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 */
84 void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item);
87 * @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
88 * @param floo_ptr 現在フロアへの参照ポインタ
89 * @param o_idx 削除対象のオブジェクト構造体ポインタ
92 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
96 OBJECT_IDX this_o_idx, next_o_idx = 0;
97 OBJECT_IDX prev_o_idx = 0;
100 j_ptr = &floor_ptr->o_list[o_idx];
102 if (OBJECT_IS_HELD_MONSTER(j_ptr))
105 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
107 /* Scan all objects in the grid */
108 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
111 o_ptr = &floor_ptr->o_list[this_o_idx];
112 next_o_idx = o_ptr->next_o_idx;
114 if (this_o_idx == o_idx)
119 /* Remove from list */
120 m_ptr->hold_o_idx = next_o_idx;
128 /* Previous object */
129 k_ptr = &floor_ptr->o_list[prev_o_idx];
131 /* Remove from list */
132 k_ptr->next_o_idx = next_o_idx;
135 /* Forget next pointer */
136 o_ptr->next_o_idx = 0;
141 /* Save prev_o_idx */
142 prev_o_idx = this_o_idx;
151 POSITION y = j_ptr->iy;
152 POSITION x = j_ptr->ix;
154 g_ptr = &floor_ptr->grid_array[y][x];
156 /* Scan all objects in the grid */
157 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
160 o_ptr = &floor_ptr->o_list[this_o_idx];
161 next_o_idx = o_ptr->next_o_idx;
163 if (this_o_idx == o_idx)
168 /* Remove from list */
169 g_ptr->o_idx = next_o_idx;
177 /* Previous object */
178 k_ptr = &floor_ptr->o_list[prev_o_idx];
180 /* Remove from list */
181 k_ptr->next_o_idx = next_o_idx;
184 /* Forget next pointer */
185 o_ptr->next_o_idx = 0;
190 /* Save prev_o_idx */
191 prev_o_idx = this_o_idx;
198 * @brief オブジェクトを削除する /
199 * Delete a dungeon object
200 * @param floo_ptr 現在フロアへの参照ポインタ
201 * @param o_idx 削除対象のオブジェクト構造体ポインタ
204 * Handle "stacks" of objects correctly.
206 void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
211 excise_object_idx(floor_ptr, o_idx);
214 j_ptr = &floor_ptr->o_list[o_idx];
217 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
231 * @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
232 * Delete a dungeon object
233 * @param floo_ptr 現在フロアへの参照ポインタ
234 * @param y 削除したフロアマスのY座標
235 * @param x 削除したフロアマスのX座標
238 void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
241 OBJECT_IDX this_o_idx, next_o_idx = 0;
243 /* Refuse "illegal" locations */
244 if (!in_bounds(floor_ptr, y, x)) return;
246 g_ptr = &floor_ptr->grid_array[y][x];
248 /* Scan all objects in the grid */
249 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
252 o_ptr = &floor_ptr->o_list[this_o_idx];
253 next_o_idx = o_ptr->next_o_idx;
264 * @brief グローバルオブジェクト配列から空きを取得する /
265 * Acquires and returns the index of a "free" object.
266 * @param floo_ptr 現在フロアへの参照ポインタ
267 * @return 開いているオブジェクト要素のID
269 * This routine should almost never fail, but in case it does,
270 * we must be sure to handle "failure" of this routine.
272 OBJECT_IDX o_pop(floor_type *floor_ptr)
276 /* Initial allocation */
277 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
280 i = floor_ptr->o_max;
282 /* Expand object array */
286 /* Use this object */
291 /* Recycle dead objects */
292 for (i = 1; i < floor_ptr->o_max; i++)
295 o_ptr = &floor_ptr->o_list[i];
297 /* Skip live objects */
298 if (o_ptr->k_idx) continue;
301 /* Use this object */
305 /* Warn the player (except during dungeon creation) */
306 if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
313 * @brief オブジェクト生成テーブルに生成制約を加える /
314 * Apply a "object restriction function" to the "object allocation table"
316 * @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
318 static errr get_obj_num_prep(void)
323 alloc_entry *table = alloc_kind_table;
325 /* Scan the allocation table */
326 for (i = 0; i < alloc_kind_size; i++)
328 /* Accept objects which pass the restriction, if any */
329 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
331 /* Accept this object */
332 table[i].prob2 = table[i].prob1;
335 /* Do not use this object */
338 /* Decline this object */
348 * @brief オブジェクト生成テーブルからアイテムを取得する /
349 * Choose an object kind that seems "appropriate" to the given level
350 * @param owner_ptr プレーヤーへの参照ポインタ
352 * @return 選ばれたオブジェクトベースID
354 * This function uses the "prob2" field of the "object allocation table",\n
355 * and various local information, to calculate the "prob3" field of the\n
356 * same table, which is then used to choose an "appropriate" object, in\n
357 * a relatively efficient manner.\n
359 * It is (slightly) more likely to acquire an object of the given level\n
360 * than one of a lower level. This is done by choosing several objects\n
361 * appropriate to the given level and keeping the "hardest" one.\n
363 * Note that if no objects are "appropriate", then this function will\n
364 * fail, and return zero, but this should *almost* never happen.\n
366 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
369 KIND_OBJECT_IDX k_idx;
372 alloc_entry *table = alloc_kind_table;
374 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
377 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
379 /* Occasional "boost" */
380 if (one_in_(GREAT_OBJ))
382 /* What a bizarre calculation */
383 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
390 /* Process probabilities */
391 for (i = 0; i < alloc_kind_size; i++)
393 /* Objects are sorted by depth */
394 if (table[i].level > level) break;
399 k_idx = table[i].index;
401 /* Access the actual kind */
402 k_ptr = &k_info[k_idx];
404 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
407 table[i].prob3 = table[i].prob2;
410 total += table[i].prob3;
413 /* No legal objects */
414 if (total <= 0) return (0);
418 value = randint0(total);
420 /* Find the object */
421 for (i = 0; i < alloc_kind_size; i++)
423 /* Found the entry */
424 if (value < table[i].prob3) break;
427 value = value - table[i].prob3;
433 /* Try for a "better" object once (50%) or twice (10%) */
440 value = randint0(total);
442 /* Find the object */
443 for (i = 0; i < alloc_kind_size; i++)
445 /* Found the entry */
446 if (value < table[i].prob3) break;
449 value = value - table[i].prob3;
452 /* Keep the "best" one */
453 if (table[i].level < table[j].level) i = j;
456 /* Try for a "better" object twice (10%) */
463 value = randint0(total);
465 /* Find the object */
466 for (i = 0; i < alloc_kind_size; i++)
468 /* Found the entry */
469 if (value < table[i].prob3) break;
472 value = value - table[i].prob3;
475 /* Keep the "best" one */
476 if (table[i].level < table[j].level) i = j;
479 return (table[i].index);
484 * @brief オブジェクトを鑑定済にする /
485 * Known is true when the "attributes" of an object are "known".
486 * @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
488 * These include tohit, todam, toac, cost, and pval (charges).\n
490 * Note that "knowing" an object gives you everything that an "awareness"\n
491 * gives you, and much more. In fact, the player is always "aware" of any\n
492 * item of which he has full "knowledge".\n
494 * But having full knowledge of, say, one "wand of wonder", does not, by\n
495 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
496 * It happens that most "identify" routines (including "buying from a shop")\n
497 * will make the player "aware" of the object as well as fully "know" it.\n
499 * This routine also removes any inscriptions generated by "feelings".\n
501 void object_known(object_type *o_ptr)
503 /* Remove "default inscriptions" */
504 o_ptr->feeling = FEEL_NONE;
506 /* Clear the "Felt" info */
507 o_ptr->ident &= ~(IDENT_SENSE);
509 /* Clear the "Empty" info */
510 o_ptr->ident &= ~(IDENT_EMPTY);
512 /* Now we know about the item */
513 o_ptr->ident |= (IDENT_KNOWN);
518 * @brief オブジェクトを*鑑定*済にする /
519 * The player is now aware of the effects of the given object.
520 * @param owner_ptr プレーヤーへの参照ポインタ
521 * @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
524 void object_aware(player_type *owner_ptr, object_type *o_ptr)
526 bool mihanmei = !object_is_aware(o_ptr);
528 /* Fully aware of the effects */
529 k_info[o_ptr->k_idx].aware = TRUE;
531 if (mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
532 !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
536 GAME_TEXT o_name[MAX_NLEN];
539 object_copy(q_ptr, o_ptr);
542 object_desc(o_name, q_ptr, OD_NAME_ONLY);
544 exe_write_diary(owner_ptr, NIKKI_HANMEI, 0, o_name);
550 * @brief オブジェクトを試行済にする /
551 * Something has been "sampled"
552 * @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
555 void object_tried(object_type *o_ptr)
557 /* Mark it as tried (even if "aware") */
558 k_info[o_ptr->k_idx].tried = TRUE;
563 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
564 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
565 * @return 擬似鑑定結果のIDを返す。
567 byte value_check_aux1(object_type *o_ptr)
570 if (object_is_artifact(o_ptr))
573 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
580 if (object_is_ego(o_ptr))
583 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
586 return FEEL_EXCELLENT;
590 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
593 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
595 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
597 /* Good "armor" bonus */
598 if (o_ptr->to_a > 0) return FEEL_GOOD;
600 /* Good "weapon" bonus */
601 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
603 /* Default to "average" */
609 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
610 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
611 * @return 擬似鑑定結果のIDを返す。
613 byte value_check_aux2(object_type *o_ptr)
615 /* Cursed items (all of them) */
616 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
618 /* Broken items (all of them) */
619 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
621 /* Artifacts -- except cursed/broken ones */
622 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
624 /* Ego-Items -- except cursed/broken ones */
625 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
627 /* Good armor bonus */
628 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
630 /* Good weapon bonuses */
631 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
639 * @brief 未鑑定なベースアイテムの基本価格を返す /
640 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
641 * @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
642 * @return オブジェクトの未鑑定価格
644 static PRICE object_value_base(object_type *o_ptr)
646 /* Aware item -- use template cost */
647 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
649 /* Analyze the type */
654 case TV_FOOD: return (5L);
656 /* Un-aware Potions */
657 case TV_POTION: return (20L);
659 /* Un-aware Scrolls */
660 case TV_SCROLL: return (20L);
662 /* Un-aware Staffs */
663 case TV_STAFF: return (70L);
666 case TV_WAND: return (50L);
669 case TV_ROD: return (90L);
672 case TV_RING: return (45L);
674 /* Un-aware Amulets */
675 case TV_AMULET: return (45L);
677 /* Figurines, relative to monster level */
680 DEPTH level = r_info[o_ptr->pval].level;
681 if (level < 20) return level * 50L;
682 else if (level < 30) return 1000 + (level - 20) * 150L;
683 else if (level < 40) return 2500 + (level - 30) * 350L;
684 else if (level < 50) return 6000 + (level - 40) * 800L;
685 else return 14000 + (level - 50) * 2000L;
689 if (!o_ptr->pval) return 1000L;
690 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
693 /* Paranoia -- Oops */
699 * @brief オブジェクトのフラグ類から価格を算出する /
700 * Return the value of the flags the object has...
701 * @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
702 * @param plusses フラグに与える価格の基本重み
703 * @return オブジェクトのフラグ価格
705 PRICE flag_cost(object_type *o_ptr, int plusses)
708 BIT_FLAGS flgs[TR_FLAG_SIZE];
712 object_kind *k_ptr = &k_info[o_ptr->k_idx];
714 object_flags(o_ptr, flgs);
717 * Exclude fixed flags of the base item.
718 * pval bonuses of base item will be treated later.
