ptr->pval].level;
884 if (level < 20) return level*50L;
885 else if (level < 30) return 1000+(level-20)*150L;
886 else if (level < 40) return 2500+(level-30)*350L;
887 else if (level < 50) return 6000+(level-40)*800L;
888 else return 14000+(level-50)*2000L;
892 if (!o_ptr->pval) return 1000L;
893 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
896 /* Paranoia -- Oops */
902 * @brief オブジェクトのフラグ類から価格を算出する /
903 * Return the value of the flags the object has...
904 * @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
905 * @param plusses フラグに与える価格の基本重み
906 * @return オブジェクトのフラグ価格
908 PRICE flag_cost(object_type *o_ptr, int plusses)
911 BIT_FLAGS flgs[TR_FLAG_SIZE];
915 object_kind *k_ptr = &k_info[o_ptr->k_idx];
917 object_flags(o_ptr, flgs);
920 * Exclude fixed flags of the base item.
921 * pval bonuses of base item will be treated later.
923 for (i = 0; i < TR_FLAG_SIZE; i++)
924 flgs[i] &= ~(k_ptr->flags[i]);
926 /* Exclude fixed flags of the fixed artifact. */
927 if (object_is_fixed_artifact(o_ptr))
929 artifact_type *a_ptr = &a_info[o_ptr->name1];
931 for (i = 0; i < TR_FLAG_SIZE; i++)
932 flgs[i] &= ~(a_ptr->flags[i]);
935 /* Exclude fixed flags of the ego-item. */
936 else if (object_is_ego(o_ptr))
938 ego_item_type *e_ptr = &e_info[o_ptr->name2];
940 for (i = 0; i < TR_FLAG_SIZE; i++)
941 flgs[i] &= ~(e_ptr->flags[i]);
946 * Calucurate values of remaining flags
948 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
949 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
950 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
951 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
952 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
953 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
954 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
955 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
956 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
957 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
958 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
959 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
960 total += (10000 + (2500 * plusses));
961 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
962 total += (10000 + (2500 * plusses));
966 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
967 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
968 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
969 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
970 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
971 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
972 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
973 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
974 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
975 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
976 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
977 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
978 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
979 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
980 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
981 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
982 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
983 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
984 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
985 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
986 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
988 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
989 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
990 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
991 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
992 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
993 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
994 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
995 total += (tmp_cost * count);
997 if (have_flag(flgs, TR_SUST_STR)) total += 850;
998 if (have_flag(flgs, TR_SUST_INT)) total += 850;
999 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1000 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1001 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1002 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1003 if (have_flag(flgs, TR_RIDING)) total += 0;
1004 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1005 if (have_flag(flgs, TR_THROW)) total += 5000;
1006 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1007 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1011 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1012 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1013 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1014 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1015 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1016 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1017 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1018 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1019 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1020 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1021 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1022 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1023 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1024 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1025 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1026 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1027 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1028 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1029 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1030 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1031 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1032 total += (tmp_cost * count);
1034 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1035 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1036 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1037 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1038 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1039 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1040 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1041 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1042 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1043 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1044 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1045 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1046 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1047 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1048 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1049 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1050 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1051 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1052 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1053 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1054 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1055 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1056 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1057 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1058 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1059 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1060 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1061 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1062 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1063 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1064 if (have_flag(flgs, TR_REGEN)) total += 2500;
1065 if (have_flag(flgs, TR_WARNING)) total += 2000;
1066 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1067 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1068 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1069 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1070 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1071 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1072 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1073 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1074 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1075 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1076 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1077 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1078 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1079 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1080 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1081 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1082 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1083 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1084 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1085 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1086 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1087 if (have_flag(flgs, TR_TELEPORT))
1089 if (object_is_cursed(o_ptr))
1094 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1095 if (have_flag(flgs, TR_BLESSED)) total += 750;
1096 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1097 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1098 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1099 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1100 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1102 /* Also, give some extra for activatable powers... */
1103 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1105 const activation_type* const act_ptr = find_activation_info(o_ptr);
1107 total += act_ptr->value;
1116 * @brief オブジェクトの真の価格を算出する /
1117 * Return the value of the flags the object has...
1118 * @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
1119 * @return オブジェクトの本価格
1121 * Return the "real" price of a "known" item, not including discounts\n
1123 * Wand and staffs get cost for each charge\n
1125 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1127 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1129 * Missiles are only worth 5 gold per bonus point, since they\n
1130 * usually appear in groups of 20, and we want the player to get\n
1131 * the same amount of cash for any "equivalent" item. Note that\n
1132 * missiles never have any of the "pval" flags, and in fact, they\n
1133 * only have a few of the available flags, primarily of the "slay"\n
1134 * and "brand" and "ignore" variety.\n
1136 * Armor with a negative armor bonus is worthless.\n
1137 * Weapons with negative hit+damage bonuses are worthless.\n
1139 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1141 PRICE object_value_real(object_type *o_ptr)
1144 BIT_FLAGS flgs[TR_FLAG_SIZE];
1145 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1148 /* Hack -- "worthless" items */
1149 if (!k_info[o_ptr->k_idx].cost) return (0L);
1152 value = k_info[o_ptr->k_idx].cost;
1154 /* Extract some flags */
1155 object_flags(o_ptr, flgs);
1158 if (object_is_fixed_artifact(o_ptr))
1160 artifact_type *a_ptr = &a_info[o_ptr->name1];
1162 /* Hack -- "worthless" artifacts */
1163 if (!a_ptr->cost) return (0L);
1165 /* Hack -- Use the artifact cost instead */
1166 value = a_ptr->cost;
1167 value += flag_cost(o_ptr, o_ptr->pval);
1169 /* Don't add pval bonuses etc. */
1174 else if (object_is_ego(o_ptr))
1176 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1178 /* Hack -- "worthless" ego-items */
1179 if (!e_ptr->cost) return (0L);
1181 /* Hack -- Reward the ego-item with a bonus */
1182 value += e_ptr->cost;
1183 value += flag_cost(o_ptr, o_ptr->pval);
1191 for (i = 0; i < TR_FLAG_SIZE; i++)
1192 if (o_ptr->art_flags[i]) flag = TRUE;
1194 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1197 /* Analyze pval bonus for normal object */
1198 switch (o_ptr->tval)
1221 if (!o_ptr->pval) break;
1223 /* Hack -- Negative "pval" is always bad */
1224 if (o_ptr->pval < 0) return (0L);
1226 /* Give credit for stat bonuses */
1227 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1228 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1230 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1231 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1232 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1234 /* Give credit for stealth and searching */
1235 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1236 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1237 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1239 /* Give credit for infra-vision and tunneling */
1240 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1241 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1243 /* Give credit for extra attacks */
1244 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1246 /* Give credit for speed bonus */
1247 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1253 /* Analyze the item */
1254 switch (o_ptr->tval)
1259 /* Pay extra for charges, depending on standard number of
1260 * charges. Handle new-style wands correctly. -LM-
1262 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1268 /* Pay extra for charges, depending on standard number of
1271 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1280 /* Hack -- negative bonuses are bad */
1281 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1283 /* Give credit for bonuses */
1284 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1300 /* Hack -- negative armor bonus */
1301 if (o_ptr->to_a < 0) return (0L);
1303 /* Give credit for bonuses */
1304 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1316 /* Hack -- negative hit/damage bonuses */
1317 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1319 /* Factor in the bonuses */
1320 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1322 /* Hack -- Factor in extra damage dice and sides */
1323 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1324 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1334 /* Hack -- negative hit/damage bonuses */
1335 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1337 /* Factor in the bonuses */
1338 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1340 /* Hack -- Factor in extra damage dice and sides */
1341 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1342 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1347 /* Figurines, relative to monster level */
1350 DEPTH level = r_info[o_ptr->pval].level;
1351 if (level < 20) value = level*50L;
1352 else if (level < 30) value = 1000+(level-20)*150L;
1353 else if (level < 40) value = 2500+(level-30)*350L;
1354 else if (level < 50) value = 6000+(level-40)*800L;
1355 else value = 14000+(level-50)*2000L;
1361 if (!o_ptr->pval) value = 1000L;
1362 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1368 if (!o_ptr->pval) value = 0L;
1373 /* Worthless object */
1374 if (value < 0) return 0L;
1376 /* Return the value */
1382 * @brief オブジェクト価格算出のメインルーチン /
1383 * Return the price of an item including plusses (and charges)
1384 * @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
1385 * @return オブジェクトの判明している現価格
1387 * This function returns the "value" of the given item (qty one)\n
1389 * Never notice "unknown" bonuses or properties, including "curses",\n
1390 * since that would give the player information he did not have.\n
1392 * Note that discounted items stay discounted forever, even if\n
1393 * the discount is "forgotten" by the player via memory loss.\n
1395 PRICE object_value(object_type *o_ptr)
1399 /* Unknown items -- acquire a base value */
1400 if (object_is_known(o_ptr))
1402 /* Broken items -- worthless */
1403 if (object_is_broken(o_ptr)) return (0L);
1405 /* Cursed items -- worthless */
1406 if (object_is_cursed(o_ptr)) return (0L);
1408 /* Real value (see above) */
1409 value = object_value_real(o_ptr);
1412 /* Known items -- acquire the actual value */
1415 /* Hack -- Felt broken items */
1416 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1418 /* Hack -- Felt cursed items */
1419 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1421 /* Base value (see above) */
1422 value = object_value_base(o_ptr);
1425 /* Apply discount (if any) */
1426 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1428 /* Return the final value */
1436 * @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 /
1437 * Distribute charges of rods or wands.
1438 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1439 * @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
1440 * @param amt 分割したい回数量 number of items that are transfered
1443 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1444 * charges need to be allocated between the two stacks. If all the items\n
1445 * are being dropped, it makes for a neater message to leave the original\n
1446 * stack's pval alone. -LM-\n
1448 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1450 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1452 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1453 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1455 /* Hack -- Rods also need to have their timeouts distributed. The
1456 * dropped stack will accept all time remaining to charge up to its
1459 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1461 if (q_ptr->pval > o_ptr->timeout)
1462 q_ptr->timeout = o_ptr->timeout;
1464 q_ptr->timeout = q_ptr->pval;
1466 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1472 * @brief 魔法棒やロッドの使用回数を減らす /
1473 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1474 * @param amt 減らしたい回数量 number of items that are transfered
1477 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1478 * charges of the stack needs to be reduced, unless all the items are\n
1479 * being destroyed. -LM-\n
1481 void reduce_charges(object_type *o_ptr, int amt)
1483 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1484 (amt < o_ptr->number))
1486 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1491 * Determine if an item can "absorb" a second item
1493 * See "object_absorb()" for the actual "absorption" code.
