3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
22 #include "cmd-spell.h"
27 #include "objectkind.h"
28 #include "object-boost.h"
29 #include "object-ego.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
32 #include "object-curse.h"
33 #include "objectkind-hook.h"
36 #include "player-status.h"
37 #include "player-move.h"
38 #include "player-effects.h"
39 #include "player-class.h"
40 #include "player-personality.h"
42 #include "monsterrace-hook.h"
43 #include "object-ego.h"
44 #include "view-mainwindow.h"
48 * Determine if an item can "absorb" a second item
50 * See "object_absorb()" for the actual "absorption" code.
52 * If permitted, we allow staffs (if they are known to have equal charges
53 * and both are either known or confirmed empty) and wands (if both are
54 * either known or confirmed empty) and rods (in all cases) to combine.
55 * Staffs will unstack (if necessary) when they are used, but wands and
56 * rods will only unstack if one is dropped. -LM-
58 * If permitted, we allow weapons/armor to stack, if fully "known".
60 * Missiles will combine if both stacks have the same "known" status.
61 * This is done to make unidentified stacks of missiles useful.
63 * Food, potions, scrolls, and "easy know" items always stack.
65 * Chests, and activatable items, never stack (for various reasons).
69 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
71 #define MAX_STACK_SIZE 99
74 * todo この関数ポインタは何とかならんのか?
75 * Hack -- function hook to restrict "get_obj_num_prep()" function
77 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
80 * todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
82 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
86 * @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
87 * @param floo_ptr 現在フロアへの参照ポインタ
88 * @param o_idx 削除対象のオブジェクト構造体ポインタ
91 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
95 OBJECT_IDX this_o_idx, next_o_idx = 0;
96 OBJECT_IDX prev_o_idx = 0;
99 j_ptr = &floor_ptr->o_list[o_idx];
101 if (OBJECT_IS_HELD_MONSTER(j_ptr))
104 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
106 /* Scan all objects in the grid */
107 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
110 o_ptr = &floor_ptr->o_list[this_o_idx];
111 next_o_idx = o_ptr->next_o_idx;
113 if (this_o_idx == o_idx)
118 /* Remove from list */
119 m_ptr->hold_o_idx = next_o_idx;
127 /* Previous object */
128 k_ptr = &floor_ptr->o_list[prev_o_idx];
130 /* Remove from list */
131 k_ptr->next_o_idx = next_o_idx;
134 /* Forget next pointer */
135 o_ptr->next_o_idx = 0;
140 /* Save prev_o_idx */
141 prev_o_idx = this_o_idx;
150 POSITION y = j_ptr->iy;
151 POSITION x = j_ptr->ix;
153 g_ptr = &floor_ptr->grid_array[y][x];
155 /* Scan all objects in the grid */
156 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
159 o_ptr = &floor_ptr->o_list[this_o_idx];
160 next_o_idx = o_ptr->next_o_idx;
162 if (this_o_idx == o_idx)
167 /* Remove from list */
168 g_ptr->o_idx = next_o_idx;
176 /* Previous object */
177 k_ptr = &floor_ptr->o_list[prev_o_idx];
179 /* Remove from list */
180 k_ptr->next_o_idx = next_o_idx;
183 /* Forget next pointer */
184 o_ptr->next_o_idx = 0;
189 /* Save prev_o_idx */
190 prev_o_idx = this_o_idx;
197 * @brief オブジェクトを削除する /
198 * Delete a dungeon object
199 * @param floo_ptr 現在フロアへの参照ポインタ
200 * @param o_idx 削除対象のオブジェクト構造体ポインタ
203 * Handle "stacks" of objects correctly.
205 void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
210 excise_object_idx(floor_ptr, o_idx);
213 j_ptr = &floor_ptr->o_list[o_idx];
216 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
230 * @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
231 * Delete a dungeon object
232 * @param floo_ptr 現在フロアへの参照ポインタ
233 * @param y 削除したフロアマスのY座標
234 * @param x 削除したフロアマスのX座標
237 void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
240 OBJECT_IDX this_o_idx, next_o_idx = 0;
242 /* Refuse "illegal" locations */
243 if (!in_bounds(floor_ptr, y, x)) return;
245 g_ptr = &floor_ptr->grid_array[y][x];
247 /* Scan all objects in the grid */
248 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
251 o_ptr = &floor_ptr->o_list[this_o_idx];
252 next_o_idx = o_ptr->next_o_idx;
263 * @brief グローバルオブジェクト配列から空きを取得する /
264 * Acquires and returns the index of a "free" object.
265 * @param floo_ptr 現在フロアへの参照ポインタ
266 * @return 開いているオブジェクト要素のID
268 * This routine should almost never fail, but in case it does,
269 * we must be sure to handle "failure" of this routine.
271 OBJECT_IDX o_pop(floor_type *floor_ptr)
275 /* Initial allocation */
276 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
279 i = floor_ptr->o_max;
281 /* Expand object array */
285 /* Use this object */
290 /* Recycle dead objects */
291 for (i = 1; i < floor_ptr->o_max; i++)
294 o_ptr = &floor_ptr->o_list[i];
296 /* Skip live objects */
297 if (o_ptr->k_idx) continue;
300 /* Use this object */
304 /* Warn the player (except during dungeon creation) */
305 if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
312 * @brief オブジェクト生成テーブルに生成制約を加える /
313 * Apply a "object restriction function" to the "object allocation table"
315 * @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
317 static errr get_obj_num_prep(void)
322 alloc_entry *table = alloc_kind_table;
324 /* Scan the allocation table */
325 for (i = 0; i < alloc_kind_size; i++)
327 /* Accept objects which pass the restriction, if any */
328 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
330 /* Accept this object */
331 table[i].prob2 = table[i].prob1;
334 /* Do not use this object */
337 /* Decline this object */
347 * @brief オブジェクト生成テーブルからアイテムを取得する /
348 * Choose an object kind that seems "appropriate" to the given level
349 * @param owner_ptr プレーヤーへの参照ポインタ
351 * @return 選ばれたオブジェクトベースID
353 * This function uses the "prob2" field of the "object allocation table",\n
354 * and various local information, to calculate the "prob3" field of the\n
355 * same table, which is then used to choose an "appropriate" object, in\n
356 * a relatively efficient manner.\n
358 * It is (slightly) more likely to acquire an object of the given level\n
359 * than one of a lower level. This is done by choosing several objects\n
360 * appropriate to the given level and keeping the "hardest" one.\n
362 * Note that if no objects are "appropriate", then this function will\n
363 * fail, and return zero, but this should *almost* never happen.\n
365 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
368 KIND_OBJECT_IDX k_idx;
371 alloc_entry *table = alloc_kind_table;
373 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
376 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
378 /* Occasional "boost" */
379 if (one_in_(GREAT_OBJ))
381 /* What a bizarre calculation */
382 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
389 /* Process probabilities */
390 for (i = 0; i < alloc_kind_size; i++)
392 /* Objects are sorted by depth */
393 if (table[i].level > level) break;
398 k_idx = table[i].index;
400 /* Access the actual kind */
401 k_ptr = &k_info[k_idx];
403 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
406 table[i].prob3 = table[i].prob2;
409 total += table[i].prob3;
412 /* No legal objects */
413 if (total <= 0) return (0);
417 value = randint0(total);
419 /* Find the object */
420 for (i = 0; i < alloc_kind_size; i++)
422 /* Found the entry */
423 if (value < table[i].prob3) break;
426 value = value - table[i].prob3;
432 /* Try for a "better" object once (50%) or twice (10%) */
439 value = randint0(total);
441 /* Find the object */
442 for (i = 0; i < alloc_kind_size; i++)
444 /* Found the entry */
445 if (value < table[i].prob3) break;
448 value = value - table[i].prob3;
451 /* Keep the "best" one */
452 if (table[i].level < table[j].level) i = j;
455 /* Try for a "better" object twice (10%) */
462 value = randint0(total);
464 /* Find the object */
465 for (i = 0; i < alloc_kind_size; i++)
467 /* Found the entry */
468 if (value < table[i].prob3) break;
471 value = value - table[i].prob3;
474 /* Keep the "best" one */
475 if (table[i].level < table[j].level) i = j;
478 return (table[i].index);
483 * @brief オブジェクトを鑑定済にする /
484 * Known is true when the "attributes" of an object are "known".
485 * @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
487 * These include tohit, todam, toac, cost, and pval (charges).\n
489 * Note that "knowing" an object gives you everything that an "awareness"\n
490 * gives you, and much more. In fact, the player is always "aware" of any\n
491 * item of which he has full "knowledge".\n
493 * But having full knowledge of, say, one "wand of wonder", does not, by\n
494 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
495 * It happens that most "identify" routines (including "buying from a shop")\n
496 * will make the player "aware" of the object as well as fully "know" it.\n
498 * This routine also removes any inscriptions generated by "feelings".\n
500 void object_known(object_type *o_ptr)
502 /* Remove "default inscriptions" */
503 o_ptr->feeling = FEEL_NONE;
505 /* Clear the "Felt" info */
506 o_ptr->ident &= ~(IDENT_SENSE);
508 /* Clear the "Empty" info */
509 o_ptr->ident &= ~(IDENT_EMPTY);
511 /* Now we know about the item */
512 o_ptr->ident |= (IDENT_KNOWN);
517 * @brief オブジェクトを*鑑定*済にする /
518 * The player is now aware of the effects of the given object.
519 * @param owner_ptr プレーヤーへの参照ポインタ
520 * @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
523 void object_aware(player_type *owner_ptr, object_type *o_ptr)
525 bool mihanmei = !object_is_aware(o_ptr);
527 /* Fully aware of the effects */
528 k_info[o_ptr->k_idx].aware = TRUE;
530 if (mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
531 !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
535 GAME_TEXT o_name[MAX_NLEN];
538 object_copy(q_ptr, o_ptr);
541 object_desc(o_name, q_ptr, OD_NAME_ONLY);
543 exe_write_diary(owner_ptr, NIKKI_HANMEI, 0, o_name);
549 * @brief オブジェクトを試行済にする /
550 * Something has been "sampled"
551 * @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
554 void object_tried(object_type *o_ptr)
556 /* Mark it as tried (even if "aware") */
557 k_info[o_ptr->k_idx].tried = TRUE;
562 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
563 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
564 * @return 擬似鑑定結果のIDを返す。
566 byte value_check_aux1(object_type *o_ptr)
569 if (object_is_artifact(o_ptr))
572 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
579 if (object_is_ego(o_ptr))
582 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
585 return FEEL_EXCELLENT;
589 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
592 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
594 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
596 /* Good "armor" bonus */
597 if (o_ptr->to_a > 0) return FEEL_GOOD;
599 /* Good "weapon" bonus */
600 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
602 /* Default to "average" */
608 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
609 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
610 * @return 擬似鑑定結果のIDを返す。
612 byte value_check_aux2(object_type *o_ptr)
614 /* Cursed items (all of them) */
615 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
617 /* Broken items (all of them) */
618 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
620 /* Artifacts -- except cursed/broken ones */
621 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
623 /* Ego-Items -- except cursed/broken ones */
624 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
626 /* Good armor bonus */
627 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
629 /* Good weapon bonuses */
630 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
638 * @brief 未鑑定なベースアイテムの基本価格を返す /
639 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
640 * @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
641 * @return オブジェクトの未鑑定価格
643 static PRICE object_value_base(object_type *o_ptr)
645 /* Aware item -- use template cost */
646 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
648 /* Analyze the type */
653 case TV_FOOD: return (5L);
655 /* Un-aware Potions */
656 case TV_POTION: return (20L);
658 /* Un-aware Scrolls */
659 case TV_SCROLL: return (20L);
661 /* Un-aware Staffs */
662 case TV_STAFF: return (70L);
665 case TV_WAND: return (50L);
668 case TV_ROD: return (90L);
671 case TV_RING: return (45L);
673 /* Un-aware Amulets */
674 case TV_AMULET: return (45L);
676 /* Figurines, relative to monster level */
679 DEPTH level = r_info[o_ptr->pval].level;
680 if (level < 20) return level * 50L;
681 else if (level < 30) return 1000 + (level - 20) * 150L;
682 else if (level < 40) return 2500 + (level - 30) * 350L;
683 else if (level < 50) return 6000 + (level - 40) * 800L;
684 else return 14000 + (level - 50) * 2000L;
688 if (!o_ptr->pval) return 1000L;
689 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
692 /* Paranoia -- Oops */
698 * @brief オブジェクトのフラグ類から価格を算出する /
699 * Return the value of the flags the object has...
