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
16 static cptr const kaji_tips[5] =
19 "現在持っているエッセンスの一覧を表示する。",
20 "アイテムからエッセンスを取り出す。エッセンスを取られたアイテムは全く魔法がかかっていない初期状態に戻る。",
21 "既にエッセンスが付加されたアイテムからエッセンスのみ消し去る。エッセンスは手に入らない。",
22 "アイテムにエッセンスを付加する。既にエッセンスが付加されたアイテムやアーティファクトには付加できない。",
23 "武器や防具を強化したり、攻撃で傷つかないようにしたりする。エッセンスが付加されたアイテムやアーティファクトに対しても使用できる。",
25 "Display essences you have.",
26 "Extract essences from an item. The item become non magical.",
27 "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
28 "Add essences to an item. The improved items or artifacts cannot be reimprove.",
29 "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
34 * @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
35 * @param o_idx 削除対象のオブジェクト構造体ポインタ
38 void excise_object_idx(int o_idx)
42 s16b this_o_idx, next_o_idx = 0;
48 j_ptr = &o_list[o_idx];
51 if (j_ptr->held_m_idx)
56 m_ptr = &m_list[j_ptr->held_m_idx];
58 /* Scan all objects in the grid */
59 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
64 o_ptr = &o_list[this_o_idx];
66 /* Acquire next object */
67 next_o_idx = o_ptr->next_o_idx;
70 if (this_o_idx == o_idx)
75 /* Remove from list */
76 m_ptr->hold_o_idx = next_o_idx;
85 k_ptr = &o_list[prev_o_idx];
87 /* Remove from list */
88 k_ptr->next_o_idx = next_o_idx;
91 /* Forget next pointer */
92 o_ptr->next_o_idx = 0;
99 prev_o_idx = this_o_idx;
114 /* Scan all objects in the grid */
115 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
120 o_ptr = &o_list[this_o_idx];
122 /* Acquire next object */
123 next_o_idx = o_ptr->next_o_idx;
126 if (this_o_idx == o_idx)
131 /* Remove from list */
132 c_ptr->o_idx = next_o_idx;
140 /* Previous object */
141 k_ptr = &o_list[prev_o_idx];
143 /* Remove from list */
144 k_ptr->next_o_idx = next_o_idx;
147 /* Forget next pointer */
148 o_ptr->next_o_idx = 0;
154 /* Save prev_o_idx */
155 prev_o_idx = this_o_idx;
161 * @brief オブジェクトを削除する /
162 * Delete a dungeon object
163 * @param o_idx 削除対象のオブジェクト構造体ポインタ
166 * Handle "stacks" of objects correctly.
168 void delete_object_idx(int o_idx)
173 excise_object_idx(o_idx);
176 j_ptr = &o_list[o_idx];
179 if (!(j_ptr->held_m_idx))
191 /* Wipe the object */
200 * @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
201 * Delete a dungeon object
202 * @param y 削除したフロアマスのY座標
203 * @param x 削除したフロアマスのX座標
206 void delete_object(int y, int x)
210 s16b this_o_idx, next_o_idx = 0;
213 /* Refuse "illegal" locations */
214 if (!in_bounds(y, x)) return;
220 /* Scan all objects in the grid */
221 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
226 o_ptr = &o_list[this_o_idx];
228 /* Acquire next object */
229 next_o_idx = o_ptr->next_o_idx;
231 /* Wipe the object */
238 /* Objects are gone */
247 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
248 * Move an object from index i1 to index i2 in the object list
249 * @param i1 整理したい配列の始点
250 * @param i2 整理したい配列の終点
253 static void compact_objects_aux(int i1, int i2)
263 if (i1 == i2) return;
267 for (i = 1; i < o_max; i++)
272 /* Skip "dead" objects */
273 if (!o_ptr->k_idx) continue;
275 /* Repair "next" pointers */
276 if (o_ptr->next_o_idx == i1)
279 o_ptr->next_o_idx = i2;
289 if (o_ptr->held_m_idx)
293 /* Acquire monster */
294 m_ptr = &m_list[o_ptr->held_m_idx];
297 if (m_ptr->hold_o_idx == i1)
300 m_ptr->hold_o_idx = i2;
309 /* Acquire location */
317 if (c_ptr->o_idx == i1)
326 o_list[i2] = o_list[i1];
334 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
335 * Compact and Reorder the object list.
336 * @param size 最低でも減らしたいオブジェクト数の水準
340 * This function can be very dangerous, use with caution!\n
342 * When actually "compacting" objects, we base the saving throw on a\n
343 * combination of object level, distance from player, and current\n
346 * After "compacting" (if needed), we "reorder" the objects into a more\n
347 * compact order, and we reset the allocation info, and the "live" array.\n
349 void compact_objects(int size)
351 int i, y, x, num, cnt;
352 int cur_lev, cur_dis, chance;
360 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
363 p_ptr->redraw |= (PR_MAP);
366 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
370 /* Compact at least 'size' objects */
371 for (num = 0, cnt = 1; num < size; cnt++)
373 /* Get more vicious each iteration */
376 /* Get closer each iteration */
377 cur_dis = 5 * (20 - cnt);
379 /* Examine the objects */
380 for (i = 1; i < o_max; i++)
384 /* Skip dead objects */
385 if (!o_ptr->k_idx) continue;
387 /* Hack -- High level objects start out "immune" */
388 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
391 if (o_ptr->held_m_idx)
395 /* Acquire monster */
396 m_ptr = &m_list[o_ptr->held_m_idx];
398 /* Get the location */
402 /* Monsters protect their objects */
403 if (randint0(100) < 90) continue;
409 /* Get the location */
414 /* Nearby objects start out "immune" */
415 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
420 /* Hack -- only compact artifacts in emergencies */
421 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
422 (cnt < 1000)) chance = 100;
424 /* Apply the saving throw */
425 if (randint0(100) < chance) continue;
427 /* Delete the object */
428 delete_object_idx(i);
436 /* Excise dead objects (backwards!) */
437 for (i = o_max - 1; i >= 1; i--)
441 /* Skip real objects */
442 if (o_ptr->k_idx) continue;
444 /* Move last object into open hole */
445 compact_objects_aux(o_max - 1, i);
447 /* Compress "o_max" */
454 * @brief グローバルオブジェクト配列を初期化する /
455 * Delete all the items when player leaves the level
456 * @note we do NOT visually reflect these (irrelevant) changes
458 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
459 * and the "m_ptr->next_o_idx" field for every monster, since
460 * we know we are clearing every object. Technically, we only
461 * clear those fields for grids/monsters containing objects,
462 * and we clear it once for every such object.
465 void wipe_o_list(void)
469 /* Delete the existing objects */
470 for (i = 1; i < o_max; i++)
472 object_type *o_ptr = &o_list[i];
474 /* Skip dead objects */
475 if (!o_ptr->k_idx) continue;
477 /* Mega-Hack -- preserve artifacts */
478 if (!character_dungeon || preserve_mode)
480 /* Hack -- Preserve unknown artifacts */
481 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
483 /* Mega-Hack -- Preserve the artifact */
484 a_info[o_ptr->name1].cur_num = 0;
489 if (o_ptr->held_m_idx)
494 m_ptr = &m_list[o_ptr->held_m_idx];
496 /* Hack -- see above */
497 m_ptr->hold_o_idx = 0;
505 /* Access location */
512 /* Hack -- see above */
516 /* Wipe the object */
529 * @brief グローバルオブジェクト配列から空きを取得する /
530 * Acquires and returns the index of a "free" object.
531 * @return 開いているオブジェクト要素のID
533 * This routine should almost never fail, but in case it does,
534 * we must be sure to handle "failure" of this routine.
541 /* Initial allocation */
542 if (o_max < max_o_idx)
547 /* Expand object array */
553 /* Use this object */
558 /* Recycle dead objects */
559 for (i = 1; i < o_max; i++)
566 /* Skip live objects */
567 if (o_ptr->k_idx) continue;
572 /* Use this object */
577 /* Warn the player (except during dungeon creation) */
578 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
586 * @brief オブジェクト生成テーブルに生成制約を加える /
587 * Apply a "object restriction function" to the "object allocation table"
589 * @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
591 static errr get_obj_num_prep(void)
596 alloc_entry *table = alloc_kind_table;
598 /* Scan the allocation table */
599 for (i = 0; i < alloc_kind_size; i++)
601 /* Accept objects which pass the restriction, if any */
602 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
604 /* Accept this object */
605 table[i].prob2 = table[i].prob1;
608 /* Do not use this object */
611 /* Decline this object */
622 * @brief オブジェクト生成テーブルからアイテムを取得する /
623 * Choose an object kind that seems "appropriate" to the given level
625 * @return 選ばれたオブジェクトベースID
627 * This function uses the "prob2" field of the "object allocation table",\n
628 * and various local information, to calculate the "prob3" field of the\n
629 * same table, which is then used to choose an "appropriate" object, in\n
630 * a relatively efficient manner.\n
632 * It is (slightly) more likely to acquire an object of the given level\n
633 * than one of a lower level. This is done by choosing several objects\n
634 * appropriate to the given level and keeping the "hardest" one.\n
636 * Note that if no objects are "appropriate", then this function will\n
637 * fail, and return zero, but this should *almost* never happen.\n
639 s16b get_obj_num(int level)
645 alloc_entry *table = alloc_kind_table;
647 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
650 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
652 /* Occasional "boost" */
653 if (one_in_(GREAT_OBJ))
655 /* What a bizarre calculation */
656 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
663 /* Process probabilities */
664 for (i = 0; i < alloc_kind_size; i++)
666 /* Objects are sorted by depth */
667 if (table[i].level > level) break;
672 /* Access the index */
673 k_idx = table[i].index;
675 /* Access the actual kind */
676 k_ptr = &k_info[k_idx];
678 /* Hack -- prevent embedded chests */
679 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
682 table[i].prob3 = table[i].prob2;
685 total += table[i].prob3;
688 /* No legal objects */
689 if (total <= 0) return (0);
693 value = randint0(total);
695 /* Find the object */
696 for (i = 0; i < alloc_kind_size; i++)
698 /* Found the entry */
699 if (value < table[i].prob3) break;
702 value = value - table[i].prob3;
709 /* Try for a "better" object once (50%) or twice (10%) */
716 value = randint0(total);
718 /* Find the object */
719 for (i = 0; i < alloc_kind_size; i++)
721 /* Found the entry */
722 if (value < table[i].prob3) break;
725 value = value - table[i].prob3;
728 /* Keep the "best" one */
729 if (table[i].level < table[j].level) i = j;
732 /* Try for a "better" object twice (10%) */
739 value = randint0(total);
741 /* Find the object */
742 for (i = 0; i < alloc_kind_size; i++)
744 /* Found the entry */
745 if (value < table[i].prob3) break;
748 value = value - table[i].prob3;
751 /* Keep the "best" one */
752 if (table[i].level < table[j].level) i = j;
757 return (table[i].index);
762 * @brief オブジェクトを鑑定済にする /
763 * Known is true when the "attributes" of an object are "known".
764 * @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
766 * These include tohit, todam, toac, cost, and pval (charges).\n
768 * Note that "knowing" an object gives you everything that an "awareness"\n
769 * gives you, and much more. In fact, the player is always "aware" of any\n
770 * item of which he has full "knowledge".\n
772 * But having full knowledge of, say, one "wand of wonder", does not, by\n
773 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
774 * It happens that most "identify" routines (including "buying from a shop")\n
775 * will make the player "aware" of the object as well as fully "know" it.\n
777 * This routine also removes any inscriptions generated by "feelings".\n
779 void object_known(object_type *o_ptr)
781 /* Remove "default inscriptions" */
782 o_ptr->feeling = FEEL_NONE;
784 /* Clear the "Felt" info */
785 o_ptr->ident &= ~(IDENT_SENSE);
787 /* Clear the "Empty" info */
788 o_ptr->ident &= ~(IDENT_EMPTY);
790 /* Now we know about the item */
791 o_ptr->ident |= (IDENT_KNOWN);
795 * @brief オブジェクトを*鑑定*済にする /
796 * The player is now aware of the effects of the given object.
797 * @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
800 void object_aware(object_type *o_ptr)
802 bool mihanmei = !object_is_aware(o_ptr);
804 /* Fully aware of the effects */
805 k_info[o_ptr->k_idx].aware = TRUE;
807 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
808 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
812 char o_name[MAX_NLEN];
815 object_copy(q_ptr, o_ptr);
818 object_desc(o_name, q_ptr, OD_NAME_ONLY);
820 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
826 * @brief オブジェクトを試行済にする /
827 * Something has been "sampled"
828 * @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
831 void object_tried(object_type *o_ptr)
833 /* Mark it as tried (even if "aware") */
834 k_info[o_ptr->k_idx].tried = TRUE;
839 * @brief 未鑑定なベースアイテムの基本価格を返す /
840 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
841 * @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
842 * @return オブジェクトの未鑑定価格
844 static s32b object_value_base(object_type *o_ptr)
846 /* Aware item -- use template cost */
847 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
849 /* Analyze the type */
854 case TV_FOOD: return (5L);
856 /* Un-aware Potions */
857 case TV_POTION: return (20L);
859 /* Un-aware Scrolls */
860 case TV_SCROLL: return (20L);
862 /* Un-aware Staffs */
863 case TV_STAFF: return (70L);
866 case TV_WAND: return (50L);
869 case TV_ROD: return (90L);
872 case TV_RING: return (45L);
874 /* Un-aware Amulets */
875 case TV_AMULET: return (45L);
877 /* Figurines, relative to monster level */
880 int level = r_info[o_ptr->pval].level;
881 if (level < 20) return level*50L;
882 else if (level < 30) return 1000+(level-20)*150L;
883 else if (level < 40) return 2500+(level-30)*350L;
884 else if (level < 50) return 6000+(level-40)*800L;
885 else return 14000+(level-50)*2000L;
889 if (!o_ptr->pval) return 1000L;
890 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
893 /* Paranoia -- Oops */
899 * @brief オブジェクトのフラグ類から価格を算出する /
900 * Return the value of the flags the object has...
901 * @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
902 * @param plusses フラグに与える価格の基本重み
903 * @return オブジェクトのフラグ価格
905 s32b flag_cost(object_type *o_ptr, int plusses)
908 u32b flgs[TR_FLAG_SIZE];
912 object_kind *k_ptr = &k_info[o_ptr->k_idx];
914 object_flags(o_ptr, flgs);
917 * Exclude fixed flags of the base item.
918 * pval bonuses of base item will be treated later.
920 for (i = 0; i < TR_FLAG_SIZE; i++)
921 flgs[i] &= ~(k_ptr->flags[i]);
923 /* Exclude fixed flags of the fixed artifact. */
924 if (object_is_fixed_artifact(o_ptr))
926 artifact_type *a_ptr = &a_info[o_ptr->name1];
928 for (i = 0; i < TR_FLAG_SIZE; i++)
929 flgs[i] &= ~(a_ptr->flags[i]);
932 /* Exclude fixed flags of the ego-item. */
933 else if (object_is_ego(o_ptr))
935 ego_item_type *e_ptr = &e_info[o_ptr->name2];
937 for (i = 0; i < TR_FLAG_SIZE; i++)
938 flgs[i] &= ~(e_ptr->flags[i]);
943 * Calucurate values of remaining flags
945 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
946 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
947 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
948 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
949 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
950 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
951 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
952 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
953 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
954 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
955 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
956 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
957 total += (10000 + (2500 * plusses));
958 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
959 total += (10000 + (2500 * plusses));
963 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
964 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
965 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
966 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
967 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
968 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
969 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
970 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
971 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
972 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
973 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
974 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
975 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
976 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
977 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
978 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
979 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
980 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
981 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
982 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
983 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
985 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
986 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
987 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
988 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
989 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
990 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
991 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
992 total += (tmp_cost * count);
994 if (have_flag(flgs, TR_SUST_STR)) total += 850;
995 if (have_flag(flgs, TR_SUST_INT)) total += 850;
996 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
997 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
998 if (have_flag(flgs, TR_SUST_CON)) total += 850;
999 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1000 if (have_flag(flgs, TR_RIDING)) total += 0;
1001 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1002 if (have_flag(flgs, TR_THROW)) total += 5000;
1003 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1004 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1008 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1009 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1010 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1011 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1012 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1013 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1014 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1015 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1016 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1017 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1018 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1019 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1020 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1021 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1022 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1023 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1024 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1025 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1026 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1027 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1028 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1029 total += (tmp_cost * count);
1031 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1032 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1033 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1034 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1035 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1036 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1037 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1038 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1039 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1040 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1041 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1042 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1043 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1044 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1045 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1046 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1047 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1048 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1049 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1050 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1051 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1052 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1053 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1054 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1055 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1056 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1057 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1058 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1059 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1060 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1061 if (have_flag(flgs, TR_REGEN)) total += 2500;
1062 if (have_flag(flgs, TR_WARNING)) total += 2000;
1063 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1064 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1065 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1066 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1067 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1068 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1069 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1070 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1071 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1072 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1073 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1074 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1075 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1076 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1077 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1078 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1079 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1080 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1081 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1082 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1083 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1084 if (have_flag(flgs, TR_TELEPORT))
1086 if (object_is_cursed(o_ptr))
1091 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1092 if (have_flag(flgs, TR_BLESSED)) total += 750;
1093 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1094 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1095 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1096 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1097 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1099 /* Also, give some extra for activatable powers... */
1100 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1102 const activation_type* const act_ptr = find_activation_info(o_ptr);
1104 total += act_ptr->value;
1113 * @brief オブジェクトの真の価格を算出する /
1114 * Return the value of the flags the object has...