1495 * If permitted, we allow staffs (if they are known to have equal charges
1496 * and both are either known or confirmed empty) and wands (if both are
1497 * either known or confirmed empty) and rods (in all cases) to combine.
1498 * Staffs will unstack (if necessary) when they are used, but wands and
1499 * rods will only unstack if one is dropped. -LM-
1501 * If permitted, we allow weapons/armor to stack, if fully "known".
1503 * Missiles will combine if both stacks have the same "known" status.
1504 * This is done to make unidentified stacks of missiles useful.
1506 * Food, potions, scrolls, and "easy know" items always stack.
1508 * Chests, and activatable items, never stack (for various reasons).
1512 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1514 #define MAX_STACK_SIZE 99
1518 * @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。
1519 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1520 * @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
1521 * @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
1522 * @return 重ね合わせ可能なアイテム数
1524 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1528 /* Default maximum number of stack */
1529 int max_num = MAX_STACK_SIZE;
1531 /* Require identical object types */
1532 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1535 /* Analyze the items */
1536 switch (o_ptr->tval)
1538 /* Chests and Statues*/
1549 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1550 if (o_ptr->pval != j_ptr->pval) return 0;
1554 /* Figurines and Corpses*/
1559 if (o_ptr->pval != j_ptr->pval) return 0;
1565 /* Food and Potions and Scrolls */
1577 /* Require either knowledge or known empty for both staffs. */
1578 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1579 !object_is_known(o_ptr)) ||
1580 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1581 !object_is_known(j_ptr))) return 0;
1583 /* Require identical charges, since staffs are bulky. */
1584 if (o_ptr->pval != j_ptr->pval) return 0;
1593 /* Require either knowledge or known empty for both wands. */
1594 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1595 !object_is_known(o_ptr)) ||
1596 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1597 !object_is_known(j_ptr))) return 0;
1599 /* Wand charges combine in O&ZAngband. */
1605 /* Staffs and Wands and Rods */
1608 /* Prevent overflaw of timeout */
1609 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1615 /* Weapons and Armor */
1631 /* Rings, Amulets, Lites */
1637 /* Require full knowledge of both items */
1638 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1648 /* Require identical knowledge of both items */
1649 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1650 if (o_ptr->feeling != j_ptr->feeling) return 0;
1652 /* Require identical "bonuses" */
1653 if (o_ptr->to_h != j_ptr->to_h) return 0;
1654 if (o_ptr->to_d != j_ptr->to_d) return 0;
1655 if (o_ptr->to_a != j_ptr->to_a) return 0;
1657 /* Require identical "pval" code */
1658 if (o_ptr->pval != j_ptr->pval) return 0;
1660 /* Artifacts never stack */
1661 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1663 /* Require identical "ego-item" names */
1664 if (o_ptr->name2 != j_ptr->name2) return 0;
1666 /* Require identical added essence */
1667 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1668 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1670 /* Hack -- Never stack "powerful" items */
1671 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1673 /* Hack -- Never stack recharging items */
1674 if (o_ptr->timeout || j_ptr->timeout) return 0;
1676 /* Require identical "values" */
1677 if (o_ptr->ac != j_ptr->ac) return 0;
1678 if (o_ptr->dd != j_ptr->dd) return 0;
1679 if (o_ptr->ds != j_ptr->ds) return 0;
1688 /* Require knowledge */
1689 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1697 /* Hack -- Identical art_flags! */
1698 for (i = 0; i < TR_FLAG_SIZE; i++)
1699 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1701 /* Hack -- Require identical "cursed" status */
1702 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1704 /* Hack -- Require identical "broken" status */
1705 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1708 /* Hack -- require semi-matching "inscriptions" */
1709 if (o_ptr->inscription && j_ptr->inscription &&
1710 (o_ptr->inscription != j_ptr->inscription))
1713 /* Hack -- normally require matching "inscriptions" */
1714 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1716 /* Hack -- normally require matching "discounts" */
1717 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1720 /* They match, so they must be similar */
1725 * @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。
1726 * Determine if an item can absorb a second item.
1727 * @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
1728 * @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
1729 * @return 重ね合わせ可能ならばTRUEを返す。
1731 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1733 int total = o_ptr->number + j_ptr->number;
1736 /* Are these objects similar? */
1737 max_num = object_similar_part(o_ptr, j_ptr);
1739 /* Return if not similar */
1740 if (!max_num) return FALSE;
1742 /* Maximal "stacking" limit */
1743 if (total > max_num) return (0);
1746 /* They match, so they must be similar */
1752 * @brief 両オブジェクトをスロットに重ね合わせる。
1753 * Allow one item to "absorb" another, assuming they are similar
1754 * @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
1755 * @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
1758 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1760 int max_num = object_similar_part(o_ptr, j_ptr);
1761 int total = o_ptr->number + j_ptr->number;
1762 int diff = (total > max_num) ? total - max_num : 0;
1764 /* Combine quantity, lose excess items */
1765 o_ptr->number = (total > max_num) ? max_num : total;
1767 /* Hack -- blend "known" status */
1768 if (object_is_known(j_ptr)) object_known(o_ptr);
1770 /* Hack -- clear "storebought" if only one has it */
1771 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1772 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1774 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1775 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1778 /* Hack -- blend "mental" status */
1779 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1781 /* Hack -- blend "inscriptions" */
1782 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1784 /* Hack -- blend "feelings" */
1785 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1787 /* Hack -- could average discounts */
1788 /* Hack -- save largest discount */
1789 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1791 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1792 if (o_ptr->tval == TV_ROD)
1794 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1795 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1798 /* Hack -- if wands are stacking, combine the charges. -LM- */
1799 if (o_ptr->tval == TV_WAND)
1801 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1807 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1808 * Find the index of the object_kind with the given tval and sval
1809 * @param tval 検索したいベースアイテムのtval
1810 * @param sval 検索したいベースアイテムのsval
1813 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1817 KIND_OBJECT_IDX bk = 0;
1820 for (k = 1; k < max_k_idx; k++)
1822 object_kind *k_ptr = &k_info[k];
1824 /* Require correct tval */
1825 if (k_ptr->tval != tval) continue;
1828 if (k_ptr->sval == sval) return (k);
1830 /* Ignore illegal items */
1831 if (sval != SV_ANY) continue;
1833 /* Apply the randomizer */
1834 if (!one_in_(++num)) continue;
1836 /* Use this value */
1840 /* Return this choice */
1847 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1856 * @brief オブジェクトを初期化する
1857 * Wipe an object clean.
1858 * @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
1861 void object_wipe(object_type *o_ptr)
1863 /* Wipe the structure */
1864 (void)WIPE(o_ptr, object_type);
1869 * @brief オブジェクトを複製する
1870 * Wipe an object clean.
1871 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1872 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1875 void object_copy(object_type *o_ptr, object_type *j_ptr)
1877 /* Copy the structure */
1878 (void)COPY(o_ptr, j_ptr, object_type);
1883 * @brief オブジェクト構造体にベースアイテムを作成する
1884 * Prepare an object based on an object kind.
1885 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1886 * @param k_idx 新たに作成したいベースアイテム情報のID
1889 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1891 object_kind *k_ptr = &k_info[k_idx];
1893 /* Clear the record */
1896 /* Save the kind index */
1897 o_ptr->k_idx = k_idx;
1899 /* Efficiency -- tval/sval */
1900 o_ptr->tval = k_ptr->tval;
1901 o_ptr->sval = k_ptr->sval;
1903 /* Default "pval" */
1904 o_ptr->pval = k_ptr->pval;
1906 /* Default number */
1909 /* Default weight */
1910 o_ptr->weight = k_ptr->weight;
1913 o_ptr->to_h = k_ptr->to_h;
1914 o_ptr->to_d = k_ptr->to_d;
1915 o_ptr->to_a = k_ptr->to_a;
1918 o_ptr->ac = k_ptr->ac;
1919 o_ptr->dd = k_ptr->dd;
1920 o_ptr->ds = k_ptr->ds;
1922 /* Default activation */
1923 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1925 /* Hack -- worthless items are always "broken" */
1926 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1928 /* Hack -- cursed items are always "cursed" */
1929 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1930 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1931 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1932 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1933 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1934 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1939 * @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
1940 * @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
1943 static void object_mention(object_type *o_ptr)
1945 GAME_TEXT o_name[MAX_NLEN];
1947 object_aware(o_ptr);
1948 object_known(o_ptr);
1950 /* Mark the item as fully known */
1951 o_ptr->ident |= (IDENT_MENTAL);
1952 object_desc(o_name, o_ptr, 0);
1953 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1958 * @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
1959 * Choose random ego type
1960 * @param slot 取得したいエゴの装備部位
1961 * @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。
1962 * @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。
1964 static byte get_random_ego(byte slot, bool good)
1967 ego_item_type *e_ptr;
1971 for (i = 1; i < max_e_idx; i++)
1975 if (e_ptr->slot == slot
1976 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1979 total += (255 / e_ptr->rarity);
1983 value = randint1(total);
1985 for (i = 1; i < max_e_idx; i++)
1989 if (e_ptr->slot == slot
1990 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1993 value -= (255 / e_ptr->rarity);
1994 if (value <= 0L) break;
2002 * @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
2003 * Apply magic to an item known to be a "weapon"
2004 * @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
2005 * @param level 生成基準階
2006 * @param power 生成ランク
2009 * Hack -- note special base damage dice boosting\n
2010 * Hack -- note special processing for weapon/digger\n
2012 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2014 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2015 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2017 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2018 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2020 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2022 tohit2 = (tohit2 + 1) / 2;
2023 todam2 = (todam2 + 1) / 2;
2030 o_ptr->to_h += tohit1;
2031 o_ptr->to_d += todam1;
2037 o_ptr->to_h += tohit2;
2038 o_ptr->to_d += todam2;
2046 o_ptr->to_h -= tohit1;
2047 o_ptr->to_d -= todam1;
2052 /* Penalize again */
2053 o_ptr->to_h -= tohit2;
2054 o_ptr->to_d -= todam2;
2057 /* Cursed (if "bad") */
2058 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2061 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2063 switch (o_ptr->tval)
2070 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2071 create_artifact(o_ptr, FALSE);
2073 /* Special Ego-item */
2074 o_ptr->name2 = EGO_DIGGING;
2078 else if (power < -1)
2080 /* Hack -- Horrible digging bonus */
2081 o_ptr->pval = 0 - (5 + randint1(5));
2087 /* Hack -- Reverse digging bonus */
2088 o_ptr->pval = 0 - (o_ptr->pval);