700 * @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
701 * @param plusses フラグに与える価格の基本重み
702 * @return オブジェクトのフラグ価格
704 PRICE flag_cost(object_type *o_ptr, int plusses)
707 BIT_FLAGS flgs[TR_FLAG_SIZE];
711 object_kind *k_ptr = &k_info[o_ptr->k_idx];
713 object_flags(o_ptr, flgs);
716 * Exclude fixed flags of the base item.
717 * pval bonuses of base item will be treated later.
719 for (i = 0; i < TR_FLAG_SIZE; i++)
720 flgs[i] &= ~(k_ptr->flags[i]);
722 /* Exclude fixed flags of the fixed artifact. */
723 if (object_is_fixed_artifact(o_ptr))
725 artifact_type *a_ptr = &a_info[o_ptr->name1];
727 for (i = 0; i < TR_FLAG_SIZE; i++)
728 flgs[i] &= ~(a_ptr->flags[i]);
731 /* Exclude fixed flags of the ego-item. */
732 else if (object_is_ego(o_ptr))
734 ego_item_type *e_ptr = &e_info[o_ptr->name2];
736 for (i = 0; i < TR_FLAG_SIZE; i++)
737 flgs[i] &= ~(e_ptr->flags[i]);
742 * Calucurate values of remaining flags
744 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
745 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
746 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
747 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
748 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
749 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
750 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
751 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
752 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
753 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
754 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
755 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
756 total += (10000 + (2500 * plusses));
757 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
758 total += (10000 + (2500 * plusses));
762 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
763 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
764 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
765 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
766 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
767 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
768 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
769 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
770 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
771 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
772 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
773 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
774 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
775 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
776 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
777 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
778 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
779 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
780 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
781 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
782 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
784 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
785 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
786 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
787 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
788 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
789 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
790 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
791 total += (tmp_cost * count);
793 if (have_flag(flgs, TR_SUST_STR)) total += 850;
794 if (have_flag(flgs, TR_SUST_INT)) total += 850;
795 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
796 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
797 if (have_flag(flgs, TR_SUST_CON)) total += 850;
798 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
799 if (have_flag(flgs, TR_RIDING)) total += 0;
800 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
801 if (have_flag(flgs, TR_THROW)) total += 5000;
802 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
803 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
807 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
808 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
809 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
810 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
811 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
812 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
813 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
814 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
815 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
816 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
817 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
818 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
819 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
820 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
821 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
822 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
823 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
824 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
825 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
826 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
827 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
828 total += (tmp_cost * count);
830 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
831 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
832 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
833 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
834 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
835 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
836 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
837 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
838 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
839 if (have_flag(flgs, TR_LITE_1)) total += 1500;
840 if (have_flag(flgs, TR_LITE_2)) total += 2500;
841 if (have_flag(flgs, TR_LITE_3)) total += 4000;
842 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
843 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
844 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
845 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
846 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
847 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
848 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
849 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
850 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
851 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
852 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
853 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
854 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
855 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
856 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
857 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
858 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
859 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
860 if (have_flag(flgs, TR_REGEN)) total += 2500;
861 if (have_flag(flgs, TR_WARNING)) total += 2000;
862 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
863 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
864 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
865 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
866 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
867 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
868 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
869 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
870 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
871 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
872 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
873 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
874 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
875 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
876 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
877 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
878 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
879 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
880 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
881 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
882 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
883 if (have_flag(flgs, TR_TELEPORT))
885 if (object_is_cursed(o_ptr))
890 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
891 if (have_flag(flgs, TR_BLESSED)) total += 750;
892 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
893 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
894 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
895 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
896 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
898 /* Also, give some extra for activatable powers... */
899 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
901 const activation_type* const act_ptr = find_activation_info(o_ptr);
903 total += act_ptr->value;
912 * @brief オブジェクトの真の価格を算出する /
913 * Return the value of the flags the object has...
914 * @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
917 * Return the "real" price of a "known" item, not including discounts\n
919 * Wand and staffs get cost for each charge\n
921 * Armor is worth an extra 100 gold per bonus point to armor class.\n
923 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
925 * Missiles are only worth 5 gold per bonus point, since they\n
926 * usually appear in groups of 20, and we want the player to get\n
927 * the same amount of cash for any "equivalent" item. Note that\n
928 * missiles never have any of the "pval" flags, and in fact, they\n
929 * only have a few of the available flags, primarily of the "slay"\n
930 * and "brand" and "ignore" variety.\n
932 * Armor with a negative armor bonus is worthless.\n
933 * Weapons with negative hit+damage bonuses are worthless.\n
935 * Every wearable item with a "pval" bonus is worth extra (see below).\n
937 PRICE object_value_real(object_type *o_ptr)
940 BIT_FLAGS flgs[TR_FLAG_SIZE];
941 object_kind *k_ptr = &k_info[o_ptr->k_idx];
944 /* Hack -- "worthless" items */
945 if (!k_info[o_ptr->k_idx].cost) return (0L);
948 value = k_info[o_ptr->k_idx].cost;
950 /* Extract some flags */
951 object_flags(o_ptr, flgs);
954 if (object_is_fixed_artifact(o_ptr))
956 artifact_type *a_ptr = &a_info[o_ptr->name1];
958 /* Hack -- "worthless" artifacts */
959 if (!a_ptr->cost) return (0L);
961 /* Hack -- Use the artifact cost instead */
963 value += flag_cost(o_ptr, o_ptr->pval);
965 /* Don't add pval bonuses etc. */
970 else if (object_is_ego(o_ptr))
972 ego_item_type *e_ptr = &e_info[o_ptr->name2];
974 /* Hack -- "worthless" ego-items */
975 if (!e_ptr->cost) return (0L);
977 /* Hack -- Reward the ego-item with a bonus */
978 value += e_ptr->cost;
979 value += flag_cost(o_ptr, o_ptr->pval);
987 for (i = 0; i < TR_FLAG_SIZE; i++)
988 if (o_ptr->art_flags[i]) flag = TRUE;
990 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
993 /* Analyze pval bonus for normal object */
1017 if (!o_ptr->pval) break;
1019 /* Hack -- Negative "pval" is always bad */
1020 if (o_ptr->pval < 0) return (0L);
1022 /* Give credit for stat bonuses */
1023 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1024 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1025 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1026 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1027 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1028 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1030 /* Give credit for stealth and searching */
1031 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1032 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1033 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1035 /* Give credit for infra-vision and tunneling */
1036 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1037 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1039 /* Give credit for extra attacks */
1040 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1042 /* Give credit for speed bonus */
1043 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1049 /* Analyze the item */
1050 switch (o_ptr->tval)
1055 /* Pay extra for charges, depending on standard number of
1056 * charges. Handle new-style wands correctly. -LM-
1058 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1064 /* Pay extra for charges, depending on standard number of
1067 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1076 /* Hack -- negative bonuses are bad */
1077 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1079 /* Give credit for bonuses */
1080 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1096 /* Hack -- negative armor bonus */
1097 if (o_ptr->to_a < 0) return (0L);
1099 /* Give credit for bonuses */
1100 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1112 /* Hack -- negative hit/damage bonuses */
1113 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1115 /* Factor in the bonuses */
1116 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1118 /* Hack -- Factor in extra damage dice and sides */
1119 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1120 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1130 /* Hack -- negative hit/damage bonuses */
1131 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1133 /* Factor in the bonuses */
1134 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1136 /* Hack -- Factor in extra damage dice and sides */
1137 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1138 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1143 /* Figurines, relative to monster level */
1146 DEPTH level = r_info[o_ptr->pval].level;
1147 if (level < 20) value = level * 50L;
1148 else if (level < 30) value = 1000 + (level - 20) * 150L;
1149 else if (level < 40) value = 2500 + (level - 30) * 350L;
1150 else if (level < 50) value = 6000 + (level - 40) * 800L;
1151 else value = 14000 + (level - 50) * 2000L;
1157 if (!o_ptr->pval) value = 1000L;
1158 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1164 if (!o_ptr->pval) value = 0L;
1169 /* Worthless object */
1170 if (value < 0) return 0L;
1172 /* Return the value */
1178 * @brief オブジェクト価格算出のメインルーチン /
1179 * Return the price of an item including plusses (and charges)
1180 * @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
1181 * @return オブジェクトの判明している現価格
1183 * This function returns the "value" of the given item (qty one)\n
1185 * Never notice "unknown" bonuses or properties, including "curses",\n
1186 * since that would give the player information he did not have.\n
1188 * Note that discounted items stay discounted forever, even if\n
1189 * the discount is "forgotten" by the player via memory loss.\n
1191 PRICE object_value(object_type *o_ptr)
1195 /* Unknown items -- acquire a base value */
1196 if (object_is_known(o_ptr))
1198 /* Broken items -- worthless */
1199 if (object_is_broken(o_ptr)) return (0L);
1201 /* Cursed items -- worthless */
1202 if (object_is_cursed(o_ptr)) return (0L);
1204 /* Real value (see above) */
1205 value = object_value_real(o_ptr);
1208 /* Known items -- acquire the actual value */
1211 /* Hack -- Felt broken items */
1212 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1214 /* Hack -- Felt cursed items */
1215 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1217 /* Base value (see above) */
1218 value = object_value_base(o_ptr);
1221 /* Apply discount (if any) */
1222 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1224 /* Return the final value */
1230 * @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 /
1231 * Distribute charges of rods or wands.
1232 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1233 * @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
1234 * @param amt 分割したい回数量 number of items that are transfered
1237 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1238 * charges need to be allocated between the two stacks. If all the items\n
1239 * are being dropped, it makes for a neater message to leave the original\n
1240 * stack's pval alone. -LM-\n
1242 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1244 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1246 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1247 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1249 /* Hack -- Rods also need to have their timeouts distributed. The
1250 * dropped stack will accept all time remaining to charge up to its
1253 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1255 if (q_ptr->pval > o_ptr->timeout)
1256 q_ptr->timeout = o_ptr->timeout;
1258 q_ptr->timeout = q_ptr->pval;
1260 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1267 * @brief 魔法棒やロッドの使用回数を減らす /
1268 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1269 * @param amt 減らしたい回数量 number of items that are transfered
1272 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1273 * charges of the stack needs to be reduced, unless all the items are\n
1274 * being destroyed. -LM-\n
1276 void reduce_charges(object_type *o_ptr, int amt)
1278 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1279 (amt < o_ptr->number))
1281 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1287 * @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。
1288 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1289 * @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
1290 * @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
1291 * @return 重ね合わせ可能なアイテム数
1293 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1297 /* Default maximum number of stack */
1298 int max_num = MAX_STACK_SIZE;
1300 /* Require identical object types */
1301 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1304 /* Analyze the items */
1305 switch (o_ptr->tval)
1307 /* Chests and Statues*/
1318 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1319 if (o_ptr->pval != j_ptr->pval) return 0;
1323 /* Figurines and Corpses*/
1328 if (o_ptr->pval != j_ptr->pval) return 0;
1334 /* Food and Potions and Scrolls */
1346 /* Require either knowledge or known empty for both staffs. */
1347 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1348 !object_is_known(o_ptr)) ||
1349 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1350 !object_is_known(j_ptr))) return 0;
1352 /* Require identical charges, since staffs are bulky. */
1353 if (o_ptr->pval != j_ptr->pval) return 0;
1362 /* Require either knowledge or known empty for both wands. */
1363 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1364 !object_is_known(o_ptr)) ||
1365 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1366 !object_is_known(j_ptr))) return 0;
1368 /* Wand charges combine in O&ZAngband. */
1374 /* Staffs and Wands and Rods */
1377 /* Prevent overflaw of timeout */
1378 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1384 /* Weapons and Armor */
1400 /* Rings, Amulets, Lites */
1406 /* Require full knowledge of both items */
1407 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1417 /* Require identical knowledge of both items */
1418 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1419 if (o_ptr->feeling != j_ptr->feeling) return 0;
1421 /* Require identical "bonuses" */
1422 if (o_ptr->to_h != j_ptr->to_h) return 0;
1423 if (o_ptr->to_d != j_ptr->to_d) return 0;
1424 if (o_ptr->to_a != j_ptr->to_a) return 0;
1426 /* Require identical "pval" code */
1427 if (o_ptr->pval != j_ptr->pval) return 0;
1429 /* Artifacts never stack */
1430 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1432 /* Require identical "ego-item" names */
1433 if (o_ptr->name2 != j_ptr->name2) return 0;
1435 /* Require identical added essence */
1436 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1437 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1439 /* Hack -- Never stack "powerful" items */
1440 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1442 /* Hack -- Never stack recharging items */
1443 if (o_ptr->timeout || j_ptr->timeout) return 0;
1445 /* Require identical "values" */
1446 if (o_ptr->ac != j_ptr->ac) return 0;
1447 if (o_ptr->dd != j_ptr->dd) return 0;
1448 if (o_ptr->ds != j_ptr->ds) return 0;
1457 /* Require knowledge */
1458 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1466 /* Hack -- Identical art_flags! */
1467 for (i = 0; i < TR_FLAG_SIZE; i++)
1468 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1470 /* Hack -- Require identical "cursed" status */
1471 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1473 /* Hack -- Require identical "broken" status */
1474 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1477 /* Hack -- require semi-matching "inscriptions" */
1478 if (o_ptr->inscription && j_ptr->inscription &&
1479 (o_ptr->inscription != j_ptr->inscription))
1482 /* Hack -- normally require matching "inscriptions" */
1483 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1485 /* Hack -- normally require matching "discounts" */
1486 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1489 /* They match, so they must be similar */
1495 * @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。
1496 * Determine if an item can absorb a second item.