720 for (i = 0; i < TR_FLAG_SIZE; i++)
721 flgs[i] &= ~(k_ptr->flags[i]);
723 /* Exclude fixed flags of the fixed artifact. */
724 if (object_is_fixed_artifact(o_ptr))
726 artifact_type *a_ptr = &a_info[o_ptr->name1];
728 for (i = 0; i < TR_FLAG_SIZE; i++)
729 flgs[i] &= ~(a_ptr->flags[i]);
732 /* Exclude fixed flags of the ego-item. */
733 else if (object_is_ego(o_ptr))
735 ego_item_type *e_ptr = &e_info[o_ptr->name2];
737 for (i = 0; i < TR_FLAG_SIZE; i++)
738 flgs[i] &= ~(e_ptr->flags[i]);
743 * Calucurate values of remaining flags
745 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
746 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
747 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
748 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
749 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
750 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
751 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
752 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
753 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
754 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
755 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
756 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
757 total += (10000 + (2500 * plusses));
758 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
759 total += (10000 + (2500 * plusses));
763 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
764 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
765 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
766 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
767 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
768 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
769 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
770 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
771 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
772 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
773 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
774 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
775 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
776 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
777 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
778 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
779 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
780 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
781 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
782 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
783 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
785 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
786 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
787 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
788 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
789 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
790 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
791 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
792 total += (tmp_cost * count);
794 if (have_flag(flgs, TR_SUST_STR)) total += 850;
795 if (have_flag(flgs, TR_SUST_INT)) total += 850;
796 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
797 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
798 if (have_flag(flgs, TR_SUST_CON)) total += 850;
799 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
800 if (have_flag(flgs, TR_RIDING)) total += 0;
801 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
802 if (have_flag(flgs, TR_THROW)) total += 5000;
803 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
804 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
808 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
809 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
810 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
811 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
812 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
813 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
814 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
815 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
816 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
817 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
818 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
819 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
820 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
821 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
822 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
823 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
824 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
825 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
826 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
827 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
828 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
829 total += (tmp_cost * count);
831 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
832 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
833 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
834 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
835 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
836 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
837 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
838 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
839 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
840 if (have_flag(flgs, TR_LITE_1)) total += 1500;
841 if (have_flag(flgs, TR_LITE_2)) total += 2500;
842 if (have_flag(flgs, TR_LITE_3)) total += 4000;
843 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
844 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
845 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
846 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
847 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
848 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
849 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
850 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
851 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
852 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
853 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
854 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
855 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
856 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
857 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
858 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
859 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
860 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
861 if (have_flag(flgs, TR_REGEN)) total += 2500;
862 if (have_flag(flgs, TR_WARNING)) total += 2000;
863 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
864 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
865 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
866 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
867 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
868 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
869 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
870 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
871 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
872 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
873 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
874 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
875 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
876 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
877 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
878 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
879 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
880 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
881 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
882 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
883 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
884 if (have_flag(flgs, TR_TELEPORT))
886 if (object_is_cursed(o_ptr))
891 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
892 if (have_flag(flgs, TR_BLESSED)) total += 750;
893 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
894 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
895 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
896 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
897 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
899 /* Also, give some extra for activatable powers... */
900 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
902 const activation_type* const act_ptr = find_activation_info(o_ptr);
904 total += act_ptr->value;
913 * @brief オブジェクトの真の価格を算出する /
914 * Return the value of the flags the object has...
915 * @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
918 * Return the "real" price of a "known" item, not including discounts\n
920 * Wand and staffs get cost for each charge\n
922 * Armor is worth an extra 100 gold per bonus point to armor class.\n
924 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
926 * Missiles are only worth 5 gold per bonus point, since they\n
927 * usually appear in groups of 20, and we want the player to get\n
928 * the same amount of cash for any "equivalent" item. Note that\n
929 * missiles never have any of the "pval" flags, and in fact, they\n
930 * only have a few of the available flags, primarily of the "slay"\n
931 * and "brand" and "ignore" variety.\n
933 * Armor with a negative armor bonus is worthless.\n
934 * Weapons with negative hit+damage bonuses are worthless.\n
936 * Every wearable item with a "pval" bonus is worth extra (see below).\n
938 PRICE object_value_real(object_type *o_ptr)
941 BIT_FLAGS flgs[TR_FLAG_SIZE];
942 object_kind *k_ptr = &k_info[o_ptr->k_idx];
945 /* Hack -- "worthless" items */
946 if (!k_info[o_ptr->k_idx].cost) return (0L);
949 value = k_info[o_ptr->k_idx].cost;
951 /* Extract some flags */
952 object_flags(o_ptr, flgs);
955 if (object_is_fixed_artifact(o_ptr))
957 artifact_type *a_ptr = &a_info[o_ptr->name1];
959 /* Hack -- "worthless" artifacts */
960 if (!a_ptr->cost) return (0L);
962 /* Hack -- Use the artifact cost instead */
964 value += flag_cost(o_ptr, o_ptr->pval);
966 /* Don't add pval bonuses etc. */
971 else if (object_is_ego(o_ptr))
973 ego_item_type *e_ptr = &e_info[o_ptr->name2];
975 /* Hack -- "worthless" ego-items */
976 if (!e_ptr->cost) return (0L);
978 /* Hack -- Reward the ego-item with a bonus */
979 value += e_ptr->cost;
980 value += flag_cost(o_ptr, o_ptr->pval);
988 for (i = 0; i < TR_FLAG_SIZE; i++)
989 if (o_ptr->art_flags[i]) flag = TRUE;
991 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
994 /* Analyze pval bonus for normal object */
1018 if (!o_ptr->pval) break;
1020 /* Hack -- Negative "pval" is always bad */
1021 if (o_ptr->pval < 0) return (0L);
1023 /* Give credit for stat bonuses */
1024 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1025 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1026 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1027 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1028 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1029 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1031 /* Give credit for stealth and searching */
1032 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1033 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1034 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1036 /* Give credit for infra-vision and tunneling */
1037 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1038 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1040 /* Give credit for extra attacks */
1041 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1043 /* Give credit for speed bonus */
1044 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1050 /* Analyze the item */
1051 switch (o_ptr->tval)
1056 /* Pay extra for charges, depending on standard number of
1057 * charges. Handle new-style wands correctly. -LM-
1059 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1065 /* Pay extra for charges, depending on standard number of
1068 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1077 /* Hack -- negative bonuses are bad */
1078 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1080 /* Give credit for bonuses */
1081 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1097 /* Hack -- negative armor bonus */
1098 if (o_ptr->to_a < 0) return (0L);
1100 /* Give credit for bonuses */
1101 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1113 /* Hack -- negative hit/damage bonuses */
1114 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1116 /* Factor in the bonuses */
1117 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1119 /* Hack -- Factor in extra damage dice and sides */
1120 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1121 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1131 /* Hack -- negative hit/damage bonuses */
1132 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1134 /* Factor in the bonuses */
1135 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1137 /* Hack -- Factor in extra damage dice and sides */
1138 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1139 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1144 /* Figurines, relative to monster level */
1147 DEPTH level = r_info[o_ptr->pval].level;
1148 if (level < 20) value = level * 50L;
1149 else if (level < 30) value = 1000 + (level - 20) * 150L;
1150 else if (level < 40) value = 2500 + (level - 30) * 350L;
1151 else if (level < 50) value = 6000 + (level - 40) * 800L;
1152 else value = 14000 + (level - 50) * 2000L;
1158 if (!o_ptr->pval) value = 1000L;
1159 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1165 if (!o_ptr->pval) value = 0L;
1170 /* Worthless object */
1171 if (value < 0) return 0L;
1173 /* Return the value */
1179 * @brief オブジェクト価格算出のメインルーチン /
1180 * Return the price of an item including plusses (and charges)
1181 * @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
1182 * @return オブジェクトの判明している現価格
1184 * This function returns the "value" of the given item (qty one)\n
1186 * Never notice "unknown" bonuses or properties, including "curses",\n
1187 * since that would give the player information he did not have.\n
1189 * Note that discounted items stay discounted forever, even if\n
1190 * the discount is "forgotten" by the player via memory loss.\n
1192 PRICE object_value(object_type *o_ptr)
1196 /* Unknown items -- acquire a base value */
1197 if (object_is_known(o_ptr))
1199 /* Broken items -- worthless */
1200 if (object_is_broken(o_ptr)) return (0L);
1202 /* Cursed items -- worthless */
1203 if (object_is_cursed(o_ptr)) return (0L);
1205 /* Real value (see above) */
1206 value = object_value_real(o_ptr);
1209 /* Known items -- acquire the actual value */
1212 /* Hack -- Felt broken items */
1213 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1215 /* Hack -- Felt cursed items */
1216 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1218 /* Base value (see above) */
1219 value = object_value_base(o_ptr);
1222 /* Apply discount (if any) */
1223 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1225 /* Return the final value */
1231 * @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 /
1232 * Distribute charges of rods or wands.
1233 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1234 * @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
1235 * @param amt 分割したい回数量 number of items that are transfered
1238 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1239 * charges need to be allocated between the two stacks. If all the items\n
1240 * are being dropped, it makes for a neater message to leave the original\n
1241 * stack's pval alone. -LM-\n
1243 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1245 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1247 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1248 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1250 /* Hack -- Rods also need to have their timeouts distributed. The
1251 * dropped stack will accept all time remaining to charge up to its
1254 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1256 if (q_ptr->pval > o_ptr->timeout)
1257 q_ptr->timeout = o_ptr->timeout;
1259 q_ptr->timeout = q_ptr->pval;
1261 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1268 * @brief 魔法棒やロッドの使用回数を減らす /
1269 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1270 * @param amt 減らしたい回数量 number of items that are transfered
1273 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1274 * charges of the stack needs to be reduced, unless all the items are\n
1275 * being destroyed. -LM-\n
1277 void reduce_charges(object_type *o_ptr, int amt)
1279 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1280 (amt < o_ptr->number))
1282 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1288 * @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。
1289 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1290 * @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
1291 * @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
1292 * @return 重ね合わせ可能なアイテム数
1294 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1298 /* Default maximum number of stack */
1299 int max_num = MAX_STACK_SIZE;
1301 /* Require identical object types */
1302 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1305 /* Analyze the items */
1306 switch (o_ptr->tval)
1308 /* Chests and Statues*/
1319 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1320 if (o_ptr->pval != j_ptr->pval) return 0;
1324 /* Figurines and Corpses*/
1329 if (o_ptr->pval != j_ptr->pval) return 0;
1335 /* Food and Potions and Scrolls */
1347 /* Require either knowledge or known empty for both staffs. */
1348 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1349 !object_is_known(o_ptr)) ||
1350 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1351 !object_is_known(j_ptr))) return 0;
1353 /* Require identical charges, since staffs are bulky. */
1354 if (o_ptr->pval != j_ptr->pval) return 0;
1363 /* Require either knowledge or known empty for both wands. */
1364 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1365 !object_is_known(o_ptr)) ||
1366 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1367 !object_is_known(j_ptr))) return 0;
1369 /* Wand charges combine in O&ZAngband. */
1375 /* Staffs and Wands and Rods */
1378 /* Prevent overflaw of timeout */
1379 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1385 /* Weapons and Armor */
1401 /* Rings, Amulets, Lites */
1407 /* Require full knowledge of both items */
1408 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1418 /* Require identical knowledge of both items */
1419 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1420 if (o_ptr->feeling != j_ptr->feeling) return 0;
1422 /* Require identical "bonuses" */
1423 if (o_ptr->to_h != j_ptr->to_h) return 0;
1424 if (o_ptr->to_d != j_ptr->to_d) return 0;
1425 if (o_ptr->to_a != j_ptr->to_a) return 0;
1427 /* Require identical "pval" code */
1428 if (o_ptr->pval != j_ptr->pval) return 0;
1430 /* Artifacts never stack */
1431 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1433 /* Require identical "ego-item" names */
1434 if (o_ptr->name2 != j_ptr->name2) return 0;
1436 /* Require identical added essence */
1437 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1438 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1440 /* Hack -- Never stack "powerful" items */
1441 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1443 /* Hack -- Never stack recharging items */
1444 if (o_ptr->timeout || j_ptr->timeout) return 0;
1446 /* Require identical "values" */
1447 if (o_ptr->ac != j_ptr->ac) return 0;
1448 if (o_ptr->dd != j_ptr->dd) return 0;
1449 if (o_ptr->ds != j_ptr->ds) return 0;
1458 /* Require knowledge */
1459 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1467 /* Hack -- Identical art_flags! */
1468 for (i = 0; i < TR_FLAG_SIZE; i++)
1469 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1471 /* Hack -- Require identical "cursed" status */
1472 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1474 /* Hack -- Require identical "broken" status */
1475 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1478 /* Hack -- require semi-matching "inscriptions" */
1479 if (o_ptr->inscription && j_ptr->inscription &&
1480 (o_ptr->inscription != j_ptr->inscription))
1483 /* Hack -- normally require matching "inscriptions" */
1484 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1486 /* Hack -- normally require matching "discounts" */
1487 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1490 /* They match, so they must be similar */
1496 * @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。
1497 * Determine if an item can absorb a second item.