1115 * @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
1116 * @return オブジェクトの本価格
1118 * Return the "real" price of a "known" item, not including discounts\n
1120 * Wand and staffs get cost for each charge\n
1122 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1124 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1126 * Missiles are only worth 5 gold per bonus point, since they\n
1127 * usually appear in groups of 20, and we want the player to get\n
1128 * the same amount of cash for any "equivalent" item. Note that\n
1129 * missiles never have any of the "pval" flags, and in fact, they\n
1130 * only have a few of the available flags, primarily of the "slay"\n
1131 * and "brand" and "ignore" variety.\n
1133 * Armor with a negative armor bonus is worthless.\n
1134 * Weapons with negative hit+damage bonuses are worthless.\n
1136 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1138 s32b object_value_real(object_type *o_ptr)
1142 u32b flgs[TR_FLAG_SIZE];
1144 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1147 /* Hack -- "worthless" items */
1148 if (!k_info[o_ptr->k_idx].cost) return (0L);
1151 value = k_info[o_ptr->k_idx].cost;
1153 /* Extract some flags */
1154 object_flags(o_ptr, flgs);
1157 if (object_is_fixed_artifact(o_ptr))
1159 artifact_type *a_ptr = &a_info[o_ptr->name1];
1161 /* Hack -- "worthless" artifacts */
1162 if (!a_ptr->cost) return (0L);
1164 /* Hack -- Use the artifact cost instead */
1165 value = a_ptr->cost;
1166 value += flag_cost(o_ptr, o_ptr->pval);
1168 /* Don't add pval bonuses etc. */
1173 else if (object_is_ego(o_ptr))
1175 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1177 /* Hack -- "worthless" ego-items */
1178 if (!e_ptr->cost) return (0L);
1180 /* Hack -- Reward the ego-item with a bonus */
1181 value += e_ptr->cost;
1182 value += flag_cost(o_ptr, o_ptr->pval);
1190 for (i = 0; i < TR_FLAG_SIZE; i++)
1191 if (o_ptr->art_flags[i]) flag = TRUE;
1193 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1196 /* Analyze pval bonus for normal object */
1197 switch (o_ptr->tval)
1220 if (!o_ptr->pval) break;
1222 /* Hack -- Negative "pval" is always bad */
1223 if (o_ptr->pval < 0) return (0L);
1225 /* Give credit for stat bonuses */
1226 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1227 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1228 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1230 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1231 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1233 /* Give credit for stealth and searching */
1234 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1235 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1236 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1238 /* Give credit for infra-vision and tunneling */
1239 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1240 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1242 /* Give credit for extra attacks */
1243 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1245 /* Give credit for speed bonus */
1246 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1252 /* Analyze the item */
1253 switch (o_ptr->tval)
1258 /* Pay extra for charges, depending on standard number of
1259 * charges. Handle new-style wands correctly. -LM-
1261 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1268 /* Pay extra for charges, depending on standard number of
1271 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1281 /* Hack -- negative bonuses are bad */
1282 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1284 /* Give credit for bonuses */
1285 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1302 /* Hack -- negative armor bonus */
1303 if (o_ptr->to_a < 0) return (0L);
1305 /* Give credit for bonuses */
1306 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1319 /* Hack -- negative hit/damage bonuses */
1320 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1322 /* Factor in the bonuses */
1323 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1325 /* Hack -- Factor in extra damage dice and sides */
1326 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1327 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1338 /* Hack -- negative hit/damage bonuses */
1339 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1341 /* Factor in the bonuses */
1342 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1344 /* Hack -- Factor in extra damage dice and sides */
1345 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1346 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1352 /* Figurines, relative to monster level */
1355 int level = r_info[o_ptr->pval].level;
1356 if (level < 20) value = level*50L;
1357 else if (level < 30) value = 1000+(level-20)*150L;
1358 else if (level < 40) value = 2500+(level-30)*350L;
1359 else if (level < 50) value = 6000+(level-40)*800L;
1360 else value = 14000+(level-50)*2000L;
1366 if (!o_ptr->pval) value = 1000L;
1367 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1373 if (!o_ptr->pval) value = 0L;
1378 /* Worthless object */
1379 if (value < 0) return 0L;
1381 /* Return the value */
1387 * @brief オブジェクト価格算出のメインルーチン /
1388 * Return the price of an item including plusses (and charges)
1389 * @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
1390 * @return オブジェクトの判明している現価格
1392 * This function returns the "value" of the given item (qty one)\n
1394 * Never notice "unknown" bonuses or properties, including "curses",\n
1395 * since that would give the player information he did not have.\n
1397 * Note that discounted items stay discounted forever, even if\n
1398 * the discount is "forgotten" by the player via memory loss.\n
1400 s32b object_value(object_type *o_ptr)
1405 /* Unknown items -- acquire a base value */
1406 if (object_is_known(o_ptr))
1408 /* Broken items -- worthless */
1409 if (object_is_broken(o_ptr)) return (0L);
1411 /* Cursed items -- worthless */
1412 if (object_is_cursed(o_ptr)) return (0L);
1414 /* Real value (see above) */
1415 value = object_value_real(o_ptr);
1418 /* Known items -- acquire the actual value */
1421 /* Hack -- Felt broken items */
1422 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1424 /* Hack -- Felt cursed items */
1425 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1427 /* Base value (see above) */
1428 value = object_value_base(o_ptr);
1432 /* Apply discount (if any) */
1433 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1436 /* Return the final value */
1443 * @brief 破壊可能なアイテムかを返す /
1444 * Determines whether an object can be destroyed, and makes fake inscription.
1445 * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1446 * @return オブジェクトが破壊可能ならばTRUEを返す
1448 bool can_player_destroy_object(object_type *o_ptr)
1450 /* Artifacts cannot be destroyed */
1451 if (!object_is_artifact(o_ptr)) return TRUE;
1453 /* If object is unidentified, makes fake inscription */
1454 if (!object_is_known(o_ptr))
1456 byte feel = FEEL_SPECIAL;
1458 /* Hack -- Handle icky artifacts */
1459 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1461 /* Hack -- inscribe the artifact */
1462 o_ptr->feeling = feel;
1464 /* We have "felt" it (again) */
1465 o_ptr->ident |= (IDENT_SENSE);
1467 /* Combine the pack */
1468 p_ptr->notice |= (PN_COMBINE);
1471 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1477 /* Identified artifact -- Nothing to do */
1483 * @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 /
1484 * Distribute charges of rods or wands.
1485 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1486 * @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
1487 * @param amt 分割したい回数量 number of items that are transfered
1490 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1491 * charges need to be allocated between the two stacks. If all the items\n
1492 * are being dropped, it makes for a neater message to leave the original\n
1493 * stack's pval alone. -LM-\n
1495 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1497 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1499 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1500 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1502 /* Hack -- Rods also need to have their timeouts distributed. The
1503 * dropped stack will accept all time remaining to charge up to its
1506 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1508 if (q_ptr->pval > o_ptr->timeout)
1509 q_ptr->timeout = o_ptr->timeout;
1511 q_ptr->timeout = q_ptr->pval;
1513 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1519 * @brief 魔法棒やロッドの使用回数を減らす /
1520 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1521 * @param amt 減らしたい回数量 number of items that are transfered
1524 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1525 * charges of the stack needs to be reduced, unless all the items are\n
1526 * being destroyed. -LM-\n
1528 void reduce_charges(object_type *o_ptr, int amt)
1530 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1531 (amt < o_ptr->number))
1533 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1538 * Determine if an item can "absorb" a second item
1540 * See "object_absorb()" for the actual "absorption" code.
1542 * If permitted, we allow staffs (if they are known to have equal charges
1543 * and both are either known or confirmed empty) and wands (if both are
1544 * either known or confirmed empty) and rods (in all cases) to combine.
1545 * Staffs will unstack (if necessary) when they are used, but wands and
1546 * rods will only unstack if one is dropped. -LM-
1548 * If permitted, we allow weapons/armor to stack, if fully "known".
1550 * Missiles will combine if both stacks have the same "known" status.
1551 * This is done to make unidentified stacks of missiles useful.
1553 * Food, potions, scrolls, and "easy know" items always stack.
1555 * Chests, and activatable items, never stack (for various reasons).
1559 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1561 #define MAX_STACK_SIZE 99
1565 * @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。
1566 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1567 * @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
1568 * @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
1569 * @return 重ね合わせ可能なアイテム数
1571 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1575 /* Default maximum number of stack */
1576 int max_num = MAX_STACK_SIZE;
1578 /* Require identical object types */
1579 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1582 /* Analyze the items */
1583 switch (o_ptr->tval)
1585 /* Chests and Statues*/
1596 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1597 if (o_ptr->pval != j_ptr->pval) return 0;
1601 /* Figurines and Corpses*/
1606 if (o_ptr->pval != j_ptr->pval) return 0;
1612 /* Food and Potions and Scrolls */
1624 /* Require either knowledge or known empty for both staffs. */
1625 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1626 !object_is_known(o_ptr)) ||
1627 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1628 !object_is_known(j_ptr))) return 0;
1630 /* Require identical charges, since staffs are bulky. */
1631 if (o_ptr->pval != j_ptr->pval) return 0;
1640 /* Require either knowledge or known empty for both wands. */
1641 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1642 !object_is_known(o_ptr)) ||
1643 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1644 !object_is_known(j_ptr))) return 0;
1646 /* Wand charges combine in O&ZAngband. */
1652 /* Staffs and Wands and Rods */
1655 /* Prevent overflaw of timeout */
1656 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1662 /* Weapons and Armor */
1678 /* Rings, Amulets, Lites */
1684 /* Require full knowledge of both items */
1685 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1695 /* Require identical knowledge of both items */
1696 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1697 if (o_ptr->feeling != j_ptr->feeling) return 0;
1699 /* Require identical "bonuses" */
1700 if (o_ptr->to_h != j_ptr->to_h) return 0;
1701 if (o_ptr->to_d != j_ptr->to_d) return 0;
1702 if (o_ptr->to_a != j_ptr->to_a) return 0;
1704 /* Require identical "pval" code */
1705 if (o_ptr->pval != j_ptr->pval) return 0;
1707 /* Artifacts never stack */
1708 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1710 /* Require identical "ego-item" names */
1711 if (o_ptr->name2 != j_ptr->name2) return 0;
1713 /* Require identical added essence */
1714 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1715 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1717 /* Hack -- Never stack "powerful" items */
1718 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1720 /* Hack -- Never stack recharging items */
1721 if (o_ptr->timeout || j_ptr->timeout) return 0;
1723 /* Require identical "values" */
1724 if (o_ptr->ac != j_ptr->ac) return 0;
1725 if (o_ptr->dd != j_ptr->dd) return 0;
1726 if (o_ptr->ds != j_ptr->ds) return 0;
1735 /* Require knowledge */
1736 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1744 /* Hack -- Identical art_flags! */
1745 for (i = 0; i < TR_FLAG_SIZE; i++)
1746 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1748 /* Hack -- Require identical "cursed" status */
1749 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1751 /* Hack -- Require identical "broken" status */
1752 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1755 /* Hack -- require semi-matching "inscriptions" */
1756 if (o_ptr->inscription && j_ptr->inscription &&
1757 (o_ptr->inscription != j_ptr->inscription))
1760 /* Hack -- normally require matching "inscriptions" */
1761 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1763 /* Hack -- normally require matching "discounts" */
1764 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1767 /* They match, so they must be similar */
1772 * @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。
1773 * Determine if an item can absorb a second item.
1774 * @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
1775 * @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
1776 * @return 重ね合わせ可能ならばTRUEを返す。
1778 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1780 int total = o_ptr->number + j_ptr->number;
1783 /* Are these objects similar? */
1784 max_num = object_similar_part(o_ptr, j_ptr);
1786 /* Return if not similar */
1787 if (!max_num) return FALSE;
1789 /* Maximal "stacking" limit */
1790 if (total > max_num) return (0);
1793 /* They match, so they must be similar */
1799 * @brief 両オブジェクトをスロットに重ね合わせる。
1800 * Allow one item to "absorb" another, assuming they are similar
1801 * @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
1802 * @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
1805 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1807 int max_num = object_similar_part(o_ptr, j_ptr);
1808 int total = o_ptr->number + j_ptr->number;
1809 int diff = (total > max_num) ? total - max_num : 0;
1811 /* Combine quantity, lose excess items */
1812 o_ptr->number = (total > max_num) ? max_num : total;
1814 /* Hack -- blend "known" status */
1815 if (object_is_known(j_ptr)) object_known(o_ptr);
1817 /* Hack -- clear "storebought" if only one has it */
1818 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1819 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1821 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1822 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1825 /* Hack -- blend "mental" status */
1826 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1828 /* Hack -- blend "inscriptions" */
1829 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1831 /* Hack -- blend "feelings" */
1832 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1834 /* Hack -- could average discounts XXX XXX XXX */
1835 /* Hack -- save largest discount XXX XXX XXX */
1836 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1838 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1839 if (o_ptr->tval == TV_ROD)
1841 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1842 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1845 /* Hack -- if wands are stacking, combine the charges. -LM- */
1846 if (o_ptr->tval == TV_WAND)
1848 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1854 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1855 * Find the index of the object_kind with the given tval and sval
1856 * @param tval 検索したいベースアイテムのtval
1857 * @param sval 検索したいベースアイテムのsval
1860 s16b lookup_kind(int tval, int sval)
1867 for (k = 1; k < max_k_idx; k++)
1869 object_kind *k_ptr = &k_info[k];
1871 /* Require correct tval */
1872 if (k_ptr->tval != tval) continue;
1875 if (k_ptr->sval == sval) return (k);
1877 /* Ignore illegal items */
1878 if (sval != SV_ANY) continue;
1880 /* Apply the randomizer */
1881 if (!one_in_(++num)) continue;
1883 /* Use this value */
1887 /* Return this choice */
1895 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1905 * @brief オブジェクトを初期化する
1906 * Wipe an object clean.
1907 * @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
1910 void object_wipe(object_type *o_ptr)
1912 /* Wipe the structure */
1913 (void)WIPE(o_ptr, object_type);
1918 * @brief オブジェクトを複製する
1919 * Wipe an object clean.
1920 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1921 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1924 void object_copy(object_type *o_ptr, object_type *j_ptr)
1926 /* Copy the structure */
1927 (void)COPY(o_ptr, j_ptr, object_type);
1932 * @brief オブジェクト構造体にベースアイテムを作成する
1933 * Prepare an object based on an object kind.
1934 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1935 * @param k_idx 新たに作成したいベースアイテム情報のID
1938 void object_prep(object_type *o_ptr, int k_idx)
1940 object_kind *k_ptr = &k_info[k_idx];
1942 /* Clear the record */
1945 /* Save the kind index */
1946 o_ptr->k_idx = k_idx;
1948 /* Efficiency -- tval/sval */
1949 o_ptr->tval = k_ptr->tval;
1950 o_ptr->sval = k_ptr->sval;
1952 /* Default "pval" */
1953 o_ptr->pval = k_ptr->pval;
1955 /* Default number */
1958 /* Default weight */
1959 o_ptr->weight = k_ptr->weight;
1962 o_ptr->to_h = k_ptr->to_h;
1963 o_ptr->to_d = k_ptr->to_d;
1964 o_ptr->to_a = k_ptr->to_a;
1967 o_ptr->ac = k_ptr->ac;
1968 o_ptr->dd = k_ptr->dd;
1969 o_ptr->ds = k_ptr->ds;
1971 /* Default activation */
1972 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1974 /* Hack -- worthless items are always "broken" */
1975 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1977 /* Hack -- cursed items are always "cursed" */
1978 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1979 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1980 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1981 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1982 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1983 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1988 * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
1989 * Help determine an "enchantment bonus" for an object.