1497 * @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
1498 * @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
1499 * @return 重ね合わせ可能ならばTRUEを返す。
1501 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1503 int total = o_ptr->number + j_ptr->number;
1506 /* Are these objects similar? */
1507 max_num = object_similar_part(o_ptr, j_ptr);
1509 /* Return if not similar */
1510 if (!max_num) return FALSE;
1512 /* Maximal "stacking" limit */
1513 if (total > max_num) return (0);
1516 /* They match, so they must be similar */
1522 * @brief 両オブジェクトをスロットに重ね合わせる。
1523 * Allow one item to "absorb" another, assuming they are similar
1524 * @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
1525 * @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
1528 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1530 int max_num = object_similar_part(o_ptr, j_ptr);
1531 int total = o_ptr->number + j_ptr->number;
1532 int diff = (total > max_num) ? total - max_num : 0;
1534 /* Combine quantity, lose excess items */
1535 o_ptr->number = (total > max_num) ? max_num : total;
1537 /* Hack -- blend "known" status */
1538 if (object_is_known(j_ptr)) object_known(o_ptr);
1540 /* Hack -- clear "storebought" if only one has it */
1541 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1542 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1544 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1545 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1548 /* Hack -- blend "mental" status */
1549 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1551 /* Hack -- blend "inscriptions" */
1552 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1554 /* Hack -- blend "feelings" */
1555 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1557 /* Hack -- could average discounts */
1558 /* Hack -- save largest discount */
1559 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1561 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1562 if (o_ptr->tval == TV_ROD)
1564 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1565 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1568 /* Hack -- if wands are stacking, combine the charges. -LM- */
1569 if (o_ptr->tval == TV_WAND)
1571 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1577 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1578 * Find the index of the object_kind with the given tval and sval
1579 * @param tval 検索したいベースアイテムのtval
1580 * @param sval 検索したいベースアイテムのsval
1583 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1587 KIND_OBJECT_IDX bk = 0;
1590 for (k = 1; k < max_k_idx; k++)
1592 object_kind *k_ptr = &k_info[k];
1594 /* Require correct tval */
1595 if (k_ptr->tval != tval) continue;
1598 if (k_ptr->sval == sval) return (k);
1600 /* Ignore illegal items */
1601 if (sval != SV_ANY) continue;
1603 /* Apply the randomizer */
1604 if (!one_in_(++num)) continue;
1606 /* Use this value */
1610 /* Return this choice */
1617 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1626 * @brief オブジェクトを初期化する
1627 * Wipe an object clean.
1628 * @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
1631 void object_wipe(object_type *o_ptr)
1633 /* Wipe the structure */
1634 (void)WIPE(o_ptr, object_type);
1639 * @brief オブジェクトを複製する
1640 * Wipe an object clean.
1641 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1642 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1645 void object_copy(object_type *o_ptr, object_type *j_ptr)
1647 /* Copy the structure */
1648 (void)COPY(o_ptr, j_ptr, object_type);
1653 * @brief オブジェクト構造体にベースアイテムを作成する
1654 * Prepare an object based on an object kind.
1655 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1656 * @param k_idx 新たに作成したいベースアイテム情報のID
1659 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1661 object_kind *k_ptr = &k_info[k_idx];
1663 /* Clear the record */
1666 /* Save the kind index */
1667 o_ptr->k_idx = k_idx;
1669 /* Efficiency -- tval/sval */
1670 o_ptr->tval = k_ptr->tval;
1671 o_ptr->sval = k_ptr->sval;
1673 /* Default "pval" */
1674 o_ptr->pval = k_ptr->pval;
1676 /* Default number */
1679 /* Default weight */
1680 o_ptr->weight = k_ptr->weight;
1683 o_ptr->to_h = k_ptr->to_h;
1684 o_ptr->to_d = k_ptr->to_d;
1685 o_ptr->to_a = k_ptr->to_a;
1688 o_ptr->ac = k_ptr->ac;
1689 o_ptr->dd = k_ptr->dd;
1690 o_ptr->ds = k_ptr->ds;
1692 /* Default activation */
1693 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1695 /* Hack -- worthless items are always "broken" */
1696 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1698 /* Hack -- cursed items are always "cursed" */
1699 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1700 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1701 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1702 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1703 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1704 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1709 * @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
1710 * @param owner_ptr プレーヤーへの参照ポインタ
1711 * @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
1714 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1716 GAME_TEXT o_name[MAX_NLEN];
1718 object_aware(owner_ptr, o_ptr);
1719 object_known(o_ptr);
1721 /* Mark the item as fully known */
1722 o_ptr->ident |= (IDENT_MENTAL);
1723 object_desc(o_name, o_ptr, 0);
1724 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1729 * @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
1730 * Choose random ego type
1731 * @param slot 取得したいエゴの装備部位
1732 * @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。
1733 * @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。
1735 static byte get_random_ego(byte slot, bool good)
1738 ego_item_type *e_ptr;
1742 for (i = 1; i < max_e_idx; i++)
1746 if (e_ptr->slot == slot
1747 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1750 total += (255 / e_ptr->rarity);
1754 value = randint1(total);
1756 for (i = 1; i < max_e_idx; i++)
1760 if (e_ptr->slot == slot
1761 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1764 value -= (255 / e_ptr->rarity);
1765 if (value <= 0L) break;
1773 * @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
1774 * Apply magic to an item known to be a "weapon"
1775 * @param owner_ptr プレーヤーへの参照ポインタ
1776 * @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
1777 * @param level 生成基準階
1778 * @param power 生成ランク
1781 * Hack -- note special base damage dice boosting\n
1782 * Hack -- note special processing for weapon/digger\n
1784 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1786 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1787 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1789 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1790 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1792 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1794 tohit2 = (tohit2 + 1) / 2;
1795 todam2 = (todam2 + 1) / 2;
1802 o_ptr->to_h += tohit1;
1803 o_ptr->to_d += todam1;
1809 o_ptr->to_h += tohit2;
1810 o_ptr->to_d += todam2;
1818 o_ptr->to_h -= tohit1;
1819 o_ptr->to_d -= todam1;
1824 /* Penalize again */
1825 o_ptr->to_h -= tohit2;
1826 o_ptr->to_d -= todam2;
1829 /* Cursed (if "bad") */
1830 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
1833 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1835 switch (o_ptr->tval)
1842 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
1843 become_random_artifact(owner_ptr, o_ptr, FALSE);
1845 /* Special Ego-item */
1846 o_ptr->name2 = EGO_DIGGING;
1850 else if (power < -1)
1852 /* Hack -- Horrible digging bonus */
1853 o_ptr->pval = 0 - (5 + randint1(5));
1859 /* Hack -- Reverse digging bonus */
1860 o_ptr->pval = 0 - (o_ptr->pval);
1873 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
1875 become_random_artifact(owner_ptr, o_ptr, FALSE);
1880 /* Roll for an ego-item */
1881 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1882 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1884 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1886 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1891 switch (o_ptr->name2)
1894 if (one_in_(4) && (level > 40))
1895 add_flag(o_ptr->art_flags, TR_BLOWS);
1899 add_flag(o_ptr->art_flags, TR_RES_POIS);
1901 add_flag(o_ptr->art_flags, TR_WARNING);
1903 case EGO_KILL_DRAGON:
1905 add_flag(o_ptr->art_flags, TR_RES_POIS);
1909 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1911 case EGO_SLAYING_WEAPON:
1912 if (one_in_(3)) /* double damage */
1919 } while (one_in_(o_ptr->dd));
1924 } while (one_in_(o_ptr->ds));
1929 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1931 if (o_ptr->tval == TV_SWORD && one_in_(3))
1933 add_flag(o_ptr->art_flags, TR_VORPAL);
1938 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1944 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1946 add_flag(o_ptr->art_flags, TR_DEX);
1948 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1951 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1953 case EGO_EARTHQUAKES:
1954 if (one_in_(3) && (level > 60))
1955 add_flag(o_ptr->art_flags, TR_BLOWS);
1957 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1961 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1965 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1967 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1969 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1970 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1973 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1974 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1975 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1976 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1980 if (!o_ptr->art_name)
1982 /* Hack -- Super-charge the damage dice */
1983 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
1985 /* Hack -- Lower the damage dice */
1986 if (o_ptr->dd > 9) o_ptr->dd = 9;
1991 else if (power < -1)
1993 /* Roll for ego-item */
1994 if (randint0(MAX_DEPTH) < level)
1998 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1999 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2005 switch (o_ptr->name2)
2008 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2009 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2012 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2013 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2014 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2015 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2016 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2017 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2032 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2034 become_random_artifact(owner_ptr, o_ptr, FALSE);
2037 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2051 if (power > 2) /* power > 2 is debug only */
2053 become_random_artifact(owner_ptr, o_ptr, FALSE);
2057 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2059 switch (o_ptr->name2)
2061 case EGO_SLAYING_BOLT:
2066 /* Hack -- super-charge the damage dice */
2067 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2069 /* Hack -- restrict the damage dice */
2070 if (o_ptr->dd > 9) o_ptr->dd = 9;
2074 else if (power < -1)
2076 /* Roll for ego-item */
2077 if (randint0(MAX_DEPTH) < level)
2079 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2090 * @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
2091 * Apply magic to an item known to be "armor"
2092 * @param owner_ptr プレーヤーへの参照ポインタ
2093 * @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
2094 * @param level 生成基準階
2095 * @param power 生成ランク
2098 * Hack -- note special processing for crown/helm\n
2099 * Hack -- note special processing for robe of permanence\n
2101 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2103 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2104 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2110 o_ptr->to_a += toac1;
2116 o_ptr->to_a += toac2;
2124 o_ptr->to_a -= toac1;
2129 /* Penalize again */
2130 o_ptr->to_a -= toac2;
2133 /* Cursed (if "bad") */
2134 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2137 switch (o_ptr->tval)
2141 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2142 become_random_artifact(owner_ptr, o_ptr, FALSE);
2152 /* Hack -- Try for "Robes of the Magi" */
2153 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2154 (o_ptr->sval == SV_ROBE) &&
2155 (randint0(100) < 15))
2159 o_ptr->name2 = EGO_YOIYAMI;
2160 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2161 o_ptr->sval = SV_YOIYAMI_ROBE;
2167 o_ptr->name2 = EGO_PERMANENCE;
2172 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2174 become_random_artifact(owner_ptr, o_ptr, FALSE);
2180 bool okay_flag = TRUE;
2182 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2184 switch (o_ptr->name2)
2187 if (o_ptr->tval != TV_HARD_ARMOR)
2193 if (o_ptr->tval != TV_SOFT_ARMOR)
2202 if (okay_flag) break;
2204 switch (o_ptr->name2)
2206 case EGO_RESISTANCE:
2208 add_flag(o_ptr->art_flags, TR_RES_POIS);
2211 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2212 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2216 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2218 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2220 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2221 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2223 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2224 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2225 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2226 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2227 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2228 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2229 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2230 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2233 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2234 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2235 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2236 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2237 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2238 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2251 if (o_ptr->sval == SV_DRAGON_SHIELD)