1498 * @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
1499 * @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
1500 * @return 重ね合わせ可能ならばTRUEを返す。
1502 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1504 int total = o_ptr->number + j_ptr->number;
1507 /* Are these objects similar? */
1508 max_num = object_similar_part(o_ptr, j_ptr);
1510 /* Return if not similar */
1511 if (!max_num) return FALSE;
1513 /* Maximal "stacking" limit */
1514 if (total > max_num) return (0);
1517 /* They match, so they must be similar */
1523 * @brief 両オブジェクトをスロットに重ね合わせる。
1524 * Allow one item to "absorb" another, assuming they are similar
1525 * @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
1526 * @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
1529 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1531 int max_num = object_similar_part(o_ptr, j_ptr);
1532 int total = o_ptr->number + j_ptr->number;
1533 int diff = (total > max_num) ? total - max_num : 0;
1535 /* Combine quantity, lose excess items */
1536 o_ptr->number = (total > max_num) ? max_num : total;
1538 /* Hack -- blend "known" status */
1539 if (object_is_known(j_ptr)) object_known(o_ptr);
1541 /* Hack -- clear "storebought" if only one has it */
1542 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1543 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1545 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1546 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1549 /* Hack -- blend "mental" status */
1550 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1552 /* Hack -- blend "inscriptions" */
1553 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1555 /* Hack -- blend "feelings" */
1556 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1558 /* Hack -- could average discounts */
1559 /* Hack -- save largest discount */
1560 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1562 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1563 if (o_ptr->tval == TV_ROD)
1565 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1566 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1569 /* Hack -- if wands are stacking, combine the charges. -LM- */
1570 if (o_ptr->tval == TV_WAND)
1572 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1578 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1579 * Find the index of the object_kind with the given tval and sval
1580 * @param tval 検索したいベースアイテムのtval
1581 * @param sval 検索したいベースアイテムのsval
1584 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1588 KIND_OBJECT_IDX bk = 0;
1591 for (k = 1; k < max_k_idx; k++)
1593 object_kind *k_ptr = &k_info[k];
1595 /* Require correct tval */
1596 if (k_ptr->tval != tval) continue;
1599 if (k_ptr->sval == sval) return (k);
1601 /* Ignore illegal items */
1602 if (sval != SV_ANY) continue;
1604 /* Apply the randomizer */
1605 if (!one_in_(++num)) continue;
1607 /* Use this value */
1611 /* Return this choice */
1618 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1627 * @brief オブジェクトを初期化する
1628 * Wipe an object clean.
1629 * @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
1632 void object_wipe(object_type *o_ptr)
1634 /* Wipe the structure */
1635 (void)WIPE(o_ptr, object_type);
1640 * @brief オブジェクトを複製する
1641 * Wipe an object clean.
1642 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1643 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1646 void object_copy(object_type *o_ptr, object_type *j_ptr)
1648 /* Copy the structure */
1649 (void)COPY(o_ptr, j_ptr, object_type);
1654 * @brief オブジェクト構造体にベースアイテムを作成する
1655 * Prepare an object based on an object kind.
1656 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1657 * @param k_idx 新たに作成したいベースアイテム情報のID
1660 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1662 object_kind *k_ptr = &k_info[k_idx];
1664 /* Clear the record */
1667 /* Save the kind index */
1668 o_ptr->k_idx = k_idx;
1670 /* Efficiency -- tval/sval */
1671 o_ptr->tval = k_ptr->tval;
1672 o_ptr->sval = k_ptr->sval;
1674 /* Default "pval" */
1675 o_ptr->pval = k_ptr->pval;
1677 /* Default number */
1680 /* Default weight */
1681 o_ptr->weight = k_ptr->weight;
1684 o_ptr->to_h = k_ptr->to_h;
1685 o_ptr->to_d = k_ptr->to_d;
1686 o_ptr->to_a = k_ptr->to_a;
1689 o_ptr->ac = k_ptr->ac;
1690 o_ptr->dd = k_ptr->dd;
1691 o_ptr->ds = k_ptr->ds;
1693 /* Default activation */
1694 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1696 /* Hack -- worthless items are always "broken" */
1697 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1699 /* Hack -- cursed items are always "cursed" */
1700 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1701 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1702 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1703 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1704 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1705 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1710 * @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
1711 * @param owner_ptr プレーヤーへの参照ポインタ
1712 * @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
1715 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1717 GAME_TEXT o_name[MAX_NLEN];
1719 object_aware(owner_ptr, o_ptr);
1720 object_known(o_ptr);
1722 /* Mark the item as fully known */
1723 o_ptr->ident |= (IDENT_MENTAL);
1724 object_desc(o_name, o_ptr, 0);
1725 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1730 * @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
1731 * Choose random ego type
1732 * @param slot 取得したいエゴの装備部位
1733 * @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。
1734 * @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。
1736 static byte get_random_ego(byte slot, bool good)
1739 ego_item_type *e_ptr;
1743 for (i = 1; i < max_e_idx; i++)
1747 if (e_ptr->slot == slot
1748 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1751 total += (255 / e_ptr->rarity);
1755 value = randint1(total);
1757 for (i = 1; i < max_e_idx; i++)
1761 if (e_ptr->slot == slot
1762 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1765 value -= (255 / e_ptr->rarity);
1766 if (value <= 0L) break;
1774 * @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
1775 * Apply magic to an item known to be a "weapon"
1776 * @param owner_ptr プレーヤーへの参照ポインタ
1777 * @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
1778 * @param level 生成基準階
1779 * @param power 生成ランク
1782 * Hack -- note special base damage dice boosting\n
1783 * Hack -- note special processing for weapon/digger\n
1785 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1787 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1788 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1790 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1791 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1793 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1795 tohit2 = (tohit2 + 1) / 2;
1796 todam2 = (todam2 + 1) / 2;
1803 o_ptr->to_h += tohit1;
1804 o_ptr->to_d += todam1;
1810 o_ptr->to_h += tohit2;
1811 o_ptr->to_d += todam2;
1819 o_ptr->to_h -= tohit1;
1820 o_ptr->to_d -= todam1;
1825 /* Penalize again */
1826 o_ptr->to_h -= tohit2;
1827 o_ptr->to_d -= todam2;
1830 /* Cursed (if "bad") */
1831 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
1834 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1836 switch (o_ptr->tval)
1843 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
1844 become_random_artifact(owner_ptr, o_ptr, FALSE);
1846 /* Special Ego-item */
1847 o_ptr->name2 = EGO_DIGGING;
1851 else if (power < -1)
1853 /* Hack -- Horrible digging bonus */
1854 o_ptr->pval = 0 - (5 + randint1(5));
1860 /* Hack -- Reverse digging bonus */
1861 o_ptr->pval = 0 - (o_ptr->pval);
1874 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
1876 become_random_artifact(owner_ptr, o_ptr, FALSE);
1881 /* Roll for an ego-item */
1882 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1883 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1885 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1887 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1892 switch (o_ptr->name2)
1895 if (one_in_(4) && (level > 40))
1896 add_flag(o_ptr->art_flags, TR_BLOWS);
1900 add_flag(o_ptr->art_flags, TR_RES_POIS);
1902 add_flag(o_ptr->art_flags, TR_WARNING);
1904 case EGO_KILL_DRAGON:
1906 add_flag(o_ptr->art_flags, TR_RES_POIS);
1910 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1912 case EGO_SLAYING_WEAPON:
1913 if (one_in_(3)) /* double damage */
1920 } while (one_in_(o_ptr->dd));
1925 } while (one_in_(o_ptr->ds));
1930 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1932 if (o_ptr->tval == TV_SWORD && one_in_(3))
1934 add_flag(o_ptr->art_flags, TR_VORPAL);
1939 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1945 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1947 add_flag(o_ptr->art_flags, TR_DEX);
1949 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1952 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1954 case EGO_EARTHQUAKES:
1955 if (one_in_(3) && (level > 60))
1956 add_flag(o_ptr->art_flags, TR_BLOWS);
1958 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1962 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1966 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1968 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1970 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1971 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1974 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1975 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1976 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1977 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1981 if (!o_ptr->art_name)
1983 /* Hack -- Super-charge the damage dice */
1984 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
1986 /* Hack -- Lower the damage dice */
1987 if (o_ptr->dd > 9) o_ptr->dd = 9;
1992 else if (power < -1)
1994 /* Roll for ego-item */
1995 if (randint0(MAX_DEPTH) < level)
1999 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2000 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2006 switch (o_ptr->name2)
2009 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2010 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2013 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2014 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2015 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2016 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2017 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2018 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2033 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2035 become_random_artifact(owner_ptr, o_ptr, FALSE);
2038 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2052 if (power > 2) /* power > 2 is debug only */
2054 become_random_artifact(owner_ptr, o_ptr, FALSE);
2058 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2060 switch (o_ptr->name2)
2062 case EGO_SLAYING_BOLT:
2067 /* Hack -- super-charge the damage dice */
2068 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2070 /* Hack -- restrict the damage dice */
2071 if (o_ptr->dd > 9) o_ptr->dd = 9;
2075 else if (power < -1)
2077 /* Roll for ego-item */
2078 if (randint0(MAX_DEPTH) < level)
2080 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2091 * @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
2092 * Apply magic to an item known to be "armor"
2093 * @param owner_ptr プレーヤーへの参照ポインタ
2094 * @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
2095 * @param level 生成基準階
2096 * @param power 生成ランク
2099 * Hack -- note special processing for crown/helm\n
2100 * Hack -- note special processing for robe of permanence\n
2102 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2104 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2105 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2111 o_ptr->to_a += toac1;
2117 o_ptr->to_a += toac2;
2125 o_ptr->to_a -= toac1;
2130 /* Penalize again */
2131 o_ptr->to_a -= toac2;
2134 /* Cursed (if "bad") */
2135 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2138 switch (o_ptr->tval)
2142 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2143 become_random_artifact(owner_ptr, o_ptr, FALSE);
2153 /* Hack -- Try for "Robes of the Magi" */
2154 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2155 (o_ptr->sval == SV_ROBE) &&
2156 (randint0(100) < 15))
2160 o_ptr->name2 = EGO_YOIYAMI;
2161 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2162 o_ptr->sval = SV_YOIYAMI_ROBE;
2168 o_ptr->name2 = EGO_PERMANENCE;
2173 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2175 become_random_artifact(owner_ptr, o_ptr, FALSE);
2181 bool okay_flag = TRUE;
2183 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2185 switch (o_ptr->name2)
2188 if (o_ptr->tval != TV_HARD_ARMOR)
2194 if (o_ptr->tval != TV_SOFT_ARMOR)
2203 if (okay_flag) break;
2205 switch (o_ptr->name2)
2207 case EGO_RESISTANCE:
2209 add_flag(o_ptr->art_flags, TR_RES_POIS);
2212 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2213 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2217 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2219 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2221 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2222 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2224 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2225 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2226 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2227 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2228 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2229 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2230 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2231 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2234 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2235 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2236 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2237 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2238 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2239 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2252 if (o_ptr->sval == SV_DRAGON_SHIELD)