1990 * @param max ボーナス値の限度
1991 * @param level ボーナス値に加味する基準生成階
1992 * @return 算出されたボーナス値
1994 * To avoid floating point but still provide a smooth distribution of bonuses,\n
1995 * we simply round the results of division in such a way as to "average" the\n
1996 * correct floating point value.\n
1998 * This function has been changed. It uses "randnor()" to choose values from\n
1999 * a normal distribution, whose mean moves from zero towards the max as the\n
2000 * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2001 * and whose values are forced to lie between zero and the max, inclusive.\n
2003 * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2004 * rare to get the "full" enchantment on an object, even a deep levels.\n
2006 * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2008 * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2010 * N 0 1 2 3 4 5 6 7 8 9 10\n
2011 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
2012 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
2013 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
2014 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
2015 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
2016 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
2017 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
2018 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
2019 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
2020 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
2021 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
2022 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
2023 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
2024 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
2025 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
2026 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
2027 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
2028 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
2030 s16b m_bonus(int max, int level)
2032 int bonus, stand, extra, value;
2035 /* Paranoia -- enforce maximal "level" */
2036 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2039 /* The "bonus" moves towards the max */
2040 bonus = ((max * level) / MAX_DEPTH);
2042 /* Hack -- determine fraction of error */
2043 extra = ((max * level) % MAX_DEPTH);
2045 /* Hack -- simulate floating point computations */
2046 if (randint0(MAX_DEPTH) < extra) bonus++;
2049 /* The "stand" is equal to one quarter of the max */
2052 /* Hack -- determine fraction of error */
2055 /* Hack -- simulate floating point computations */
2056 if (randint0(4) < extra) stand++;
2059 /* Choose an "interesting" value */
2060 value = randnor(bonus, stand);
2062 /* Enforce the minimum value */
2063 if (value < 0) return (0);
2065 /* Enforce the maximum value */
2066 if (value > max) return (max);
2074 * @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
2075 * @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
2078 static void object_mention(object_type *o_ptr)
2080 char o_name[MAX_NLEN];
2082 object_aware(o_ptr);
2083 object_known(o_ptr);
2085 /* Mark the item as fully known */
2086 o_ptr->ident |= (IDENT_MENTAL);
2089 object_desc(o_name, o_ptr, 0);
2090 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2094 * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2095 * Mega-Hack -- Attempt to create one of the "Special Objects"
2096 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2097 * @return 生成に成功したらTRUEを返す。
2099 * We are only called from "make_object()", and we assume that\n
2100 * "apply_magic()" is called immediately after we return.\n
2102 * Note -- see "make_artifact()" and "apply_magic()"\n
2104 static bool make_artifact_special(object_type *o_ptr)
2109 /*! @note 地上ではキャンセルする / No artifacts in the town */
2110 if (!dun_level) return (FALSE);
2112 /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
2113 if (get_obj_num_hook) return (FALSE);
2115 /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
2116 for (i = 0; i < max_a_idx; i++)
2118 artifact_type *a_ptr = &a_info[i];
2120 /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
2121 if (!a_ptr->name) continue;
2123 /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
2124 if (a_ptr->cur_num) continue;
2125 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2126 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2128 /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
2129 * XXX XXX Enforce minimum "depth" (loosely) */
2130 if (a_ptr->level > object_level)
2132 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2133 int d = (a_ptr->level - object_level) * 2;
2134 if (!one_in_(d)) continue;
2137 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2138 if (!one_in_(a_ptr->rarity)) continue;
2140 /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
2141 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2142 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2143 if (k_info[k_idx].level > object_level)
2145 int d = (k_info[k_idx].level - object_level) * 5;
2146 if (!one_in_(d)) continue;
2149 /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
2150 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2151 object_prep(o_ptr, k_idx);
2154 random_artifact_resistance(o_ptr, a_ptr);
2158 /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
2164 * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2165 * Mega-Hack -- Attempt to create one of the "Special Objects"
2166 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2167 * @return 生成に成功したらTRUEを返す。
2169 * Attempt to change an object into an artifact\n
2170 * This routine should only be called by "apply_magic()"\n
2171 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2173 static bool make_artifact(object_type *o_ptr)
2178 /* No artifacts in the town */
2179 if (!dun_level) return (FALSE);
2181 /* Paranoia -- no "plural" artifacts */
2182 if (o_ptr->number != 1) return (FALSE);
2184 /* Check the artifact list (skip the "specials") */
2185 for (i = 0; i < max_a_idx; i++)
2187 artifact_type *a_ptr = &a_info[i];
2189 /* Skip "empty" items */
2190 if (!a_ptr->name) continue;
2192 /* Cannot make an artifact twice */
2193 if (a_ptr->cur_num) continue;
2195 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2197 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2199 /* Must have the correct fields */
2200 if (a_ptr->tval != o_ptr->tval) continue;
2201 if (a_ptr->sval != o_ptr->sval) continue;
2203 /* XXX XXX Enforce minimum "depth" (loosely) */
2204 if (a_ptr->level > dun_level)
2206 /* Acquire the "out-of-depth factor" */
2207 int d = (a_ptr->level - dun_level) * 2;
2209 /* Roll for out-of-depth creation */
2210 if (!one_in_(d)) continue;
2213 /* We must make the "rarity roll" */
2214 if (!one_in_(a_ptr->rarity)) continue;
2216 /* Hack -- mark the item as an artifact */
2219 /* Hack: Some artifacts get random extra powers */
2220 random_artifact_resistance(o_ptr, a_ptr);
2232 * @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
2233 * Choose random ego type
2234 * @param slot 取得したいエゴの装備部位
2235 * @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。
2236 * @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。
2238 static byte get_random_ego(byte slot, bool good)
2241 ego_item_type *e_ptr;
2245 for (i = 1; i < max_e_idx; i++)
2249 if (e_ptr->slot == slot
2250 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2253 total += (255 / e_ptr->rarity);
2257 value = randint1(total);
2259 for (i = 1; i < max_e_idx; i++)
2263 if (e_ptr->slot == slot
2264 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2267 value -= (255 / e_ptr->rarity);
2268 if (value <= 0L) break;
2276 * @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
2277 * Apply magic to an item known to be a "weapon"
2278 * @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
2279 * @param level 生成基準階
2280 * @param power 生成ランク
2283 * Hack -- note special base damage dice boosting\n
2284 * Hack -- note special processing for weapon/digger\n
2286 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2288 hit_prob tohit1 = randint1(5) + m_bonus(5, level);
2289 hit_point todam1 = randint1(5) + m_bonus(5, level);
2291 hit_prob tohit2 = m_bonus(10, level);
2292 hit_point todam2 = m_bonus(10, level);
2294 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2296 tohit2 = (tohit2+1)/2;
2297 todam2 = (todam2+1)/2;
2304 o_ptr->to_h += tohit1;
2305 o_ptr->to_d += todam1;
2311 o_ptr->to_h += tohit2;
2312 o_ptr->to_d += todam2;
2320 o_ptr->to_h -= tohit1;
2321 o_ptr->to_d -= todam1;
2326 /* Penalize again */
2327 o_ptr->to_h -= tohit2;
2328 o_ptr->to_d -= todam2;
2331 /* Cursed (if "bad") */
2332 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2335 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2338 switch (o_ptr->tval)
2345 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2346 create_artifact(o_ptr, FALSE);
2348 /* Special Ego-item */
2349 o_ptr->name2 = EGO_DIGGING;
2353 else if (power < -1)
2355 /* Hack -- Horrible digging bonus */
2356 o_ptr->pval = 0 - (5 + randint1(5));
2362 /* Hack -- Reverse digging bonus */
2363 o_ptr->pval = 0 - (o_ptr->pval);
2377 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2379 create_artifact(o_ptr, FALSE);
2384 /* Roll for an ego-item */
2385 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2386 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2388 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2390 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2395 switch (o_ptr->name2)
2398 if (one_in_(4) && (level > 40))
2399 add_flag(o_ptr->art_flags, TR_BLOWS);
2403 add_flag(o_ptr->art_flags, TR_RES_POIS);
2405 add_flag(o_ptr->art_flags, TR_WARNING);
2407 case EGO_KILL_DRAGON:
2409 add_flag(o_ptr->art_flags, TR_RES_POIS);
2413 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2415 case EGO_SLAYING_WEAPON:
2416 if (one_in_(3)) /* double damage */
2424 while (one_in_(o_ptr->dd));
2430 while (one_in_(o_ptr->ds));
2435 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2437 if (o_ptr->tval == TV_SWORD && one_in_(3))
2439 add_flag(o_ptr->art_flags, TR_VORPAL);
2444 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2450 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2452 add_flag(o_ptr->art_flags, TR_DEX);
2454 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2457 o_ptr->pval = m_bonus(5, level) + 1;
2459 case EGO_EARTHQUAKES:
2460 if (one_in_(3) && (level > 60))
2461 add_flag(o_ptr->art_flags, TR_BLOWS);
2463 o_ptr->pval = m_bonus(3, level);
2467 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2471 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2473 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2475 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2476 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2479 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2480 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2481 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2482 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2486 if (!o_ptr->art_name)
2488 /* Hack -- Super-charge the damage dice */
2489 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2491 /* Hack -- Lower the damage dice */
2492 if (o_ptr->dd > 9) o_ptr->dd = 9;
2497 else if (power < -1)
2499 /* Roll for ego-item */
2500 if (randint0(MAX_DEPTH) < level)
2504 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2505 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2511 switch (o_ptr->name2)
2514 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2515 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2517 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2518 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2519 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2520 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2521 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2522 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2536 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2538 create_artifact(o_ptr, FALSE);
2541 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2555 if (power > 2) /* power > 2 is debug only */
2557 create_artifact(o_ptr, FALSE);
2561 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2563 switch (o_ptr->name2)
2565 case EGO_SLAYING_BOLT:
2570 /* Hack -- super-charge the damage dice */
2571 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2573 /* Hack -- restrict the damage dice */
2574 if (o_ptr->dd > 9) o_ptr->dd = 9;
2578 else if (power < -1)
2580 /* Roll for ego-item */
2581 if (randint0(MAX_DEPTH) < level)
2583 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2593 * @brief ドラゴン装備にランダムな耐性を与える
2594 * @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
2597 static void dragon_resist(object_type * o_ptr)
2602 one_dragon_ele_resistance(o_ptr);
2604 one_high_resistance(o_ptr);
2610 * @brief オブジェクトにランダムな強いESPを与える
2611 * @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
2614 static bool add_esp_strong(object_type *o_ptr)
2616 bool nonliv = FALSE;
2618 switch (randint1(3))
2620 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2621 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2622 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2629 * @brief オブジェクトにランダムな弱いESPを与える
2630 * @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
2631 * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2634 static void add_esp_weak(object_type *o_ptr, bool extra)
2637 u32b weak_esp_list[] = {
2649 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2650 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2652 /* Add unduplicated weak esp flags randomly */
2653 for (i = 0; i < add_count; ++ i)
2655 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2657 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2658 weak_esp_list[choice] = weak_esp_list[i];
2664 * @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
2665 * Apply magic to an item known to be "armor"
2666 * @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
2667 * @param level 生成基準階
2668 * @param power 生成ランク
2671 * Hack -- note special processing for crown/helm\n
2672 * Hack -- note special processing for robe of permanence\n
2674 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2676 int toac1 = randint1(5) + m_bonus(5, level);
2678 int toac2 = m_bonus(10, level);
2684 o_ptr->to_a += toac1;
2690 o_ptr->to_a += toac2;
2698 o_ptr->to_a -= toac1;
2703 /* Penalize again */
2704 o_ptr->to_a -= toac2;
2707 /* Cursed (if "bad") */
2708 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2713 switch (o_ptr->tval)
2717 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2718 create_artifact(o_ptr, FALSE);
2728 /* Hack -- Try for "Robes of the Magi" */
2729 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2730 (o_ptr->sval == SV_ROBE) &&
2731 (randint0(100) < 15))
2735 o_ptr->name2 = EGO_YOIYAMI;
2736 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2737 o_ptr->sval = SV_YOIYAMI_ROBE;
2743 o_ptr->name2 = EGO_PERMANENCE;
2748 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2750 create_artifact(o_ptr, FALSE);
2756 bool okay_flag = TRUE;
2758 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2760 switch (o_ptr->name2)
2763 if (o_ptr->tval != TV_HARD_ARMOR)
2769 if (o_ptr->tval != TV_SOFT_ARMOR)
2778 if (okay_flag) break;
2780 switch (o_ptr->name2)
2782 case EGO_RESISTANCE:
2784 add_flag(o_ptr->art_flags, TR_RES_POIS);
2787 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2788 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2792 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2794 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2796 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2797 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2799 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2800 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2801 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2802 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2803 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2804 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2805 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2806 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2809 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2810 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2811 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2812 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2813 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2814 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2827 if (o_ptr->sval == SV_DRAGON_SHIELD)
2829 dragon_resist(o_ptr);
2830 if (!one_in_(3)) break;
2836 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2838 create_artifact(o_ptr, FALSE);
2844 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2845 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2846 && o_ptr->name2 == EGO_S_DWARVEN)
2853 switch (o_ptr->name2)
2856 if (!one_in_(3)) one_high_resistance(o_ptr);
2857 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2859 case EGO_REFLECTION:
2860 if (o_ptr->sval == SV_MIRROR_SHIELD)
2865 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2866 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2875 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2877 dragon_resist(o_ptr);
2878 if (!one_in_(3)) break;
2882 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2884 create_artifact(o_ptr, FALSE);
2887 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2891 else if (power < -1)
2893 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2901 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2903 dragon_resist(o_ptr);
2904 if (!one_in_(3)) break;
2909 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2911 create_artifact(o_ptr, FALSE);
2914 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2916 switch (o_ptr->name2)
2918 case EGO_SLOW_DESCENT:
2921 one_high_resistance(o_ptr);
2927 else if (power < -1)
2929 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2940 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2942 create_artifact(o_ptr, FALSE);
2947 bool ok_flag = TRUE;
2948 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2950 switch (o_ptr->name2)
2953 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2954 else add_esp_weak(o_ptr, FALSE);
2958 case EGO_REGENERATION:
2959 case EGO_LORDLINESS:
2965 if (one_in_(2)) add_esp_strong(o_ptr);
2966 else add_esp_weak(o_ptr, FALSE);
2969 default:/* not existing crown (wisdom,lite, etc...) */
2973 break; /* while (1) */
2979 else if (power < -1)
2983 bool ok_flag = TRUE;
2984 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2986 switch (o_ptr->name2)
2988 case EGO_ANCIENT_CURSE:
2989 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2990 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2991 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2992 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2993 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2994 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2998 break; /* while (1) */
3007 if (o_ptr->sval == SV_DRAGON_HELM)
3009 dragon_resist(o_ptr);
3010 if (!one_in_(3)) break;
3016 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3018 create_artifact(o_ptr, FALSE);
3023 bool ok_flag = TRUE;
3024 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3026 switch (o_ptr->name2)
3028 case EGO_BRILLIANCE:
3030 case EGO_INFRAVISION:
3031 case EGO_H_PROTECTION:
3036 if (one_in_(2)) add_esp_strong(o_ptr);
3037 else add_esp_weak(o_ptr, FALSE);
3041 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
3042 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
3045 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3047 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3049 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3050 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3052 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3053 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
3054 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
3055 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3056 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3057 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3058 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3059 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3061 default:/* not existing helm (Magi, Might, etc...)*/
3065 break; /* while (1) */
3070 else if (power < -1)
3074 bool ok_flag = TRUE;
3075 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3077 switch (o_ptr->name2)
3079 case EGO_ANCIENT_CURSE:
3083 break; /* while (1) */
3094 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3096 create_artifact(o_ptr, FALSE);
3099 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3101 switch (o_ptr->name2)
3110 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3111 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3112 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3113 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3120 else if (power < -1)
3122 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3133 * @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
3134 * Apply magic to an item known to be a "ring" or "amulet"
3135 * @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
3136 * @param level 生成基準階
3137 * @param power 生成ランク
3140 * Hack -- note special "pval boost" code for ring of speed\n
3141 * Hack -- note that some items must be cursed (or blessed)\n
3143 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3145 /* Apply magic (good or bad) according to type */
3146 switch (o_ptr->tval)
3151 switch (o_ptr->sval)
3153 case SV_RING_ATTACKS:
3156 o_ptr->pval = m_bonus(2, level);
3157 if (one_in_(15)) o_ptr->pval++;
3158 if (o_ptr->pval < 1) o_ptr->pval = 1;
3164 o_ptr->ident |= (IDENT_BROKEN);
3167 o_ptr->curse_flags |= TRC_CURSED;
3170 o_ptr->pval = 0 - (o_ptr->pval);
3181 /* Strength, Constitution, Dexterity, Intelligence */
3187 o_ptr->pval = 1 + m_bonus(5, level);
3193 o_ptr->ident |= (IDENT_BROKEN);
3196 o_ptr->curse_flags |= TRC_CURSED;
3199 o_ptr->pval = 0 - (o_ptr->pval);
3205 /* Ring of Speed! */
3208 /* Base speed (1 to 10) */
3209 o_ptr->pval = randint1(5) + m_bonus(5, level);
3211 /* Super-charge the ring */
3212 while (randint0(100) < 50) o_ptr->pval++;
3218 o_ptr->ident |= (IDENT_BROKEN);
3221 o_ptr->curse_flags |= TRC_CURSED;
3224 o_ptr->pval = 0 - (o_ptr->pval);
3232 case SV_RING_LORDLY:
3236 one_lordly_high_resistance(o_ptr);
3240 /* Bonus to armor class */
3241 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3245 case SV_RING_WARNING:
3247 if (one_in_(3)) one_low_esp(o_ptr);
3252 case SV_RING_SEARCHING:
3254 /* Bonus to searching */
3255 o_ptr->pval = 1 + m_bonus(5, level);
3261 o_ptr->ident |= (IDENT_BROKEN);
3264 o_ptr->curse_flags |= TRC_CURSED;
3267 o_ptr->pval = 0 - (o_ptr->pval);
3273 /* Flames, Acid, Ice */
3274 case SV_RING_FLAMES:
3279 /* Bonus to armor class */
3280 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3284 /* Weakness, Stupidity */
3285 case SV_RING_WEAKNESS:
3286 case SV_RING_STUPIDITY:
3289 o_ptr->ident |= (IDENT_BROKEN);
3292 o_ptr->curse_flags |= TRC_CURSED;
3295 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3296 if (power > 0) power = 0 - power;
3301 /* WOE, Stupidity */
3305 o_ptr->ident |= (IDENT_BROKEN);
3308 o_ptr->curse_flags |= TRC_CURSED;
3311 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3312 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3313 if (power > 0) power = 0 - power;
3318 /* Ring of damage */
3319 case SV_RING_DAMAGE:
3321 /* Bonus to damage */
3322 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3328 o_ptr->ident |= (IDENT_BROKEN);
3331 o_ptr->curse_flags |= TRC_CURSED;
3334 o_ptr->to_d = 0 - o_ptr->to_d;
3340 /* Ring of Accuracy */
3341 case SV_RING_ACCURACY:
3344 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3350 o_ptr->ident |= (IDENT_BROKEN);
3353 o_ptr->curse_flags |= TRC_CURSED;
3356 o_ptr->to_h = 0 - o_ptr->to_h;
3362 /* Ring of Protection */
3363 case SV_RING_PROTECTION:
3365 /* Bonus to armor class */
3366 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3372 o_ptr->ident |= (IDENT_BROKEN);
3375 o_ptr->curse_flags |= TRC_CURSED;
3378 o_ptr->to_a = 0 - o_ptr->to_a;
3384 /* Ring of Slaying */
3385 case SV_RING_SLAYING:
3387 /* Bonus to damage and to hit */
3388 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3389 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3395 o_ptr->ident |= (IDENT_BROKEN);
3398 o_ptr->curse_flags |= TRC_CURSED;
3400 /* Reverse bonuses */
3401 o_ptr->to_h = 0 - o_ptr->to_h;
3402 o_ptr->to_d = 0 - o_ptr->to_d;
3408 case SV_RING_MUSCLE:
3410 o_ptr->pval = 1 + m_bonus(3, level);
3411 if (one_in_(4)) o_ptr->pval++;
3417 o_ptr->ident |= (IDENT_BROKEN);
3420 o_ptr->curse_flags |= TRC_CURSED;
3422 /* Reverse bonuses */
3423 o_ptr->pval = 0 - o_ptr->pval;
3428 case SV_RING_AGGRAVATION:
3431 o_ptr->ident |= (IDENT_BROKEN);
3434 o_ptr->curse_flags |= TRC_CURSED;
3436 if (power > 0) power = 0 - power;
3440 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3441 || (power > 2)) /* power > 2 is debug only */
3443 o_ptr->pval = MIN(o_ptr->pval, 4);
3444 /* Randart amulet */
3445 create_artifact(o_ptr, FALSE);
3447 else if ((power == 2) && one_in_(2))
3449 while(!o_ptr->name2)
3451 int tmp = m_bonus(10, level);
3452 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3453 switch(randint1(28))
3456 o_ptr->name2 = EGO_RING_THROW;
3459 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3460 o_ptr->name2 = EGO_RING_REGEN;
3463 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3464 o_ptr->name2 = EGO_RING_LITE;
3467 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3468 o_ptr->name2 = EGO_RING_TELEPORT;
3471 if (o_ptr->to_h) break;
3472 o_ptr->name2 = EGO_RING_TO_H;
3475 if (o_ptr->to_d) break;
3476 o_ptr->name2 = EGO_RING_TO_D;
3479 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3480 o_ptr->name2 = EGO_RING_SLAY;
3483 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3484 o_ptr->name2 = EGO_RING_WIZARD;
3487 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3488 o_ptr->name2 = EGO_RING_HERO;
3491 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3492 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3493 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3494 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3497 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3498 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;
3499 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3500 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3501 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3504 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3505 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;
3506 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3507 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3508 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3511 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3512 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;
3513 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3514 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3517 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3518 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;
3519 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3520 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3522 case 21: case 22: case 23: case 24: case 25: case 26:
3523 switch (o_ptr->sval)
3526 if (!one_in_(3)) break;
3527 o_ptr->name2 = EGO_RING_D_SPEED;
3529 case SV_RING_DAMAGE:
3530 case SV_RING_ACCURACY:
3531 case SV_RING_SLAYING:
3532 if (one_in_(2)) break;
3533 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3536 o_ptr->name2 = EGO_RING_BERSERKER;
3537 o_ptr->to_h -= 2+randint1(4);
3538 o_ptr->to_d += 2+randint1(4);
3541 case SV_RING_PROTECTION:
3542 o_ptr->name2 = EGO_RING_SUPER_AC;
3543 o_ptr->to_a += 7 + m_bonus(5, level);
3545 case SV_RING_RES_FEAR:
3546 o_ptr->name2 = EGO_RING_HERO;
3549 if (one_in_(2)) break;
3550 o_ptr->name2 = EGO_RING_HUNTER;
3552 case SV_RING_SEARCHING:
3553 o_ptr->name2 = EGO_RING_STEALTH;
3555 case SV_RING_TELEPORTATION:
3556 o_ptr->name2 = EGO_RING_TELE_AWAY;
3558 case SV_RING_RES_BLINDNESS:
3560 o_ptr->name2 = EGO_RING_RES_LITE;
3562 o_ptr->name2 = EGO_RING_RES_DARK;
3564 case SV_RING_LORDLY:
3565 if (!one_in_(20)) break;
3566 one_lordly_high_resistance(o_ptr);
3567 one_lordly_high_resistance(o_ptr);
3568 o_ptr->name2 = EGO_RING_TRUE;
3570 case SV_RING_SUSTAIN:
3571 if (!one_in_(4)) break;
3572 o_ptr->name2 = EGO_RING_RES_TIME;
3574 case SV_RING_FLAMES:
3575 if (!one_in_(2)) break;
3576 o_ptr->name2 = EGO_RING_DRAGON_F;
3579 if (!one_in_(2)) break;
3580 o_ptr->name2 = EGO_RING_DRAGON_C;
3582 case SV_RING_WARNING:
3583 if (!one_in_(2)) break;
3584 o_ptr->name2 = EGO_RING_M_DETECT;
3593 o_ptr->curse_flags = 0L;
3595 else if ((power == -2) && one_in_(2))
3597 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3598 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3599 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3600 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3601 o_ptr->art_flags[0] = 0;
3602 o_ptr->art_flags[1] = 0;
3603 while(!o_ptr->name2)
3605 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3609 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3610 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3613 o_ptr->name2 = EGO_RING_NO_MELEE;
3616 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3617 o_ptr->name2 = EGO_RING_AGGRAVATE;
3620 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3621 o_ptr->name2 = EGO_RING_TY_CURSE;
3624 o_ptr->name2 = EGO_RING_ALBINO;
3629 o_ptr->ident |= (IDENT_BROKEN);
3632 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3640 switch (o_ptr->sval)
3642 /* Amulet of wisdom/charisma */
3643 case SV_AMULET_INTELLIGENCE:
3644 case SV_AMULET_WISDOM:
3645 case SV_AMULET_CHARISMA:
3647 o_ptr->pval = 1 + m_bonus(5, level);
3653 o_ptr->ident |= (IDENT_BROKEN);
3656 o_ptr->curse_flags |= (TRC_CURSED);
3658 /* Reverse bonuses */
3659 o_ptr->pval = 0 - o_ptr->pval;
3665 /* Amulet of brilliance */
3666 case SV_AMULET_BRILLIANCE:
3668 o_ptr->pval = 1 + m_bonus(3, level);
3669 if (one_in_(4)) o_ptr->pval++;
3675 o_ptr->ident |= (IDENT_BROKEN);
3678 o_ptr->curse_flags |= (TRC_CURSED);
3680 /* Reverse bonuses */
3681 o_ptr->pval = 0 - o_ptr->pval;
3687 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3691 o_ptr->curse_flags |= (TRC_CURSED);
3696 case SV_AMULET_RESISTANCE:
3698 if (one_in_(5)) one_high_resistance(o_ptr);
3699 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3703 /* Amulet of searching */
3704 case SV_AMULET_SEARCHING:
3706 o_ptr->pval = randint1(2) + m_bonus(4, level);
3712 o_ptr->ident |= (IDENT_BROKEN);
3715 o_ptr->curse_flags |= (TRC_CURSED);
3717 /* Reverse bonuses */
3718 o_ptr->pval = 0 - (o_ptr->pval);
3724 /* Amulet of the Magi -- never cursed */
3725 case SV_AMULET_THE_MAGI:
3727 o_ptr->pval = randint1(5) + m_bonus(5, level);
3728 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3730 /* gain one low ESP */
3731 add_esp_weak(o_ptr, FALSE);
3736 /* Amulet of Doom -- always cursed */
3737 case SV_AMULET_DOOM:
3740 o_ptr->ident |= (IDENT_BROKEN);
3743 o_ptr->curse_flags |= (TRC_CURSED);
3746 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3747 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3748 if (power > 0) power = 0 - power;
3753 case SV_AMULET_MAGIC_MASTERY:
3755 o_ptr->pval = 1 + m_bonus(4, level);
3761 o_ptr->ident |= (IDENT_BROKEN);
3764 o_ptr->curse_flags |= (TRC_CURSED);
3766 /* Reverse bonuses */
3767 o_ptr->pval = 0 - o_ptr->pval;
3773 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3774 || (power > 2)) /* power > 2 is debug only */
3776 o_ptr->pval = MIN(o_ptr->pval, 4);
3777 /* Randart amulet */
3778 create_artifact(o_ptr, FALSE);
3780 else if ((power == 2) && one_in_(2))
3782 while(!o_ptr->name2)
3784 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3785 switch(randint1(21))
3788 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3789 o_ptr->name2 = EGO_AMU_SLOW_D;
3792 if (o_ptr->pval) break;
3793 o_ptr->name2 = EGO_AMU_INFRA;
3796 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3797 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3800 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3801 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3804 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3805 o_ptr->name2 = EGO_AMU_LEVITATION;
3807 case 10: case 11: case 21:
3808 o_ptr->name2 = EGO_AMU_AC;
3811 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3812 if (m_bonus(10, level) > 8)
3813 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3815 o_ptr->name2 = EGO_AMU_RES_FIRE;
3818 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3819 if (m_bonus(10, level) > 8)
3820 o_ptr->name2 = EGO_AMU_RES_COLD_;
3822 o_ptr->name2 = EGO_AMU_RES_COLD;
3825 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3826 if (m_bonus(10, level) > 8)
3827 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3829 o_ptr->name2 = EGO_AMU_RES_ELEC;
3832 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3833 if (m_bonus(10, level) > 8)
3834 o_ptr->name2 = EGO_AMU_RES_ACID_;
3836 o_ptr->name2 = EGO_AMU_RES_ACID;
3838 case 16: case 17: case 18: case 19: case 20:
3839 switch (o_ptr->sval)
3841 case SV_AMULET_TELEPORT:
3842 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3843 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3844 else o_ptr->name2 = EGO_AMU_TELEPORT;
3846 case SV_AMULET_RESIST_ACID:
3847 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3849 case SV_AMULET_SEARCHING:
3850 o_ptr->name2 = EGO_AMU_STEALTH;
3852 case SV_AMULET_BRILLIANCE:
3853 if (!one_in_(3)) break;
3854 o_ptr->name2 = EGO_AMU_IDENT;
3856 case SV_AMULET_CHARISMA:
3857 if (!one_in_(3)) break;
3858 o_ptr->name2 = EGO_AMU_CHARM;
3860 case SV_AMULET_THE_MAGI:
3861 if (one_in_(2)) break;
3862 o_ptr->name2 = EGO_AMU_GREAT;
3864 case SV_AMULET_RESISTANCE:
3865 if (!one_in_(5)) break;
3866 o_ptr->name2 = EGO_AMU_DEFENDER;
3868 case SV_AMULET_TELEPATHY:
3869 if (!one_in_(3)) break;
3870 o_ptr->name2 = EGO_AMU_DETECTION;
3876 o_ptr->curse_flags = 0L;
3878 else if ((power == -2) && one_in_(2))
3880 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3881 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3882 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3883 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3884 o_ptr->art_flags[0] = 0;
3885 o_ptr->art_flags[1] = 0;
3886 while(!o_ptr->name2)
3888 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3892 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3893 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3896 o_ptr->name2 = EGO_AMU_FOOL;
3899 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3900 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3903 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3904 o_ptr->name2 = EGO_AMU_TY_CURSE;
3907 o_ptr->name2 = EGO_AMU_NAIVETY;
3912 o_ptr->ident |= (IDENT_BROKEN);
3915 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3923 * @brief モンスターが人形のベースにできるかを返す
3924 * @param r_idx チェックしたいモンスター種族のID
3925 * @return 人形にできるならTRUEを返す
3927 static bool item_monster_okay(int r_idx)
3929 monster_race *r_ptr = &r_info[r_idx];
3932 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3933 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3934 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3935 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3936 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3937 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3945 * @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
3946 * Apply magic to an item known to be "boring"
3947 * @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
3948 * @param level 生成基準階
3949 * @param power 生成ランク
3952 * Hack -- note the special code for various items
3954 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3956 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3961 /* Apply magic (good or bad) according to type */
3962 switch (o_ptr->tval)
3971 o_ptr->ident |= (IDENT_BROKEN);
3974 o_ptr->curse_flags |= (TRC_CURSED);
3981 o_ptr->xtra4 = o_ptr->pval;
3987 /* Hack -- Torches -- random fuel */
3988 if (o_ptr->sval == SV_LITE_TORCH)
3990 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3994 /* Hack -- Lanterns -- random fuel */
3995 if (o_ptr->sval == SV_LITE_LANTERN)
3997 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4001 if (power > 2) /* power > 2 is debug only */
4003 create_artifact(o_ptr, FALSE);
4005 else if ((power == 2) || ((power == 1) && one_in_(3)))
4007 while (!o_ptr->name2)
4011 bool okay_flag = TRUE;
4013 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4015 switch (o_ptr->name2)
4018 if (o_ptr->sval == SV_LITE_FEANOR)
4026 else if (power == -2)
4028 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4030 switch (o_ptr->name2)
4032 case EGO_LITE_DARKNESS:
4035 if (o_ptr->sval == SV_LITE_TORCH)
4037 add_flag(o_ptr->art_flags, TR_LITE_M1);
4039 else if (o_ptr->sval == SV_LITE_LANTERN)
4041 add_flag(o_ptr->art_flags, TR_LITE_M2);
4043 else if (o_ptr->sval == SV_LITE_FEANOR)
4045 add_flag(o_ptr->art_flags, TR_LITE_M3);
4057 /* The wand or staff gets a number of initial charges equal
4058 * to between 1/2 (+1) and the full object kind's pval. -LM-
4060 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4066 /* Transfer the pval. -LM- */
4067 o_ptr->pval = k_ptr->pval;
4074 object_aware(o_ptr);
4075 object_known(o_ptr);
4084 monster_race *r_ptr;
4086 /* Pick a random non-unique monster race */
4089 i = randint1(max_r_idx - 1);
4091 if (!item_monster_okay(i)) continue;
4092 if (i == MON_TSUCHINOKO) continue;
4096 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4098 /* Ignore dead monsters */
4099 if (!r_ptr->rarity) continue;
4101 /* Ignore uncommon monsters */
4102 if (r_ptr->rarity > 100) continue;
4104 /* Prefer less out-of-depth monsters */
4105 if (randint0(check)) continue;
4112 /* Some figurines are cursed */
4113 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4125 monster_race *r_ptr;
4127 if (o_ptr->sval == SV_SKELETON)
4129 match = RF9_DROP_SKELETON;
4131 else if (o_ptr->sval == SV_CORPSE)
4133 match = RF9_DROP_CORPSE;
4136 /* Hack -- Remove the monster restriction */
4137 get_mon_num_prep(item_monster_okay, NULL);
4139 /* Pick a random non-unique monster race */
4142 i = get_mon_num(dun_level);
4146 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4148 /* Ignore dead monsters */
4149 if (!r_ptr->rarity) continue;
4151 /* Ignore corpseless monsters */
4152 if (!(r_ptr->flags9 & match)) continue;
4154 /* Prefer less out-of-depth monsters */
4155 if (randint0(check)) continue;
4163 object_aware(o_ptr);
4164 object_known(o_ptr);
4172 monster_race *r_ptr;
4174 /* Pick a random monster race */
4177 i = randint1(max_r_idx - 1);
4181 /* Ignore dead monsters */
4182 if (!r_ptr->rarity) continue;
4191 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4193 object_aware(o_ptr);
4194 object_known(o_ptr);
4201 byte obj_level = k_info[o_ptr->k_idx].level;
4203 /* Hack -- skip ruined chests */
4204 if (obj_level <= 0) break;
4206 /* Hack -- pick a "difficulty" */
4207 o_ptr->pval = randint1(obj_level);
4208 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4210 o_ptr->xtra3 = dun_level + 5;
4212 /* Never exceed "difficulty" of 55 to 59 */
4213 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4221 * @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
4222 * Complete the "creation" of an object by applying "magic" to the item
4223 * @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
4225 * @param mode 生成オプション
4228 * This includes not only rolling for random bonuses, but also putting the\n
4229 * finishing touches on ego-items and artifacts, giving charges to wands and\n
4230 * staffs, giving fuel to lites, and placing traps on chests.\n
4232 * In particular, note that "Instant Artifacts", if "created" by an external\n
4233 * routine, must pass through this function to complete the actual creation.\n
4235 * The base "chance" of the item being "good" increases with the "level"\n
4236 * parameter, which is usually derived from the dungeon level, being equal\n
4237 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
4238 * the object is guaranteed to be "good". If an object is "good", then\n
4239 * the chance that the object will be "great" (ego-item or artifact), also\n
4240 * increases with the "level", being equal to half the level, plus 5, up to\n
4241 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
4242 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
4244 * If the object is not "good", there is a chance it will be "cursed", and\n
4245 * if it is "cursed", there is a chance it will be "broken". These chances\n
4246 * are related to the "good" / "great" chances above.\n
4248 * Otherwise "normal" rings and amulets will be "good" half the time and\n
4249 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4251 * If "okay" is true, and the object is going to be "great", then there is\n
4252 * a chance that an artifact will be created. This is true even if both the\n
4253 * "good" and "great" arguments are false. As a total hack, if "great" is\n
4254 * true, then the item gets 3 extra "attempts" to become an artifact.\n
4256 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4258 int i, rolls, f1, f2, power;
4260 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4262 /* Maximum "level" for various things */
4263 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4265 /* Base chance of being "good" */
4268 /* Maximal chance of being "good" */
4269 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4271 /* Base chance of being "great" */
4274 /* Maximal chance of being "great" */
4275 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4276 f2 = d_info[dungeon_type].obj_great;
4278 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4283 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4292 /* Roll for "good" */
4293 if ((mode & AM_GOOD) || magik(f1))
4298 /* Roll for "great" */
4299 if ((mode & AM_GREAT) || magik(f2))
4303 /* Roll for "special" */
4304 if (mode & AM_SPECIAL) power = 3;
4308 /* Roll for "cursed" */
4311 /* Assume "cursed" */
4314 /* Roll for "broken" */
4315 if (magik(f2)) power = -2;
4319 if (mode & AM_CURSED)
4321 /* Assume 'cursed' */
4326 /* Everything else gets more badly cursed */
4333 /* Assume no rolls */
4336 /* Get one roll if excellent */
4337 if (power >= 2) rolls = 1;
4339 /* Hack -- Get four rolls if forced great or special */
4340 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4342 /* Hack -- Get no rolls if not allowed */
4343 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4345 /* Roll for artifacts if allowed */
4346 for (i = 0; i < rolls; i++)
4348 /* Roll for an artifact */
4349 if (make_artifact(o_ptr)) break;
4350 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4352 if (make_artifact(o_ptr)) break;
4357 /* Hack -- analyze artifacts */
4358 if (object_is_fixed_artifact(o_ptr))
4360 artifact_type *a_ptr = &a_info[o_ptr->name1];
4362 /* Hack -- Mark the artifact as "created" */
4365 /* Hack -- Memorize location of artifact in saved floors */
4366 if (character_dungeon)
4367 a_ptr->floor_id = p_ptr->floor_id;
4369 /* Extract the other fields */
4370 o_ptr->pval = a_ptr->pval;
4371 o_ptr->ac = a_ptr->ac;
4372 o_ptr->dd = a_ptr->dd;
4373 o_ptr->ds = a_ptr->ds;
4374 o_ptr->to_a = a_ptr->to_a;
4375 o_ptr->to_h = a_ptr->to_h;
4376 o_ptr->to_d = a_ptr->to_d;
4377 o_ptr->weight = a_ptr->weight;
4378 o_ptr->xtra2 = a_ptr->act_idx;
4380 if (o_ptr->name1 == ART_MILIM)
4382 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4388 /* Hack -- extract the "broken" flag */
4389 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4391 /* Hack -- extract the "cursed" flag */
4392 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4393 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4394 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4395 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4396 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4397 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4405 switch (o_ptr->tval)
4414 if (power) a_m_aux_1(o_ptr, lev, power);
4420 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4426 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4440 /* Elven Cloak and Black Clothes ... */
4441 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4442 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4443 o_ptr->pval = randint1(4);
4447 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4448 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4449 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4450 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4451 a_m_aux_2(o_ptr, lev, power);