2253 dragon_resist(o_ptr);
2254 if (!one_in_(3)) break;
2260 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2262 become_random_artifact(owner_ptr, o_ptr, FALSE);
2268 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2269 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2270 && o_ptr->name2 == EGO_S_DWARVEN)
2277 switch (o_ptr->name2)
2280 if (!one_in_(3)) one_high_resistance(o_ptr);
2281 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2283 case EGO_REFLECTION:
2284 if (o_ptr->sval == SV_MIRROR_SHIELD)
2289 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2290 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2299 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2301 dragon_resist(o_ptr);
2302 if (!one_in_(3)) break;
2306 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2308 become_random_artifact(owner_ptr, o_ptr, FALSE);
2311 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2315 else if (power < -1)
2317 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2325 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2327 dragon_resist(o_ptr);
2328 if (!one_in_(3)) break;
2333 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2335 become_random_artifact(owner_ptr, o_ptr, FALSE);
2338 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2340 switch (o_ptr->name2)
2342 case EGO_SLOW_DESCENT:
2345 one_high_resistance(o_ptr);
2351 else if (power < -1)
2353 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2364 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2366 become_random_artifact(owner_ptr, o_ptr, FALSE);
2371 bool ok_flag = TRUE;
2372 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2374 switch (o_ptr->name2)
2377 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2378 else add_esp_weak(o_ptr, FALSE);
2382 case EGO_REGENERATION:
2383 case EGO_LORDLINESS:
2389 if (one_in_(2)) add_esp_strong(o_ptr);
2390 else add_esp_weak(o_ptr, FALSE);
2393 default:/* not existing crown (wisdom,lite, etc...) */
2397 break; /* while (1) */
2403 else if (power < -1)
2407 bool ok_flag = TRUE;
2408 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2410 switch (o_ptr->name2)
2412 case EGO_ANCIENT_CURSE:
2413 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2414 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2415 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2416 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2417 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2418 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2422 break; /* while (1) */
2431 if (o_ptr->sval == SV_DRAGON_HELM)
2433 dragon_resist(o_ptr);
2434 if (!one_in_(3)) break;
2440 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2442 become_random_artifact(owner_ptr, o_ptr, FALSE);
2447 bool ok_flag = TRUE;
2448 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2450 switch (o_ptr->name2)
2452 case EGO_BRILLIANCE:
2454 case EGO_INFRAVISION:
2455 case EGO_H_PROTECTION:
2460 if (one_in_(2)) add_esp_strong(o_ptr);
2461 else add_esp_weak(o_ptr, FALSE);
2465 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2466 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2469 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2471 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2473 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2474 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2476 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2477 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2478 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2479 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2480 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2481 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2482 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2483 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2485 default:/* not existing helm (Magi, Might, etc...)*/
2489 break; /* while (1) */
2494 else if (power < -1)
2498 bool ok_flag = TRUE;
2499 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2501 switch (o_ptr->name2)
2503 case EGO_ANCIENT_CURSE:
2507 break; /* while (1) */
2518 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2520 become_random_artifact(owner_ptr, o_ptr, FALSE);
2523 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2525 switch (o_ptr->name2)
2534 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2535 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2536 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2537 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2544 else if (power < -1)
2546 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2556 * @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
2557 * Apply magic to an item known to be a "ring" or "amulet"
2558 * @param owner_ptr プレーヤーへの参照ポインタ
2559 * @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
2560 * @param level 生成基準階
2561 * @param power 生成ランク
2564 * Hack -- note special "pval boost" code for ring of speed\n
2565 * Hack -- note that some items must be cursed (or blessed)\n
2567 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2569 /* Apply magic (good or bad) according to type */
2570 switch (o_ptr->tval)
2575 switch (o_ptr->sval)
2577 case SV_RING_ATTACKS:
2580 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2581 if (one_in_(15)) o_ptr->pval++;
2582 if (o_ptr->pval < 1) o_ptr->pval = 1;
2588 o_ptr->ident |= (IDENT_BROKEN);
2591 o_ptr->curse_flags |= TRC_CURSED;
2594 o_ptr->pval = 0 - (o_ptr->pval);
2605 /* Strength, Constitution, Dexterity, Intelligence */
2611 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2617 o_ptr->ident |= (IDENT_BROKEN);
2620 o_ptr->curse_flags |= TRC_CURSED;
2623 o_ptr->pval = 0 - (o_ptr->pval);
2629 /* Ring of Speed! */
2632 /* Base speed (1 to 10) */
2633 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2635 /* Super-charge the ring */
2636 while (randint0(100) < 50) o_ptr->pval++;
2642 o_ptr->ident |= (IDENT_BROKEN);
2645 o_ptr->curse_flags |= TRC_CURSED;
2648 o_ptr->pval = 0 - (o_ptr->pval);
2656 case SV_RING_LORDLY:
2660 one_lordly_high_resistance(o_ptr);
2661 } while (one_in_(4));
2663 /* Bonus to armor class */
2664 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2668 case SV_RING_WARNING:
2670 if (one_in_(3)) one_low_esp(o_ptr);
2675 case SV_RING_SEARCHING:
2677 /* Bonus to searching */
2678 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2684 o_ptr->ident |= (IDENT_BROKEN);
2687 o_ptr->curse_flags |= TRC_CURSED;
2690 o_ptr->pval = 0 - (o_ptr->pval);
2696 /* Flames, Acid, Ice */
2697 case SV_RING_FLAMES:
2702 /* Bonus to armor class */
2703 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2707 /* Weakness, Stupidity */
2708 case SV_RING_WEAKNESS:
2709 case SV_RING_STUPIDITY:
2712 o_ptr->ident |= (IDENT_BROKEN);
2715 o_ptr->curse_flags |= TRC_CURSED;
2718 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2719 if (power > 0) power = 0 - power;
2724 /* WOE, Stupidity */
2728 o_ptr->ident |= (IDENT_BROKEN);
2731 o_ptr->curse_flags |= TRC_CURSED;
2734 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2735 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2736 if (power > 0) power = 0 - power;
2741 /* Ring of damage */
2742 case SV_RING_DAMAGE:
2744 /* Bonus to damage */
2745 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2751 o_ptr->ident |= (IDENT_BROKEN);
2754 o_ptr->curse_flags |= TRC_CURSED;
2757 o_ptr->to_d = 0 - o_ptr->to_d;
2763 /* Ring of Accuracy */
2764 case SV_RING_ACCURACY:
2767 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2773 o_ptr->ident |= (IDENT_BROKEN);
2776 o_ptr->curse_flags |= TRC_CURSED;
2779 o_ptr->to_h = 0 - o_ptr->to_h;
2785 /* Ring of Protection */
2786 case SV_RING_PROTECTION:
2788 /* Bonus to armor class */
2789 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2795 o_ptr->ident |= (IDENT_BROKEN);
2798 o_ptr->curse_flags |= TRC_CURSED;
2801 o_ptr->to_a = 0 - o_ptr->to_a;
2807 /* Ring of Slaying */
2808 case SV_RING_SLAYING:
2810 /* Bonus to damage and to hit */
2811 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2812 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2818 o_ptr->ident |= (IDENT_BROKEN);
2821 o_ptr->curse_flags |= TRC_CURSED;
2823 /* Reverse bonuses */
2824 o_ptr->to_h = 0 - o_ptr->to_h;
2825 o_ptr->to_d = 0 - o_ptr->to_d;
2831 case SV_RING_MUSCLE:
2833 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2834 if (one_in_(4)) o_ptr->pval++;
2840 o_ptr->ident |= (IDENT_BROKEN);
2843 o_ptr->curse_flags |= TRC_CURSED;
2845 /* Reverse bonuses */
2846 o_ptr->pval = 0 - o_ptr->pval;
2851 case SV_RING_AGGRAVATION:
2854 o_ptr->ident |= (IDENT_BROKEN);
2857 o_ptr->curse_flags |= TRC_CURSED;
2859 if (power > 0) power = 0 - power;
2863 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
2864 || (power > 2)) /* power > 2 is debug only */
2866 o_ptr->pval = MIN(o_ptr->pval, 4);
2867 /* Randart amulet */
2868 become_random_artifact(owner_ptr, o_ptr, FALSE);
2870 else if ((power == 2) && one_in_(2))
2872 while (!o_ptr->name2)
2874 int tmp = m_bonus(10, level);
2875 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2876 switch (randint1(28))
2879 o_ptr->name2 = EGO_RING_THROW;
2882 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2883 o_ptr->name2 = EGO_RING_REGEN;
2886 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2887 o_ptr->name2 = EGO_RING_LITE;
2890 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2891 o_ptr->name2 = EGO_RING_TELEPORT;
2894 if (o_ptr->to_h) break;
2895 o_ptr->name2 = EGO_RING_TO_H;
2898 if (o_ptr->to_d) break;
2899 o_ptr->name2 = EGO_RING_TO_D;
2902 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2903 o_ptr->name2 = EGO_RING_SLAY;
2906 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2907 o_ptr->name2 = EGO_RING_WIZARD;
2910 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2911 o_ptr->name2 = EGO_RING_HERO;
2914 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2915 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2916 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2917 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2920 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2921 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;
2922 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2923 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2924 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2927 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2928 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;
2929 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2930 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2931 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2934 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2935 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;
2936 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2937 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2940 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2941 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;
2942 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2943 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2945 case 21: case 22: case 23: case 24: case 25: case 26:
2946 switch (o_ptr->sval)
2949 if (!one_in_(3)) break;
2950 o_ptr->name2 = EGO_RING_D_SPEED;
2952 case SV_RING_DAMAGE:
2953 case SV_RING_ACCURACY:
2954 case SV_RING_SLAYING:
2955 if (one_in_(2)) break;
2956 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2959 o_ptr->name2 = EGO_RING_BERSERKER;
2960 o_ptr->to_h -= 2 + randint1(4);
2961 o_ptr->to_d += 2 + randint1(4);
2964 case SV_RING_PROTECTION:
2965 o_ptr->name2 = EGO_RING_SUPER_AC;
2966 o_ptr->to_a += 7 + m_bonus(5, level);
2968 case SV_RING_RES_FEAR:
2969 o_ptr->name2 = EGO_RING_HERO;
2972 if (one_in_(2)) break;
2973 o_ptr->name2 = EGO_RING_HUNTER;
2975 case SV_RING_SEARCHING:
2976 o_ptr->name2 = EGO_RING_STEALTH;
2978 case SV_RING_TELEPORTATION:
2979 o_ptr->name2 = EGO_RING_TELE_AWAY;
2981 case SV_RING_RES_BLINDNESS:
2983 o_ptr->name2 = EGO_RING_RES_LITE;
2985 o_ptr->name2 = EGO_RING_RES_DARK;
2987 case SV_RING_LORDLY:
2988 if (!one_in_(20)) break;
2989 one_lordly_high_resistance(o_ptr);
2990 one_lordly_high_resistance(o_ptr);
2991 o_ptr->name2 = EGO_RING_TRUE;
2993 case SV_RING_SUSTAIN:
2994 if (!one_in_(4)) break;
2995 o_ptr->name2 = EGO_RING_RES_TIME;
2997 case SV_RING_FLAMES:
2998 if (!one_in_(2)) break;
2999 o_ptr->name2 = EGO_RING_DRAGON_F;
3002 if (!one_in_(2)) break;
3003 o_ptr->name2 = EGO_RING_DRAGON_C;
3005 case SV_RING_WARNING:
3006 if (!one_in_(2)) break;
3007 o_ptr->name2 = EGO_RING_M_DETECT;
3015 o_ptr->curse_flags = 0L;
3017 else if ((power == -2) && one_in_(2))
3019 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3020 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3021 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3022 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3023 o_ptr->art_flags[0] = 0;
3024 o_ptr->art_flags[1] = 0;
3025 while (!o_ptr->name2)
3027 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3028 switch (randint1(5))
3031 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3032 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3035 o_ptr->name2 = EGO_RING_NO_MELEE;
3038 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3039 o_ptr->name2 = EGO_RING_AGGRAVATE;
3042 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3043 o_ptr->name2 = EGO_RING_TY_CURSE;
3046 o_ptr->name2 = EGO_RING_ALBINO;
3051 o_ptr->ident |= (IDENT_BROKEN);
3054 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3062 switch (o_ptr->sval)
3064 /* Amulet of wisdom/charisma */
3065 case SV_AMULET_INTELLIGENCE:
3066 case SV_AMULET_WISDOM:
3067 case SV_AMULET_CHARISMA:
3069 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3075 o_ptr->ident |= (IDENT_BROKEN);
3078 o_ptr->curse_flags |= (TRC_CURSED);
3080 /* Reverse bonuses */