2254 dragon_resist(o_ptr);
2255 if (!one_in_(3)) break;
2261 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2263 become_random_artifact(owner_ptr, o_ptr, FALSE);
2269 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2270 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2271 && o_ptr->name2 == EGO_S_DWARVEN)
2278 switch (o_ptr->name2)
2281 if (!one_in_(3)) one_high_resistance(o_ptr);
2282 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2284 case EGO_REFLECTION:
2285 if (o_ptr->sval == SV_MIRROR_SHIELD)
2290 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2291 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2300 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2302 dragon_resist(o_ptr);
2303 if (!one_in_(3)) break;
2307 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2309 become_random_artifact(owner_ptr, o_ptr, FALSE);
2312 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2316 else if (power < -1)
2318 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2326 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2328 dragon_resist(o_ptr);
2329 if (!one_in_(3)) break;
2334 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2336 become_random_artifact(owner_ptr, o_ptr, FALSE);
2339 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2341 switch (o_ptr->name2)
2343 case EGO_SLOW_DESCENT:
2346 one_high_resistance(o_ptr);
2352 else if (power < -1)
2354 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2365 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2367 become_random_artifact(owner_ptr, o_ptr, FALSE);
2372 bool ok_flag = TRUE;
2373 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2375 switch (o_ptr->name2)
2378 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2379 else add_esp_weak(o_ptr, FALSE);
2383 case EGO_REGENERATION:
2384 case EGO_LORDLINESS:
2390 if (one_in_(2)) add_esp_strong(o_ptr);
2391 else add_esp_weak(o_ptr, FALSE);
2394 default:/* not existing crown (wisdom,lite, etc...) */
2398 break; /* while (1) */
2404 else if (power < -1)
2408 bool ok_flag = TRUE;
2409 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2411 switch (o_ptr->name2)
2413 case EGO_ANCIENT_CURSE:
2414 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2415 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2416 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2417 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2418 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2419 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2423 break; /* while (1) */
2432 if (o_ptr->sval == SV_DRAGON_HELM)
2434 dragon_resist(o_ptr);
2435 if (!one_in_(3)) break;
2441 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2443 become_random_artifact(owner_ptr, o_ptr, FALSE);
2448 bool ok_flag = TRUE;
2449 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2451 switch (o_ptr->name2)
2453 case EGO_BRILLIANCE:
2455 case EGO_INFRAVISION:
2456 case EGO_H_PROTECTION:
2461 if (one_in_(2)) add_esp_strong(o_ptr);
2462 else add_esp_weak(o_ptr, FALSE);
2466 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2467 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2470 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2472 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2474 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2475 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2477 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2478 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2479 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2480 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2481 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2482 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2483 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2484 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2486 default:/* not existing helm (Magi, Might, etc...)*/
2490 break; /* while (1) */
2495 else if (power < -1)
2499 bool ok_flag = TRUE;
2500 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2502 switch (o_ptr->name2)
2504 case EGO_ANCIENT_CURSE:
2508 break; /* while (1) */
2519 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2521 become_random_artifact(owner_ptr, o_ptr, FALSE);
2524 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2526 switch (o_ptr->name2)
2535 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2536 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2537 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2538 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2545 else if (power < -1)
2547 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2557 * @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
2558 * Apply magic to an item known to be a "ring" or "amulet"
2559 * @param owner_ptr プレーヤーへの参照ポインタ
2560 * @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
2561 * @param level 生成基準階
2562 * @param power 生成ランク
2565 * Hack -- note special "pval boost" code for ring of speed\n
2566 * Hack -- note that some items must be cursed (or blessed)\n
2568 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2570 /* Apply magic (good or bad) according to type */
2571 switch (o_ptr->tval)
2576 switch (o_ptr->sval)
2578 case SV_RING_ATTACKS:
2581 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2582 if (one_in_(15)) o_ptr->pval++;
2583 if (o_ptr->pval < 1) o_ptr->pval = 1;
2589 o_ptr->ident |= (IDENT_BROKEN);
2592 o_ptr->curse_flags |= TRC_CURSED;
2595 o_ptr->pval = 0 - (o_ptr->pval);
2606 /* Strength, Constitution, Dexterity, Intelligence */
2612 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2618 o_ptr->ident |= (IDENT_BROKEN);
2621 o_ptr->curse_flags |= TRC_CURSED;
2624 o_ptr->pval = 0 - (o_ptr->pval);
2630 /* Ring of Speed! */
2633 /* Base speed (1 to 10) */
2634 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2636 /* Super-charge the ring */
2637 while (randint0(100) < 50) o_ptr->pval++;
2643 o_ptr->ident |= (IDENT_BROKEN);
2646 o_ptr->curse_flags |= TRC_CURSED;
2649 o_ptr->pval = 0 - (o_ptr->pval);
2657 case SV_RING_LORDLY:
2661 one_lordly_high_resistance(o_ptr);
2662 } while (one_in_(4));
2664 /* Bonus to armor class */
2665 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2669 case SV_RING_WARNING:
2671 if (one_in_(3)) one_low_esp(o_ptr);
2676 case SV_RING_SEARCHING:
2678 /* Bonus to searching */
2679 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2685 o_ptr->ident |= (IDENT_BROKEN);
2688 o_ptr->curse_flags |= TRC_CURSED;
2691 o_ptr->pval = 0 - (o_ptr->pval);
2697 /* Flames, Acid, Ice */
2698 case SV_RING_FLAMES:
2703 /* Bonus to armor class */
2704 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2708 /* Weakness, Stupidity */
2709 case SV_RING_WEAKNESS:
2710 case SV_RING_STUPIDITY:
2713 o_ptr->ident |= (IDENT_BROKEN);
2716 o_ptr->curse_flags |= TRC_CURSED;
2719 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2720 if (power > 0) power = 0 - power;
2725 /* WOE, Stupidity */
2729 o_ptr->ident |= (IDENT_BROKEN);
2732 o_ptr->curse_flags |= TRC_CURSED;
2735 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2736 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2737 if (power > 0) power = 0 - power;
2742 /* Ring of damage */
2743 case SV_RING_DAMAGE:
2745 /* Bonus to damage */
2746 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2752 o_ptr->ident |= (IDENT_BROKEN);
2755 o_ptr->curse_flags |= TRC_CURSED;
2758 o_ptr->to_d = 0 - o_ptr->to_d;
2764 /* Ring of Accuracy */
2765 case SV_RING_ACCURACY:
2768 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2774 o_ptr->ident |= (IDENT_BROKEN);
2777 o_ptr->curse_flags |= TRC_CURSED;
2780 o_ptr->to_h = 0 - o_ptr->to_h;
2786 /* Ring of Protection */
2787 case SV_RING_PROTECTION:
2789 /* Bonus to armor class */
2790 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2796 o_ptr->ident |= (IDENT_BROKEN);
2799 o_ptr->curse_flags |= TRC_CURSED;
2802 o_ptr->to_a = 0 - o_ptr->to_a;
2808 /* Ring of Slaying */
2809 case SV_RING_SLAYING:
2811 /* Bonus to damage and to hit */
2812 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2813 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2819 o_ptr->ident |= (IDENT_BROKEN);
2822 o_ptr->curse_flags |= TRC_CURSED;
2824 /* Reverse bonuses */
2825 o_ptr->to_h = 0 - o_ptr->to_h;
2826 o_ptr->to_d = 0 - o_ptr->to_d;
2832 case SV_RING_MUSCLE:
2834 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2835 if (one_in_(4)) o_ptr->pval++;
2841 o_ptr->ident |= (IDENT_BROKEN);
2844 o_ptr->curse_flags |= TRC_CURSED;
2846 /* Reverse bonuses */
2847 o_ptr->pval = 0 - o_ptr->pval;
2852 case SV_RING_AGGRAVATION:
2855 o_ptr->ident |= (IDENT_BROKEN);
2858 o_ptr->curse_flags |= TRC_CURSED;
2860 if (power > 0) power = 0 - power;
2864 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
2865 || (power > 2)) /* power > 2 is debug only */
2867 o_ptr->pval = MIN(o_ptr->pval, 4);
2868 /* Randart amulet */
2869 become_random_artifact(owner_ptr, o_ptr, FALSE);
2871 else if ((power == 2) && one_in_(2))
2873 while (!o_ptr->name2)
2875 int tmp = m_bonus(10, level);
2876 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2877 switch (randint1(28))
2880 o_ptr->name2 = EGO_RING_THROW;
2883 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2884 o_ptr->name2 = EGO_RING_REGEN;
2887 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2888 o_ptr->name2 = EGO_RING_LITE;
2891 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2892 o_ptr->name2 = EGO_RING_TELEPORT;
2895 if (o_ptr->to_h) break;
2896 o_ptr->name2 = EGO_RING_TO_H;
2899 if (o_ptr->to_d) break;
2900 o_ptr->name2 = EGO_RING_TO_D;
2903 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2904 o_ptr->name2 = EGO_RING_SLAY;
2907 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2908 o_ptr->name2 = EGO_RING_WIZARD;
2911 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2912 o_ptr->name2 = EGO_RING_HERO;
2915 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2916 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2917 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2918 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2921 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2922 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;
2923 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2924 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2925 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2928 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2929 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;
2930 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2931 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2932 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2935 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2936 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;
2937 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2938 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2941 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2942 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;
2943 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2944 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2946 case 21: case 22: case 23: case 24: case 25: case 26:
2947 switch (o_ptr->sval)
2950 if (!one_in_(3)) break;
2951 o_ptr->name2 = EGO_RING_D_SPEED;
2953 case SV_RING_DAMAGE:
2954 case SV_RING_ACCURACY:
2955 case SV_RING_SLAYING:
2956 if (one_in_(2)) break;
2957 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2960 o_ptr->name2 = EGO_RING_BERSERKER;
2961 o_ptr->to_h -= 2 + randint1(4);
2962 o_ptr->to_d += 2 + randint1(4);
2965 case SV_RING_PROTECTION:
2966 o_ptr->name2 = EGO_RING_SUPER_AC;
2967 o_ptr->to_a += 7 + m_bonus(5, level);
2969 case SV_RING_RES_FEAR:
2970 o_ptr->name2 = EGO_RING_HERO;
2973 if (one_in_(2)) break;
2974 o_ptr->name2 = EGO_RING_HUNTER;
2976 case SV_RING_SEARCHING:
2977 o_ptr->name2 = EGO_RING_STEALTH;
2979 case SV_RING_TELEPORTATION:
2980 o_ptr->name2 = EGO_RING_TELE_AWAY;
2982 case SV_RING_RES_BLINDNESS:
2984 o_ptr->name2 = EGO_RING_RES_LITE;
2986 o_ptr->name2 = EGO_RING_RES_DARK;
2988 case SV_RING_LORDLY:
2989 if (!one_in_(20)) break;
2990 one_lordly_high_resistance(o_ptr);
2991 one_lordly_high_resistance(o_ptr);
2992 o_ptr->name2 = EGO_RING_TRUE;
2994 case SV_RING_SUSTAIN:
2995 if (!one_in_(4)) break;
2996 o_ptr->name2 = EGO_RING_RES_TIME;
2998 case SV_RING_FLAMES:
2999 if (!one_in_(2)) break;
3000 o_ptr->name2 = EGO_RING_DRAGON_F;
3003 if (!one_in_(2)) break;
3004 o_ptr->name2 = EGO_RING_DRAGON_C;
3006 case SV_RING_WARNING:
3007 if (!one_in_(2)) break;
3008 o_ptr->name2 = EGO_RING_M_DETECT;
3016 o_ptr->curse_flags = 0L;
3018 else if ((power == -2) && one_in_(2))
3020 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3021 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3022 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3023 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3024 o_ptr->art_flags[0] = 0;
3025 o_ptr->art_flags[1] = 0;
3026 while (!o_ptr->name2)
3028 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3029 switch (randint1(5))
3032 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3033 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3036 o_ptr->name2 = EGO_RING_NO_MELEE;
3039 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3040 o_ptr->name2 = EGO_RING_AGGRAVATE;
3043 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3044 o_ptr->name2 = EGO_RING_TY_CURSE;
3047 o_ptr->name2 = EGO_RING_ALBINO;
3052 o_ptr->ident |= (IDENT_BROKEN);
3055 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3063 switch (o_ptr->sval)
3065 /* Amulet of wisdom/charisma */
3066 case SV_AMULET_INTELLIGENCE:
3067 case SV_AMULET_WISDOM:
3068 case SV_AMULET_CHARISMA:
3070 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3076 o_ptr->ident |= (IDENT_BROKEN);
3079 o_ptr->curse_flags |= (TRC_CURSED);
3081 /* Reverse bonuses */