4453 if (power) a_m_aux_2(o_ptr, lev, power);
4461 if (!power && (randint0(100) < 50)) power = -1;
4462 a_m_aux_3(o_ptr, lev, power);
4468 a_m_aux_4(o_ptr, lev, power);
4473 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4474 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4475 (p_ptr->pseikaku == SEIKAKU_SEXY))
4478 add_flag(o_ptr->art_flags, TR_STR);
4479 add_flag(o_ptr->art_flags, TR_INT);
4480 add_flag(o_ptr->art_flags, TR_WIS);
4481 add_flag(o_ptr->art_flags, TR_DEX);
4482 add_flag(o_ptr->art_flags, TR_CON);
4483 add_flag(o_ptr->art_flags, TR_CHR);
4486 /* Hack -- analyze ego-items */
4487 if (object_is_ego(o_ptr))
4489 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4491 /* Hack -- acquire "broken" flag */
4492 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4494 /* Hack -- acquire "cursed" flag */
4495 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4496 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4497 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4498 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4499 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4500 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4502 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4503 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4504 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4505 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4506 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4507 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4508 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4509 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4515 while (one_in_(o_ptr->dd));
4517 if (o_ptr->dd > 9) o_ptr->dd = 9;
4520 /* Hack -- apply activatin index if needed */
4521 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4523 /* Hack -- apply extra penalties if needed */
4524 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4526 /* Hack -- obtain bonuses */
4527 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4528 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4529 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4531 /* Hack -- obtain pval */
4532 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4535 /* Hack -- apply extra bonuses if needed */
4538 /* Hack -- obtain bonuses */
4539 if (e_ptr->max_to_h)
4541 if (e_ptr->max_to_h > 127)
4542 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4543 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4545 if (e_ptr->max_to_d)
4547 if (e_ptr->max_to_d > 127)
4548 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4549 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4551 if (e_ptr->max_to_a)
4553 if (e_ptr->max_to_a > 127)
4554 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4555 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4558 /* Accuracy ego must have high to_h */
4559 if(o_ptr->name2 == EGO_ACCURACY)
4561 while(o_ptr->to_h < o_ptr->to_d + 10)
4566 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4569 /* Accuracy ego must have high to_h */
4570 if(o_ptr->name2 == EGO_VELOCITY)
4572 while(o_ptr->to_d < o_ptr->to_h + 10)
4577 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4580 /* Protection ego must have high to_a */
4581 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4583 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4586 /* Hack -- obtain pval */
4587 if (e_ptr->max_pval)
4589 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4592 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4594 else if (o_ptr->name2 == EGO_DEMON)
4596 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4598 o_ptr->pval += randint1(2);
4602 o_ptr->pval += randint1(e_ptr->max_pval);
4605 else if (o_ptr->name2 == EGO_ATTACKS)
4607 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4608 if (o_ptr->pval > 3) o_ptr->pval = 3;
4609 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4610 o_ptr->pval += randint1(2);
4612 else if (o_ptr->name2 == EGO_BAT)
4614 o_ptr->pval = randint1(e_ptr->max_pval);
4615 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4617 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4619 o_ptr->pval = randint1(e_ptr->max_pval);
4623 o_ptr->pval += randint1(e_ptr->max_pval);
4628 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4630 o_ptr->pval = randint1(o_ptr->pval);
4632 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4640 /* Examine real objects */
4643 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4645 /* Hack -- acquire "broken" flag */
4646 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4648 /* Hack -- acquire "cursed" flag */
4649 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4650 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4651 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4652 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4653 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4654 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4662 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4663 * Hack -- determine if a template is "good"
4664 * @param k_idx 判定したいベースアイテムのID
4665 * @return ベースアイテムが上質ならばTRUEを返す。
4667 static bool kind_is_good(int k_idx)
4669 object_kind *k_ptr = &k_info[k_idx];
4671 /* Analyze the item type */
4672 switch (k_ptr->tval)
4674 /* Armor -- Good unless damaged */
4685 if (k_ptr->to_a < 0) return (FALSE);
4689 /* Weapons -- Good unless damaged */
4696 if (k_ptr->to_h < 0) return (FALSE);
4697 if (k_ptr->to_d < 0) return (FALSE);
4701 /* Ammo -- Arrows/Bolts are good */
4708 /* Books -- High level books are good (except Arcane books) */
4710 case TV_SORCERY_BOOK:
4711 case TV_NATURE_BOOK:
4716 case TV_DAEMON_BOOK:
4717 case TV_CRUSADE_BOOK:
4719 case TV_HISSATSU_BOOK:
4722 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4726 /* Rings -- Rings of Speed are good */
4729 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4730 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4734 /* Amulets -- Amulets of the Magi and Resistance are good */
4737 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4738 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4743 /* Assume not good */
4748 * @brief 生成階に応じたベースアイテムの生成を行う。
4749 * Attempt to make an object (normal or good/great)
4750 * @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
4751 * @param mode オプションフラグ
4752 * @return 生成に成功したらTRUEを返す。
4754 * This routine plays nasty games to generate the "special artifacts".\n
4755 * This routine uses "object_level" for the "generation level".\n
4756 * We assume that the given object has been "wiped".\n
4758 bool make_object(object_type *j_ptr, u32b mode)
4764 /* Chance of "special object" */
4765 prob = ((mode & AM_GOOD) ? 10 : 1000);
4767 /* Base level for the object */
4768 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4771 /* Generate a special object, or a normal object */
4772 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4777 if ((mode & AM_GOOD) && !get_obj_num_hook)
4779 /* Activate restriction (if already specified, use that) */
4780 get_obj_num_hook = kind_is_good;
4783 /* Restricted objects - prepare allocation table */
4784 if (get_obj_num_hook) get_obj_num_prep();
4786 /* Pick a random object */
4787 k_idx = get_obj_num(base);
4789 /* Restricted objects */
4790 if (get_obj_num_hook)
4792 /* Clear restriction */
4793 get_obj_num_hook = NULL;
4795 /* Reset allocation table to default */
4799 /* Handle failure */
4800 if (!k_idx) return (FALSE);
4802 /* Prepare the object */
4803 object_prep(j_ptr, k_idx);
4806 /* Apply magic (allow artifacts) */
4807 apply_magic(j_ptr, object_level, mode);
4809 /* Hack -- generate multiple spikes/missiles */
4810 switch (j_ptr->tval)
4818 j_ptr->number = (byte)damroll(6, 7);
4822 obj_level = k_info[j_ptr->k_idx].level;
4823 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4825 if (cheat_peek) object_mention(j_ptr);
4833 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4834 * Attempt to place an object (normal or good/great) at the given location.
4835 * @param y 配置したいフロアのY座標
4836 * @param x 配置したいフロアのX座標
4837 * @param mode オプションフラグ
4838 * @return 生成に成功したらTRUEを返す。
4840 * This routine plays nasty games to generate the "special artifacts".\n
4841 * This routine uses "object_level" for the "generation level".\n
4842 * This routine requires a clean floor grid destination.\n
4844 void place_object(position y, position x, u32b mode)
4849 cave_type *c_ptr = &cave[y][x];
4855 /* Paranoia -- check bounds */
4856 if (!in_bounds(y, x)) return;
4858 /* Require floor space */
4859 if (!cave_drop_bold(y, x)) return;
4861 /* Avoid stacking on other objects */
4862 if (c_ptr->o_idx) return;
4865 /* Get local object */
4868 /* Wipe the object */
4871 /* Make an object (if possible) */
4872 if (!make_object(q_ptr, mode)) return;
4875 /* Make an object */
4883 /* Acquire object */
4884 o_ptr = &o_list[o_idx];
4886 /* Structure Copy */
4887 object_copy(o_ptr, q_ptr);
4894 o_ptr->next_o_idx = c_ptr->o_idx;
4896 /* Place the object */
4897 c_ptr->o_idx = o_idx;
4907 /* Hack -- Preserve artifacts */
4908 if (object_is_fixed_artifact(q_ptr))
4910 a_info[q_ptr->name1].cur_num = 0;
4917 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4918 * Make a treasure object
4919 * @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
4920 * @return 生成に成功したらTRUEを返す。
4922 * The location must be a legal, clean, floor grid.
4924 bool make_gold(object_type *j_ptr)
4931 /* Hack -- Pick a Treasure variety */
4932 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4934 /* Apply "extra" magic */
4935 if (one_in_(GREAT_OBJ))
4937 i += randint1(object_level + 1);
4940 /* Hack -- Creeping Coins only generate "themselves" */
4941 if (coin_type) i = coin_type;
4943 /* Do not create "illegal" Treasure Types */
4944 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4946 /* Prepare a gold object */
4947 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4949 /* Hack -- Base coin cost */
4950 base = k_info[OBJ_GOLD_LIST+i].cost;
4952 /* Determine how much the treasure is "worth" */
4953 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4961 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4962 * Places a treasure (Gold or Gems) at given location
4963 * @param y 配置したいフロアのY座標
4964 * @param x 配置したいフロアのX座標
4965 * @return 生成に成功したらTRUEを返す。
4967 * The location must be a legal, clean, floor grid.
4969 void place_gold(position y, position x)
4974 cave_type *c_ptr = &cave[y][x];
4981 /* Paranoia -- check bounds */
4982 if (!in_bounds(y, x)) return;
4984 /* Require floor space */
4985 if (!cave_drop_bold(y, x)) return;
4987 /* Avoid stacking on other objects */
4988 if (c_ptr->o_idx) return;
4991 /* Get local object */
4994 /* Wipe the object */
4997 /* Make some gold */
4998 if (!make_gold(q_ptr)) return;
5001 /* Make an object */
5009 /* Acquire object */
5010 o_ptr = &o_list[o_idx];
5012 /* Copy the object */
5013 object_copy(o_ptr, q_ptr);
5020 o_ptr->next_o_idx = c_ptr->o_idx;
5022 /* Place the object */
5023 c_ptr->o_idx = o_idx;
5035 * @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。
5036 * Let an object fall to the ground at or near a location.
5037 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
5038 * @param chance ドロップの成功率(%)
5039 * @param y 配置したいフロアのY座標
5040 * @param x 配置したいフロアのX座標
5041 * @return 生成に成功したらTRUEを返す。
5043 * The initial location is assumed to be "in_bounds()".\n
5045 * This function takes a parameter "chance". This is the percentage\n
5046 * chance that the item will "disappear" instead of drop. If the object\n
5047 * has been thrown, then this is the chance of disappearance on contact.\n
5049 * Hack -- this function uses "chance" to determine if it should produce\n
5050 * some form of "description" of the drop event (under the player).\n
5052 * We check several locations to see if we can find a location at which\n
5053 * the object can combine, stack, or be placed. Artifacts will try very\n
5054 * hard to be placed, including "teleporting" to a useful grid if needed.\n
5056 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
5067 s16b this_o_idx, next_o_idx = 0;
5071 char o_name[MAX_NLEN];
5077 /* Extract plural */
5078 bool plural = (j_ptr->number != 1);
5081 /* Describe object */
5082 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5085 /* Handle normal "breakage" */
5086 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5090 msg_format("%sは消えた。", o_name);
5092 msg_format("The %s disappear%s.",
5093 o_name, (plural ? "" : "s"));
5098 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
5115 /* Scan local grids */
5116 for (dy = -3; dy <= 3; dy++)
5118 /* Scan local grids */
5119 for (dx = -3; dx <= 3; dx++)
5123 /* Calculate actual distance */
5124 d = (dy * dy) + (dx * dx);
5126 /* Ignore distant grids */
5127 if (d > 10) continue;
5133 /* Skip illegal grids */
5134 if (!in_bounds(ty, tx)) continue;
5136 /* Require line of projection */
5137 if (!projectable(y, x, ty, tx)) continue;
5140 c_ptr = &cave[ty][tx];
5142 /* Require floor space */
5143 if (!cave_drop_bold(ty, tx)) continue;
5148 /* Scan objects in that grid */
5149 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5153 /* Acquire object */
5154 o_ptr = &o_list[this_o_idx];
5156 /* Acquire next object */
5157 next_o_idx = o_ptr->next_o_idx;
5159 /* Check for possible combination */
5160 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5166 /* Add new object */
5170 if (k > 99) continue;
5172 /* Calculate score */
5173 s = 1000 - (d + k * 5);
5175 /* Skip bad values */
5176 if (s < bs) continue;
5178 /* New best value */
5181 /* Apply the randomizer to equivalent values */
5182 if ((++bn >= 2) && !one_in_(bn)) continue;
5197 /* Handle lack of space */
5198 if (!flag && !object_is_artifact(j_ptr))
5202 msg_format("%sは消えた。", o_name);
5204 msg_format("The %s disappear%s.",
5205 o_name, (plural ? "" : "s"));
5210 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5218 for (i = 0; !flag && (i < 1000); i++)
5221 ty = rand_spread(by, 1);
5222 tx = rand_spread(bx, 1);
5224 /* Verify location */
5225 if (!in_bounds(ty, tx)) continue;
5227 /* Bounce to that location */
5231 /* Require floor space */
5232 if (!cave_drop_bold(by, bx)) continue;
5241 int candidates = 0, pick;
5243 for (ty = 1; ty < cur_hgt - 1; ty++)
5245 for (tx = 1; tx < cur_wid - 1; tx++)
5247 /* A valid space found */
5248 if (cave_drop_bold(ty, tx)) candidates++;
5252 /* No valid place! */
5257 msg_format("%sは消えた。", o_name);
5259 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5263 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5265 /* Mega-Hack -- preserve artifacts */
5268 /* Hack -- Preserve unknown artifacts */
5269 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5271 /* Mega-Hack -- Preserve the artifact */
5272 a_info[j_ptr->name1].cur_num = 0;
5280 /* Choose a random one */
5281 pick = randint1(candidates);
5283 for (ty = 1; ty < cur_hgt - 1; ty++)
5285 for (tx = 1; tx < cur_wid - 1; tx++)
5287 if (cave_drop_bold(ty, tx))
5291 /* Is this a picked one? */
5305 c_ptr = &cave[by][bx];
5307 /* Scan objects in that grid for combination */
5308 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5312 /* Acquire object */
5313 o_ptr = &o_list[this_o_idx];
5315 /* Acquire next object */
5316 next_o_idx = o_ptr->next_o_idx;
5318 /* Check for combination */
5319 if (object_similar(o_ptr, j_ptr))
5321 /* Combine the items */
5322 object_absorb(o_ptr, j_ptr);
5332 /* Get new object */
5333 if (!done) o_idx = o_pop();
5336 if (!done && !o_idx)
5340 msg_format("%sは消えた。", o_name);
5342 msg_format("The %s disappear%s.",
5343 o_name, (plural ? "" : "s"));
5348 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5350 /* Hack -- Preserve artifacts */
5351 if (object_is_fixed_artifact(j_ptr))
5353 a_info[j_ptr->name1].cur_num = 0;
5363 /* Structure copy */
5364 object_copy(&o_list[o_idx], j_ptr);
5366 /* Access new object */
5367 j_ptr = &o_list[o_idx];
5374 j_ptr->held_m_idx = 0;
5377 j_ptr->next_o_idx = c_ptr->o_idx;
5379 /* Place the object */
5380 c_ptr->o_idx = o_idx;
5395 /* Mega-Hack -- no message if "dropped" by player */
5396 /* Message when an object falls under the player */
5397 if (chance && player_bold(by, bx))
5399 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5411 * Scatter some "great" objects near the player
5412 * @param y1 配置したいフロアのY座標
5413 * @param x1 配置したいフロアのX座標
5414 * @param num 獲得の処理回数
5415 * @param great TRUEならば必ず高級品以上を落とす
5416 * @param special TRUEならば必ず特別品を落とす
5417 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5420 void acquirement(int y1, int x1, int num, bool great, bool special, bool known)
5423 object_type object_type_body;
5424 u32b mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5429 /* Get local object */
5430 i_ptr = &object_type_body;
5432 /* Wipe the object */
5435 /* Make a good (or great) object (if possible) */
5436 if (!make_object(i_ptr, mode)) continue;
5440 object_aware(i_ptr);
5441 object_known(i_ptr);
5444 /* Drop the object */
5445 (void)drop_near(i_ptr, -1, y1, x1);
5450 * Scatter some "amusing" objects near the player
5453 #define AMS_NOTHING 0x00 /* No restriction */
5454 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5455 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5456 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5457 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5467 amuse_type amuse_info[] =
5469 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5470 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5471 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5472 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5473 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5474 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5475 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5476 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5477 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5478 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5479 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5480 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5481 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5488 * @param y1 配置したいフロアのY座標
5489 * @param x1 配置したいフロアのX座標
5490 * @param num 誰得の処理回数
5491 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5494 void amusement(int y1, int x1, int num, bool known)
5497 object_type object_type_body;
5500 for (n = 0; amuse_info[n].tval != 0; n++)
5502 t += amuse_info[n].prob;
5508 int i, k_idx, a_idx = 0;
5509 int r = randint0(t);
5510 bool insta_art, fixed_art;
5514 r -= amuse_info[i].prob;
5518 /* Get local object */
5519 i_ptr = &object_type_body;
5521 /* Wipe the object */
5524 /* Wipe the object */
5525 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5527 /* Paranoia - reroll if nothing */
5528 if (!k_idx) continue;
5530 /* Search an artifact index if need */
5531 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5532 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5534 if (insta_art || fixed_art)
5536 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5538 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5539 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5540 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5541 if (a_info[a_idx].cur_num > 0) continue;
5545 if (a_idx >= max_a_idx) continue;
5548 /* Make an object (if possible) */
5549 object_prep(i_ptr, k_idx);
5550 if (a_idx) i_ptr->name1 = a_idx;
5551 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5553 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5555 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5558 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5559 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5563 object_aware(i_ptr);
5564 object_known(i_ptr);
5567 /* Paranoia - reroll if nothing */
5568 if (!(i_ptr->k_idx)) continue;
5570 /* Drop the object */
5571 (void)drop_near(i_ptr, -1, y1, x1);
5578 #define MAX_NORMAL_TRAPS 18
5580 /* See init_feat_variables() in init2.c */
5581 static s16b normal_traps[MAX_NORMAL_TRAPS];
5584 * @brief タグに従って、基本トラップテーブルを初期化する / Initialize arrays for normal traps
5587 void init_normal_traps(void)
5591 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5592 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5593 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5594 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5595 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5596 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5597 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5598 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5599 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5600 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5601 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5602 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5603 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5604 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5605 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5606 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5607 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5608 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5612 * @brief 基本トラップをランダムに選択する /
5614 * @return 選択したトラップのID
5616 * XXX XXX XXX This routine should be redone to reflect trap "level".\n
5617 * That is, it does not make sense to have spiked pits at 50 feet.\n
5618 * Actually, it is not this routine, but the "trap instantiation"\n
5619 * code, which should also check for "trap doors" on quest levels.\n
5621 s16b choose_random_trap(void)
5628 /* Hack -- pick a trap */
5629 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5631 /* Accept non-trapdoors */
5632 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5634 /* Hack -- no trap doors on special levels */
5635 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5637 /* Hack -- no trap doors on the deepest level */
5638 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5647 * @brief マスに存在するトラップを秘匿する /
5648 * Disclose an invisible trap
5649 * @param y 秘匿したいマスのY座標
5650 * @param x 秘匿したいマスのX座標
5653 void disclose_grid(int y, int x)
5655 cave_type *c_ptr = &cave[y][x];
5657 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5659 /* No longer hidden */
5660 cave_alter_feat(y, x, FF_SECRET);
5662 else if (c_ptr->mimic)
5664 /* No longer hidden */
5676 * @brief マスをトラップを配置する /
5677 * The location must be a legal, naked, floor grid.