2101 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2103 create_artifact(o_ptr, FALSE);
2108 /* Roll for an ego-item */
2109 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2110 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2112 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2114 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2119 switch (o_ptr->name2)
2122 if (one_in_(4) && (level > 40))
2123 add_flag(o_ptr->art_flags, TR_BLOWS);
2127 add_flag(o_ptr->art_flags, TR_RES_POIS);
2129 add_flag(o_ptr->art_flags, TR_WARNING);
2131 case EGO_KILL_DRAGON:
2133 add_flag(o_ptr->art_flags, TR_RES_POIS);
2137 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2139 case EGO_SLAYING_WEAPON:
2140 if (one_in_(3)) /* double damage */
2147 } while (one_in_(o_ptr->dd));
2152 } while (one_in_(o_ptr->ds));
2157 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2159 if (o_ptr->tval == TV_SWORD && one_in_(3))
2161 add_flag(o_ptr->art_flags, TR_VORPAL);
2166 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2172 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2174 add_flag(o_ptr->art_flags, TR_DEX);
2176 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2179 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2181 case EGO_EARTHQUAKES:
2182 if (one_in_(3) && (level > 60))
2183 add_flag(o_ptr->art_flags, TR_BLOWS);
2185 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2189 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2193 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2195 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2197 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2198 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2201 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2202 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2203 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2204 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2208 if (!o_ptr->art_name)
2210 /* Hack -- Super-charge the damage dice */
2211 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2213 /* Hack -- Lower the damage dice */
2214 if (o_ptr->dd > 9) o_ptr->dd = 9;
2219 else if (power < -1)
2221 /* Roll for ego-item */
2222 if (randint0(MAX_DEPTH) < level)
2226 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2227 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2233 switch (o_ptr->name2)
2236 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2237 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2239 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2240 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2241 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2242 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2243 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2244 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2258 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2260 create_artifact(o_ptr, FALSE);
2263 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2277 if (power > 2) /* power > 2 is debug only */
2279 create_artifact(o_ptr, FALSE);
2283 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2285 switch (o_ptr->name2)
2287 case EGO_SLAYING_BOLT:
2292 /* Hack -- super-charge the damage dice */
2293 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2295 /* Hack -- restrict the damage dice */
2296 if (o_ptr->dd > 9) o_ptr->dd = 9;
2300 else if (power < -1)
2302 /* Roll for ego-item */
2303 if (randint0(MAX_DEPTH) < level)
2305 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2315 * @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
2316 * Apply magic to an item known to be "armor"
2317 * @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
2318 * @param level 生成基準階
2319 * @param power 生成ランク
2322 * Hack -- note special processing for crown/helm\n
2323 * Hack -- note special processing for robe of permanence\n
2325 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2327 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2328 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2334 o_ptr->to_a += toac1;
2340 o_ptr->to_a += toac2;
2348 o_ptr->to_a -= toac1;
2353 /* Penalize again */
2354 o_ptr->to_a -= toac2;
2357 /* Cursed (if "bad") */
2358 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2361 switch (o_ptr->tval)
2365 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2366 create_artifact(o_ptr, FALSE);
2376 /* Hack -- Try for "Robes of the Magi" */
2377 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2378 (o_ptr->sval == SV_ROBE) &&
2379 (randint0(100) < 15))
2383 o_ptr->name2 = EGO_YOIYAMI;
2384 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2385 o_ptr->sval = SV_YOIYAMI_ROBE;
2391 o_ptr->name2 = EGO_PERMANENCE;
2396 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2398 create_artifact(o_ptr, FALSE);
2404 bool okay_flag = TRUE;
2406 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2408 switch (o_ptr->name2)
2411 if (o_ptr->tval != TV_HARD_ARMOR)
2417 if (o_ptr->tval != TV_SOFT_ARMOR)
2426 if (okay_flag) break;
2428 switch (o_ptr->name2)
2430 case EGO_RESISTANCE:
2432 add_flag(o_ptr->art_flags, TR_RES_POIS);
2435 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2436 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2440 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2442 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2444 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2445 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2447 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2448 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2449 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2450 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2451 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2452 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2453 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2454 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2457 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2458 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2459 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2460 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2461 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2462 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2475 if (o_ptr->sval == SV_DRAGON_SHIELD)
2477 dragon_resist(o_ptr);
2478 if (!one_in_(3)) break;
2484 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2486 create_artifact(o_ptr, FALSE);
2492 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2493 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2494 && o_ptr->name2 == EGO_S_DWARVEN)
2501 switch (o_ptr->name2)
2504 if (!one_in_(3)) one_high_resistance(o_ptr);
2505 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2507 case EGO_REFLECTION:
2508 if (o_ptr->sval == SV_MIRROR_SHIELD)
2513 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2514 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2523 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2525 dragon_resist(o_ptr);
2526 if (!one_in_(3)) break;
2530 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2532 create_artifact(o_ptr, FALSE);
2535 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2539 else if (power < -1)
2541 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2549 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2551 dragon_resist(o_ptr);
2552 if (!one_in_(3)) break;
2557 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2559 create_artifact(o_ptr, FALSE);
2562 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2564 switch (o_ptr->name2)
2566 case EGO_SLOW_DESCENT:
2569 one_high_resistance(o_ptr);
2575 else if (power < -1)
2577 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2588 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2590 create_artifact(o_ptr, FALSE);
2595 bool ok_flag = TRUE;
2596 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2598 switch (o_ptr->name2)
2601 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2602 else add_esp_weak(o_ptr, FALSE);
2606 case EGO_REGENERATION:
2607 case EGO_LORDLINESS:
2613 if (one_in_(2)) add_esp_strong(o_ptr);
2614 else add_esp_weak(o_ptr, FALSE);
2617 default:/* not existing crown (wisdom,lite, etc...) */
2621 break; /* while (1) */
2627 else if (power < -1)
2631 bool ok_flag = TRUE;
2632 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2634 switch (o_ptr->name2)
2636 case EGO_ANCIENT_CURSE:
2637 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2638 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2639 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2640 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2641 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2642 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2646 break; /* while (1) */
2655 if (o_ptr->sval == SV_DRAGON_HELM)
2657 dragon_resist(o_ptr);
2658 if (!one_in_(3)) break;
2664 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2666 create_artifact(o_ptr, FALSE);
2671 bool ok_flag = TRUE;
2672 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2674 switch (o_ptr->name2)
2676 case EGO_BRILLIANCE:
2678 case EGO_INFRAVISION:
2679 case EGO_H_PROTECTION:
2684 if (one_in_(2)) add_esp_strong(o_ptr);
2685 else add_esp_weak(o_ptr, FALSE);
2689 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2690 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2693 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2695 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2697 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2698 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2700 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2701 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2702 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2703 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2704 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2705 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2706 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2707 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2709 default:/* not existing helm (Magi, Might, etc...)*/
2713 break; /* while (1) */
2718 else if (power < -1)
2722 bool ok_flag = TRUE;
2723 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2725 switch (o_ptr->name2)
2727 case EGO_ANCIENT_CURSE:
2731 break; /* while (1) */
2742 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2744 create_artifact(o_ptr, FALSE);
2747 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2749 switch (o_ptr->name2)
2758 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2759 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2760 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2761 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2768 else if (power < -1)
2770 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2781 * @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
2782 * Apply magic to an item known to be a "ring" or "amulet"
2783 * @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
2784 * @param level 生成基準階
2785 * @param power 生成ランク
2788 * Hack -- note special "pval boost" code for ring of speed\n
2789 * Hack -- note that some items must be cursed (or blessed)\n
2791 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2793 /* Apply magic (good or bad) according to type */
2794 switch (o_ptr->tval)
2799 switch (o_ptr->sval)
2801 case SV_RING_ATTACKS:
2804 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2805 if (one_in_(15)) o_ptr->pval++;
2806 if (o_ptr->pval < 1) o_ptr->pval = 1;
2812 o_ptr->ident |= (IDENT_BROKEN);
2815 o_ptr->curse_flags |= TRC_CURSED;
2818 o_ptr->pval = 0 - (o_ptr->pval);
2829 /* Strength, Constitution, Dexterity, Intelligence */
2835 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2841 o_ptr->ident |= (IDENT_BROKEN);
2844 o_ptr->curse_flags |= TRC_CURSED;
2847 o_ptr->pval = 0 - (o_ptr->pval);
2853 /* Ring of Speed! */
2856 /* Base speed (1 to 10) */
2857 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2859 /* Super-charge the ring */
2860 while (randint0(100) < 50) o_ptr->pval++;
2866 o_ptr->ident |= (IDENT_BROKEN);
2869 o_ptr->curse_flags |= TRC_CURSED;
2872 o_ptr->pval = 0 - (o_ptr->pval);
2880 case SV_RING_LORDLY:
2884 one_lordly_high_resistance(o_ptr);
2888 /* Bonus to armor class */