3081 o_ptr->pval = 0 - o_ptr->pval;
3087 /* Amulet of brilliance */
3088 case SV_AMULET_BRILLIANCE:
3090 o_ptr->pval = 1 + m_bonus(3, level);
3091 if (one_in_(4)) o_ptr->pval++;
3097 o_ptr->ident |= (IDENT_BROKEN);
3100 o_ptr->curse_flags |= (TRC_CURSED);
3102 /* Reverse bonuses */
3103 o_ptr->pval = 0 - o_ptr->pval;
3109 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3113 o_ptr->curse_flags |= (TRC_CURSED);
3118 case SV_AMULET_RESISTANCE:
3120 if (one_in_(5)) one_high_resistance(o_ptr);
3121 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3125 /* Amulet of searching */
3126 case SV_AMULET_SEARCHING:
3128 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3134 o_ptr->ident |= (IDENT_BROKEN);
3137 o_ptr->curse_flags |= (TRC_CURSED);
3139 /* Reverse bonuses */
3140 o_ptr->pval = 0 - (o_ptr->pval);
3146 /* Amulet of the Magi -- never cursed */
3147 case SV_AMULET_THE_MAGI:
3149 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3150 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3152 /* gain one low ESP */
3153 add_esp_weak(o_ptr, FALSE);
3158 /* Amulet of Doom -- always cursed */
3159 case SV_AMULET_DOOM:
3162 o_ptr->ident |= (IDENT_BROKEN);
3165 o_ptr->curse_flags |= (TRC_CURSED);
3168 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3169 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3170 if (power > 0) power = 0 - power;
3175 case SV_AMULET_MAGIC_MASTERY:
3177 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3183 o_ptr->ident |= (IDENT_BROKEN);
3186 o_ptr->curse_flags |= (TRC_CURSED);
3188 /* Reverse bonuses */
3189 o_ptr->pval = 0 - o_ptr->pval;
3196 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3197 || (power > 2)) /* power > 2 is debug only */
3199 o_ptr->pval = MIN(o_ptr->pval, 4);
3200 /* Randart amulet */
3201 become_random_artifact(owner_ptr, o_ptr, FALSE);
3203 else if ((power == 2) && one_in_(2))
3205 while (!o_ptr->name2)
3207 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3208 switch (randint1(21))
3211 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3212 o_ptr->name2 = EGO_AMU_SLOW_D;
3215 if (o_ptr->pval) break;
3216 o_ptr->name2 = EGO_AMU_INFRA;
3219 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3220 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3223 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3224 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3227 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3228 o_ptr->name2 = EGO_AMU_LEVITATION;
3230 case 10: case 11: case 21:
3231 o_ptr->name2 = EGO_AMU_AC;
3234 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3235 if (m_bonus(10, level) > 8)
3236 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3238 o_ptr->name2 = EGO_AMU_RES_FIRE;
3241 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3242 if (m_bonus(10, level) > 8)
3243 o_ptr->name2 = EGO_AMU_RES_COLD_;
3245 o_ptr->name2 = EGO_AMU_RES_COLD;
3248 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3249 if (m_bonus(10, level) > 8)
3250 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3252 o_ptr->name2 = EGO_AMU_RES_ELEC;
3255 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3256 if (m_bonus(10, level) > 8)
3257 o_ptr->name2 = EGO_AMU_RES_ACID_;
3259 o_ptr->name2 = EGO_AMU_RES_ACID;
3261 case 16: case 17: case 18: case 19: case 20:
3262 switch (o_ptr->sval)
3264 case SV_AMULET_TELEPORT:
3265 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3266 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3267 else o_ptr->name2 = EGO_AMU_TELEPORT;
3269 case SV_AMULET_RESIST_ACID:
3270 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3272 case SV_AMULET_SEARCHING:
3273 o_ptr->name2 = EGO_AMU_STEALTH;
3275 case SV_AMULET_BRILLIANCE:
3276 if (!one_in_(3)) break;
3277 o_ptr->name2 = EGO_AMU_IDENT;
3279 case SV_AMULET_CHARISMA:
3280 if (!one_in_(3)) break;
3281 o_ptr->name2 = EGO_AMU_CHARM;
3283 case SV_AMULET_THE_MAGI:
3284 if (one_in_(2)) break;
3285 o_ptr->name2 = EGO_AMU_GREAT;
3287 case SV_AMULET_RESISTANCE:
3288 if (!one_in_(5)) break;
3289 o_ptr->name2 = EGO_AMU_DEFENDER;
3291 case SV_AMULET_TELEPATHY:
3292 if (!one_in_(3)) break;
3293 o_ptr->name2 = EGO_AMU_DETECTION;
3298 o_ptr->curse_flags = 0L;
3300 else if ((power == -2) && one_in_(2))
3302 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3303 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3304 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3305 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3306 o_ptr->art_flags[0] = 0;
3307 o_ptr->art_flags[1] = 0;
3308 while (!o_ptr->name2)
3310 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3311 switch (randint1(5))
3314 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3315 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3318 o_ptr->name2 = EGO_AMU_FOOL;
3321 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3322 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3325 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3326 o_ptr->name2 = EGO_AMU_TY_CURSE;
3329 o_ptr->name2 = EGO_AMU_NAIVETY;
3334 o_ptr->ident |= (IDENT_BROKEN);
3337 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3346 * @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
3347 * Apply magic to an item known to be "boring"
3348 * @param owner_ptr プレーヤーへの参照ポインタ
3349 * @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
3350 * @param level 生成基準階
3351 * @param power 生成ランク
3354 * Hack -- note the special code for various items
3356 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
3358 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3363 /* Apply magic (good or bad) according to type */
3364 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3365 switch (o_ptr->tval)
3374 o_ptr->ident |= (IDENT_BROKEN);
3377 o_ptr->curse_flags |= (TRC_CURSED);
3384 o_ptr->xtra4 = o_ptr->pval;
3390 /* Hack -- Torches -- random fuel */
3391 if (o_ptr->sval == SV_LITE_TORCH)
3393 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3397 /* Hack -- Lanterns -- random fuel */
3398 if (o_ptr->sval == SV_LITE_LANTERN)
3400 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3404 if (power > 2) /* power > 2 is debug only */
3406 become_random_artifact(owner_ptr, o_ptr, FALSE);
3408 else if ((power == 2) || ((power == 1) && one_in_(3)))
3410 while (!o_ptr->name2)
3414 bool okay_flag = TRUE;
3416 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3418 switch (o_ptr->name2)
3421 if (o_ptr->sval == SV_LITE_FEANOR)
3429 else if (power == -2)
3431 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3433 switch (o_ptr->name2)
3435 case EGO_LITE_DARKNESS:
3438 if (o_ptr->sval == SV_LITE_TORCH)
3440 add_flag(o_ptr->art_flags, TR_LITE_M1);
3442 else if (o_ptr->sval == SV_LITE_LANTERN)
3444 add_flag(o_ptr->art_flags, TR_LITE_M2);
3446 else if (o_ptr->sval == SV_LITE_FEANOR)
3448 add_flag(o_ptr->art_flags, TR_LITE_M3);
3460 /* The wand or staff gets a number of initial charges equal
3461 * to between 1/2 (+1) and the full object kind's pval. -LM-
3463 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3469 /* Transfer the pval. -LM- */
3470 o_ptr->pval = k_ptr->pval;
3477 object_aware(owner_ptr, o_ptr);
3478 object_known(o_ptr);
3484 PARAMETER_VALUE i = 1;
3487 monster_race *r_ptr;
3489 /* Pick a random non-unique monster race */
3492 i = randint1(max_r_idx - 1);
3494 if (!item_monster_okay(i)) continue;
3495 if (i == MON_TSUCHINOKO) continue;
3499 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3501 /* Ignore dead monsters */
3502 if (!r_ptr->rarity) continue;
3504 /* Ignore uncommon monsters */
3505 if (r_ptr->rarity > 100) continue;
3507 /* Prefer less out-of-depth monsters */
3508 if (randint0(check)) continue;
3515 /* Some figurines are cursed */
3516 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3523 PARAMETER_VALUE i = 1;
3528 monster_race *r_ptr;
3530 if (o_ptr->sval == SV_SKELETON)
3532 match = RF9_DROP_SKELETON;
3534 else if (o_ptr->sval == SV_CORPSE)
3536 match = RF9_DROP_CORPSE;
3539 /* Hack -- Remove the monster restriction */
3540 get_mon_num_prep(item_monster_okay, NULL);
3542 /* Pick a random non-unique monster race */
3545 i = get_mon_num(floor_ptr->dun_level);
3549 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3551 /* Ignore dead monsters */
3552 if (!r_ptr->rarity) continue;
3554 /* Ignore corpseless monsters */
3555 if (!(r_ptr->flags9 & match)) continue;
3557 /* Prefer less out-of-depth monsters */
3558 if (randint0(check)) continue;
3565 object_aware(owner_ptr, o_ptr);
3566 object_known(o_ptr);
3572 PARAMETER_VALUE i = 1;
3574 monster_race *r_ptr;
3576 /* Pick a random monster race */
3579 i = randint1(max_r_idx - 1);
3583 /* Ignore dead monsters */
3584 if (!r_ptr->rarity) continue;
3593 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3596 object_aware(owner_ptr, o_ptr);
3597 object_known(o_ptr);
3604 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3606 /* Hack -- skip ruined chests */
3607 if (obj_level <= 0) break;
3609 /* Hack -- pick a "difficulty" */
3610 o_ptr->pval = randint1(obj_level);
3611 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3613 o_ptr->xtra3 = floor_ptr->dun_level + 5;
3615 /* Never exceed "difficulty" of 55 to 59 */
3616 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3625 * @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
3626 * Complete the "creation" of an object by applying "magic" to the item
3627 * @param owner_ptr プレーヤーへの参照ポインタ
3628 * @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
3630 * @param mode 生成オプション
3633 * This includes not only rolling for random bonuses, but also putting the\n
3634 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3635 * staffs, giving fuel to lites, and placing traps on chests.\n
3637 * In particular, note that "Instant Artifacts", if "created" by an external\n
3638 * routine, must pass through this function to complete the actual creation.\n
3640 * The base "chance" of the item being "good" increases with the "level"\n
3641 * parameter, which is usually derived from the dungeon level, being equal\n
3642 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3643 * the object is guaranteed to be "good". If an object is "good", then\n
3644 * the chance that the object will be "great" (ego-item or artifact), also\n
3645 * increases with the "level", being equal to half the level, plus 5, up to\n
3646 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3647 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3649 * If the object is not "good", there is a chance it will be "cursed", and\n
3650 * if it is "cursed", there is a chance it will be "broken". These chances\n
3651 * are related to the "good" / "great" chances above.\n
3653 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3654 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3656 * If "okay" is true, and the object is going to be "great", then there is\n
3657 * a chance that an artifact will be created. This is true even if both the\n
3658 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3659 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3661 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3663 int i, rolls, f1, f2, power;
3665 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
3667 /* Maximum "level" for various things */
3668 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3670 /* Base chance of being "good" */
3673 /* Maximal chance of being "good" */
3674 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3676 /* Base chance of being "great" */
3679 /* Maximal chance of being "great" */
3680 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3681 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3683 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3688 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3697 /* Roll for "good" */
3698 if ((mode & AM_GOOD) || magik(f1))
3703 /* Roll for "great" */
3704 if ((mode & AM_GREAT) || magik(f2))
3708 /* Roll for "special" */
3709 if (mode & AM_SPECIAL) power = 3;
3713 /* Roll for "cursed" */
3716 /* Assume "cursed" */
3719 /* Roll for "broken" */
3720 if (magik(f2)) power = -2;
3724 if (mode & AM_CURSED)
3726 /* Assume 'cursed' */
3731 /* Everything else gets more badly cursed */
3738 /* Assume no rolls */
3741 /* Get one roll if excellent */
3742 if (power >= 2) rolls = 1;
3744 /* Hack -- Get four rolls if forced great or special */
3745 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3747 /* Hack -- Get no rolls if not allowed */
3748 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3750 /* Roll for artifacts if allowed */
3751 for (i = 0; i < rolls; i++)
3753 /* Roll for an artifact */
3754 if (make_artifact(o_ptr)) break;
3755 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3757 if (make_artifact(o_ptr)) break;
3761 /* Hack -- analyze artifacts */
3762 if (object_is_fixed_artifact(o_ptr))
3764 artifact_type *a_ptr = &a_info[o_ptr->name1];
3766 /* Hack -- Mark the artifact as "created" */
3769 /* Hack -- Memorize location of artifact in saved floors */
3770 if (current_world_ptr->character_dungeon)
3771 a_ptr->floor_id = owner_ptr->floor_id;
3773 /* Extract the other fields */
3774 o_ptr->pval = a_ptr->pval;
3775 o_ptr->ac = a_ptr->ac;
3776 o_ptr->dd = a_ptr->dd;
3777 o_ptr->ds = a_ptr->ds;
3778 o_ptr->to_a = a_ptr->to_a;
3779 o_ptr->to_h = a_ptr->to_h;
3780 o_ptr->to_d = a_ptr->to_d;
3781 o_ptr->weight = a_ptr->weight;
3782 o_ptr->xtra2 = a_ptr->act_idx;
3784 if (o_ptr->name1 == ART_MILIM)
3786 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3792 /* Hack -- extract the "broken" flag */
3793 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3795 /* Hack -- extract the "cursed" flag */
3796 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3797 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3798 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3799 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3800 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3801 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3806 switch (o_ptr->tval)