5678 * @param y 配置したいマスのY座標
5679 * @param x 配置したいマスのX座標
5681 * Note that all traps start out as "invisible" and "untyped", and then\n
5682 * when they are "discovered" (by detecting them or setting them off),\n
5683 * the trap is "instantiated" as a visible, "typed", trap.\n
5685 void place_trap(int y, int x)
5687 cave_type *c_ptr = &cave[y][x];
5689 /* Paranoia -- verify location */
5690 if (!in_bounds(y, x)) return;
5692 /* Require empty, clean, floor grid */
5693 if (!cave_clean_bold(y, x)) return;
5695 /* Place an invisible trap */
5696 c_ptr->mimic = c_ptr->feat;
5697 c_ptr->feat = choose_random_trap();
5701 * @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 /
5702 * Describe the charges on an item in the inventory.
5703 * @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
5706 void inven_item_charges(int item)
5708 object_type *o_ptr = &inventory[item];
5710 /* Require staff/wand */
5711 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5713 /* Require known item */
5714 if (!object_is_known(o_ptr)) return;
5717 if (o_ptr->pval <= 0)
5719 msg_print("もう魔力が残っていない。");
5723 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5726 /* Multiple charges */
5727 if (o_ptr->pval != 1)
5729 /* Print a message */
5730 msg_format("You have %d charges remaining.", o_ptr->pval);
5736 /* Print a message */
5737 msg_format("You have %d charge remaining.", o_ptr->pval);
5744 * @brief アイテムの残り所持数メッセージを表示する /
5745 * Describe an item in the inventory.
5746 * @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
5749 void inven_item_describe(int item)
5751 object_type *o_ptr = &inventory[item];
5752 char o_name[MAX_NLEN];
5754 /* Get a description */
5755 object_desc(o_name, o_ptr, 0);
5757 /* Print a message */
5759 /* "no more" の場合はこちらで表示する */
5760 if (o_ptr->number <= 0)
5762 /*FIRST*//*ここはもう通らないかも */
5763 msg_format("もう%sを持っていない。", o_name);
5767 /* アイテム名を英日切り替え機能対応 */
5768 msg_format("まだ %sを持っている。", o_name);
5771 msg_format("You have %s.", o_name);
5777 * @brief アイテムの残り所持数メッセージを表示する /
5778 * Increase the "number" of an item in the inventory
5779 * @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
5783 void inven_item_increase(int item, int num)
5785 object_type *o_ptr = &inventory[item];
5788 num += o_ptr->number;
5791 if (num > 255) num = 255;
5792 else if (num < 0) num = 0;
5795 num -= o_ptr->number;
5797 /* Change the number and weight */
5800 /* Add the number */
5801 o_ptr->number += num;
5803 /* Add the weight */
5804 p_ptr->total_weight += (num * o_ptr->weight);
5806 /* Recalculate bonuses */
5807 p_ptr->update |= (PU_BONUS);
5809 /* Recalculate mana XXX */
5810 p_ptr->update |= (PU_MANA);
5812 /* Combine the pack */
5813 p_ptr->notice |= (PN_COMBINE);
5816 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5818 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5819 if (!o_ptr->number && p_ptr->ele_attack)
5821 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5823 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5825 /* Clear all temporary elemental brands */
5826 set_ele_attack(0, 0);
5834 * @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 /
5835 * Erase an inventory slot if it has no more items
5836 * @param item 消去したいプレイヤーのアイテム所持スロット
5839 void inven_item_optimize(int item)
5841 object_type *o_ptr = &inventory[item];
5843 /* Only optimize real items */
5844 if (!o_ptr->k_idx) return;
5846 /* Only optimize empty items */
5847 if (o_ptr->number) return;
5849 /* The item is in the pack */
5850 if (item < INVEN_RARM)
5857 /* Slide everything down */
5858 for (i = item; i < INVEN_PACK; i++)
5860 /* Structure copy */
5861 inventory[i] = inventory[i+1];
5864 /* Erase the "final" slot */
5865 object_wipe(&inventory[i]);
5868 p_ptr->window |= (PW_INVEN);
5871 /* The item is being wielded */
5877 /* Erase the empty slot */
5878 object_wipe(&inventory[item]);
5880 /* Recalculate bonuses */
5881 p_ptr->update |= (PU_BONUS);
5883 /* Recalculate torch */
5884 p_ptr->update |= (PU_TORCH);
5886 /* Recalculate mana XXX */
5887 p_ptr->update |= (PU_MANA);
5890 p_ptr->window |= (PW_EQUIP);
5894 p_ptr->window |= (PW_SPELL);
5898 * @brief 床上の魔道具の残り残量メッセージを表示する /
5899 * Describe the charges on an item on the floor.
5900 * @param item メッセージの対象にしたいアイテム所持スロット
5903 void floor_item_charges(int item)
5905 object_type *o_ptr = &o_list[item];
5907 /* Require staff/wand */
5908 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5910 /* Require known item */
5911 if (!object_is_known(o_ptr)) return;
5914 if (o_ptr->pval <= 0)
5916 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5920 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);
5923 /* Multiple charges */
5924 if (o_ptr->pval != 1)
5926 /* Print a message */
5927 msg_format("There are %d charges remaining.", o_ptr->pval);
5933 /* Print a message */
5934 msg_format("There is %d charge remaining.", o_ptr->pval);
5941 * @brief 床上のアイテムの残り数メッセージを表示する /
5942 * Describe the charges on an item on the floor.
5943 * @param item メッセージの対象にしたいアイテム所持スロット
5946 void floor_item_describe(int item)
5948 object_type *o_ptr = &o_list[item];
5949 char o_name[MAX_NLEN];
5951 /* Get a description */
5952 object_desc(o_name, o_ptr, 0);
5954 /* Print a message */
5956 /* "no more" の場合はこちらで表示を分ける */
5957 if (o_ptr->number <= 0)
5959 msg_format("床上には、もう%sはない。", o_name);
5963 msg_format("床上には、まだ %sがある。", o_name);
5966 msg_format("You see %s.", o_name);
5973 * @brief 床上のアイテムの数を増やす /
5974 * Increase the "number" of an item on the floor
5975 * @param item 増やしたいアイテムの所持スロット
5976 * @param num 増やしたいアイテムの数
5979 void floor_item_increase(int item, int num)
5981 object_type *o_ptr = &o_list[item];
5984 num += o_ptr->number;
5987 if (num > 255) num = 255;
5988 else if (num < 0) num = 0;
5991 num -= o_ptr->number;
5993 /* Change the number */
5994 o_ptr->number += num;
5999 * @brief 床上の数の無くなったアイテムスロットを消去する /
6000 * Optimize an item on the floor (destroy "empty" items)
6001 * @param item 消去したいアイテムの所持スロット
6004 void floor_item_optimize(int item)
6006 object_type *o_ptr = &o_list[item];
6008 /* Paranoia -- be sure it exists */
6009 if (!o_ptr->k_idx) return;
6011 /* Only optimize empty items */
6012 if (o_ptr->number) return;
6014 /* Delete the object */
6015 delete_object_idx(item);
6020 * @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 /
6021 * Check if we have space for an item in the pack without overflow
6022 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
6023 * @return 溢れずに済むならTRUEを返す
6025 bool inven_carry_okay(object_type *o_ptr)
6030 if (inven_cnt < INVEN_PACK) return (TRUE);
6033 for (j = 0; j < INVEN_PACK; j++)
6035 object_type *j_ptr = &inventory[j];
6037 /* Skip non-objects */
6038 if (!j_ptr->k_idx) continue;
6040 /* Check if the two items can be combined */
6041 if (object_similar(j_ptr, o_ptr)) return (TRUE);
6049 * @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 /
6050 * Check if we have space for an item in the pack without overflow
6051 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
6052 * @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?)
6053 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
6054 * @return o_ptrの方が上位ならばTRUEを返す。
6056 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
6060 /* Use empty slots */
6061 if (!j_ptr->k_idx) return TRUE;
6063 /* Hack -- readable books always come first */
6064 if ((o_ptr->tval == REALM1_BOOK) &&
6065 (j_ptr->tval != REALM1_BOOK)) return TRUE;
6066 if ((j_ptr->tval == REALM1_BOOK) &&
6067 (o_ptr->tval != REALM1_BOOK)) return FALSE;
6069 if ((o_ptr->tval == REALM2_BOOK) &&
6070 (j_ptr->tval != REALM2_BOOK)) return TRUE;
6071 if ((j_ptr->tval == REALM2_BOOK) &&
6072 (o_ptr->tval != REALM2_BOOK)) return FALSE;
6074 /* Objects sort by decreasing type */
6075 if (o_ptr->tval > j_ptr->tval) return TRUE;
6076 if (o_ptr->tval < j_ptr->tval) return FALSE;
6078 /* Non-aware (flavored) items always come last */
6079 /* Can happen in the home */
6080 if (!object_is_aware(o_ptr)) return FALSE;
6081 if (!object_is_aware(j_ptr)) return TRUE;
6083 /* Objects sort by increasing sval */
6084 if (o_ptr->sval < j_ptr->sval) return TRUE;
6085 if (o_ptr->sval > j_ptr->sval) return FALSE;
6087 /* Unidentified objects always come last */
6088 /* Objects in the home can be unknown */
6089 if (!object_is_known(o_ptr)) return FALSE;
6090 if (!object_is_known(j_ptr)) return TRUE;
6092 /* Fixed artifacts, random artifacts and ego items */
6093 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
6094 else if (o_ptr->art_name) o_type = 2;
6095 else if (object_is_ego(o_ptr)) o_type = 1;
6098 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
6099 else if (j_ptr->art_name) j_type = 2;
6100 else if (object_is_ego(j_ptr)) j_type = 1;
6103 if (o_type < j_type) return TRUE;
6104 if (o_type > j_type) return FALSE;
6106 switch (o_ptr->tval)
6112 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
6113 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
6119 /* Objects sort by increasing hit/damage bonuses */
6120 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
6121 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
6124 /* Hack: otherwise identical rods sort by
6125 increasing recharge time --dsb */
6127 if (o_ptr->pval < j_ptr->pval) return TRUE;
6128 if (o_ptr->pval > j_ptr->pval) return FALSE;
6132 /* Objects sort by decreasing value */
6133 return o_value > object_value(j_ptr);
6138 * @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 /
6139 * Add an item to the players inventory, and return the slot used.
6140 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
6141 * @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。
6143 * If the new item can combine with an existing item in the inventory,\n
6144 * it will do so, using "object_similar()" and "object_absorb()", else,\n
6145 * the item will be placed into the "proper" location in the inventory.\n
6147 * This function can be used to "over-fill" the player's pack, but only\n
6148 * once, and such an action must trigger the "overflow" code immediately.\n
6149 * Note that when the pack is being "over-filled", the new item must be\n
6150 * placed into the "overflow" slot, and the "overflow" must take place\n
6151 * before the pack is reordered, but (optionally) after the pack is\n
6152 * combined. This may be tricky. See "dungeon.c" for info.\n
6154 * Note that this code must remove any location/stack information\n
6155 * from the object once it is placed into the inventory.\n
6157 s16b inven_carry(object_type *o_ptr)
6165 /* Check for combining */
6166 for (j = 0; j < INVEN_PACK; j++)
6168 j_ptr = &inventory[j];
6170 /* Skip non-objects */
6171 if (!j_ptr->k_idx) continue;
6173 /* Hack -- track last item */
6176 /* Check if the two items can be combined */
6177 if (object_similar(j_ptr, o_ptr))
6179 /* Combine the items */
6180 object_absorb(j_ptr, o_ptr);
6182 /* Increase the weight */
6183 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6185 /* Recalculate bonuses */
6186 p_ptr->update |= (PU_BONUS);
6189 p_ptr->window |= (PW_INVEN);
6198 if (inven_cnt > INVEN_PACK) return (-1);
6200 /* Find an empty slot */
6201 for (j = 0; j <= INVEN_PACK; j++)
6203 j_ptr = &inventory[j];
6205 /* Use it if found */
6206 if (!j_ptr->k_idx) break;
6213 /* Reorder the pack */
6216 /* Get the "value" of the item */
6217 s32b o_value = object_value(o_ptr);
6219 /* Scan every occupied slot */
6220 for (j = 0; j < INVEN_PACK; j++)
6222 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6229 for (k = n; k >= i; k--)
6231 /* Hack -- Slide the item */
6232 object_copy(&inventory[k+1], &inventory[k]);
6235 /* Wipe the empty slot */
6236 object_wipe(&inventory[i]);
6241 object_copy(&inventory[i], o_ptr);
6243 /* Access new object */
6244 j_ptr = &inventory[i];
6247 j_ptr->next_o_idx = 0;
6249 /* Forget monster */
6250 j_ptr->held_m_idx = 0;
6252 /* Forget location */
6253 j_ptr->iy = j_ptr->ix = 0;
6255 /* Player touches it, and no longer marked */
6256 j_ptr->marked = OM_TOUCHED;
6258 /* Increase the weight */
6259 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6261 /* Count the items */
6264 /* Recalculate bonuses */
6265 p_ptr->update |= (PU_BONUS);
6267 /* Combine and Reorder pack */
6268 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6271 p_ptr->window |= (PW_INVEN);
6273 /* Return the slot */
6279 * @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 /
6280 * Take off (some of) a non-cursed equipment item
6281 * @param item オブジェクトを外したい所持テーブルのID
6283 * @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。
6285 * Note that only one item at a time can be wielded per slot.\n
6286 * Note that taking off an item when "full" may cause that item\n
6287 * to fall to the ground.\n
6288 * Return the inventory slot into which the item is placed.\n
6290 s16b inven_takeoff(int item, int amt)
6301 char o_name[MAX_NLEN];
6304 /* Get the item to take off */
6305 o_ptr = &inventory[item];
6308 if (amt <= 0) return (-1);
6311 if (amt > o_ptr->number) amt = o_ptr->number;
6313 /* Get local object */
6316 /* Obtain a local object */
6317 object_copy(q_ptr, o_ptr);
6319 /* Modify quantity */
6320 q_ptr->number = amt;
6322 /* Describe the object */
6323 object_desc(o_name, q_ptr, 0);
6325 /* Took off weapon */
6326 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6327 object_is_melee_weapon(o_ptr))
6329 act = _("を装備からはずした", "You were wielding");
6333 else if (item == INVEN_BOW)
6335 act = _("を装備からはずした", "You were holding");
6338 /* Took off light */
6339 else if (item == INVEN_LITE)
6341 act = _("を光源からはずした", "You were holding");
6344 /* Took off something */
6347 act = _("を装備からはずした", "You were wearing");
6350 /* Modify, Optimize */
6351 inven_item_increase(item, -amt);
6352 inven_item_optimize(item);
6354 /* Carry the object */
6355 slot = inven_carry(q_ptr);
6359 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
6361 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6371 * @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 /
6372 * Drop (some of) a non-cursed inventory/equipment item
6373 * @param item 所持テーブルのID
6374 * @param amt 落としたい個数
6377 * The object will be dropped "near" the current location
6379 void inven_drop(int item, int amt)
6386 char o_name[MAX_NLEN];
6389 /* Access original object */
6390 o_ptr = &inventory[item];
6393 if (amt <= 0) return;
6396 if (amt > o_ptr->number) amt = o_ptr->number;
6399 /* Take off equipment */
6400 if (item >= INVEN_RARM)
6402 /* Take off first */
6403 item = inven_takeoff(item, amt);
6405 /* Access original object */
6406 o_ptr = &inventory[item];
6410 /* Get local object */
6413 /* Obtain local object */
6414 object_copy(q_ptr, o_ptr);
6416 /* Distribute charges of wands or rods */
6417 distribute_charges(o_ptr, q_ptr, amt);
6419 /* Modify quantity */
6420 q_ptr->number = amt;
6422 /* Describe local object */
6423 object_desc(o_name, q_ptr, 0);
6426 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
6428 /* Drop it near the player */
6429 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
6431 /* Modify, Describe, Optimize */
6432 inven_item_increase(item, -amt);
6433 inven_item_describe(item);
6434 inven_item_optimize(item);
6439 * @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 /
6440 * Combine items in the pack
6443 * Note special handling of the "overflow" slot
6445 void combine_pack(void)
6450 bool flag = FALSE, combined;
6456 /* Combine the pack (backwards) */
6457 for (i = INVEN_PACK; i > 0; i--)
6460 o_ptr = &inventory[i];
6462 /* Skip empty items */
6463 if (!o_ptr->k_idx) continue;
6465 /* Scan the items above that item */
6466 for (j = 0; j < i; j++)
6471 j_ptr = &inventory[j];
6473 /* Skip empty items */
6474 if (!j_ptr->k_idx) continue;
6477 * Get maximum number of the stack if these
6478 * are similar, get zero otherwise.