2889 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2893 case SV_RING_WARNING:
2895 if (one_in_(3)) one_low_esp(o_ptr);
2900 case SV_RING_SEARCHING:
2902 /* Bonus to searching */
2903 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2909 o_ptr->ident |= (IDENT_BROKEN);
2912 o_ptr->curse_flags |= TRC_CURSED;
2915 o_ptr->pval = 0 - (o_ptr->pval);
2921 /* Flames, Acid, Ice */
2922 case SV_RING_FLAMES:
2927 /* Bonus to armor class */
2928 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2932 /* Weakness, Stupidity */
2933 case SV_RING_WEAKNESS:
2934 case SV_RING_STUPIDITY:
2937 o_ptr->ident |= (IDENT_BROKEN);
2940 o_ptr->curse_flags |= TRC_CURSED;
2943 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2944 if (power > 0) power = 0 - power;
2949 /* WOE, Stupidity */
2953 o_ptr->ident |= (IDENT_BROKEN);
2956 o_ptr->curse_flags |= TRC_CURSED;
2959 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2960 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2961 if (power > 0) power = 0 - power;
2966 /* Ring of damage */
2967 case SV_RING_DAMAGE:
2969 /* Bonus to damage */
2970 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2976 o_ptr->ident |= (IDENT_BROKEN);
2979 o_ptr->curse_flags |= TRC_CURSED;
2982 o_ptr->to_d = 0 - o_ptr->to_d;
2988 /* Ring of Accuracy */
2989 case SV_RING_ACCURACY:
2992 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2998 o_ptr->ident |= (IDENT_BROKEN);
3001 o_ptr->curse_flags |= TRC_CURSED;
3004 o_ptr->to_h = 0 - o_ptr->to_h;
3010 /* Ring of Protection */
3011 case SV_RING_PROTECTION:
3013 /* Bonus to armor class */
3014 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3020 o_ptr->ident |= (IDENT_BROKEN);
3023 o_ptr->curse_flags |= TRC_CURSED;
3026 o_ptr->to_a = 0 - o_ptr->to_a;
3032 /* Ring of Slaying */
3033 case SV_RING_SLAYING:
3035 /* Bonus to damage and to hit */
3036 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3037 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3043 o_ptr->ident |= (IDENT_BROKEN);
3046 o_ptr->curse_flags |= TRC_CURSED;
3048 /* Reverse bonuses */
3049 o_ptr->to_h = 0 - o_ptr->to_h;
3050 o_ptr->to_d = 0 - o_ptr->to_d;
3056 case SV_RING_MUSCLE:
3058 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3059 if (one_in_(4)) o_ptr->pval++;
3065 o_ptr->ident |= (IDENT_BROKEN);
3068 o_ptr->curse_flags |= TRC_CURSED;
3070 /* Reverse bonuses */
3071 o_ptr->pval = 0 - o_ptr->pval;
3076 case SV_RING_AGGRAVATION:
3079 o_ptr->ident |= (IDENT_BROKEN);
3082 o_ptr->curse_flags |= TRC_CURSED;
3084 if (power > 0) power = 0 - power;
3088 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3089 || (power > 2)) /* power > 2 is debug only */
3091 o_ptr->pval = MIN(o_ptr->pval, 4);
3092 /* Randart amulet */
3093 create_artifact(o_ptr, FALSE);
3095 else if ((power == 2) && one_in_(2))
3097 while(!o_ptr->name2)
3099 int tmp = m_bonus(10, level);
3100 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3101 switch(randint1(28))
3104 o_ptr->name2 = EGO_RING_THROW;
3107 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3108 o_ptr->name2 = EGO_RING_REGEN;
3111 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3112 o_ptr->name2 = EGO_RING_LITE;
3115 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3116 o_ptr->name2 = EGO_RING_TELEPORT;
3119 if (o_ptr->to_h) break;
3120 o_ptr->name2 = EGO_RING_TO_H;
3123 if (o_ptr->to_d) break;
3124 o_ptr->name2 = EGO_RING_TO_D;
3127 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3128 o_ptr->name2 = EGO_RING_SLAY;
3131 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3132 o_ptr->name2 = EGO_RING_WIZARD;
3135 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3136 o_ptr->name2 = EGO_RING_HERO;
3139 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3140 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3141 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3142 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3145 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3146 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;
3147 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3148 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3149 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3152 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3153 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;
3154 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3155 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3156 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3159 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3160 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;
3161 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3162 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3165 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3166 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;
3167 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3168 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3170 case 21: case 22: case 23: case 24: case 25: case 26:
3171 switch (o_ptr->sval)
3174 if (!one_in_(3)) break;
3175 o_ptr->name2 = EGO_RING_D_SPEED;
3177 case SV_RING_DAMAGE:
3178 case SV_RING_ACCURACY:
3179 case SV_RING_SLAYING:
3180 if (one_in_(2)) break;
3181 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3184 o_ptr->name2 = EGO_RING_BERSERKER;
3185 o_ptr->to_h -= 2+randint1(4);
3186 o_ptr->to_d += 2+randint1(4);
3189 case SV_RING_PROTECTION:
3190 o_ptr->name2 = EGO_RING_SUPER_AC;
3191 o_ptr->to_a += 7 + m_bonus(5, level);
3193 case SV_RING_RES_FEAR:
3194 o_ptr->name2 = EGO_RING_HERO;
3197 if (one_in_(2)) break;
3198 o_ptr->name2 = EGO_RING_HUNTER;
3200 case SV_RING_SEARCHING:
3201 o_ptr->name2 = EGO_RING_STEALTH;
3203 case SV_RING_TELEPORTATION:
3204 o_ptr->name2 = EGO_RING_TELE_AWAY;
3206 case SV_RING_RES_BLINDNESS:
3208 o_ptr->name2 = EGO_RING_RES_LITE;
3210 o_ptr->name2 = EGO_RING_RES_DARK;
3212 case SV_RING_LORDLY:
3213 if (!one_in_(20)) break;
3214 one_lordly_high_resistance(o_ptr);
3215 one_lordly_high_resistance(o_ptr);
3216 o_ptr->name2 = EGO_RING_TRUE;
3218 case SV_RING_SUSTAIN:
3219 if (!one_in_(4)) break;
3220 o_ptr->name2 = EGO_RING_RES_TIME;
3222 case SV_RING_FLAMES:
3223 if (!one_in_(2)) break;
3224 o_ptr->name2 = EGO_RING_DRAGON_F;
3227 if (!one_in_(2)) break;
3228 o_ptr->name2 = EGO_RING_DRAGON_C;
3230 case SV_RING_WARNING:
3231 if (!one_in_(2)) break;
3232 o_ptr->name2 = EGO_RING_M_DETECT;
3240 o_ptr->curse_flags = 0L;
3242 else if ((power == -2) && one_in_(2))
3244 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3245 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3246 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3247 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3248 o_ptr->art_flags[0] = 0;
3249 o_ptr->art_flags[1] = 0;
3250 while(!o_ptr->name2)
3252 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3256 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3257 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3260 o_ptr->name2 = EGO_RING_NO_MELEE;
3263 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3264 o_ptr->name2 = EGO_RING_AGGRAVATE;
3267 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3268 o_ptr->name2 = EGO_RING_TY_CURSE;
3271 o_ptr->name2 = EGO_RING_ALBINO;
3276 o_ptr->ident |= (IDENT_BROKEN);
3279 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3287 switch (o_ptr->sval)
3289 /* Amulet of wisdom/charisma */
3290 case SV_AMULET_INTELLIGENCE:
3291 case SV_AMULET_WISDOM:
3292 case SV_AMULET_CHARISMA:
3294 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3300 o_ptr->ident |= (IDENT_BROKEN);
3303 o_ptr->curse_flags |= (TRC_CURSED);
3305 /* Reverse bonuses */
3306 o_ptr->pval = 0 - o_ptr->pval;
3312 /* Amulet of brilliance */
3313 case SV_AMULET_BRILLIANCE:
3315 o_ptr->pval = 1 + m_bonus(3, level);
3316 if (one_in_(4)) o_ptr->pval++;
3322 o_ptr->ident |= (IDENT_BROKEN);
3325 o_ptr->curse_flags |= (TRC_CURSED);
3327 /* Reverse bonuses */
3328 o_ptr->pval = 0 - o_ptr->pval;
3334 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3338 o_ptr->curse_flags |= (TRC_CURSED);
3343 case SV_AMULET_RESISTANCE:
3345 if (one_in_(5)) one_high_resistance(o_ptr);
3346 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3350 /* Amulet of searching */
3351 case SV_AMULET_SEARCHING:
3353 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3359 o_ptr->ident |= (IDENT_BROKEN);
3362 o_ptr->curse_flags |= (TRC_CURSED);
3364 /* Reverse bonuses */
3365 o_ptr->pval = 0 - (o_ptr->pval);
3371 /* Amulet of the Magi -- never cursed */
3372 case SV_AMULET_THE_MAGI:
3374 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3375 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3377 /* gain one low ESP */
3378 add_esp_weak(o_ptr, FALSE);
3383 /* Amulet of Doom -- always cursed */
3384 case SV_AMULET_DOOM:
3387 o_ptr->ident |= (IDENT_BROKEN);
3390 o_ptr->curse_flags |= (TRC_CURSED);
3393 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3394 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3395 if (power > 0) power = 0 - power;
3400 case SV_AMULET_MAGIC_MASTERY:
3402 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3408 o_ptr->ident |= (IDENT_BROKEN);
3411 o_ptr->curse_flags |= (TRC_CURSED);
3413 /* Reverse bonuses */
3414 o_ptr->pval = 0 - o_ptr->pval;
3420 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3421 || (power > 2)) /* power > 2 is debug only */
3423 o_ptr->pval = MIN(o_ptr->pval, 4);
3424 /* Randart amulet */
3425 create_artifact(o_ptr, FALSE);
3427 else if ((power == 2) && one_in_(2))
3429 while(!o_ptr->name2)
3431 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3432 switch(randint1(21))
3435 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3436 o_ptr->name2 = EGO_AMU_SLOW_D;
3439 if (o_ptr->pval) break;
3440 o_ptr->name2 = EGO_AMU_INFRA;
3443 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3444 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3447 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3448 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3451 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3452 o_ptr->name2 = EGO_AMU_LEVITATION;
3454 case 10: case 11: case 21:
3455 o_ptr->name2 = EGO_AMU_AC;
3458 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3459 if (m_bonus(10, level) > 8)
3460 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3462 o_ptr->name2 = EGO_AMU_RES_FIRE;
3465 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3466 if (m_bonus(10, level) > 8)
3467 o_ptr->name2 = EGO_AMU_RES_COLD_;
3469 o_ptr->name2 = EGO_AMU_RES_COLD;
3472 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3473 if (m_bonus(10, level) > 8)
3474 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3476 o_ptr->name2 = EGO_AMU_RES_ELEC;
3479 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3480 if (m_bonus(10, level) > 8)
3481 o_ptr->name2 = EGO_AMU_RES_ACID_;
3483 o_ptr->name2 = EGO_AMU_RES_ACID;
3485 case 16: case 17: case 18: case 19: case 20:
3486 switch (o_ptr->sval)
3488 case SV_AMULET_TELEPORT:
3489 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3490 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3491 else o_ptr->name2 = EGO_AMU_TELEPORT;
3493 case SV_AMULET_RESIST_ACID:
3494 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3496 case SV_AMULET_SEARCHING:
3497 o_ptr->name2 = EGO_AMU_STEALTH;
3499 case SV_AMULET_BRILLIANCE:
3500 if (!one_in_(3)) break;
3501 o_ptr->name2 = EGO_AMU_IDENT;
3503 case SV_AMULET_CHARISMA:
3504 if (!one_in_(3)) break;
3505 o_ptr->name2 = EGO_AMU_CHARM;
3507 case SV_AMULET_THE_MAGI:
3508 if (one_in_(2)) break;
3509 o_ptr->name2 = EGO_AMU_GREAT;
3511 case SV_AMULET_RESISTANCE:
3512 if (!one_in_(5)) break;
3513 o_ptr->name2 = EGO_AMU_DEFENDER;
3515 case SV_AMULET_TELEPATHY:
3516 if (!one_in_(3)) break;
3517 o_ptr->name2 = EGO_AMU_DETECTION;
3522 o_ptr->curse_flags = 0L;
3524 else if ((power == -2) && one_in_(2))
3526 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3527 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3528 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3529 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3530 o_ptr->art_flags[0] = 0;
3531 o_ptr->art_flags[1] = 0;
3532 while(!o_ptr->name2)
3534 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3538 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3539 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3542 o_ptr->name2 = EGO_AMU_FOOL;