3082 o_ptr->pval = 0 - o_ptr->pval;
3088 /* Amulet of brilliance */
3089 case SV_AMULET_BRILLIANCE:
3091 o_ptr->pval = 1 + m_bonus(3, level);
3092 if (one_in_(4)) o_ptr->pval++;
3098 o_ptr->ident |= (IDENT_BROKEN);
3101 o_ptr->curse_flags |= (TRC_CURSED);
3103 /* Reverse bonuses */
3104 o_ptr->pval = 0 - o_ptr->pval;
3110 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3114 o_ptr->curse_flags |= (TRC_CURSED);
3119 case SV_AMULET_RESISTANCE:
3121 if (one_in_(5)) one_high_resistance(o_ptr);
3122 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3126 /* Amulet of searching */
3127 case SV_AMULET_SEARCHING:
3129 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3135 o_ptr->ident |= (IDENT_BROKEN);
3138 o_ptr->curse_flags |= (TRC_CURSED);
3140 /* Reverse bonuses */
3141 o_ptr->pval = 0 - (o_ptr->pval);
3147 /* Amulet of the Magi -- never cursed */
3148 case SV_AMULET_THE_MAGI:
3150 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3151 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3153 /* gain one low ESP */
3154 add_esp_weak(o_ptr, FALSE);
3159 /* Amulet of Doom -- always cursed */
3160 case SV_AMULET_DOOM:
3163 o_ptr->ident |= (IDENT_BROKEN);
3166 o_ptr->curse_flags |= (TRC_CURSED);
3169 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3170 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3171 if (power > 0) power = 0 - power;
3176 case SV_AMULET_MAGIC_MASTERY:
3178 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3184 o_ptr->ident |= (IDENT_BROKEN);
3187 o_ptr->curse_flags |= (TRC_CURSED);
3189 /* Reverse bonuses */
3190 o_ptr->pval = 0 - o_ptr->pval;
3197 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3198 || (power > 2)) /* power > 2 is debug only */
3200 o_ptr->pval = MIN(o_ptr->pval, 4);
3201 /* Randart amulet */
3202 become_random_artifact(owner_ptr, o_ptr, FALSE);
3204 else if ((power == 2) && one_in_(2))
3206 while (!o_ptr->name2)
3208 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3209 switch (randint1(21))
3212 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3213 o_ptr->name2 = EGO_AMU_SLOW_D;
3216 if (o_ptr->pval) break;
3217 o_ptr->name2 = EGO_AMU_INFRA;
3220 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3221 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3224 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3225 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3228 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3229 o_ptr->name2 = EGO_AMU_LEVITATION;
3231 case 10: case 11: case 21:
3232 o_ptr->name2 = EGO_AMU_AC;
3235 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3236 if (m_bonus(10, level) > 8)
3237 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3239 o_ptr->name2 = EGO_AMU_RES_FIRE;
3242 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3243 if (m_bonus(10, level) > 8)
3244 o_ptr->name2 = EGO_AMU_RES_COLD_;
3246 o_ptr->name2 = EGO_AMU_RES_COLD;
3249 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3250 if (m_bonus(10, level) > 8)
3251 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3253 o_ptr->name2 = EGO_AMU_RES_ELEC;
3256 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3257 if (m_bonus(10, level) > 8)
3258 o_ptr->name2 = EGO_AMU_RES_ACID_;
3260 o_ptr->name2 = EGO_AMU_RES_ACID;
3262 case 16: case 17: case 18: case 19: case 20:
3263 switch (o_ptr->sval)
3265 case SV_AMULET_TELEPORT:
3266 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3267 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3268 else o_ptr->name2 = EGO_AMU_TELEPORT;
3270 case SV_AMULET_RESIST_ACID:
3271 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3273 case SV_AMULET_SEARCHING:
3274 o_ptr->name2 = EGO_AMU_STEALTH;
3276 case SV_AMULET_BRILLIANCE:
3277 if (!one_in_(3)) break;
3278 o_ptr->name2 = EGO_AMU_IDENT;
3280 case SV_AMULET_CHARISMA:
3281 if (!one_in_(3)) break;
3282 o_ptr->name2 = EGO_AMU_CHARM;
3284 case SV_AMULET_THE_MAGI:
3285 if (one_in_(2)) break;
3286 o_ptr->name2 = EGO_AMU_GREAT;
3288 case SV_AMULET_RESISTANCE:
3289 if (!one_in_(5)) break;
3290 o_ptr->name2 = EGO_AMU_DEFENDER;
3292 case SV_AMULET_TELEPATHY:
3293 if (!one_in_(3)) break;
3294 o_ptr->name2 = EGO_AMU_DETECTION;
3299 o_ptr->curse_flags = 0L;
3301 else if ((power == -2) && one_in_(2))
3303 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3304 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3305 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3306 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3307 o_ptr->art_flags[0] = 0;
3308 o_ptr->art_flags[1] = 0;
3309 while (!o_ptr->name2)
3311 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3312 switch (randint1(5))
3315 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3316 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3319 o_ptr->name2 = EGO_AMU_FOOL;
3322 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3323 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3326 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3327 o_ptr->name2 = EGO_AMU_TY_CURSE;
3330 o_ptr->name2 = EGO_AMU_NAIVETY;
3335 o_ptr->ident |= (IDENT_BROKEN);
3338 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3347 * @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
3348 * Apply magic to an item known to be "boring"
3349 * @param owner_ptr プレーヤーへの参照ポインタ
3350 * @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
3351 * @param level 生成基準階
3352 * @param power 生成ランク
3355 * Hack -- note the special code for various items
3357 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
3359 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3364 /* Apply magic (good or bad) according to type */
3365 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3366 switch (o_ptr->tval)
3375 o_ptr->ident |= (IDENT_BROKEN);
3378 o_ptr->curse_flags |= (TRC_CURSED);
3385 o_ptr->xtra4 = o_ptr->pval;
3391 /* Hack -- Torches -- random fuel */
3392 if (o_ptr->sval == SV_LITE_TORCH)
3394 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3398 /* Hack -- Lanterns -- random fuel */
3399 if (o_ptr->sval == SV_LITE_LANTERN)
3401 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3405 if (power > 2) /* power > 2 is debug only */
3407 become_random_artifact(owner_ptr, o_ptr, FALSE);
3409 else if ((power == 2) || ((power == 1) && one_in_(3)))
3411 while (!o_ptr->name2)
3415 bool okay_flag = TRUE;
3417 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3419 switch (o_ptr->name2)
3422 if (o_ptr->sval == SV_LITE_FEANOR)
3430 else if (power == -2)
3432 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3434 switch (o_ptr->name2)
3436 case EGO_LITE_DARKNESS:
3439 if (o_ptr->sval == SV_LITE_TORCH)
3441 add_flag(o_ptr->art_flags, TR_LITE_M1);
3443 else if (o_ptr->sval == SV_LITE_LANTERN)
3445 add_flag(o_ptr->art_flags, TR_LITE_M2);
3447 else if (o_ptr->sval == SV_LITE_FEANOR)
3449 add_flag(o_ptr->art_flags, TR_LITE_M3);
3461 /* The wand or staff gets a number of initial charges equal
3462 * to between 1/2 (+1) and the full object kind's pval. -LM-
3464 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3470 /* Transfer the pval. -LM- */
3471 o_ptr->pval = k_ptr->pval;
3478 object_aware(owner_ptr, o_ptr);
3479 object_known(o_ptr);
3485 PARAMETER_VALUE i = 1;
3488 monster_race *r_ptr;
3490 /* Pick a random non-unique monster race */
3493 i = randint1(max_r_idx - 1);
3495 if (!item_monster_okay(i)) continue;
3496 if (i == MON_TSUCHINOKO) continue;
3500 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3502 /* Ignore dead monsters */
3503 if (!r_ptr->rarity) continue;
3505 /* Ignore uncommon monsters */
3506 if (r_ptr->rarity > 100) continue;
3508 /* Prefer less out-of-depth monsters */
3509 if (randint0(check)) continue;
3516 /* Some figurines are cursed */
3517 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3524 PARAMETER_VALUE i = 1;
3529 monster_race *r_ptr;
3531 if (o_ptr->sval == SV_SKELETON)
3533 match = RF9_DROP_SKELETON;
3535 else if (o_ptr->sval == SV_CORPSE)
3537 match = RF9_DROP_CORPSE;
3540 /* Hack -- Remove the monster restriction */
3541 get_mon_num_prep(item_monster_okay, NULL);
3543 /* Pick a random non-unique monster race */
3546 i = get_mon_num(floor_ptr->dun_level);
3550 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3552 /* Ignore dead monsters */
3553 if (!r_ptr->rarity) continue;
3555 /* Ignore corpseless monsters */
3556 if (!(r_ptr->flags9 & match)) continue;
3558 /* Prefer less out-of-depth monsters */
3559 if (randint0(check)) continue;
3566 object_aware(owner_ptr, o_ptr);
3567 object_known(o_ptr);
3573 PARAMETER_VALUE i = 1;
3575 monster_race *r_ptr;
3577 /* Pick a random monster race */
3580 i = randint1(max_r_idx - 1);
3584 /* Ignore dead monsters */
3585 if (!r_ptr->rarity) continue;
3594 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3597 object_aware(owner_ptr, o_ptr);
3598 object_known(o_ptr);
3605 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3607 /* Hack -- skip ruined chests */
3608 if (obj_level <= 0) break;
3610 /* Hack -- pick a "difficulty" */
3611 o_ptr->pval = randint1(obj_level);
3612 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3614 o_ptr->xtra3 = floor_ptr->dun_level + 5;
3616 /* Never exceed "difficulty" of 55 to 59 */
3617 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3626 * @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
3627 * Complete the "creation" of an object by applying "magic" to the item
3628 * @param owner_ptr プレーヤーへの参照ポインタ
3629 * @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
3631 * @param mode 生成オプション
3634 * This includes not only rolling for random bonuses, but also putting the\n
3635 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3636 * staffs, giving fuel to lites, and placing traps on chests.\n
3638 * In particular, note that "Instant Artifacts", if "created" by an external\n
3639 * routine, must pass through this function to complete the actual creation.\n
3641 * The base "chance" of the item being "good" increases with the "level"\n
3642 * parameter, which is usually derived from the dungeon level, being equal\n
3643 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3644 * the object is guaranteed to be "good". If an object is "good", then\n
3645 * the chance that the object will be "great" (ego-item or artifact), also\n
3646 * increases with the "level", being equal to half the level, plus 5, up to\n
3647 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3648 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3650 * If the object is not "good", there is a chance it will be "cursed", and\n
3651 * if it is "cursed", there is a chance it will be "broken". These chances\n
3652 * are related to the "good" / "great" chances above.\n
3654 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3655 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3657 * If "okay" is true, and the object is going to be "great", then there is\n
3658 * a chance that an artifact will be created. This is true even if both the\n
3659 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3660 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3662 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3664 int i, rolls, f1, f2, power;
3666 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
3668 /* Maximum "level" for various things */
3669 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3671 /* Base chance of being "good" */
3674 /* Maximal chance of being "good" */
3675 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3677 /* Base chance of being "great" */
3680 /* Maximal chance of being "great" */
3681 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3682 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3684 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3689 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3698 /* Roll for "good" */
3699 if ((mode & AM_GOOD) || magik(f1))
3704 /* Roll for "great" */
3705 if ((mode & AM_GREAT) || magik(f2))
3709 /* Roll for "special" */
3710 if (mode & AM_SPECIAL) power = 3;
3714 /* Roll for "cursed" */
3717 /* Assume "cursed" */
3720 /* Roll for "broken" */
3721 if (magik(f2)) power = -2;
3725 if (mode & AM_CURSED)
3727 /* Assume 'cursed' */
3732 /* Everything else gets more badly cursed */
3739 /* Assume no rolls */
3742 /* Get one roll if excellent */
3743 if (power >= 2) rolls = 1;
3745 /* Hack -- Get four rolls if forced great or special */
3746 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3748 /* Hack -- Get no rolls if not allowed */
3749 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3751 /* Roll for artifacts if allowed */
3752 for (i = 0; i < rolls; i++)
3754 /* Roll for an artifact */
3755 if (make_artifact(o_ptr)) break;
3756 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3758 if (make_artifact(o_ptr)) break;
3762 /* Hack -- analyze artifacts */
3763 if (object_is_fixed_artifact(o_ptr))
3765 artifact_type *a_ptr = &a_info[o_ptr->name1];
3767 /* Hack -- Mark the artifact as "created" */
3770 /* Hack -- Memorize location of artifact in saved floors */
3771 if (current_world_ptr->character_dungeon)
3772 a_ptr->floor_id = owner_ptr->floor_id;
3774 /* Extract the other fields */
3775 o_ptr->pval = a_ptr->pval;
3776 o_ptr->ac = a_ptr->ac;
3777 o_ptr->dd = a_ptr->dd;
3778 o_ptr->ds = a_ptr->ds;
3779 o_ptr->to_a = a_ptr->to_a;
3780 o_ptr->to_h = a_ptr->to_h;
3781 o_ptr->to_d = a_ptr->to_d;
3782 o_ptr->weight = a_ptr->weight;
3783 o_ptr->xtra2 = a_ptr->act_idx;
3785 if (o_ptr->name1 == ART_MILIM)
3787 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3793 /* Hack -- extract the "broken" flag */
3794 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3796 /* Hack -- extract the "cursed" flag */
3797 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3798 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3799 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3800 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3801 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3802 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3807 switch (o_ptr->tval)