3815 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3821 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3827 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3841 /* Elven Cloak and Black Clothes ... */
3842 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3843 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3844 o_ptr->pval = randint1(4);
3848 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3849 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3850 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3851 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3852 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3854 if (power) a_m_aux_2(o_ptr, lev, power);
3862 if (!power && (randint0(100) < 50)) power = -1;
3863 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3869 a_m_aux_4(owner_ptr, o_ptr, lev, power);
3874 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3875 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3876 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3879 add_flag(o_ptr->art_flags, TR_STR);
3880 add_flag(o_ptr->art_flags, TR_INT);
3881 add_flag(o_ptr->art_flags, TR_WIS);
3882 add_flag(o_ptr->art_flags, TR_DEX);
3883 add_flag(o_ptr->art_flags, TR_CON);
3884 add_flag(o_ptr->art_flags, TR_CHR);
3887 /* Hack -- analyze ego-items */
3888 if (object_is_ego(o_ptr))
3890 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3892 /* Hack -- acquire "broken" flag */
3893 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3895 /* Hack -- acquire "cursed" flag */
3896 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3897 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3898 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3899 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3900 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3901 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3903 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3904 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3905 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3906 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3907 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3908 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3909 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3910 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3915 } while (one_in_(o_ptr->dd));
3917 if (o_ptr->dd > 9) o_ptr->dd = 9;
3920 /* Hack -- apply activatin index if needed */
3921 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3923 /* Hack -- apply extra penalties if needed */
3924 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3926 /* Hack -- obtain bonuses */
3927 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3928 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3929 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3931 /* Hack -- obtain pval */
3932 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3935 /* Hack -- apply extra bonuses if needed */
3938 /* Hack -- obtain bonuses */
3939 if (e_ptr->max_to_h)
3941 if (e_ptr->max_to_h > 127)
3942 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3943 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3945 if (e_ptr->max_to_d)
3947 if (e_ptr->max_to_d > 127)
3948 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3949 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3951 if (e_ptr->max_to_a)
3953 if (e_ptr->max_to_a > 127)
3954 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3955 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3958 /* Accuracy ego must have high to_h */
3959 if (o_ptr->name2 == EGO_ACCURACY)
3961 while (o_ptr->to_h < o_ptr->to_d + 10)
3966 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3969 /* Accuracy ego must have high to_h */
3970 if (o_ptr->name2 == EGO_VELOCITY)
3972 while (o_ptr->to_d < o_ptr->to_h + 10)
3977 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3980 /* Protection ego must have high to_a */
3981 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3983 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3986 /* Hack -- obtain pval */
3987 if (e_ptr->max_pval)
3989 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3992 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3994 else if (o_ptr->name2 == EGO_DEMON)
3996 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3998 o_ptr->pval += randint1(2);
4002 o_ptr->pval += randint1(e_ptr->max_pval);
4005 else if (o_ptr->name2 == EGO_ATTACKS)
4007 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
4008 if (o_ptr->pval > 3) o_ptr->pval = 3;
4009 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4010 o_ptr->pval += randint1(2);
4012 else if (o_ptr->name2 == EGO_BAT)
4014 o_ptr->pval = randint1(e_ptr->max_pval);
4015 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4017 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4019 o_ptr->pval = randint1(e_ptr->max_pval);
4023 o_ptr->pval += randint1(e_ptr->max_pval);
4028 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4030 o_ptr->pval = randint1(o_ptr->pval);
4032 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4039 /* Examine real objects */
4042 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4044 /* Hack -- acquire "broken" flag */
4045 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4047 /* Hack -- acquire "cursed" flag */
4048 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4049 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4050 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4051 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4052 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4053 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4059 * @brief 生成階に応じたベースアイテムの生成を行う。
4060 * Attempt to make an object (normal or good/great)
4061 * @param owner_ptr プレーヤーへの参照ポインタ
4062 * @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
4063 * @param mode オプションフラグ
4064 * @return 生成に成功したらTRUEを返す。
4066 * This routine plays nasty games to generate the "special artifacts".\n
4067 * This routine uses "floor_ptr->object_level" for the "generation level".\n
4068 * We assume that the given object has been "wiped".\n
4070 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
4072 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4074 /* Chance of "special object" */
4075 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
4077 /* Base level for the object */
4078 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
4081 /* Generate a special object, or a normal object */
4082 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4084 KIND_OBJECT_IDX k_idx;
4087 if ((mode & AM_GOOD) && !get_obj_num_hook)
4089 /* Activate restriction (if already specified, use that) */
4090 get_obj_num_hook = kind_is_good;
4093 /* Restricted objects - prepare allocation table */
4094 if (get_obj_num_hook) get_obj_num_prep();
4096 /* Pick a random object */
4097 k_idx = get_obj_num(owner_ptr, base, mode);
4099 /* Restricted objects */
4100 if (get_obj_num_hook)
4102 /* Clear restriction */
4103 get_obj_num_hook = NULL;
4105 /* Reset allocation table to default */
4109 /* Handle failure */
4110 if (!k_idx) return (FALSE);
4112 /* Prepare the object */
4113 object_prep(j_ptr, k_idx);
4116 /* Apply magic (allow artifacts) */
4117 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
4119 /* Hack -- generate multiple spikes/missiles */
4120 switch (j_ptr->tval)
4128 j_ptr->number = (byte)damroll(6, 7);
4132 if (cheat_peek) object_mention(owner_ptr, j_ptr);
4139 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4140 * Make a treasure object
4141 * @param floor_ptr 現在フロアへの参照ポインタ
4142 * @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
4143 * @return 生成に成功したらTRUEを返す。
4145 * The location must be a legal, clean, floor grid.
4147 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
4152 /* Hack -- Pick a Treasure variety */
4153 i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
4155 /* Apply "extra" magic */
4156 if (one_in_(GREAT_OBJ))
4158 i += randint1(floor_ptr->object_level + 1);
4161 /* Hack -- Creeping Coins only generate "themselves" */
4162 if (coin_type) i = coin_type;
4164 /* Do not create "illegal" Treasure Types */
4165 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4167 /* Prepare a gold object */
4168 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4170 /* Hack -- Base coin cost */
4171 base = k_info[OBJ_GOLD_LIST + i].cost;
4173 /* Determine how much the treasure is "worth" */
4174 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4182 * @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。
4183 * Let an object fall to the ground at or near a location.
4184 * @param owner_ptr プレーヤーへの参照ポインタ
4185 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4186 * @param chance ドロップの消滅率(%)
4187 * @param y 配置したいフロアのY座標
4188 * @param x 配置したいフロアのX座標
4189 * @return 生成に成功したらオブジェクトのIDを返す。
4191 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
4193 * This function takes a parameter "chance". This is the percentage\n
4194 * chance that the item will "disappear" instead of drop. If the object\n
4195 * has been thrown, then this is the chance of disappearance on contact.\n
4197 * Hack -- this function uses "chance" to determine if it should produce\n
4198 * some form of "description" of the drop event (under the player).\n
4200 * We check several locations to see if we can find a location at which\n
4201 * the object can combine, stack, or be placed. Artifacts will try very\n
4202 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4204 OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4211 POSITION ty, tx = 0;
4213 OBJECT_IDX o_idx = 0;
4214 OBJECT_IDX this_o_idx, next_o_idx = 0;
4218 GAME_TEXT o_name[MAX_NLEN];
4224 /* Extract plural */
4225 bool plural = (j_ptr->number != 1);
4228 /* Describe object */
4229 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4232 /* Handle normal "breakage" */
4233 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4236 msg_format("%sは消えた。", o_name);
4238 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4240 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4256 floor_type *floor_ptr = owner_type->current_floor_ptr;
4257 /* Scan local grids */
4258 for (dy = -3; dy <= 3; dy++)
4260 /* Scan local grids */
4261 for (dx = -3; dx <= 3; dx++)
4265 /* Calculate actual distance */
4266 d = (dy * dy) + (dx * dx);
4268 /* Ignore distant grids */
4269 if (d > 10) continue;
4274 if (!in_bounds(floor_ptr, ty, tx)) continue;
4276 /* Require line of projection */
4277 if (!projectable(floor_ptr, y, x, ty, tx)) continue;
4280 g_ptr = &floor_ptr->grid_array[ty][tx];
4282 /* Require floor space */
4283 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
4288 /* Scan objects in that grid */
4289 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4292 o_ptr = &floor_ptr->o_list[this_o_idx];
4293 next_o_idx = o_ptr->next_o_idx;
4295 /* Check for possible combination */
4296 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4302 /* Add new object */
4304 if (k > 99) continue;
4306 /* Calculate score */
4307 s = 1000 - (d + k * 5);
4309 /* Skip bad values */
4310 if (s < bs) continue;
4312 /* New best value */
4315 /* Apply the randomizer to equivalent values */
4316 if ((++bn >= 2) && !one_in_(bn)) continue;
4329 /* Handle lack of space */
4330 if (!flag && !object_is_artifact(j_ptr))
4333 msg_format("%sは消えた。", o_name);
4335 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4338 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4346 for (i = 0; !flag && (i < 1000); i++)
4349 ty = rand_spread(by, 1);
4350 tx = rand_spread(bx, 1);
4352 if (!in_bounds(floor_ptr, ty, tx)) continue;
4354 /* Bounce to that location */
4358 /* Require floor space */
4359 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
4367 int candidates = 0, pick;
4369 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4371 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4373 /* A valid space found */
4374 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
4378 /* No valid place! */
4382 msg_format("%sは消えた。", o_name);
4384 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4387 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4389 /* Mega-Hack -- preserve artifacts */
4392 /* Hack -- Preserve unknown artifacts */
4393 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4395 /* Mega-Hack -- Preserve the artifact */
4396 a_info[j_ptr->name1].cur_num = 0;
4404 /* Choose a random one */
4405 pick = randint1(candidates);
4407 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4409 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4411 if (cave_drop_bold(floor_ptr, ty, tx))
4415 /* Is this a picked one? */
4428 g_ptr = &floor_ptr->grid_array[by][bx];
4430 /* Scan objects in that grid for combination */
4431 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4434 o_ptr = &floor_ptr->o_list[this_o_idx];
4435 next_o_idx = o_ptr->next_o_idx;
4437 /* Check for combination */
4438 if (object_similar(o_ptr, j_ptr))
4440 object_absorb(o_ptr, j_ptr);
4449 if (!done) o_idx = o_pop(floor_ptr);
4451 if (!done && !o_idx)
4454 msg_format("%sは消えた。", o_name);
4456 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4459 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4461 /* Hack -- Preserve artifacts */
4462 if (object_is_fixed_artifact(j_ptr))
4464 a_info[j_ptr->name1].cur_num = 0;
4473 /* Structure copy */
4474 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
4476 /* Access new object */
4477 j_ptr = &floor_ptr->o_list[o_idx];
4484 j_ptr->held_m_idx = 0;
4487 j_ptr->next_o_idx = g_ptr->o_idx;
4489 g_ptr->o_idx = o_idx;
4499 /* Mega-Hack -- no message if "dropped" by player */
4500 /* Message when an object falls under the player */
4501 if (chance && player_bold(owner_type, by, bx))
4503 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4511 * @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 /
4512 * Describe the charges on an item in the inventory.