3545 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3546 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3549 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3550 o_ptr->name2 = EGO_AMU_TY_CURSE;
3553 o_ptr->name2 = EGO_AMU_NAIVETY;
3558 o_ptr->ident |= (IDENT_BROKEN);
3561 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3570 * @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
3571 * Apply magic to an item known to be "boring"
3572 * @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
3573 * @param level 生成基準階
3574 * @param power 生成ランク
3577 * Hack -- note the special code for various items
3579 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3581 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3586 /* Apply magic (good or bad) according to type */
3587 switch (o_ptr->tval)
3596 o_ptr->ident |= (IDENT_BROKEN);
3599 o_ptr->curse_flags |= (TRC_CURSED);
3606 o_ptr->xtra4 = o_ptr->pval;
3612 /* Hack -- Torches -- random fuel */
3613 if (o_ptr->sval == SV_LITE_TORCH)
3615 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3619 /* Hack -- Lanterns -- random fuel */
3620 if (o_ptr->sval == SV_LITE_LANTERN)
3622 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3626 if (power > 2) /* power > 2 is debug only */
3628 create_artifact(o_ptr, FALSE);
3630 else if ((power == 2) || ((power == 1) && one_in_(3)))
3632 while (!o_ptr->name2)
3636 bool okay_flag = TRUE;
3638 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3640 switch (o_ptr->name2)
3643 if (o_ptr->sval == SV_LITE_FEANOR)
3651 else if (power == -2)
3653 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3655 switch (o_ptr->name2)
3657 case EGO_LITE_DARKNESS:
3660 if (o_ptr->sval == SV_LITE_TORCH)
3662 add_flag(o_ptr->art_flags, TR_LITE_M1);
3664 else if (o_ptr->sval == SV_LITE_LANTERN)
3666 add_flag(o_ptr->art_flags, TR_LITE_M2);
3668 else if (o_ptr->sval == SV_LITE_FEANOR)
3670 add_flag(o_ptr->art_flags, TR_LITE_M3);
3682 /* The wand or staff gets a number of initial charges equal
3683 * to between 1/2 (+1) and the full object kind's pval. -LM-
3685 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3691 /* Transfer the pval. -LM- */
3692 o_ptr->pval = k_ptr->pval;
3699 object_aware(o_ptr);
3700 object_known(o_ptr);
3706 PARAMETER_VALUE i = 1;
3709 monster_race *r_ptr;
3711 /* Pick a random non-unique monster race */
3714 i = randint1(max_r_idx - 1);
3716 if (!item_monster_okay(i)) continue;
3717 if (i == MON_TSUCHINOKO) continue;
3721 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3723 /* Ignore dead monsters */
3724 if (!r_ptr->rarity) continue;
3726 /* Ignore uncommon monsters */
3727 if (r_ptr->rarity > 100) continue;
3729 /* Prefer less out-of-depth monsters */
3730 if (randint0(check)) continue;
3737 /* Some figurines are cursed */
3738 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3745 PARAMETER_VALUE i = 1;
3750 monster_race *r_ptr;
3752 if (o_ptr->sval == SV_SKELETON)
3754 match = RF9_DROP_SKELETON;
3756 else if (o_ptr->sval == SV_CORPSE)
3758 match = RF9_DROP_CORPSE;
3761 /* Hack -- Remove the monster restriction */
3762 get_mon_num_prep(item_monster_okay, NULL);
3764 /* Pick a random non-unique monster race */
3767 i = get_mon_num(current_floor_ptr->dun_level);
3771 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3773 /* Ignore dead monsters */
3774 if (!r_ptr->rarity) continue;
3776 /* Ignore corpseless monsters */
3777 if (!(r_ptr->flags9 & match)) continue;
3779 /* Prefer less out-of-depth monsters */
3780 if (randint0(check)) continue;
3788 object_aware(o_ptr);
3789 object_known(o_ptr);
3795 PARAMETER_VALUE i = 1;
3797 monster_race *r_ptr;
3799 /* Pick a random monster race */
3802 i = randint1(max_r_idx - 1);
3806 /* Ignore dead monsters */
3807 if (!r_ptr->rarity) continue;
3816 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3818 object_aware(o_ptr);
3819 object_known(o_ptr);
3826 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3828 /* Hack -- skip ruined chests */
3829 if (obj_level <= 0) break;
3831 /* Hack -- pick a "difficulty" */
3832 o_ptr->pval = randint1(obj_level);
3833 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3835 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3837 /* Never exceed "difficulty" of 55 to 59 */
3838 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3846 * @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
3847 * Complete the "creation" of an object by applying "magic" to the item
3848 * @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
3850 * @param mode 生成オプション
3853 * This includes not only rolling for random bonuses, but also putting the\n
3854 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3855 * staffs, giving fuel to lites, and placing traps on chests.\n
3857 * In particular, note that "Instant Artifacts", if "created" by an external\n
3858 * routine, must pass through this function to complete the actual creation.\n
3860 * The base "chance" of the item being "good" increases with the "level"\n
3861 * parameter, which is usually derived from the dungeon level, being equal\n
3862 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3863 * the object is guaranteed to be "good". If an object is "good", then\n
3864 * the chance that the object will be "great" (ego-item or artifact), also\n
3865 * increases with the "level", being equal to half the level, plus 5, up to\n
3866 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3867 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3869 * If the object is not "good", there is a chance it will be "cursed", and\n
3870 * if it is "cursed", there is a chance it will be "broken". These chances\n
3871 * are related to the "good" / "great" chances above.\n
3873 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3874 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3876 * If "okay" is true, and the object is going to be "great", then there is\n
3877 * a chance that an artifact will be created. This is true even if both the\n
3878 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3879 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3881 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3883 int i, rolls, f1, f2, power;
3885 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3887 /* Maximum "level" for various things */
3888 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3890 /* Base chance of being "good" */
3893 /* Maximal chance of being "good" */
3894 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3896 /* Base chance of being "great" */
3899 /* Maximal chance of being "great" */
3900 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3901 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3903 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3908 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3917 /* Roll for "good" */
3918 if ((mode & AM_GOOD) || magik(f1))
3923 /* Roll for "great" */
3924 if ((mode & AM_GREAT) || magik(f2))
3928 /* Roll for "special" */
3929 if (mode & AM_SPECIAL) power = 3;
3933 /* Roll for "cursed" */
3936 /* Assume "cursed" */
3939 /* Roll for "broken" */
3940 if (magik(f2)) power = -2;
3944 if (mode & AM_CURSED)
3946 /* Assume 'cursed' */
3951 /* Everything else gets more badly cursed */
3958 /* Assume no rolls */
3961 /* Get one roll if excellent */
3962 if (power >= 2) rolls = 1;
3964 /* Hack -- Get four rolls if forced great or special */
3965 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3967 /* Hack -- Get no rolls if not allowed */
3968 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3970 /* Roll for artifacts if allowed */
3971 for (i = 0; i < rolls; i++)
3973 /* Roll for an artifact */
3974 if (make_artifact(o_ptr)) break;
3975 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3977 if (make_artifact(o_ptr)) break;
3982 /* Hack -- analyze artifacts */
3983 if (object_is_fixed_artifact(o_ptr))
3985 artifact_type *a_ptr = &a_info[o_ptr->name1];
3987 /* Hack -- Mark the artifact as "created" */
3990 /* Hack -- Memorize location of artifact in saved floors */
3991 if (character_dungeon)
3992 a_ptr->floor_id = p_ptr->floor_id;
3994 /* Extract the other fields */
3995 o_ptr->pval = a_ptr->pval;
3996 o_ptr->ac = a_ptr->ac;
3997 o_ptr->dd = a_ptr->dd;
3998 o_ptr->ds = a_ptr->ds;
3999 o_ptr->to_a = a_ptr->to_a;
4000 o_ptr->to_h = a_ptr->to_h;
4001 o_ptr->to_d = a_ptr->to_d;
4002 o_ptr->weight = a_ptr->weight;
4003 o_ptr->xtra2 = a_ptr->act_idx;
4005 if (o_ptr->name1 == ART_MILIM)
4007 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4013 /* Hack -- extract the "broken" flag */
4014 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4016 /* Hack -- extract the "cursed" flag */
4017 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4018 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4019 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4020 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4021 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4022 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4027 switch (o_ptr->tval)
4036 if (power) apply_magic_weapon(o_ptr, lev, power);
4042 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4048 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4062 /* Elven Cloak and Black Clothes ... */
4063 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4064 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4065 o_ptr->pval = randint1(4);
4069 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4070 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4071 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4072 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4073 a_m_aux_2(o_ptr, lev, power);
4075 if (power) a_m_aux_2(o_ptr, lev, power);
4083 if (!power && (randint0(100) < 50)) power = -1;
4084 a_m_aux_3(o_ptr, lev, power);
4090 a_m_aux_4(o_ptr, lev, power);
4095 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4096 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4097 (p_ptr->pseikaku == SEIKAKU_SEXY))
4100 add_flag(o_ptr->art_flags, TR_STR);
4101 add_flag(o_ptr->art_flags, TR_INT);
4102 add_flag(o_ptr->art_flags, TR_WIS);
4103 add_flag(o_ptr->art_flags, TR_DEX);
4104 add_flag(o_ptr->art_flags, TR_CON);
4105 add_flag(o_ptr->art_flags, TR_CHR);
4108 /* Hack -- analyze ego-items */
4109 if (object_is_ego(o_ptr))
4111 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4113 /* Hack -- acquire "broken" flag */
4114 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4116 /* Hack -- acquire "cursed" flag */
4117 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4118 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4119 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4120 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4121 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4122 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4124 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4125 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4126 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4127 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4128 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4129 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4130 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4131 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4137 while (one_in_(o_ptr->dd));
4139 if (o_ptr->dd > 9) o_ptr->dd = 9;
4142 /* Hack -- apply activatin index if needed */
4143 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4145 /* Hack -- apply extra penalties if needed */
4146 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4148 /* Hack -- obtain bonuses */
4149 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4150 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4151 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4153 /* Hack -- obtain pval */
4154 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4157 /* Hack -- apply extra bonuses if needed */
4160 /* Hack -- obtain bonuses */
4161 if (e_ptr->max_to_h)
4163 if (e_ptr->max_to_h > 127)
4164 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4165 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4167 if (e_ptr->max_to_d)
4169 if (e_ptr->max_to_d > 127)
4170 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4171 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4173 if (e_ptr->max_to_a)