3816 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3822 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3828 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3842 /* Elven Cloak and Black Clothes ... */
3843 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3844 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3845 o_ptr->pval = randint1(4);
3849 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3850 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3851 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3852 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3853 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3855 if (power) a_m_aux_2(o_ptr, lev, power);
3863 if (!power && (randint0(100) < 50)) power = -1;
3864 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3870 a_m_aux_4(owner_ptr, o_ptr, lev, power);
3875 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3876 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3877 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3880 add_flag(o_ptr->art_flags, TR_STR);
3881 add_flag(o_ptr->art_flags, TR_INT);
3882 add_flag(o_ptr->art_flags, TR_WIS);
3883 add_flag(o_ptr->art_flags, TR_DEX);
3884 add_flag(o_ptr->art_flags, TR_CON);
3885 add_flag(o_ptr->art_flags, TR_CHR);
3888 /* Hack -- analyze ego-items */
3889 if (object_is_ego(o_ptr))
3891 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3893 /* Hack -- acquire "broken" flag */
3894 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3896 /* Hack -- acquire "cursed" flag */
3897 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3898 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3899 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3900 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3901 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3902 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3904 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3905 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3906 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3907 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3908 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3909 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3910 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3911 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3916 } while (one_in_(o_ptr->dd));
3918 if (o_ptr->dd > 9) o_ptr->dd = 9;
3921 /* Hack -- apply activatin index if needed */
3922 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3924 /* Hack -- apply extra penalties if needed */
3925 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3927 /* Hack -- obtain bonuses */
3928 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3929 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3930 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3932 /* Hack -- obtain pval */
3933 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3936 /* Hack -- apply extra bonuses if needed */
3939 /* Hack -- obtain bonuses */
3940 if (e_ptr->max_to_h)
3942 if (e_ptr->max_to_h > 127)
3943 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3944 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3946 if (e_ptr->max_to_d)
3948 if (e_ptr->max_to_d > 127)
3949 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3950 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3952 if (e_ptr->max_to_a)
3954 if (e_ptr->max_to_a > 127)
3955 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3956 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3959 /* Accuracy ego must have high to_h */
3960 if (o_ptr->name2 == EGO_ACCURACY)
3962 while (o_ptr->to_h < o_ptr->to_d + 10)
3967 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3970 /* Accuracy ego must have high to_h */
3971 if (o_ptr->name2 == EGO_VELOCITY)
3973 while (o_ptr->to_d < o_ptr->to_h + 10)
3978 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3981 /* Protection ego must have high to_a */
3982 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3984 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3987 /* Hack -- obtain pval */
3988 if (e_ptr->max_pval)
3990 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3993 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3995 else if (o_ptr->name2 == EGO_DEMON)
3997 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3999 o_ptr->pval += randint1(2);
4003 o_ptr->pval += randint1(e_ptr->max_pval);
4006 else if (o_ptr->name2 == EGO_ATTACKS)
4008 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
4009 if (o_ptr->pval > 3) o_ptr->pval = 3;
4010 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4011 o_ptr->pval += randint1(2);
4013 else if (o_ptr->name2 == EGO_BAT)
4015 o_ptr->pval = randint1(e_ptr->max_pval);
4016 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4018 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4020 o_ptr->pval = randint1(e_ptr->max_pval);
4024 o_ptr->pval += randint1(e_ptr->max_pval);
4029 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4031 o_ptr->pval = randint1(o_ptr->pval);
4033 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4040 /* Examine real objects */
4043 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4045 /* Hack -- acquire "broken" flag */
4046 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4048 /* Hack -- acquire "cursed" flag */
4049 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4050 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4051 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4052 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4053 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4054 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4060 * @brief 生成階に応じたベースアイテムの生成を行う。
4061 * Attempt to make an object (normal or good/great)
4062 * @param owner_ptr プレーヤーへの参照ポインタ
4063 * @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
4064 * @param mode オプションフラグ
4065 * @return 生成に成功したらTRUEを返す。
4067 * This routine plays nasty games to generate the "special artifacts".\n
4068 * This routine uses "floor_ptr->object_level" for the "generation level".\n
4069 * We assume that the given object has been "wiped".\n
4071 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
4073 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4075 /* Chance of "special object" */
4076 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
4078 /* Base level for the object */
4079 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
4082 /* Generate a special object, or a normal object */
4083 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4085 KIND_OBJECT_IDX k_idx;
4088 if ((mode & AM_GOOD) && !get_obj_num_hook)
4090 /* Activate restriction (if already specified, use that) */
4091 get_obj_num_hook = kind_is_good;
4094 /* Restricted objects - prepare allocation table */
4095 if (get_obj_num_hook) get_obj_num_prep();
4097 /* Pick a random object */
4098 k_idx = get_obj_num(owner_ptr, base, mode);
4100 /* Restricted objects */
4101 if (get_obj_num_hook)
4103 /* Clear restriction */
4104 get_obj_num_hook = NULL;
4106 /* Reset allocation table to default */
4110 /* Handle failure */
4111 if (!k_idx) return (FALSE);
4113 /* Prepare the object */
4114 object_prep(j_ptr, k_idx);
4117 /* Apply magic (allow artifacts) */
4118 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
4120 /* Hack -- generate multiple spikes/missiles */
4121 switch (j_ptr->tval)
4129 j_ptr->number = (byte)damroll(6, 7);
4133 if (cheat_peek) object_mention(owner_ptr, j_ptr);
4140 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4141 * Make a treasure object
4142 * @param floor_ptr 現在フロアへの参照ポインタ
4143 * @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
4144 * @return 生成に成功したらTRUEを返す。
4146 * The location must be a legal, clean, floor grid.
4148 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
4153 /* Hack -- Pick a Treasure variety */
4154 i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
4156 /* Apply "extra" magic */
4157 if (one_in_(GREAT_OBJ))
4159 i += randint1(floor_ptr->object_level + 1);
4162 /* Hack -- Creeping Coins only generate "themselves" */
4163 if (coin_type) i = coin_type;
4165 /* Do not create "illegal" Treasure Types */
4166 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4168 /* Prepare a gold object */
4169 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4171 /* Hack -- Base coin cost */
4172 base = k_info[OBJ_GOLD_LIST + i].cost;
4174 /* Determine how much the treasure is "worth" */
4175 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4183 * @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。
4184 * Let an object fall to the ground at or near a location.
4185 * @param owner_ptr プレーヤーへの参照ポインタ
4186 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4187 * @param chance ドロップの消滅率(%)
4188 * @param y 配置したいフロアのY座標
4189 * @param x 配置したいフロアのX座標
4190 * @return 生成に成功したらオブジェクトのIDを返す。
4192 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
4194 * This function takes a parameter "chance". This is the percentage\n
4195 * chance that the item will "disappear" instead of drop. If the object\n
4196 * has been thrown, then this is the chance of disappearance on contact.\n
4198 * Hack -- this function uses "chance" to determine if it should produce\n
4199 * some form of "description" of the drop event (under the player).\n
4201 * We check several locations to see if we can find a location at which\n
4202 * the object can combine, stack, or be placed. Artifacts will try very\n
4203 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4205 OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4212 POSITION ty, tx = 0;
4214 OBJECT_IDX o_idx = 0;
4215 OBJECT_IDX this_o_idx, next_o_idx = 0;
4219 GAME_TEXT o_name[MAX_NLEN];
4225 /* Extract plural */
4226 bool plural = (j_ptr->number != 1);
4229 /* Describe object */
4230 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4233 /* Handle normal "breakage" */
4234 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4237 msg_format("%sは消えた。", o_name);
4239 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4241 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4257 floor_type *floor_ptr = owner_type->current_floor_ptr;
4258 /* Scan local grids */
4259 for (dy = -3; dy <= 3; dy++)
4261 /* Scan local grids */
4262 for (dx = -3; dx <= 3; dx++)
4266 /* Calculate actual distance */
4267 d = (dy * dy) + (dx * dx);
4269 /* Ignore distant grids */
4270 if (d > 10) continue;
4275 if (!in_bounds(floor_ptr, ty, tx)) continue;
4277 /* Require line of projection */
4278 if (!projectable(floor_ptr, y, x, ty, tx)) continue;
4281 g_ptr = &floor_ptr->grid_array[ty][tx];
4283 /* Require floor space */
4284 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
4289 /* Scan objects in that grid */
4290 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4293 o_ptr = &floor_ptr->o_list[this_o_idx];
4294 next_o_idx = o_ptr->next_o_idx;
4296 /* Check for possible combination */
4297 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4303 /* Add new object */
4305 if (k > 99) continue;
4307 /* Calculate score */
4308 s = 1000 - (d + k * 5);
4310 /* Skip bad values */
4311 if (s < bs) continue;
4313 /* New best value */
4316 /* Apply the randomizer to equivalent values */
4317 if ((++bn >= 2) && !one_in_(bn)) continue;
4330 /* Handle lack of space */
4331 if (!flag && !object_is_artifact(j_ptr))
4334 msg_format("%sは消えた。", o_name);
4336 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4339 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4347 for (i = 0; !flag && (i < 1000); i++)
4350 ty = rand_spread(by, 1);
4351 tx = rand_spread(bx, 1);
4353 if (!in_bounds(floor_ptr, ty, tx)) continue;
4355 /* Bounce to that location */
4359 /* Require floor space */
4360 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
4368 int candidates = 0, pick;
4370 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4372 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4374 /* A valid space found */
4375 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
4379 /* No valid place! */
4383 msg_format("%sは消えた。", o_name);
4385 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4388 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4390 /* Mega-Hack -- preserve artifacts */
4393 /* Hack -- Preserve unknown artifacts */
4394 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4396 /* Mega-Hack -- Preserve the artifact */
4397 a_info[j_ptr->name1].cur_num = 0;
4405 /* Choose a random one */
4406 pick = randint1(candidates);
4408 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4410 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4412 if (cave_drop_bold(floor_ptr, ty, tx))
4416 /* Is this a picked one? */
4429 g_ptr = &floor_ptr->grid_array[by][bx];
4431 /* Scan objects in that grid for combination */
4432 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4435 o_ptr = &floor_ptr->o_list[this_o_idx];
4436 next_o_idx = o_ptr->next_o_idx;
4438 /* Check for combination */
4439 if (object_similar(o_ptr, j_ptr))
4441 object_absorb(o_ptr, j_ptr);
4450 if (!done) o_idx = o_pop(floor_ptr);
4452 if (!done && !o_idx)
4455 msg_format("%sは消えた。", o_name);
4457 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4460 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4462 /* Hack -- Preserve artifacts */
4463 if (object_is_fixed_artifact(j_ptr))
4465 a_info[j_ptr->name1].cur_num = 0;
4474 /* Structure copy */
4475 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
4477 /* Access new object */
4478 j_ptr = &floor_ptr->o_list[o_idx];
4485 j_ptr->held_m_idx = 0;
4488 j_ptr->next_o_idx = g_ptr->o_idx;
4490 g_ptr->o_idx = o_idx;
4500 /* Mega-Hack -- no message if "dropped" by player */
4501 /* Message when an object falls under the player */
4502 if (chance && player_bold(owner_type, by, bx))
4504 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4512 * @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 /
4513 * Describe the charges on an item in the inventory.