4513 * @param owner_ptr プレーヤーへの参照ポインタ
4514 * @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
4517 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
4519 object_type *o_ptr = &owner_ptr->inventory_list[item];
4521 /* Require staff/wand */
4522 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4524 /* Require known item */
4525 if (!object_is_known(o_ptr)) return;
4528 if (o_ptr->pval <= 0)
4530 msg_print("もう魔力が残っていない。");
4534 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4537 /* Multiple charges */
4538 if (o_ptr->pval != 1)
4540 msg_format("You have %d charges remaining.", o_ptr->pval);
4546 msg_format("You have %d charge remaining.", o_ptr->pval);
4553 * @brief アイテムの残り所持数メッセージを表示する /
4554 * Describe an item in the inventory.
4555 * @param owner_ptr プレーヤーへの参照ポインタ
4556 * @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
4559 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
4561 object_type *o_ptr = &owner_ptr->inventory_list[item];
4562 GAME_TEXT o_name[MAX_NLEN];
4564 object_desc(o_name, o_ptr, 0);
4567 /* "no more" の場合はこちらで表示する */
4568 if (o_ptr->number <= 0)
4570 /*FIRST*//*ここはもう通らないかも */
4571 msg_format("もう%sを持っていない。", o_name);
4575 /* アイテム名を英日切り替え機能対応 */
4576 msg_format("まだ %sを持っている。", o_name);
4579 msg_format("You have %s.", o_name);
4584 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4588 inven_item_increase(item, num);
4589 inven_item_describe(owner_ptr, item);
4590 inven_item_optimize(item);
4594 floor_item_increase(0 - item, num);
4595 floor_item_describe(0 - item);
4596 floor_item_optimize(0 - item);
4602 * @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 /
4603 * Increase the "number" of an item in the inventory
4604 * @param owner_ptr プレーヤーへの参照ポインタ
4605 * @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
4609 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4611 object_type *o_ptr = &p_ptr->inventory_list[item];
4614 num += o_ptr->number;
4617 if (num > 255) num = 255;
4618 else if (num < 0) num = 0;
4621 num -= o_ptr->number;
4623 /* Change the number and weight */
4626 /* Add the number */
4627 o_ptr->number += num;
4629 /* Add the weight */
4630 p_ptr->total_weight += (num * o_ptr->weight);
4631 p_ptr->update |= (PU_BONUS);
4632 p_ptr->update |= (PU_MANA);
4633 p_ptr->update |= (PU_COMBINE);
4634 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4636 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4637 if (!o_ptr->number && p_ptr->ele_attack)
4639 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4641 if (!has_melee_weapon(p_ptr, INVEN_RARM + INVEN_LARM - item))
4643 /* Clear all temporary elemental brands */
4644 set_ele_attack(p_ptr, 0, 0);
4653 * @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 /
4654 * Erase an inventory slot if it has no more items
4655 * @param owner_ptr プレーヤーへの参照ポインタ
4656 * @param item 消去したいプレイヤーのアイテム所持スロット
4659 void inven_item_optimize(INVENTORY_IDX item)
4661 object_type *o_ptr = &p_ptr->inventory_list[item];
4663 /* Only optimize real items */
4664 if (!o_ptr->k_idx) return;
4666 /* Only optimize empty items */
4667 if (o_ptr->number) return;
4669 /* The item is in the pack */
4670 if (item < INVEN_RARM)
4677 /* Slide everything down */
4678 for (i = item; i < INVEN_PACK; i++)
4680 /* Structure copy */
4681 p_ptr->inventory_list[i] = p_ptr->inventory_list[i + 1];
4684 /* Erase the "final" slot */
4685 object_wipe(&p_ptr->inventory_list[i]);
4687 p_ptr->window |= (PW_INVEN);
4690 /* The item is being wielded */
4696 /* Erase the empty slot */
4697 object_wipe(&p_ptr->inventory_list[item]);
4698 p_ptr->update |= (PU_BONUS);
4699 p_ptr->update |= (PU_TORCH);
4700 p_ptr->update |= (PU_MANA);
4702 p_ptr->window |= (PW_EQUIP);
4705 p_ptr->window |= (PW_SPELL);
4710 * @brief 床上の魔道具の残り残量メッセージを表示する /
4711 * Describe the charges on an item on the floor.
4712 * @param floo_ptr 現在フロアへの参照ポインタ
4713 * @param item メッセージの対象にしたいアイテム所持スロット
4716 void floor_item_charges(INVENTORY_IDX item)
4718 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4720 /* Require staff/wand */
4721 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4723 /* Require known item */
4724 if (!object_is_known(o_ptr)) return;
4727 if (o_ptr->pval <= 0)
4729 msg_print("この床上のアイテムは、もう魔力が残っていない。");
4733 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);
4736 /* Multiple charges */
4737 if (o_ptr->pval != 1)
4739 msg_format("There are %d charges remaining.", o_ptr->pval);
4745 msg_format("There is %d charge remaining.", o_ptr->pval);
4753 * @brief 床上のアイテムの残り数メッセージを表示する /
4754 * Describe the charges on an item on the floor.
4755 * @param floo_ptr 現在フロアへの参照ポインタ
4756 * @param item メッセージの対象にしたいアイテム所持スロット
4759 void floor_item_describe(INVENTORY_IDX item)
4761 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4762 GAME_TEXT o_name[MAX_NLEN];
4764 object_desc(o_name, o_ptr, 0);
4767 /* "no more" の場合はこちらで表示を分ける */
4768 if (o_ptr->number <= 0)
4770 msg_format("床上には、もう%sはない。", o_name);
4774 msg_format("床上には、まだ %sがある。", o_name);
4777 msg_format("You see %s.", o_name);
4784 * @brief 床上のアイテムの数を増やす /
4785 * Increase the "number" of an item on the floor
4786 * @param floo_ptr 現在フロアへの参照ポインタ
4787 * @param item 増やしたいアイテムの所持スロット
4788 * @param num 増やしたいアイテムの数
4791 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4793 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4796 num += o_ptr->number;
4799 if (num > 255) num = 255;
4800 else if (num < 0) num = 0;
4803 num -= o_ptr->number;
4805 /* Change the number */
4806 o_ptr->number += num;
4811 * @brief 床上の数の無くなったアイテムスロットを消去する /
4812 * Optimize an item on the floor (destroy "empty" items)
4813 * @param floo_ptr 現在フロアへの参照ポインタ
4814 * @param item 消去したいアイテムの所持スロット
4817 void floor_item_optimize(INVENTORY_IDX item)
4819 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4821 /* Paranoia -- be sure it exists */
4822 if (!o_ptr->k_idx) return;
4824 /* Only optimize empty items */
4825 if (o_ptr->number) return;
4827 delete_object_idx(p_ptr->current_floor_ptr, item);
4832 * @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 /
4833 * Check if we have space for an item in the pack without overflow
4834 * @param owner_ptr プレーヤーへの参照ポインタ
4835 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
4836 * @return 溢れずに済むならTRUEを返す
4838 bool inven_carry_okay(object_type *o_ptr)
4843 if (p_ptr->inven_cnt < INVEN_PACK) return (TRUE);
4846 for (j = 0; j < INVEN_PACK; j++)
4848 object_type *j_ptr = &p_ptr->inventory_list[j];
4849 if (!j_ptr->k_idx) continue;
4851 /* Check if the two items can be combined */
4852 if (object_similar(j_ptr, o_ptr)) return (TRUE);
4859 * @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 /
4860 * Check if we have space for an item in the pack without overflow
4861 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
4862 * @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?)
4863 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
4864 * @return o_ptrの方が上位ならばTRUEを返す。
4866 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
4870 /* Use empty slots */
4871 if (!j_ptr->k_idx) return TRUE;
4873 /* Hack -- readable books always come first */
4874 if ((o_ptr->tval == REALM1_BOOK) &&
4875 (j_ptr->tval != REALM1_BOOK)) return TRUE;
4876 if ((j_ptr->tval == REALM1_BOOK) &&
4877 (o_ptr->tval != REALM1_BOOK)) return FALSE;
4879 if ((o_ptr->tval == REALM2_BOOK) &&
4880 (j_ptr->tval != REALM2_BOOK)) return TRUE;
4881 if ((j_ptr->tval == REALM2_BOOK) &&
4882 (o_ptr->tval != REALM2_BOOK)) return FALSE;
4884 /* Objects sort by decreasing type */
4885 if (o_ptr->tval > j_ptr->tval) return TRUE;
4886 if (o_ptr->tval < j_ptr->tval) return FALSE;
4888 /* Non-aware (flavored) items always come last */
4889 /* Can happen in the home */
4890 if (!object_is_aware(o_ptr)) return FALSE;
4891 if (!object_is_aware(j_ptr)) return TRUE;
4893 /* Objects sort by increasing sval */
4894 if (o_ptr->sval < j_ptr->sval) return TRUE;
4895 if (o_ptr->sval > j_ptr->sval) return FALSE;
4897 /* Unidentified objects always come last */
4898 /* Objects in the home can be unknown */
4899 if (!object_is_known(o_ptr)) return FALSE;
4900 if (!object_is_known(j_ptr)) return TRUE;
4902 /* Fixed artifacts, random artifacts and ego items */
4903 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
4904 else if (o_ptr->art_name) o_type = 2;
4905 else if (object_is_ego(o_ptr)) o_type = 1;
4908 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
4909 else if (j_ptr->art_name) j_type = 2;
4910 else if (object_is_ego(j_ptr)) j_type = 1;
4913 if (o_type < j_type) return TRUE;
4914 if (o_type > j_type) return FALSE;
4916 switch (o_ptr->tval)
4922 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
4923 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
4929 /* Objects sort by increasing hit/damage bonuses */
4930 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
4931 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
4934 /* Hack: otherwise identical rods sort by
4935 increasing recharge time --dsb */
4937 if (o_ptr->pval < j_ptr->pval) return TRUE;
4938 if (o_ptr->pval > j_ptr->pval) return FALSE;
4942 /* Objects sort by decreasing value */
4943 return o_value > object_value(j_ptr);
4948 * @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 /
4949 * Add an item to the players inventory, and return the slot used.