4175 if (e_ptr->max_to_a > 127)
4176 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4177 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4180 /* Accuracy ego must have high to_h */
4181 if(o_ptr->name2 == EGO_ACCURACY)
4183 while(o_ptr->to_h < o_ptr->to_d + 10)
4188 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4191 /* Accuracy ego must have high to_h */
4192 if(o_ptr->name2 == EGO_VELOCITY)
4194 while(o_ptr->to_d < o_ptr->to_h + 10)
4199 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4202 /* Protection ego must have high to_a */
4203 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4205 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4208 /* Hack -- obtain pval */
4209 if (e_ptr->max_pval)
4211 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4214 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4216 else if (o_ptr->name2 == EGO_DEMON)
4218 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4220 o_ptr->pval += randint1(2);
4224 o_ptr->pval += randint1(e_ptr->max_pval);
4227 else if (o_ptr->name2 == EGO_ATTACKS)
4229 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4230 if (o_ptr->pval > 3) o_ptr->pval = 3;
4231 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4232 o_ptr->pval += randint1(2);
4234 else if (o_ptr->name2 == EGO_BAT)
4236 o_ptr->pval = randint1(e_ptr->max_pval);
4237 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4239 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4241 o_ptr->pval = randint1(e_ptr->max_pval);
4245 o_ptr->pval += randint1(e_ptr->max_pval);
4250 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4252 o_ptr->pval = randint1(o_ptr->pval);
4254 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4261 /* Examine real objects */
4264 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4266 /* Hack -- acquire "broken" flag */
4267 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4269 /* Hack -- acquire "cursed" flag */
4270 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4271 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4272 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4273 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4274 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4275 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4283 * @brief 生成階に応じたベースアイテムの生成を行う。
4284 * Attempt to make an object (normal or good/great)
4285 * @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
4286 * @param mode オプションフラグ
4287 * @return 生成に成功したらTRUEを返す。
4289 * This routine plays nasty games to generate the "special artifacts".\n
4290 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4291 * We assume that the given object has been "wiped".\n
4293 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4299 /* Chance of "special object" */
4300 prob = ((mode & AM_GOOD) ? 10 : 1000);
4302 /* Base level for the object */
4303 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4306 /* Generate a special object, or a normal object */
4307 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4309 KIND_OBJECT_IDX k_idx;
4312 if ((mode & AM_GOOD) && !get_obj_num_hook)
4314 /* Activate restriction (if already specified, use that) */
4315 get_obj_num_hook = kind_is_good;
4318 /* Restricted objects - prepare allocation table */
4319 if (get_obj_num_hook) get_obj_num_prep();
4321 /* Pick a random object */
4322 k_idx = get_obj_num(base);
4324 /* Restricted objects */
4325 if (get_obj_num_hook)
4327 /* Clear restriction */
4328 get_obj_num_hook = NULL;
4330 /* Reset allocation table to default */
4334 /* Handle failure */
4335 if (!k_idx) return (FALSE);
4337 /* Prepare the object */
4338 object_prep(j_ptr, k_idx);
4341 /* Apply magic (allow artifacts) */
4342 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4344 /* Hack -- generate multiple spikes/missiles */
4345 switch (j_ptr->tval)
4353 j_ptr->number = (byte)damroll(6, 7);
4357 if (cheat_peek) object_mention(j_ptr);
4365 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4366 * Attempt to place an object (normal or good/great) at the given location.
4367 * @param y 配置したいフロアのY座標
4368 * @param x 配置したいフロアのX座標
4369 * @param mode オプションフラグ
4370 * @return 生成に成功したらTRUEを返す。
4372 * This routine plays nasty games to generate the "special artifacts".\n
4373 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4374 * This routine requires a clean floor grid destination.\n
4376 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4381 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4387 /* Paranoia -- check bounds */
4388 if (!in_bounds(y, x)) return;
4390 /* Require floor space */
4391 if (!cave_drop_bold(y, x)) return;
4393 /* Avoid stacking on other objects */
4394 if (g_ptr->o_idx) return;
4399 /* Make an object (if possible) */
4400 if (!make_object(q_ptr, mode)) return;
4403 /* Make an object */
4410 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4412 /* Structure Copy */
4413 object_copy(o_ptr, q_ptr);
4419 o_ptr->next_o_idx = g_ptr->o_idx;
4421 g_ptr->o_idx = o_idx;
4427 /* Hack -- Preserve artifacts */
4428 if (object_is_fixed_artifact(q_ptr))
4430 a_info[q_ptr->name1].cur_num = 0;
4437 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4438 * Make a treasure object
4439 * @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
4440 * @return 生成に成功したらTRUEを返す。
4442 * The location must be a legal, clean, floor grid.
4444 bool make_gold(object_type *j_ptr)
4449 /* Hack -- Pick a Treasure variety */
4450 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4452 /* Apply "extra" magic */
4453 if (one_in_(GREAT_OBJ))
4455 i += randint1(current_floor_ptr->object_level + 1);
4458 /* Hack -- Creeping Coins only generate "themselves" */
4459 if (coin_type) i = coin_type;
4461 /* Do not create "illegal" Treasure Types */
4462 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4464 /* Prepare a gold object */
4465 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4467 /* Hack -- Base coin cost */
4468 base = k_info[OBJ_GOLD_LIST + i].cost;
4470 /* Determine how much the treasure is "worth" */
4471 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4479 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4480 * Places a treasure (Gold or Gems) at given location
4481 * @param y 配置したいフロアのY座標
4482 * @param x 配置したいフロアのX座標
4483 * @return 生成に成功したらTRUEを返す。
4485 * The location must be a legal, clean, floor grid.
4487 void place_gold(POSITION y, POSITION x)
4492 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4498 /* Paranoia -- check bounds */
4499 if (!in_bounds(y, x)) return;
4501 /* Require floor space */
4502 if (!cave_drop_bold(y, x)) return;
4504 /* Avoid stacking on other objects */
4505 if (g_ptr->o_idx) return;
4510 /* Make some gold */
4511 if (!make_gold(q_ptr)) return;
4513 /* Make an object */
4520 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4522 /* Copy the object */
4523 object_copy(o_ptr, q_ptr);
4530 o_ptr->next_o_idx = g_ptr->o_idx;
4532 g_ptr->o_idx = o_idx;
4540 * @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。
4541 * Let an object fall to the ground at or near a location.
4542 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4543 * @param chance ドロップの成功率(%)
4544 * @param y 配置したいフロアのY座標
4545 * @param x 配置したいフロアのX座標
4546 * @return 生成に成功したらオブジェクトのIDを返す。
4548 * The initial location is assumed to be "in_bounds()".\n
4550 * This function takes a parameter "chance". This is the percentage\n
4551 * chance that the item will "disappear" instead of drop. If the object\n
4552 * has been thrown, then this is the chance of disappearance on contact.\n
4554 * Hack -- this function uses "chance" to determine if it should produce\n
4555 * some form of "description" of the drop event (under the player).\n
4557 * We check several locations to see if we can find a location at which\n
4558 * the object can combine, stack, or be placed. Artifacts will try very\n
4559 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4561 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4568 POSITION ty, tx = 0;
4570 OBJECT_IDX o_idx = 0;
4571 OBJECT_IDX this_o_idx, next_o_idx = 0;
4575 GAME_TEXT o_name[MAX_NLEN];
4581 /* Extract plural */
4582 bool plural = (j_ptr->number != 1);
4585 /* Describe object */
4586 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4589 /* Handle normal "breakage" */
4590 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4593 msg_format("%sは消えた。", o_name);
4595 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4597 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4614 /* Scan local grids */
4615 for (dy = -3; dy <= 3; dy++)
4617 /* Scan local grids */
4618 for (dx = -3; dx <= 3; dx++)
4622 /* Calculate actual distance */
4623 d = (dy * dy) + (dx * dx);
4625 /* Ignore distant grids */
4626 if (d > 10) continue;
4631 /* Skip illegal grids */
4632 if (!in_bounds(ty, tx)) continue;
4634 /* Require line of projection */
4635 if (!projectable(y, x, ty, tx)) continue;
4638 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4640 /* Require floor space */
4641 if (!cave_drop_bold(ty, tx)) continue;
4646 /* Scan objects in that grid */
4647 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4650 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4651 next_o_idx = o_ptr->next_o_idx;
4653 /* Check for possible combination */
4654 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4660 /* Add new object */
4664 if (k > 99) continue;
4666 /* Calculate score */
4667 s = 1000 - (d + k * 5);
4669 /* Skip bad values */
4670 if (s < bs) continue;
4672 /* New best value */
4675 /* Apply the randomizer to equivalent values */
4676 if ((++bn >= 2) && !one_in_(bn)) continue;
4690 /* Handle lack of space */
4691 if (!flag && !object_is_artifact(j_ptr))
4694 msg_format("%sは消えた。", o_name);
4696 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4699 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4707 for (i = 0; !flag && (i < 1000); i++)
4710 ty = rand_spread(by, 1);
4711 tx = rand_spread(bx, 1);
4713 /* Verify location */
4714 if (!in_bounds(ty, tx)) continue;
4716 /* Bounce to that location */
4720 /* Require floor space */
4721 if (!cave_drop_bold(by, bx)) continue;
4729 int candidates = 0, pick;
4731 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4733 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4735 /* A valid space found */
4736 if (cave_drop_bold(ty, tx)) candidates++;
4740 /* No valid place! */
4744 msg_format("%sは消えた。", o_name);
4746 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4749 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4751 /* Mega-Hack -- preserve artifacts */
4754 /* Hack -- Preserve unknown artifacts */
4755 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4757 /* Mega-Hack -- Preserve the artifact */
4758 a_info[j_ptr->name1].cur_num = 0;
4766 /* Choose a random one */
4767 pick = randint1(candidates);
4769 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4771 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4773 if (cave_drop_bold(ty, tx))
4777 /* Is this a picked one? */
4790 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
4792 /* Scan objects in that grid for combination */
4793 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4796 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4797 next_o_idx = o_ptr->next_o_idx;
4799 /* Check for combination */
4800 if (object_similar(o_ptr, j_ptr))
4802 object_absorb(o_ptr, j_ptr);
4811 if (!done) o_idx = o_pop();
4814 if (!done && !o_idx)
4817 msg_format("%sは消えた。", o_name);
4819 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4822 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4824 /* Hack -- Preserve artifacts */
4825 if (object_is_fixed_artifact(j_ptr))
4827 a_info[j_ptr->name1].cur_num = 0;
4837 /* Structure copy */
4838 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
4840 /* Access new object */
4841 j_ptr = ¤t_floor_ptr->o_list[o_idx];
4848 j_ptr->held_m_idx = 0;
4851 j_ptr->next_o_idx = g_ptr->o_idx;
4853 g_ptr->o_idx = o_idx;
4863 /* Mega-Hack -- no message if "dropped" by player */
4864 /* Message when an object falls under the player */
4865 if (chance && player_bold(by, bx))
4867 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4874 * @brief 魔道具の使用回数の残量を示すメッセージを表示する /
4875 * Describe the charges on an item in the inventory.