4514 * @param owner_ptr プレーヤーへの参照ポインタ
4515 * @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
4518 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
4520 object_type *o_ptr = &owner_ptr->inventory_list[item];
4522 /* Require staff/wand */
4523 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4525 /* Require known item */
4526 if (!object_is_known(o_ptr)) return;
4529 if (o_ptr->pval <= 0)
4531 msg_print("もう魔力が残っていない。");
4535 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4538 /* Multiple charges */
4539 if (o_ptr->pval != 1)
4541 msg_format("You have %d charges remaining.", o_ptr->pval);
4547 msg_format("You have %d charge remaining.", o_ptr->pval);
4554 * @brief アイテムの残り所持数メッセージを表示する /
4555 * Describe an item in the inventory.
4556 * @param owner_ptr プレーヤーへの参照ポインタ
4557 * @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
4560 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
4562 object_type *o_ptr = &owner_ptr->inventory_list[item];
4563 GAME_TEXT o_name[MAX_NLEN];
4565 object_desc(o_name, o_ptr, 0);
4568 /* "no more" の場合はこちらで表示する */
4569 if (o_ptr->number <= 0)
4571 /*FIRST*//*ここはもう通らないかも */
4572 msg_format("もう%sを持っていない。", o_name);
4576 /* アイテム名を英日切り替え機能対応 */
4577 msg_format("まだ %sを持っている。", o_name);
4580 msg_format("You have %s.", o_name);
4586 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4590 inven_item_increase(owner_ptr, item, num);
4591 inven_item_describe(owner_ptr, item);
4592 inven_item_optimize(owner_ptr, item);
4596 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4597 floor_item_increase(floor_ptr, 0 - item, num);
4598 floor_item_describe(floor_ptr, 0 - item);
4599 floor_item_optimize(floor_ptr, 0 - item);
4604 * @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 /
4605 * Increase the "number" of an item in the inventory
4606 * @param owner_ptr プレーヤーへの参照ポインタ
4607 * @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
4611 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4613 object_type *o_ptr = &owner_ptr->inventory_list[item];
4616 num += o_ptr->number;
4619 if (num > 255) num = 255;
4620 else if (num < 0) num = 0;
4623 num -= o_ptr->number;
4625 /* Change the number and weight */
4626 if (num != 0) return;
4628 /* Add the number */
4629 o_ptr->number += num;
4631 /* Add the weight */
4632 owner_ptr->total_weight += (num * o_ptr->weight);
4633 owner_ptr->update |= (PU_BONUS);
4634 owner_ptr->update |= (PU_MANA);
4635 owner_ptr->update |= (PU_COMBINE);
4636 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
4638 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4639 if (o_ptr->number || !owner_ptr->ele_attack) return;
4640 if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
4641 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
4643 /* Clear all temporary elemental brands */
4644 set_ele_attack(owner_ptr, 0, 0);
4649 * @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 /
4650 * Erase an inventory slot if it has no more items
4651 * @param owner_ptr プレーヤーへの参照ポインタ
4652 * @param item 消去したいプレイヤーのアイテム所持スロット
4655 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
4657 object_type *o_ptr = &owner_ptr->inventory_list[item];
4659 /* Only optimize real items */
4660 if (!o_ptr->k_idx) return;
4662 /* Only optimize empty items */
4663 if (o_ptr->number) return;
4665 /* The item is in the pack */
4666 if (item < INVEN_RARM)
4671 owner_ptr->inven_cnt--;
4673 /* Slide everything down */
4674 for (i = item; i < INVEN_PACK; i++)
4676 /* Structure copy */
4677 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
4680 /* Erase the "final" slot */
4681 object_wipe(&owner_ptr->inventory_list[i]);
4683 owner_ptr->window |= (PW_INVEN);
4686 /* The item is being wielded */
4690 owner_ptr->equip_cnt--;
4692 /* Erase the empty slot */
4693 object_wipe(&owner_ptr->inventory_list[item]);
4694 owner_ptr->update |= (PU_BONUS);
4695 owner_ptr->update |= (PU_TORCH);
4696 owner_ptr->update |= (PU_MANA);
4698 owner_ptr->window |= (PW_EQUIP);
4701 owner_ptr->window |= (PW_SPELL);
4706 * @brief 床上の魔道具の残り残量メッセージを表示する /
4707 * Describe the charges on an item on the floor.
4708 * @param floo_ptr 現在フロアへの参照ポインタ
4709 * @param item メッセージの対象にしたいアイテム所持スロット
4712 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
4714 object_type *o_ptr = &floor_ptr->o_list[item];
4716 /* Require staff/wand */
4717 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4719 /* Require known item */
4720 if (!object_is_known(o_ptr)) return;
4723 if (o_ptr->pval <= 0)
4725 msg_print("この床上のアイテムは、もう魔力が残っていない。");
4729 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);
4732 /* Multiple charges */
4733 if (o_ptr->pval != 1)
4735 msg_format("There are %d charges remaining.", o_ptr->pval);
4741 msg_format("There is %d charge remaining.", o_ptr->pval);
4749 * @brief 床上のアイテムの残り数メッセージを表示する /
4750 * Describe the charges on an item on the floor.
4751 * @param floo_ptr 現在フロアへの参照ポインタ
4752 * @param item メッセージの対象にしたいアイテム所持スロット
4755 void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item)
4757 object_type *o_ptr = &floor_ptr->o_list[item];
4758 GAME_TEXT o_name[MAX_NLEN];
4760 object_desc(o_name, o_ptr, 0);
4763 /* "no more" の場合はこちらで表示を分ける */
4764 if (o_ptr->number <= 0)
4766 msg_format("床上には、もう%sはない。", o_name);
4770 msg_format("床上には、まだ %sがある。", o_name);
4773 msg_format("You see %s.", o_name);
4780 * @brief 床上のアイテムの数を増やす /
4781 * Increase the "number" of an item on the floor
4782 * @param floo_ptr 現在フロアへの参照ポインタ
4783 * @param item 増やしたいアイテムの所持スロット
4784 * @param num 増やしたいアイテムの数
4787 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4789 object_type *o_ptr = &floor_ptr->o_list[item];
4792 num += o_ptr->number;
4795 if (num > 255) num = 255;
4796 else if (num < 0) num = 0;
4799 num -= o_ptr->number;
4801 /* Change the number */
4802 o_ptr->number += num;
4807 * @brief 床上の数の無くなったアイテムスロットを消去する /
4808 * Optimize an item on the floor (destroy "empty" items)
4809 * @param floo_ptr 現在フロアへの参照ポインタ
4810 * @param item 消去したいアイテムの所持スロット
4813 void floor_item_optimize(floor_type *floor_ptr, INVENTORY_IDX item)
4815 object_type *o_ptr = &floor_ptr->o_list[item];
4817 /* Paranoia -- be sure it exists */
4818 if (!o_ptr->k_idx) return;
4820 /* Only optimize empty items */
4821 if (o_ptr->number) return;
4823 delete_object_idx(floor_ptr, item);
4828 * @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 /
4829 * Check if we have space for an item in the pack without overflow
4830 * @param owner_ptr プレーヤーへの参照ポインタ
4831 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
4832 * @return 溢れずに済むならTRUEを返す
4834 bool inven_carry_okay(object_type *o_ptr)
4839 if (p_ptr->inven_cnt < INVEN_PACK) return (TRUE);
4842 for (j = 0; j < INVEN_PACK; j++)
4844 object_type *j_ptr = &p_ptr->inventory_list[j];
4845 if (!j_ptr->k_idx) continue;
4847 /* Check if the two items can be combined */
4848 if (object_similar(j_ptr, o_ptr)) return (TRUE);
4855 * @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 /
4856 * Check if we have space for an item in the pack without overflow
4857 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
4858 * @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?)
4859 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
4860 * @return o_ptrの方が上位ならばTRUEを返す。
4862 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
4866 /* Use empty slots */
4867 if (!j_ptr->k_idx) return TRUE;
4869 /* Hack -- readable books always come first */
4870 if ((o_ptr->tval == REALM1_BOOK) &&
4871 (j_ptr->tval != REALM1_BOOK)) return TRUE;
4872 if ((j_ptr->tval == REALM1_BOOK) &&
4873 (o_ptr->tval != REALM1_BOOK)) return FALSE;
4875 if ((o_ptr->tval == REALM2_BOOK) &&
4876 (j_ptr->tval != REALM2_BOOK)) return TRUE;
4877 if ((j_ptr->tval == REALM2_BOOK) &&
4878 (o_ptr->tval != REALM2_BOOK)) return FALSE;
4880 /* Objects sort by decreasing type */
4881 if (o_ptr->tval > j_ptr->tval) return TRUE;
4882 if (o_ptr->tval < j_ptr->tval) return FALSE;
4884 /* Non-aware (flavored) items always come last */
4885 /* Can happen in the home */
4886 if (!object_is_aware(o_ptr)) return FALSE;
4887 if (!object_is_aware(j_ptr)) return TRUE;
4889 /* Objects sort by increasing sval */
4890 if (o_ptr->sval < j_ptr->sval) return TRUE;
4891 if (o_ptr->sval > j_ptr->sval) return FALSE;
4893 /* Unidentified objects always come last */
4894 /* Objects in the home can be unknown */
4895 if (!object_is_known(o_ptr)) return FALSE;
4896 if (!object_is_known(j_ptr)) return TRUE;
4898 /* Fixed artifacts, random artifacts and ego items */
4899 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
4900 else if (o_ptr->art_name) o_type = 2;
4901 else if (object_is_ego(o_ptr)) o_type = 1;
4904 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
4905 else if (j_ptr->art_name) j_type = 2;
4906 else if (object_is_ego(j_ptr)) j_type = 1;
4909 if (o_type < j_type) return TRUE;
4910 if (o_type > j_type) return FALSE;
4912 switch (o_ptr->tval)
4918 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
4919 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
4925 /* Objects sort by increasing hit/damage bonuses */
4926 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
4927 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
4930 /* Hack: otherwise identical rods sort by
4931 increasing recharge time --dsb */
4933 if (o_ptr->pval < j_ptr->pval) return TRUE;
4934 if (o_ptr->pval > j_ptr->pval) return FALSE;
4938 /* Objects sort by decreasing value */
4939 return o_value > object_value(j_ptr);
4944 * @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 /
4945 * Add an item to the players inventory, and return the slot used.