4950 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4951 * @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。
4953 * If the new item can combine with an existing item in the inventory,\n
4954 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4955 * the item will be placed into the "proper" location in the inventory.\n
4957 * This function can be used to "over-fill" the player's pack, but only\n
4958 * once, and such an action must trigger the "overflow" code immediately.\n
4959 * Note that when the pack is being "over-filled", the new item must be\n
4960 * placed into the "overflow" slot, and the "overflow" must take place\n
4961 * before the pack is reordered, but (optionally) after the pack is\n
4962 * combined. This may be tricky. See "dungeon.c" for info.\n
4964 * Note that this code must remove any location/stack information\n
4965 * from the object once it is placed into the inventory.\n
4967 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4969 INVENTORY_IDX i, j, k;
4970 INVENTORY_IDX n = -1;
4975 /* Check for combining */
4976 for (j = 0; j < INVEN_PACK; j++)
4978 j_ptr = &owner_ptr->inventory_list[j];
4979 if (!j_ptr->k_idx) continue;
4981 /* Hack -- track last item */
4984 /* Check if the two items can be combined */
4985 if (object_similar(j_ptr, o_ptr))
4987 object_absorb(j_ptr, o_ptr);
4989 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4990 owner_ptr->update |= (PU_BONUS);
4991 owner_ptr->window |= (PW_INVEN);
4998 if (owner_ptr->inven_cnt > INVEN_PACK) return (-1);
5000 /* Find an empty slot */
5001 for (j = 0; j <= INVEN_PACK; j++)
5003 j_ptr = &owner_ptr->inventory_list[j];
5005 /* Use it if found */
5006 if (!j_ptr->k_idx) break;
5013 /* Reorder the pack */
5016 /* Get the "value" of the item */
5017 s32b o_value = object_value(o_ptr);
5019 /* Scan every occupied slot */
5020 for (j = 0; j < INVEN_PACK; j++)
5022 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5029 for (k = n; k >= i; k--)
5031 /* Hack -- Slide the item */
5032 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
5035 /* Wipe the empty slot */
5036 object_wipe(&owner_ptr->inventory_list[i]);
5041 object_copy(&owner_ptr->inventory_list[i], o_ptr);
5043 /* Access new object */
5044 j_ptr = &owner_ptr->inventory_list[i];
5047 j_ptr->next_o_idx = 0;
5049 /* Forget monster */
5050 j_ptr->held_m_idx = 0;
5052 /* Forget location */
5053 j_ptr->iy = j_ptr->ix = 0;
5055 /* Player touches it, and no longer marked */
5056 j_ptr->marked = OM_TOUCHED;
5058 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5060 /* Count the items */
5061 owner_ptr->inven_cnt++;
5062 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5063 owner_ptr->window |= (PW_INVEN);
5065 /* Return the slot */
5071 * @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 /
5072 * Take off (some of) a non-cursed equipment item
5073 * @param owner_ptr プレーヤーへの参照ポインタ
5074 * @param item オブジェクトを外したい所持テーブルのID
5076 * @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。
5078 * Note that only one item at a time can be wielded per slot.\n
5079 * Note that taking off an item when "full" may cause that item\n
5080 * to fall to the ground.\n
5081 * Return the inventory slot into which the item is placed.\n
5083 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5094 GAME_TEXT o_name[MAX_NLEN];
5097 /* Get the item to take off */
5098 o_ptr = &p_ptr->inventory_list[item];
5099 if (amt <= 0) return (-1);
5102 if (amt > o_ptr->number) amt = o_ptr->number;
5104 object_copy(q_ptr, o_ptr);
5106 /* Modify quantity */
5107 q_ptr->number = amt;
5109 object_desc(o_name, q_ptr, 0);
5111 /* Took off weapon */
5112 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5113 object_is_melee_weapon(o_ptr))
5115 act = _("を装備からはずした", "You were wielding");
5119 else if (item == INVEN_BOW)
5121 act = _("を装備からはずした", "You were holding");
5124 /* Took off light */
5125 else if (item == INVEN_LITE)
5127 act = _("を光源からはずした", "You were holding");
5130 /* Took off something */
5133 act = _("を装備からはずした", "You were wearing");
5136 /* Modify, Optimize */
5137 inven_item_increase(item, -amt);
5138 inven_item_optimize(item);
5140 /* Carry the object */
5141 slot = inven_carry(p_ptr, q_ptr);
5144 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5146 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5156 * @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 /
5157 * Drop (some of) a non-cursed inventory/equipment item
5158 * @param owner_ptr プレーヤーへの参照ポインタ
5159 * @param item 所持テーブルのID
5160 * @param amt 落としたい個数
5163 * The object will be dropped "near" the current location
5165 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5171 GAME_TEXT o_name[MAX_NLEN];
5173 /* Access original object */
5174 o_ptr = &owner_ptr->inventory_list[item];
5177 if (amt <= 0) return;
5180 if (amt > o_ptr->number) amt = o_ptr->number;
5182 /* Take off equipment */
5183 if (item >= INVEN_RARM)
5185 /* Take off first */
5186 item = inven_takeoff(item, amt);
5188 /* Access original object */
5189 o_ptr = &owner_ptr->inventory_list[item];
5194 /* Obtain local object */
5195 object_copy(q_ptr, o_ptr);
5197 /* Distribute charges of wands or rods */
5198 distribute_charges(o_ptr, q_ptr, amt);
5200 /* Modify quantity */
5201 q_ptr->number = amt;
5203 /* Describe local object */
5204 object_desc(o_name, q_ptr, 0);
5206 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5208 /* Drop it near the player */
5209 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
5211 vary_item(owner_ptr, item, -amt);
5216 * @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 /
5217 * Combine items in the pack
5220 * Note special handling of the "overflow" slot
5222 void combine_pack(player_type *owner_ptr)
5227 bool flag = FALSE, combined;
5233 /* Combine the pack (backwards) */
5234 for (i = INVEN_PACK; i > 0; i--)
5236 o_ptr = &owner_ptr->inventory_list[i];
5238 /* Skip empty items */
5239 if (!o_ptr->k_idx) continue;
5241 /* Scan the items above that item */
5242 for (j = 0; j < i; j++)
5246 j_ptr = &owner_ptr->inventory_list[j];
5248 /* Skip empty items */
5249 if (!j_ptr->k_idx) continue;
5252 * Get maximum number of the stack if these
5253 * are similar, get zero otherwise.
5255 max_num = object_similar_part(j_ptr, o_ptr);
5257 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5258 if (max_num && j_ptr->number < max_num)
5260 if (o_ptr->number + j_ptr->number <= max_num)
5265 /* Add together the item counts */
5266 object_absorb(j_ptr, o_ptr);
5268 /* One object is gone */
5269 owner_ptr->inven_cnt--;
5271 /* Slide everything down */
5272 for (k = i; k < INVEN_PACK; k++)
5274 /* Structure copy */
5275 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
5278 /* Erase the "final" slot */
5279 object_wipe(&owner_ptr->inventory_list[k]);
5283 int old_num = o_ptr->number;
5284 int remain = j_ptr->number + o_ptr->number - max_num;
5286 o_ptr->number -= remain;
5288 /* Add together the item counts */
5289 object_absorb(j_ptr, o_ptr);
5291 o_ptr->number = remain;
5293 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5294 if (o_ptr->tval == TV_ROD)
5296 o_ptr->pval = o_ptr->pval * remain / old_num;
5297 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5300 /* Hack -- if wands are stacking, combine the charges. -LM- */
5301 if (o_ptr->tval == TV_WAND)
5303 o_ptr->pval = o_ptr->pval * remain / old_num;
5307 owner_ptr->window |= (PW_INVEN);
5318 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."));
5323 * @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 /
5324 * Reorder items in the pack
5325 * @param owner_ptr プレーヤーへの参照ポインタ
5328 * Note special handling of the "overflow" slot
5330 void reorder_pack(void)
5340 /* Re-order the pack (forwards) */
5341 for (i = 0; i < INVEN_PACK; i++)
5343 /* Mega-Hack -- allow "proper" over-flow */
5344 if ((i == INVEN_PACK) && (p_ptr->inven_cnt == INVEN_PACK)) break;
5346 o_ptr = &p_ptr->inventory_list[i];
5348 /* Skip empty slots */
5349 if (!o_ptr->k_idx) continue;
5351 /* Get the "value" of the item */
5352 o_value = object_value(o_ptr);
5354 /* Scan every occupied slot */
5355 for (j = 0; j < INVEN_PACK; j++)
5357 if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
5360 /* Never move down */
5361 if (j >= i) continue;
5367 /* Save a copy of the moving item */
5368 object_copy(q_ptr, &p_ptr->inventory_list[i]);
5370 /* Slide the objects */
5371 for (k = i; k > j; k--)
5373 /* Slide the item */
5374 object_copy(&p_ptr->inventory_list[k], &p_ptr->inventory_list[k - 1]);
5377 /* Insert the moving item */
5378 object_copy(&p_ptr->inventory_list[j], q_ptr);
5380 p_ptr->window |= (PW_INVEN);
5383 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."));
5388 * @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 /
5389 * Hack -- display an object kind in the current window
5390 * @param owner_ptr プレーヤーへの参照ポインタ
5391 * @param k_idx ベースアイテムの参照ID
5394 * Include list of usable spells for readible books
5396 void display_koff(KIND_OBJECT_IDX k_idx)
5403 REALM_IDX use_realm;
5405 GAME_TEXT o_name[MAX_NLEN];
5408 /* Erase the window */
5409 for (y = 0; y < Term->hgt; y++)
5411 /* Erase the line */
5412 Term_erase(0, y, 255);
5419 /* Prepare the object */
5420 object_prep(q_ptr, k_idx);
5421 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5423 /* Mention the object name */
5424 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5426 /* Access the item's sval */
5428 use_realm = tval2realm(q_ptr->tval);
5430 /* Warriors are illiterate */
5431 if (p_ptr->realm1 || p_ptr->realm2)
5433 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5437 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5438 if (!is_magic(use_realm)) return;
5439 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5442 /* Display spells in readible books */
5446 SPELL_IDX spells[64];
5448 /* Extract spells */
5449 for (spell = 0; spell < 32; spell++)
5451 /* Check for this spell */
5452 if (fake_spell_flags[sval] & (1L << spell))
5454 /* Collect this spell */
5455 spells[num++] = spell;
5460 print_spells(p_ptr, 0, spells, num, 2, 0, use_realm);
5466 * @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。
5467 * Torches have special abilities when they are flaming.
5468 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5469 * @param flgs 特別に追加するフラグを返す参照ポインタ
5472 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5474 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5476 if (o_ptr->xtra4 > 0)
5478 add_flag(flgs, TR_BRAND_FIRE);
5479 add_flag(flgs, TR_KILL_UNDEAD);
5480 add_flag(flgs, TR_THROW);
5487 * @brief 投擲時たいまつにダイスを与える。
5488 * Torches have special abilities when they are flaming.
5489 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5490 * @param dd 特別なダイス数を返す参照ポインタ
5491 * @param ds 特別なダイス面数を返す参照ポインタ
5494 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5496 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5498 if (o_ptr->xtra4 > 0)
5508 * @brief 投擲時命中したたいまつの寿命を縮める。
5509 * Torches have special abilities when they are flaming.
5510 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5513 void torch_lost_fuel(object_type *o_ptr)
5515 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5517 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5518 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5524 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
5525 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5526 * @return 対応する矢/弾薬のベースアイテムID
5528 int bow_tval_ammo(object_type *o_ptr)
5530 /* Analyze the launcher */
5531 switch (o_ptr->sval)