4876 * @param item 残量を表示したいプレイヤーのアイテム所持スロット
4879 void inven_item_charges(INVENTORY_IDX item)
4881 object_type *o_ptr = &inventory[item];
4883 /* Require staff/wand */
4884 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4886 /* Require known item */
4887 if (!object_is_known(o_ptr)) return;
4890 if (o_ptr->pval <= 0)
4892 msg_print("もう魔力が残っていない。");
4896 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4899 /* Multiple charges */
4900 if (o_ptr->pval != 1)
4902 msg_format("You have %d charges remaining.", o_ptr->pval);
4908 msg_format("You have %d charge remaining.", o_ptr->pval);
4915 * @brief アイテムの残り所持数メッセージを表示する /
4916 * Describe an item in the inventory.
4917 * @param item 残量を表示したいプレイヤーのアイテム所持スロット
4920 void inven_item_describe(INVENTORY_IDX item)
4922 object_type *o_ptr = &inventory[item];
4923 GAME_TEXT o_name[MAX_NLEN];
4925 object_desc(o_name, o_ptr, 0);
4928 /* "no more" の場合はこちらで表示する */
4929 if (o_ptr->number <= 0)
4931 /*FIRST*//*ここはもう通らないかも */
4932 msg_format("もう%sを持っていない。", o_name);
4936 /* アイテム名を英日切り替え機能対応 */
4937 msg_format("まだ %sを持っている。", o_name);
4940 msg_format("You have %s.", o_name);
4946 * @brief アイテムを増減させ残り所持数メッセージを表示する /
4947 * Increase the "number" of an item in the inventory
4948 * @param item 所持数を増やしたいプレイヤーのアイテム所持スロット
4952 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4954 object_type *o_ptr = &inventory[item];
4957 num += o_ptr->number;
4960 if (num > 255) num = 255;
4961 else if (num < 0) num = 0;
4964 num -= o_ptr->number;
4966 /* Change the number and weight */
4969 /* Add the number */
4970 o_ptr->number += num;
4972 /* Add the weight */
4973 p_ptr->total_weight += (num * o_ptr->weight);
4974 p_ptr->update |= (PU_BONUS);
4975 p_ptr->update |= (PU_MANA);
4976 p_ptr->update |= (PU_COMBINE);
4977 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4979 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4980 if (!o_ptr->number && p_ptr->ele_attack)
4982 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4984 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
4986 /* Clear all temporary elemental brands */
4987 set_ele_attack(0, 0);
4995 * @brief 所持アイテムスロットから所持数のなくなったアイテムを消去する /
4996 * Erase an inventory slot if it has no more items
4997 * @param item 消去したいプレイヤーのアイテム所持スロット
5000 void inven_item_optimize(INVENTORY_IDX item)
5002 object_type *o_ptr = &inventory[item];
5004 /* Only optimize real items */
5005 if (!o_ptr->k_idx) return;
5007 /* Only optimize empty items */
5008 if (o_ptr->number) return;
5010 /* The item is in the pack */
5011 if (item < INVEN_RARM)
5018 /* Slide everything down */
5019 for (i = item; i < INVEN_PACK; i++)
5021 /* Structure copy */
5022 inventory[i] = inventory[i+1];
5025 /* Erase the "final" slot */
5026 object_wipe(&inventory[i]);
5028 p_ptr->window |= (PW_INVEN);
5031 /* The item is being wielded */
5037 /* Erase the empty slot */
5038 object_wipe(&inventory[item]);
5039 p_ptr->update |= (PU_BONUS);
5040 p_ptr->update |= (PU_TORCH);
5041 p_ptr->update |= (PU_MANA);
5043 p_ptr->window |= (PW_EQUIP);
5046 p_ptr->window |= (PW_SPELL);
5050 * @brief 床上の魔道具の残り残量メッセージを表示する /
5051 * Describe the charges on an item on the floor.
5052 * @param item メッセージの対象にしたいアイテム所持スロット
5055 void floor_item_charges(INVENTORY_IDX item)
5057 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5059 /* Require staff/wand */
5060 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5062 /* Require known item */
5063 if (!object_is_known(o_ptr)) return;
5066 if (o_ptr->pval <= 0)
5068 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5072 msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
5075 /* Multiple charges */
5076 if (o_ptr->pval != 1)
5078 msg_format("There are %d charges remaining.", o_ptr->pval);
5084 msg_format("There is %d charge remaining.", o_ptr->pval);
5091 * @brief 床上のアイテムの残り数メッセージを表示する /
5092 * Describe the charges on an item on the floor.
5093 * @param item メッセージの対象にしたいアイテム所持スロット
5096 void floor_item_describe(INVENTORY_IDX item)
5098 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5099 GAME_TEXT o_name[MAX_NLEN];
5101 object_desc(o_name, o_ptr, 0);
5104 /* "no more" の場合はこちらで表示を分ける */
5105 if (o_ptr->number <= 0)
5107 msg_format("床上には、もう%sはない。", o_name);
5111 msg_format("床上には、まだ %sがある。", o_name);
5114 msg_format("You see %s.", o_name);
5121 * @brief 床上のアイテムの数を増やす /
5122 * Increase the "number" of an item on the floor
5123 * @param item 増やしたいアイテムの所持スロット
5124 * @param num 増やしたいアイテムの数
5127 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5129 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5132 num += o_ptr->number;
5135 if (num > 255) num = 255;
5136 else if (num < 0) num = 0;
5139 num -= o_ptr->number;
5141 /* Change the number */
5142 o_ptr->number += num;
5147 * @brief 床上の数の無くなったアイテムスロットを消去する /
5148 * Optimize an item on the floor (destroy "empty" items)
5149 * @param item 消去したいアイテムの所持スロット
5152 void floor_item_optimize(INVENTORY_IDX item)
5154 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5156 /* Paranoia -- be sure it exists */
5157 if (!o_ptr->k_idx) return;
5159 /* Only optimize empty items */
5160 if (o_ptr->number) return;
5162 delete_object_idx(item);
5167 * @brief アイテムを拾う際にザックから溢れずに済むかを判定する /
5168 * Check if we have space for an item in the pack without overflow
5169 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5170 * @return 溢れずに済むならTRUEを返す
5172 bool inven_carry_okay(object_type *o_ptr)
5177 if (inven_cnt < INVEN_PACK) return (TRUE);
5180 for (j = 0; j < INVEN_PACK; j++)
5182 object_type *j_ptr = &inventory[j];
5184 /* Skip non-objects */
5185 if (!j_ptr->k_idx) continue;
5187 /* Check if the two items can be combined */
5188 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5195 * @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 /
5196 * Check if we have space for an item in the pack without overflow
5197 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5198 * @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?)
5199 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5200 * @return o_ptrの方が上位ならばTRUEを返す。
5202 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5206 /* Use empty slots */
5207 if (!j_ptr->k_idx) return TRUE;
5209 /* Hack -- readable books always come first */
5210 if ((o_ptr->tval == REALM1_BOOK) &&
5211 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5212 if ((j_ptr->tval == REALM1_BOOK) &&
5213 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5215 if ((o_ptr->tval == REALM2_BOOK) &&
5216 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5217 if ((j_ptr->tval == REALM2_BOOK) &&
5218 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5220 /* Objects sort by decreasing type */
5221 if (o_ptr->tval > j_ptr->tval) return TRUE;
5222 if (o_ptr->tval < j_ptr->tval) return FALSE;
5224 /* Non-aware (flavored) items always come last */
5225 /* Can happen in the home */
5226 if (!object_is_aware(o_ptr)) return FALSE;
5227 if (!object_is_aware(j_ptr)) return TRUE;
5229 /* Objects sort by increasing sval */
5230 if (o_ptr->sval < j_ptr->sval) return TRUE;
5231 if (o_ptr->sval > j_ptr->sval) return FALSE;
5233 /* Unidentified objects always come last */
5234 /* Objects in the home can be unknown */
5235 if (!object_is_known(o_ptr)) return FALSE;
5236 if (!object_is_known(j_ptr)) return TRUE;
5238 /* Fixed artifacts, random artifacts and ego items */
5239 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5240 else if (o_ptr->art_name) o_type = 2;
5241 else if (object_is_ego(o_ptr)) o_type = 1;
5244 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5245 else if (j_ptr->art_name) j_type = 2;
5246 else if (object_is_ego(j_ptr)) j_type = 1;
5249 if (o_type < j_type) return TRUE;
5250 if (o_type > j_type) return FALSE;
5252 switch (o_ptr->tval)
5258 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5259 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5265 /* Objects sort by increasing hit/damage bonuses */
5266 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5267 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5270 /* Hack: otherwise identical rods sort by
5271 increasing recharge time --dsb */
5273 if (o_ptr->pval < j_ptr->pval) return TRUE;
5274 if (o_ptr->pval > j_ptr->pval) return FALSE;
5278 /* Objects sort by decreasing value */
5279 return o_value > object_value(j_ptr);
5284 * @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 /
5285 * Add an item to the players inventory, and return the slot used.