4946 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4947 * @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。
4949 * If the new item can combine with an existing item in the inventory,\n
4950 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4951 * the item will be placed into the "proper" location in the inventory.\n
4953 * This function can be used to "over-fill" the player's pack, but only\n
4954 * once, and such an action must trigger the "overflow" code immediately.\n
4955 * Note that when the pack is being "over-filled", the new item must be\n
4956 * placed into the "overflow" slot, and the "overflow" must take place\n
4957 * before the pack is reordered, but (optionally) after the pack is\n
4958 * combined. This may be tricky. See "dungeon.c" for info.\n
4960 * Note that this code must remove any location/stack information\n
4961 * from the object once it is placed into the inventory.\n
4963 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4965 INVENTORY_IDX i, j, k;
4966 INVENTORY_IDX n = -1;
4971 /* Check for combining */
4972 for (j = 0; j < INVEN_PACK; j++)
4974 j_ptr = &owner_ptr->inventory_list[j];
4975 if (!j_ptr->k_idx) continue;
4977 /* Hack -- track last item */
4980 /* Check if the two items can be combined */
4981 if (object_similar(j_ptr, o_ptr))
4983 object_absorb(j_ptr, o_ptr);
4985 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4986 owner_ptr->update |= (PU_BONUS);
4987 owner_ptr->window |= (PW_INVEN);
4994 if (owner_ptr->inven_cnt > INVEN_PACK) return (-1);
4996 /* Find an empty slot */
4997 for (j = 0; j <= INVEN_PACK; j++)
4999 j_ptr = &owner_ptr->inventory_list[j];
5001 /* Use it if found */
5002 if (!j_ptr->k_idx) break;
5009 /* Reorder the pack */
5012 /* Get the "value" of the item */
5013 s32b o_value = object_value(o_ptr);
5015 /* Scan every occupied slot */
5016 for (j = 0; j < INVEN_PACK; j++)
5018 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5025 for (k = n; k >= i; k--)
5027 /* Hack -- Slide the item */
5028 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
5031 /* Wipe the empty slot */
5032 object_wipe(&owner_ptr->inventory_list[i]);
5037 object_copy(&owner_ptr->inventory_list[i], o_ptr);
5039 /* Access new object */
5040 j_ptr = &owner_ptr->inventory_list[i];
5043 j_ptr->next_o_idx = 0;
5045 /* Forget monster */
5046 j_ptr->held_m_idx = 0;
5048 /* Forget location */
5049 j_ptr->iy = j_ptr->ix = 0;
5051 /* Player touches it, and no longer marked */
5052 j_ptr->marked = OM_TOUCHED;
5054 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5056 /* Count the items */
5057 owner_ptr->inven_cnt++;
5058 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5059 owner_ptr->window |= (PW_INVEN);
5061 /* Return the slot */
5067 * @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 /
5068 * Take off (some of) a non-cursed equipment item
5069 * @param owner_ptr プレーヤーへの参照ポインタ
5070 * @param item オブジェクトを外したい所持テーブルのID
5072 * @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。
5074 * Note that only one item at a time can be wielded per slot.\n
5075 * Note that taking off an item when "full" may cause that item\n
5076 * to fall to the ground.\n
5077 * Return the inventory slot into which the item is placed.\n
5079 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5090 GAME_TEXT o_name[MAX_NLEN];
5093 /* Get the item to take off */
5094 o_ptr = &owner_ptr->inventory_list[item];
5095 if (amt <= 0) return (-1);
5098 if (amt > o_ptr->number) amt = o_ptr->number;
5100 object_copy(q_ptr, o_ptr);
5102 /* Modify quantity */
5103 q_ptr->number = amt;
5105 object_desc(o_name, q_ptr, 0);
5107 /* Took off weapon */
5108 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5109 object_is_melee_weapon(o_ptr))
5111 act = _("を装備からはずした", "You were wielding");
5115 else if (item == INVEN_BOW)
5117 act = _("を装備からはずした", "You were holding");
5120 /* Took off light */
5121 else if (item == INVEN_LITE)
5123 act = _("を光源からはずした", "You were holding");
5126 /* Took off something */
5129 act = _("を装備からはずした", "You were wearing");
5132 /* Modify, Optimize */
5133 inven_item_increase(owner_ptr, item, -amt);
5134 inven_item_optimize(owner_ptr, item);
5136 /* Carry the object */
5137 slot = inven_carry(owner_ptr, q_ptr);
5140 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5142 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5152 * @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 /
5153 * Drop (some of) a non-cursed inventory/equipment item
5154 * @param owner_ptr プレーヤーへの参照ポインタ
5155 * @param item 所持テーブルのID
5156 * @param amt 落としたい個数
5159 * The object will be dropped "near" the current location
5161 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5167 GAME_TEXT o_name[MAX_NLEN];
5169 /* Access original object */
5170 o_ptr = &owner_ptr->inventory_list[item];
5173 if (amt <= 0) return;
5176 if (amt > o_ptr->number) amt = o_ptr->number;
5178 /* Take off equipment */
5179 if (item >= INVEN_RARM)
5181 /* Take off first */
5182 item = inven_takeoff(owner_ptr, item, amt);
5184 /* Access original object */
5185 o_ptr = &owner_ptr->inventory_list[item];
5190 /* Obtain local object */
5191 object_copy(q_ptr, o_ptr);
5193 /* Distribute charges of wands or rods */
5194 distribute_charges(o_ptr, q_ptr, amt);
5196 /* Modify quantity */
5197 q_ptr->number = amt;
5199 /* Describe local object */
5200 object_desc(o_name, q_ptr, 0);
5202 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5204 /* Drop it near the player */
5205 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
5207 vary_item(owner_ptr, item, -amt);
5212 * @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 /
5213 * Combine items in the pack
5216 * Note special handling of the "overflow" slot
5218 void combine_pack(player_type *owner_ptr)
5223 bool flag = FALSE, combined;
5229 /* Combine the pack (backwards) */
5230 for (i = INVEN_PACK; i > 0; i--)
5232 o_ptr = &owner_ptr->inventory_list[i];
5234 /* Skip empty items */
5235 if (!o_ptr->k_idx) continue;
5237 /* Scan the items above that item */
5238 for (j = 0; j < i; j++)
5242 j_ptr = &owner_ptr->inventory_list[j];
5244 /* Skip empty items */
5245 if (!j_ptr->k_idx) continue;
5248 * Get maximum number of the stack if these
5249 * are similar, get zero otherwise.
5251 max_num = object_similar_part(j_ptr, o_ptr);
5253 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5254 if (max_num && j_ptr->number < max_num)
5256 if (o_ptr->number + j_ptr->number <= max_num)
5261 /* Add together the item counts */
5262 object_absorb(j_ptr, o_ptr);
5264 /* One object is gone */
5265 owner_ptr->inven_cnt--;
5267 /* Slide everything down */
5268 for (k = i; k < INVEN_PACK; k++)
5270 /* Structure copy */
5271 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
5274 /* Erase the "final" slot */
5275 object_wipe(&owner_ptr->inventory_list[k]);
5279 int old_num = o_ptr->number;
5280 int remain = j_ptr->number + o_ptr->number - max_num;
5282 o_ptr->number -= remain;
5284 /* Add together the item counts */
5285 object_absorb(j_ptr, o_ptr);
5287 o_ptr->number = remain;
5289 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5290 if (o_ptr->tval == TV_ROD)
5292 o_ptr->pval = o_ptr->pval * remain / old_num;
5293 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5296 /* Hack -- if wands are stacking, combine the charges. -LM- */
5297 if (o_ptr->tval == TV_WAND)
5299 o_ptr->pval = o_ptr->pval * remain / old_num;
5303 owner_ptr->window |= (PW_INVEN);
5314 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."));
5319 * @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 /
5320 * Reorder items in the pack
5321 * @param owner_ptr プレーヤーへの参照ポインタ
5324 * Note special handling of the "overflow" slot
5326 void reorder_pack(player_type *owner_ptr)
5335 /* Re-order the pack (forwards) */
5336 for (i = 0; i < INVEN_PACK; i++)
5338 /* Mega-Hack -- allow "proper" over-flow */
5339 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
5341 o_ptr = &owner_ptr->inventory_list[i];
5343 /* Skip empty slots */
5344 if (!o_ptr->k_idx) continue;
5346 /* Get the "value" of the item */
5347 o_value = object_value(o_ptr);
5349 /* Scan every occupied slot */
5350 for (j = 0; j < INVEN_PACK; j++)
5352 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5355 /* Never move down */
5356 if (j >= i) continue;
5362 /* Save a copy of the moving item */
5363 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
5365 /* Slide the objects */
5366 for (k = i; k > j; k--)
5368 /* Slide the item */
5369 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
5372 /* Insert the moving item */
5373 object_copy(&owner_ptr->inventory_list[j], q_ptr);
5375 owner_ptr->window |= (PW_INVEN);
5378 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."));
5383 * @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 /
5384 * Hack -- display an object kind in the current window
5385 * @param owner_ptr プレーヤーへの参照ポインタ
5386 * @param k_idx ベースアイテムの参照ID
5389 * Include list of usable spells for readible books
5391 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
5398 REALM_IDX use_realm;
5400 GAME_TEXT o_name[MAX_NLEN];
5403 /* Erase the window */
5404 for (y = 0; y < Term->hgt; y++)
5406 /* Erase the line */
5407 Term_erase(0, y, 255);
5414 /* Prepare the object */
5415 object_prep(q_ptr, k_idx);
5416 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5418 /* Mention the object name */
5419 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5421 /* Access the item's sval */
5423 use_realm = tval2realm(q_ptr->tval);
5425 /* Warriors are illiterate */
5426 if (owner_ptr->realm1 || owner_ptr->realm2)
5428 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
5432 if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
5433 if (!is_magic(use_realm)) return;
5434 if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5437 /* Display spells in readible books */
5440 SPELL_IDX spells[64];
5442 /* Extract spells */
5443 for (spell = 0; spell < 32; spell++)
5445 /* Check for this spell */
5446 if (fake_spell_flags[sval] & (1L << spell))
5448 /* Collect this spell */
5449 spells[num++] = spell;
5454 print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
5459 * @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。
5460 * Torches have special abilities when they are flaming.
5461 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5462 * @param flgs 特別に追加するフラグを返す参照ポインタ
5465 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5467 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5469 if (o_ptr->xtra4 > 0)
5471 add_flag(flgs, TR_BRAND_FIRE);
5472 add_flag(flgs, TR_KILL_UNDEAD);
5473 add_flag(flgs, TR_THROW);
5480 * @brief 投擲時たいまつにダイスを与える。
5481 * Torches have special abilities when they are flaming.
5482 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5483 * @param dd 特別なダイス数を返す参照ポインタ
5484 * @param ds 特別なダイス面数を返す参照ポインタ
5487 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5489 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5491 if (o_ptr->xtra4 > 0)
5501 * @brief 投擲時命中したたいまつの寿命を縮める。
5502 * Torches have special abilities when they are flaming.
5503 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5506 void torch_lost_fuel(object_type *o_ptr)
5508 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5510 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5511 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5517 * @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 /
5518 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5519 * @return 対応する矢/弾薬のベースアイテムID
5521 int bow_tval_ammo(object_type *o_ptr)
5523 /* Analyze the launcher */
5524 switch (o_ptr->sval)