6480 max_num = object_similar_part(j_ptr, o_ptr);
6482 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6483 if (max_num && j_ptr->number < max_num)
6485 if (o_ptr->number + j_ptr->number <= max_num)
6490 /* Add together the item counts */
6491 object_absorb(j_ptr, o_ptr);
6493 /* One object is gone */
6496 /* Slide everything down */
6497 for (k = i; k < INVEN_PACK; k++)
6499 /* Structure copy */
6500 inventory[k] = inventory[k+1];
6503 /* Erase the "final" slot */
6504 object_wipe(&inventory[k]);
6508 int old_num = o_ptr->number;
6509 int remain = j_ptr->number + o_ptr->number - max_num;
6511 o_ptr->number -= remain;
6513 /* Add together the item counts */
6514 object_absorb(j_ptr, o_ptr);
6516 o_ptr->number = remain;
6518 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6519 if (o_ptr->tval == TV_ROD)
6521 o_ptr->pval = o_ptr->pval * remain / old_num;
6522 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6525 /* Hack -- if wands are stacking, combine the charges. -LM- */
6526 if (o_ptr->tval == TV_WAND)
6528 o_ptr->pval = o_ptr->pval * remain / old_num;
6533 p_ptr->window |= (PW_INVEN);
6547 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."));
6551 * @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 /
6552 * Reorder items in the pack
6555 * Note special handling of the "overflow" slot
6557 void reorder_pack(void)
6567 /* Re-order the pack (forwards) */
6568 for (i = 0; i < INVEN_PACK; i++)
6570 /* Mega-Hack -- allow "proper" over-flow */
6571 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6574 o_ptr = &inventory[i];
6576 /* Skip empty slots */
6577 if (!o_ptr->k_idx) continue;
6579 /* Get the "value" of the item */
6580 o_value = object_value(o_ptr);
6582 /* Scan every occupied slot */
6583 for (j = 0; j < INVEN_PACK; j++)
6585 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6588 /* Never move down */
6589 if (j >= i) continue;
6594 /* Get local object */
6597 /* Save a copy of the moving item */
6598 object_copy(q_ptr, &inventory[i]);
6600 /* Slide the objects */
6601 for (k = i; k > j; k--)
6603 /* Slide the item */
6604 object_copy(&inventory[k], &inventory[k-1]);
6607 /* Insert the moving item */
6608 object_copy(&inventory[j], q_ptr);
6611 p_ptr->window |= (PW_INVEN);
6615 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."));
6619 * @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 /
6620 * Hack -- display an object kind in the current window
6621 * @param k_idx ベースアイテムの参照ID
6624 * Include list of usable spells for readible books
6626 void display_koff(int k_idx)
6635 char o_name[MAX_NLEN];
6638 /* Erase the window */
6639 for (y = 0; y < Term->hgt; y++)
6641 /* Erase the line */
6642 Term_erase(0, y, 255);
6648 /* Get local object */
6651 /* Prepare the object */
6652 object_prep(q_ptr, k_idx);
6655 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6657 /* Mention the object name */
6658 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6660 /* Access the item's sval */
6662 use_realm = tval2realm(q_ptr->tval);
6664 /* Warriors are illiterate */
6665 if (p_ptr->realm1 || p_ptr->realm2)
6667 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6671 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6672 if (!is_magic(use_realm)) return;
6673 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6676 /* Display spells in readible books */
6682 /* Extract spells */
6683 for (spell = 0; spell < 32; spell++)
6685 /* Check for this spell */
6686 if (fake_spell_flags[sval] & (1L << spell))
6688 /* Collect this spell */
6689 spells[num++] = spell;
6694 print_spells(0, spells, num, 2, 0, use_realm);
6699 * @brief 警告を放つアイテムを選択する /
6700 * Choose one of items that have warning flag
6701 * Calculate spell damages
6704 object_type *choose_warning_item(void)
6707 int choices[INVEN_TOTAL - INVEN_RARM];
6710 /* Paranoia -- Player has no warning ability */
6711 if (!p_ptr->warning) return NULL;
6713 /* Search Inventory */
6714 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6716 u32b flgs[TR_FLAG_SIZE];
6717 object_type *o_ptr = &inventory[i];
6719 object_flags(o_ptr, flgs);
6720 if (have_flag(flgs, TR_WARNING))
6722 choices[number] = i;
6727 /* Choice one of them */
6728 return number ? &inventory[choices[randint0(number)]] : NULL;
6732 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する /
6733 * Calculate spell damages
6734 * @param m_ptr 魔法を行使するモンスターの構造体参照ポインタ
6735 * @param typ 効果属性のID
6737 * @param max 算出した最大ダメージを返すポインタ
6740 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int *max)
6742 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6743 int rlev = r_ptr->level;
6744 bool ignore_wraith_form = FALSE;
6746 /* Vulnerability, resistance and immunity */
6750 if (p_ptr->immune_elec)
6753 ignore_wraith_form = TRUE;
6757 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6758 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6759 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6760 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6761 if (IS_OPPOSE_ELEC())
6762 dam = (dam + 2) / 3;
6767 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6768 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6772 if (p_ptr->immune_acid)
6775 ignore_wraith_form = TRUE;
6779 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6780 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6781 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6782 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6788 if (p_ptr->immune_cold)
6791 ignore_wraith_form = TRUE;
6795 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6796 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6797 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6798 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6803 if (p_ptr->immune_fire)
6806 ignore_wraith_form = TRUE;
6810 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6811 if (prace_is_(RACE_ENT)) dam += dam / 3;
6812 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6813 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6814 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6819 ignore_wraith_form = TRUE;
6823 if (!p_ptr->blind &&
6824 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6825 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6828 ignore_wraith_form = TRUE;
6833 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6834 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6835 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6838 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6839 * "dam *= 2;" for later "dam /= 2"
6841 if (p_ptr->wraith_form) dam *= 2;
6845 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6848 ignore_wraith_form = TRUE;
6850 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6854 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6858 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6862 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6866 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6870 if (prace_is_(RACE_SPECTRE))
6873 ignore_wraith_form = TRUE;
6875 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6879 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6883 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6887 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6891 if (p_ptr->levitation) dam = (dam * 2) / 3;
6895 if (p_ptr->resist_shard) dam /= 2;
6899 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6900 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6904 if (p_ptr->mimic_form)
6906 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6909 ignore_wraith_form = TRUE;
6914 switch (p_ptr->prace)
6923 ignore_wraith_form = TRUE;
6930 if (p_ptr->align > 10) dam /= 2;
6931 else if (p_ptr->align < -10) dam *= 2;
6935 if (p_ptr->align > 10) dam *= 2;
6939 case GF_BRAIN_SMASH:
6940 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6943 ignore_wraith_form = TRUE;
6951 if (100 + rlev / 2 <= p_ptr->skill_sav)
6954 ignore_wraith_form = TRUE;
6959 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6962 ignore_wraith_form = TRUE;
6967 if (p_ptr->wraith_form && !ignore_wraith_form)
6973 if (dam > *max) *max = dam;
6977 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する。 /
6978 * Calculate spell damages
6979 * @param spell_num RF4ならRF4_SPELL_STARTのように32区切りのベースとなる数値
6980 * @param typ 効果属性のID
6981 * @param m_idx 魔法を行使するモンスターのID
6982 * @param max 算出した最大ダメージを返すポインタ
6985 void spell_damcalc_by_spellnum(int spell_num, int typ, int m_idx, int *max)
6987 monster_type *m_ptr = &m_list[m_idx];
6988 int dam = monspell_damage((spell_num), m_idx, DAM_MAX);
6989 spell_damcalc(m_ptr, typ, dam, max);
6993 * @brief 警告基準を定めるためにモンスターの打撃最大ダメージを算出する /
6994 * Calculate blow damages
6995 * @param m_ptr 打撃を行使するモンスターの構造体参照ポインタ
6996 * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
6997 * @return 算出された最大ダメージを返す。
6999 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
7001 int dam = blow_ptr->d_dice * blow_ptr->d_side;
7003 bool check_wraith_form = TRUE;
7005 if (blow_ptr->method != RBM_EXPLODE)
7007 int ac = p_ptr->ac + p_ptr->to_a;
7009 switch (blow_ptr->effect)
7013 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
7014 dam = MAX(dam, tmp_dam * 2);
7020 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
7024 spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
7026 check_wraith_form = FALSE;
7030 spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
7032 check_wraith_form = FALSE;
7036 spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
7038 check_wraith_form = FALSE;
7042 spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
7044 check_wraith_form = FALSE;
7049 check_wraith_form = FALSE;
7053 if (check_wraith_form && p_ptr->wraith_form)
7061 dam = (dam + 1) / 2;
7062 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
7070 * @brief プレイヤーが特定地点へ移動した場合に警告を発する処理 /
7071 * Examine the grid (xx,yy) and warn the player if there are any danger
7072 * @param xx 危険性を調査するマスのX座標
7073 * @param yy 危険性を調査するマスのY座標
7074 * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
7076 bool process_warning(int xx, int yy)
7080 char o_name[MAX_NLEN];
7082 #define WARNING_AWARE_RANGE 12
7084 static int old_damage = 0;
7086 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
7088 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
7091 monster_type *m_ptr;
7092 monster_race *r_ptr;
7094 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
7096 c_ptr = &cave[my][mx];
7098 if (!c_ptr->m_idx) continue;
7100 m_ptr = &m_list[c_ptr->m_idx];
7102 if (MON_CSLEEP(m_ptr)) continue;
7103 if (!is_hostile(m_ptr)) continue;
7105 r_ptr = &r_info[m_ptr->r_idx];
7107 /* Monster spells (only powerful ones)*/
7108 if (projectable(my, mx, yy, xx))
7110 u32b f4 = r_ptr->flags4;
7111 u32b f5 = r_ptr->a_ability_flags1;
7112 u32b f6 = r_ptr->a_ability_flags2;
7114 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
7116 if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
7117 if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
7118 if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
7119 if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
7120 if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
7121 if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
7123 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
7124 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
7125 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
7126 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
7127 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
7128 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
7129 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
7130 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
7131 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
7132 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
7133 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
7134 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
7135 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
7136 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
7137 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
7138 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
7139 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
7140 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
7141 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
7142 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
7143 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
7144 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
7145 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
7148 /* Monster melee attacks */
7149 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
7151 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
7155 for (m = 0; m < 4; m++)
7157 /* Skip non-attacks */
7158 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
7160 /* Extract the attack info */
7161 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
7162 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
7164 if (dam_melee > dam_max0) dam_max0 = dam_melee;
7168 /* Contribution from this monster */
7169 dam_max += dam_max0;
7173 /* Prevent excessive warning */
7174 if (dam_max > old_damage)
7176 old_damage = dam_max * 3 / 2;
7178 if (dam_max > p_ptr->chp / 2)
7180 object_type *o_ptr = choose_warning_item();
7183 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7185 strcpy(o_name, _("体", "body")); /* Warning ability without item */
7186 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7189 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7192 else old_damage = old_damage / 2;
7194 c_ptr = &cave[yy][xx];
7195 if (((!easy_disarm && is_trap(c_ptr->feat))
7196 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7198 object_type *o_ptr = choose_warning_item();
7201 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7203 strcpy(o_name, _("体", "body")); /* Warning ability without item */
7204 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7206 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7213 * @brief エッセンスの付加可能な武器や矢弾かを返す
7214 * @param o_ptr チェックしたいオブジェクトの構造体参照ポインタ
7215 * @return エッセンスの付加可能な武器か矢弾ならばTRUEを返す。
7217 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7219 switch (o_ptr->tval)
7232 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7241 * エッセンス情報の構造体 / A structure for smithing
7244 int add; /* TR flag number or special essence id */
7245 cptr add_name; /* Name of this ability */
7246 int type; /* Menu number */
7247 int essence; /* Index for carrying essences */
7248 int value; /* Needed value to add this ability */
7253 * エッセンス情報テーブル Smithing type data for Weapon smith
7256 static essence_type essence_info[] =
7258 {TR_STR, "腕力", 4, TR_STR, 20},
7259 {TR_INT, "知能", 4, TR_INT, 20},
7260 {TR_WIS, "賢さ", 4, TR_WIS, 20},
7261 {TR_DEX, "器用さ", 4, TR_DEX, 20},
7262 {TR_CON, "耐久力", 4, TR_CON, 20},
7263 {TR_CHR, "魅力", 4, TR_CHR, 20},
7264 {TR_MAGIC_MASTERY, "魔力支配", 4, TR_MAGIC_MASTERY, 20},
7265 {TR_STEALTH, "隠密", 4, TR_STEALTH, 40},
7266 {TR_SEARCH, "探索", 4, TR_SEARCH, 15},
7267 {TR_INFRA, "赤外線視力", 4, TR_INFRA, 15},
7268 {TR_TUNNEL, "採掘", 4, TR_TUNNEL, 15},
7269 {TR_SPEED, "スピード", 4, TR_SPEED, 12},
7270 {TR_BLOWS, "追加攻撃", 1, TR_BLOWS, 20},
7271 {TR_CHAOTIC, "カオス攻撃", 1, TR_CHAOTIC, 15},
7272 {TR_VAMPIRIC, "吸血攻撃", 1, TR_VAMPIRIC, 60},
7273 {TR_IMPACT, "地震発動", 7, TR_IMPACT, 15},
7274 {TR_BRAND_POIS, "毒殺", 1, TR_BRAND_POIS, 20},
7275 {TR_BRAND_ACID, "溶解", 1, TR_BRAND_ACID, 20},
7276 {TR_BRAND_ELEC, "電撃", 1, TR_BRAND_ELEC, 20},
7277 {TR_BRAND_FIRE, "焼棄", 1, TR_BRAND_FIRE, 20},
7278 {TR_BRAND_COLD, "凍結", 1, TR_BRAND_COLD, 20},
7279 {TR_SUST_STR, "腕力維持", 3, TR_SUST_STR, 15},
7280 {TR_SUST_INT, "知能維持", 3, TR_SUST_STR, 15},
7281 {TR_SUST_WIS, "賢さ維持", 3, TR_SUST_STR, 15},
7282 {TR_SUST_DEX, "器用さ維持", 3, TR_SUST_STR, 15},
7283 {TR_SUST_CON, "耐久力維持", 3, TR_SUST_STR, 15},
7284 {TR_SUST_CHR, "魅力維持", 3, TR_SUST_STR, 15},
7285 {TR_IM_ACID, "酸免疫", 2, TR_IM_ACID, 20},
7286 {TR_IM_ELEC, "電撃免疫", 2, TR_IM_ACID, 20},
7287 {TR_IM_FIRE, "火炎免疫", 2, TR_IM_ACID, 20},
7288 {TR_IM_COLD, "冷気免疫", 2, TR_IM_ACID, 20},
7289 {TR_REFLECT, "反射", 2, TR_REFLECT, 20},
7290 {TR_FREE_ACT, "麻痺知らず", 3, TR_FREE_ACT, 20},
7291 {TR_HOLD_EXP, "経験値維持", 3, TR_HOLD_EXP, 20},
7292 {TR_RES_ACID, "耐酸", 2, TR_RES_ACID, 15},
7293 {TR_RES_ELEC, "耐電撃", 2, TR_RES_ELEC, 15},
7294 {TR_RES_FIRE, "耐火炎", 2, TR_RES_FIRE, 15},
7295 {TR_RES_COLD, "耐冷気", 2, TR_RES_COLD, 15},
7296 {TR_RES_POIS, "耐毒", 2, TR_RES_POIS, 25},
7297 {TR_RES_FEAR, "耐恐怖", 2, TR_RES_FEAR, 20},
7298 {TR_RES_LITE, "耐閃光", 2, TR_RES_LITE, 20},
7299 {TR_RES_DARK, "耐暗黒", 2, TR_RES_DARK, 20},
7300 {TR_RES_BLIND, "耐盲目", 2, TR_RES_BLIND, 20},
7301 {TR_RES_CONF, "耐混乱", 2, TR_RES_CONF, 20},
7302 {TR_RES_SOUND, "耐轟音", 2, TR_RES_SOUND, 20},
7303 {TR_RES_SHARDS, "耐破片", 2, TR_RES_SHARDS, 20},
7304 {TR_RES_NETHER, "耐地獄", 2, TR_RES_NETHER, 20},
7305 {TR_RES_NEXUS, "耐因果混乱", 2, TR_RES_NEXUS, 20},
7306 {TR_RES_CHAOS, "耐カオス", 2, TR_RES_CHAOS, 20},
7307 {TR_RES_DISEN, "耐劣化", 2, TR_RES_DISEN, 20},
7308 {TR_SH_FIRE, "", 0, -2, 0},
7309 {TR_SH_ELEC, "", 0, -2, 0},
7310 {TR_SH_COLD, "", 0, -2, 0},
7311 {TR_NO_MAGIC, "反魔法", 3, TR_NO_MAGIC, 15},
7312 {TR_WARNING, "警告", 3, TR_WARNING, 20},
7313 {TR_LEVITATION, "浮遊", 3, TR_LEVITATION, 20},
7314 {TR_LITE_1, "永久光源", 3, TR_LITE_1, 15},
7315 {TR_LITE_2, "", 0, -2, 0},
7316 {TR_LITE_3, "", 0, -2, 0},
7317 {TR_SEE_INVIS, "可視透明", 3, TR_SEE_INVIS, 20},
7318 {TR_TELEPATHY, "テレパシー", 6, TR_TELEPATHY, 15},
7319 {TR_SLOW_DIGEST, "遅消化", 3, TR_SLOW_DIGEST, 15},
7320 {TR_REGEN, "急速回復", 3, TR_REGEN, 20},
7321 {TR_TELEPORT, "テレポート", 3, TR_TELEPORT, 25},
7323 {TR_SLAY_EVIL, "邪悪倍打", 5, TR_SLAY_EVIL, 100},
7324 {TR_KILL_EVIL, "邪悪倍倍打", 0, TR_SLAY_EVIL, 60},
7325 {TR_SLAY_ANIMAL, "動物倍打", 5, TR_SLAY_ANIMAL, 20},
7326 {TR_KILL_ANIMAL, "動物倍倍打", 5, TR_SLAY_ANIMAL, 60},
7327 {TR_SLAY_UNDEAD, "不死倍打", 5, TR_SLAY_UNDEAD, 20},
7328 {TR_KILL_UNDEAD, "不死倍倍打", 5, TR_SLAY_UNDEAD, 60},
7329 {TR_SLAY_DEMON, "悪魔倍打", 5, TR_SLAY_DEMON, 20},
7330 {TR_KILL_DEMON, "悪魔倍倍打", 5, TR_SLAY_DEMON, 60},
7331 {TR_SLAY_ORC, "オーク倍打", 5, TR_SLAY_ORC, 15},
7332 {TR_KILL_ORC, "オーク倍倍打", 5, TR_SLAY_ORC, 60},
7333 {TR_SLAY_TROLL, "トロル倍打", 5, TR_SLAY_TROLL, 15},
7334 {TR_KILL_TROLL, "トロル倍倍打", 5, TR_SLAY_TROLL, 60},
7335 {TR_SLAY_GIANT, "巨人倍打", 5, TR_SLAY_GIANT, 20},
7336 {TR_KILL_GIANT, "巨人倍倍打", 5, TR_SLAY_GIANT, 60},
7337 {TR_SLAY_DRAGON, "竜倍打", 5, TR_SLAY_DRAGON, 20},
7338 {TR_KILL_DRAGON, "竜倍倍打", 5, TR_SLAY_DRAGON, 60},
7339 {TR_SLAY_HUMAN, "人間倍打", 5, TR_SLAY_HUMAN, 20},
7340 {TR_KILL_HUMAN, "人間倍倍打", 5, TR_SLAY_HUMAN, 60},
7342 {TR_ESP_ANIMAL, "動物ESP", 6, TR_SLAY_ANIMAL, 40},
7343 {TR_ESP_UNDEAD, "不死ESP", 6, TR_SLAY_UNDEAD, 40},
7344 {TR_ESP_DEMON, "悪魔ESP", 6, TR_SLAY_DEMON, 40},
7345 {TR_ESP_ORC, "オークESP", 6, TR_SLAY_ORC, 40},
7346 {TR_ESP_TROLL, "トロルESP", 6, TR_SLAY_TROLL, 40},
7347 {TR_ESP_GIANT, "巨人ESP", 6, TR_SLAY_GIANT, 40},
7348 {TR_ESP_DRAGON, "竜ESP", 6, TR_SLAY_DRAGON, 40},
7349 {TR_ESP_HUMAN, "人間ESP", 6, TR_SLAY_HUMAN, 40},