5286 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5287 * @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。
5289 * If the new item can combine with an existing item in the inventory,\n
5290 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5291 * the item will be placed into the "proper" location in the inventory.\n
5293 * This function can be used to "over-fill" the player's pack, but only\n
5294 * once, and such an action must trigger the "overflow" code immediately.\n
5295 * Note that when the pack is being "over-filled", the new item must be\n
5296 * placed into the "overflow" slot, and the "overflow" must take place\n
5297 * before the pack is reordered, but (optionally) after the pack is\n
5298 * combined. This may be tricky. See "dungeon.c" for info.\n
5300 * Note that this code must remove any location/stack information\n
5301 * from the object once it is placed into the inventory.\n
5303 s16b inven_carry(object_type *o_ptr)
5305 INVENTORY_IDX i, j, k;
5306 INVENTORY_IDX n = -1;
5311 /* Check for combining */
5312 for (j = 0; j < INVEN_PACK; j++)
5314 j_ptr = &inventory[j];
5316 /* Skip non-objects */
5317 if (!j_ptr->k_idx) continue;
5319 /* Hack -- track last item */
5322 /* Check if the two items can be combined */
5323 if (object_similar(j_ptr, o_ptr))
5325 object_absorb(j_ptr, o_ptr);
5327 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5328 p_ptr->update |= (PU_BONUS);
5329 p_ptr->window |= (PW_INVEN);
5338 if (inven_cnt > INVEN_PACK) return (-1);
5340 /* Find an empty slot */
5341 for (j = 0; j <= INVEN_PACK; j++)
5343 j_ptr = &inventory[j];
5345 /* Use it if found */
5346 if (!j_ptr->k_idx) break;
5353 /* Reorder the pack */
5356 /* Get the "value" of the item */
5357 s32b o_value = object_value(o_ptr);
5359 /* Scan every occupied slot */
5360 for (j = 0; j < INVEN_PACK; j++)
5362 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5369 for (k = n; k >= i; k--)
5371 /* Hack -- Slide the item */
5372 object_copy(&inventory[k+1], &inventory[k]);
5375 /* Wipe the empty slot */
5376 object_wipe(&inventory[i]);
5381 object_copy(&inventory[i], o_ptr);
5383 /* Access new object */
5384 j_ptr = &inventory[i];
5387 j_ptr->next_o_idx = 0;
5389 /* Forget monster */
5390 j_ptr->held_m_idx = 0;
5392 /* Forget location */
5393 j_ptr->iy = j_ptr->ix = 0;
5395 /* Player touches it, and no longer marked */
5396 j_ptr->marked = OM_TOUCHED;
5398 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5400 /* Count the items */
5402 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5403 p_ptr->window |= (PW_INVEN);
5405 /* Return the slot */
5411 * @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 /
5412 * Take off (some of) a non-cursed equipment item
5413 * @param item オブジェクトを外したい所持テーブルのID
5415 * @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。
5417 * Note that only one item at a time can be wielded per slot.\n
5418 * Note that taking off an item when "full" may cause that item\n
5419 * to fall to the ground.\n
5420 * Return the inventory slot into which the item is placed.\n
5422 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5433 GAME_TEXT o_name[MAX_NLEN];
5436 /* Get the item to take off */
5437 o_ptr = &inventory[item];
5440 if (amt <= 0) return (-1);
5443 if (amt > o_ptr->number) amt = o_ptr->number;
5446 /* Obtain a local object */
5447 object_copy(q_ptr, o_ptr);
5449 /* Modify quantity */
5450 q_ptr->number = amt;
5452 object_desc(o_name, q_ptr, 0);
5454 /* Took off weapon */
5455 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5456 object_is_melee_weapon(o_ptr))
5458 act = _("を装備からはずした", "You were wielding");
5462 else if (item == INVEN_BOW)
5464 act = _("を装備からはずした", "You were holding");
5467 /* Took off light */
5468 else if (item == INVEN_LITE)
5470 act = _("を光源からはずした", "You were holding");
5473 /* Took off something */
5476 act = _("を装備からはずした", "You were wearing");
5479 /* Modify, Optimize */
5480 inven_item_increase(item, -amt);
5481 inven_item_optimize(item);
5483 /* Carry the object */
5484 slot = inven_carry(q_ptr);
5487 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5489 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5499 * @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 /
5500 * Drop (some of) a non-cursed inventory/equipment item
5501 * @param item 所持テーブルのID
5502 * @param amt 落としたい個数
5505 * The object will be dropped "near" the current location
5507 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5513 GAME_TEXT o_name[MAX_NLEN];
5515 /* Access original object */
5516 o_ptr = &inventory[item];
5519 if (amt <= 0) return;
5522 if (amt > o_ptr->number) amt = o_ptr->number;
5524 /* Take off equipment */
5525 if (item >= INVEN_RARM)
5527 /* Take off first */
5528 item = inven_takeoff(item, amt);
5530 /* Access original object */
5531 o_ptr = &inventory[item];
5536 /* Obtain local object */
5537 object_copy(q_ptr, o_ptr);
5539 /* Distribute charges of wands or rods */
5540 distribute_charges(o_ptr, q_ptr, amt);
5542 /* Modify quantity */
5543 q_ptr->number = amt;
5545 /* Describe local object */
5546 object_desc(o_name, q_ptr, 0);
5548 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5550 /* Drop it near the player */
5551 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5553 /* Modify, Describe, Optimize */
5554 inven_item_increase(item, -amt);
5555 inven_item_describe(item);
5556 inven_item_optimize(item);
5561 * @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 /
5562 * Combine items in the pack
5565 * Note special handling of the "overflow" slot
5567 void combine_pack(void)
5572 bool flag = FALSE, combined;
5578 /* Combine the pack (backwards) */
5579 for (i = INVEN_PACK; i > 0; i--)
5581 o_ptr = &inventory[i];
5583 /* Skip empty items */
5584 if (!o_ptr->k_idx) continue;
5586 /* Scan the items above that item */
5587 for (j = 0; j < i; j++)
5591 j_ptr = &inventory[j];
5593 /* Skip empty items */
5594 if (!j_ptr->k_idx) continue;
5597 * Get maximum number of the stack if these
5598 * are similar, get zero otherwise.
5600 max_num = object_similar_part(j_ptr, o_ptr);
5602 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5603 if (max_num && j_ptr->number < max_num)
5605 if (o_ptr->number + j_ptr->number <= max_num)
5610 /* Add together the item counts */
5611 object_absorb(j_ptr, o_ptr);
5613 /* One object is gone */
5616 /* Slide everything down */
5617 for (k = i; k < INVEN_PACK; k++)
5619 /* Structure copy */
5620 inventory[k] = inventory[k+1];
5623 /* Erase the "final" slot */
5624 object_wipe(&inventory[k]);
5628 int old_num = o_ptr->number;
5629 int remain = j_ptr->number + o_ptr->number - max_num;
5631 o_ptr->number -= remain;
5633 /* Add together the item counts */
5634 object_absorb(j_ptr, o_ptr);
5636 o_ptr->number = remain;
5638 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5639 if (o_ptr->tval == TV_ROD)
5641 o_ptr->pval = o_ptr->pval * remain / old_num;
5642 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5645 /* Hack -- if wands are stacking, combine the charges. -LM- */
5646 if (o_ptr->tval == TV_WAND)
5648 o_ptr->pval = o_ptr->pval * remain / old_num;
5652 p_ptr->window |= (PW_INVEN);
5664 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."));
5668 * @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 /
5669 * Reorder items in the pack
5672 * Note special handling of the "overflow" slot
5674 void reorder_pack(void)
5684 /* Re-order the pack (forwards) */
5685 for (i = 0; i < INVEN_PACK; i++)
5687 /* Mega-Hack -- allow "proper" over-flow */
5688 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5690 o_ptr = &inventory[i];
5692 /* Skip empty slots */
5693 if (!o_ptr->k_idx) continue;
5695 /* Get the "value" of the item */
5696 o_value = object_value(o_ptr);
5698 /* Scan every occupied slot */
5699 for (j = 0; j < INVEN_PACK; j++)
5701 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5704 /* Never move down */
5705 if (j >= i) continue;
5711 /* Save a copy of the moving item */
5712 object_copy(q_ptr, &inventory[i]);
5714 /* Slide the objects */
5715 for (k = i; k > j; k--)
5717 /* Slide the item */
5718 object_copy(&inventory[k], &inventory[k-1]);
5721 /* Insert the moving item */
5722 object_copy(&inventory[j], q_ptr);
5724 p_ptr->window |= (PW_INVEN);
5727 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."));
5731 * @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 /
5732 * Hack -- display an object kind in the current window
5733 * @param k_idx ベースアイテムの参照ID
5736 * Include list of usable spells for readible books
5738 void display_koff(KIND_OBJECT_IDX k_idx)
5745 REALM_IDX use_realm;
5747 GAME_TEXT o_name[MAX_NLEN];
5750 /* Erase the window */
5751 for (y = 0; y < Term->hgt; y++)
5753 /* Erase the line */
5754 Term_erase(0, y, 255);
5761 /* Prepare the object */
5762 object_prep(q_ptr, k_idx);
5763 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5765 /* Mention the object name */
5766 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5768 /* Access the item's sval */
5770 use_realm = tval2realm(q_ptr->tval);
5772 /* Warriors are illiterate */
5773 if (p_ptr->realm1 || p_ptr->realm2)
5775 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5779 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5780 if (!is_magic(use_realm)) return;
5781 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5784 /* Display spells in readible books */
5788 SPELL_IDX spells[64];
5790 /* Extract spells */
5791 for (spell = 0; spell < 32; spell++)
5793 /* Check for this spell */
5794 if (fake_spell_flags[sval] & (1L << spell))
5796 /* Collect this spell */
5797 spells[num++] = spell;
5802 print_spells(0, spells, num, 2, 0, use_realm);
5808 * @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。
5809 * Torches have special abilities when they are flaming.
5810 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5811 * @param flgs 特別に追加するフラグを返す参照ポインタ
5814 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5816 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5818 if (o_ptr->xtra4 > 0)
5820 add_flag(flgs, TR_BRAND_FIRE);
5821 add_flag(flgs, TR_KILL_UNDEAD);
5822 add_flag(flgs, TR_THROW);
5828 * @brief 投擲時たいまつにダイスを与える。
5829 * Torches have special abilities when they are flaming.
5830 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5831 * @param dd 特別なダイス数を返す参照ポインタ
5832 * @param ds 特別なダイス面数を返す参照ポインタ
5835 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5837 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5839 if (o_ptr->xtra4 > 0)
5848 * @brief 投擲時命中したたいまつの寿命を縮める。
5849 * Torches have special abilities when they are flaming.
5850 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5853 void torch_lost_fuel(object_type *o_ptr)
5855 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5857 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5858 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;