7351 {ESSENCE_ATTACK, "攻撃", 10, TR_ES_ATTACK, 30},
7352 {ESSENCE_AC, "防御", 10, TR_ES_AC, 15},
7353 {ESSENCE_TMP_RES_ACID, "酸耐性発動", 7, TR_RES_ACID, 50},
7354 {ESSENCE_TMP_RES_ELEC, "電撃耐性発動", 7, TR_RES_ELEC, 50},
7355 {ESSENCE_TMP_RES_FIRE, "火炎耐性発動", 7, TR_RES_FIRE, 50},
7356 {ESSENCE_TMP_RES_COLD, "冷気耐性発動", 7, TR_RES_COLD, 50},
7357 {ESSENCE_SH_FIRE, "火炎オーラ", 7, -1, 50},
7358 {ESSENCE_SH_ELEC, "電撃オーラ", 7, -1, 50},
7359 {ESSENCE_SH_COLD, "冷気オーラ", 7, -1, 50},
7360 {ESSENCE_RESISTANCE, "全耐性", 2, -1, 150},
7361 {ESSENCE_SUSTAIN, "装備保持", 10, -1, 10},
7362 {ESSENCE_SLAY_GLOVE, "殺戮の小手", 1, TR_ES_ATTACK, 200},
7364 {-1, NULL, 0, -1, 0}
7367 static essence_type essence_info[] =
7369 {TR_STR, "strength", 4, TR_STR, 20},
7370 {TR_INT, "intelligence", 4, TR_INT, 20},
7371 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7372 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7373 {TR_CON, "constitution", 4, TR_CON, 20},
7374 {TR_CHR, "charisma", 4, TR_CHR, 20},
7375 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7376 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7377 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7378 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7379 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7380 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7381 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7382 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7383 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7384 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7385 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7386 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7387 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7388 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7389 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7390 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7391 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7392 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7393 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7394 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7395 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7396 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7397 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7398 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7399 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7400 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7401 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7402 {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
7403 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7404 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7405 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7406 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7407 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7408 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7409 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7410 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7411 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7412 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7413 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7414 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7415 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7416 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7417 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7418 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7419 {TR_SH_FIRE, "", 0, -2, 0},
7420 {TR_SH_ELEC, "", 0, -2, 0},
7421 {TR_SH_COLD, "", 0, -2, 0},
7422 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7423 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7424 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7425 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7426 {TR_LITE_2, "", 0, -2, 0},
7427 {TR_LITE_3, "", 0, -2, 0},
7428 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7429 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7430 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7431 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7432 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7434 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7435 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7436 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7437 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7438 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7439 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7440 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7441 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7442 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7443 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7444 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7445 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7446 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7447 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7448 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7449 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7450 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7451 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7453 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7454 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7455 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7456 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7457 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7458 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7459 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7460 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7462 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7463 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7464 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7465 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7466 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7467 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7468 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7469 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7470 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7471 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7472 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7473 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7475 {-1, NULL, 0, -1, 0}
7481 * エッセンス名テーブル / Essense names for Weapon smith
7484 cptr essence_name[] =
7587 cptr essence_name[] =
7690 * @brief 所持しているエッセンス一覧を表示する
7693 static void display_essence(void)
7698 for (i = 1; i < 22; i++)
7702 prt(_("エッセンス 個数 エッセンス 個数 エッセンス 個数",
7703 "Essence Num Essence Num Essence Num "), 1, 8);
7704 for (i = 0; essence_name[i]; i++)
7706 if (!essence_name[i][0]) continue;
7707 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7710 prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
7720 static void drain_essence(void)
7722 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7725 bool observe = FALSE;
7726 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7727 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7730 byte iy, ix, marked, number;
7731 s16b next_o_idx, weight;
7733 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7736 item_tester_hook = object_is_weapon_armour_ammo;
7737 item_tester_no_ryoute = TRUE;
7740 q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
7741 s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
7743 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7745 /* Get the item (in the pack) */
7748 o_ptr = &inventory[item];
7751 /* Get the item (on the floor) */
7754 o_ptr = &o_list[0 - item];
7757 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7759 char o_name[MAX_NLEN];
7760 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7761 if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
7764 p_ptr->energy_use = 100;
7766 object_flags(o_ptr, old_flgs);
7767 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7768 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7769 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7770 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7771 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7772 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7773 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7774 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7775 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7777 old_to_a = o_ptr->to_a;
7779 old_to_h = o_ptr->to_h;
7780 old_to_d = o_ptr->to_d;
7783 old_pval = o_ptr->pval;
7784 old_name2 = o_ptr->name2;
7785 old_timeout = o_ptr->timeout;
7786 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7787 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7788 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7789 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7790 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7791 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7792 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7793 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7794 if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7795 if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7796 if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7797 if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7798 if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7799 if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7800 if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7801 if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7802 if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7803 if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7804 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7808 next_o_idx = o_ptr->next_o_idx;
7809 marked = o_ptr->marked;
7810 weight = o_ptr->weight;
7811 number = o_ptr->number;
7813 object_prep(o_ptr, o_ptr->k_idx);
7817 o_ptr->next_o_idx=next_o_idx;
7818 o_ptr->marked=marked;
7819 o_ptr->number = number;
7820 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7821 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7822 o_ptr->ident |= (IDENT_MENTAL);
7823 object_aware(o_ptr);
7824 object_known(o_ptr);
7826 object_flags(o_ptr, new_flgs);
7828 for (i = 0; essence_info[i].add_name; i++)
7830 essence_type *es_ptr = &essence_info[i];
7833 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7834 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7836 if (es_ptr->add < TR_FLAG_MAX &&
7837 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7838 have_flag(old_flgs, es_ptr->add))
7842 drain_value[es_ptr->essence] += 10 * pval;
7844 else if (es_ptr->essence != -2)
7846 drain_value[es_ptr->essence] += 10;
7848 else if (es_ptr->add == TR_SH_FIRE)
7850 drain_value[TR_BRAND_FIRE] += 10;
7851 drain_value[TR_RES_FIRE] += 10;
7853 else if (es_ptr->add == TR_SH_ELEC)
7855 drain_value[TR_BRAND_ELEC] += 10;
7856 drain_value[TR_RES_ELEC] += 10;
7858 else if (es_ptr->add == TR_SH_COLD)
7860 drain_value[TR_BRAND_COLD] += 10;
7861 drain_value[TR_RES_COLD] += 10;
7863 else if (es_ptr->add == TR_LITE_2)
7865 drain_value[TR_LITE_1] += 20;
7867 else if (es_ptr->add == TR_LITE_3)
7869 drain_value[TR_LITE_1] += 30;
7874 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7876 drain_value[TR_INT] += 5;
7877 drain_value[TR_WIS] += 5;
7879 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7881 drain_value[TR_BRAND_POIS] += 5;
7882 drain_value[TR_BRAND_ACID] += 5;
7883 drain_value[TR_BRAND_ELEC] += 5;
7884 drain_value[TR_BRAND_FIRE] += 5;
7885 drain_value[TR_BRAND_COLD] += 5;
7887 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7889 drain_value[TR_INT] += 10;
7891 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7893 drain_value[TR_STR] += 10;
7895 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7897 drain_value[TR_DEX] += 10;
7899 if (old_name2 == EGO_2WEAPON)
7901 drain_value[TR_DEX] += 20;
7903 if (object_is_weapon_ammo(o_ptr))
7905 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7907 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7909 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7910 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7911 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7912 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7914 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7916 drain_value[i] *= number;
7917 drain_value[i] = drain_value[i] * dec / 4;
7918 drain_value[i] = MAX(drain_value[i], 0);
7919 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7927 msg_print(_("エッセンスは抽出できませんでした。", "You were not able to extract any essence."));
7931 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
7933 for (i = 0; essence_name[i]; i++)
7935 if (!essence_name[i][0]) continue;
7936 if (!drain_value[i]) continue;
7938 p_ptr->magic_num1[i] += drain_value[i];
7939 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7941 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
7945 /* Apply autodestroy/inscription to the drained item */
7946 autopick_alter_item(item, TRUE);
7948 /* Combine the pack */
7949 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7952 p_ptr->window |= (PW_INVEN);
7956 * @brief 付加するエッセンスの大別を選択する
7957 * @return 選んだエッセンスの大別ID
7959 static int choose_essence(void)
7963 int menu_line = (use_menu ? 1 : 0);
7966 cptr menu_name[] = {
7976 cptr menu_name[] = {
7986 const int mode_max = 7;
7989 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7992 #endif /* ALLOW_REPEAT */
8001 for (i = 0; i < mode_max; i++)
8003 prt(format(" %s %s", (menu_line == 1+i) ? "》" : " ", menu_name[i]), 2 + i, 14);
8004 prt("どの種類のエッセンス付加を行いますか?", 0, 0);
8006 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
8007 prt("Choose from menu.", 0, 0);
8026 menu_line += mode_max - 1;
8035 if (menu_line > mode_max) menu_line -= mode_max;
8046 for (i = 0; i < mode_max; i++)
8047 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
8049 if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE))
8055 if (isupper(choice)) choice = tolower(choice);
8057 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
8058 mode = (int)choice - 'a' + 1;
8065 #endif /* ALLOW_REPEAT */
8070 * @brief エッセンスを実際に付加する
8071 * @param mode エッセンスの大別ID
8074 static void add_essence(int mode)
8076 int item, max_num = 0;
8085 char o_name[MAX_NLEN];
8087 essence_type *es_ptr;
8089 int menu_line = (use_menu ? 1 : 0);
8091 for (i = 0; essence_info[i].add_name; i++)
8093 es_ptr = &essence_info[i];
8095 if (es_ptr->type != mode) continue;
8100 if (!repeat_pull(&i) || i<0 || i>=max_num)
8102 #endif /* ALLOW_REPEAT */
8105 /* Nothing chosen yet */
8111 /* Build a prompt */
8112 (void) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの能力を付加しますか?", "(*=List, ESC=exit) Add which ability? "));
8113 if (use_menu) screen_save();
8115 /* Get a spell from the user */
8117 choice = (always_show_list || use_menu) ? ESCAPE:1;
8121 if( choice==ESCAPE ) choice = ' ';
8122 else if( !get_com(out_val, &choice, FALSE) )break;
8124 if (use_menu && choice != ' ')
8138 menu_line += (max_num-1);
8161 menu_line = max_num;
8175 if (menu_line > max_num) menu_line -= max_num;
8177 /* Request redraw */
8178 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
8181 if (!redraw || use_menu)
8185 char dummy[80], dummy2[80];
8193 /* Save the screen */
8194 if (!use_menu) screen_save();
8196 for (y = 1; y < 24; y++)
8199 /* Print header(s) */
8201 prt(format(" %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
8204 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
8207 for (ctr = 0; ctr < max_num; ctr++)
8209 es_ptr = &essence_info[num[ctr]];
8213 if (ctr == (menu_line-1))
8214 strcpy(dummy, _("》 ", "> "));
8215 else strcpy(dummy, " ");
8218 /* letter/number for power selection */
8221 sprintf(dummy, "%c) ",I2A(ctr));
8224 strcat(dummy, es_ptr->add_name);
8229 if (es_ptr->essence != -1)
8231 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8232 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8238 case ESSENCE_SH_FIRE:
8239 strcat(dummy, _("(焼棄+耐火炎)", "(brand fire + res.fire)"));
8240 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8241 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8243 case ESSENCE_SH_ELEC:
8244 strcat(dummy, _("(電撃+耐電撃)", "(brand elec. + res. elec.)"));
8245 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8246 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8248 case ESSENCE_SH_COLD:
8249 strcat(dummy, _("(凍結+耐冷気)", "(brand cold + res. cold)"));
8250 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8251 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8253 case ESSENCE_RESISTANCE:
8254 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8255 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8256 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8257 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8258 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8260 case ESSENCE_SUSTAIN:
8261 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8262 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8263 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8264 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8265 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8270 if (!able[ctr]) col = TERM_RED;
8272 if (es_ptr->essence != -1)
8274 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8278 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8281 c_prt(col, dummy2, ctr+2, x);
8291 /* Restore the screen */
8302 ask = (isupper(choice));
8305 if (ask) choice = tolower(choice);
8307 /* Extract request */
8308 i = (islower(choice) ? A2I(choice) : -1);
8311 /* Totally Illegal */
8312 if ((i < 0) || (i >= max_num) || !able[i])
8324 (void) strnfmt(tmp_val, 78, _("%sを付加しますか? ", "Add the abilitiy of %s? "), essence_info[num[i]].add_name);
8326 /* Belay that order */
8327 if (!get_check(tmp_val)) continue;
8334 /* Restore the screen */
8335 if (redraw) screen_load();
8342 #endif /* ALLOW_REPEAT */
8344 es_ptr = &essence_info[num[i]];
8346 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8347 item_tester_tval = TV_GLOVES;
8348 else if (mode == 1 || mode == 5)
8349 item_tester_hook = item_tester_hook_melee_ammo;
8350 else if (es_ptr->add == ESSENCE_ATTACK)
8351 item_tester_hook = object_allow_enchant_weapon;
8352 else if (es_ptr->add == ESSENCE_AC)
8353 item_tester_hook = object_is_armour;
8355 item_tester_hook = object_is_weapon_armour_ammo;
8356 item_tester_no_ryoute = TRUE;
8359 q = _("どのアイテムを改良しますか?", "Improve which item? ");
8360 s = _("改良できるアイテムがありません。", "You have nothing to improve.");
8362 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8364 /* Get the item (in the pack) */
8367 o_ptr = &inventory[item];
8370 /* Get the item (on the floor) */
8373 o_ptr = &o_list[0 - item];
8376 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8378 msg_print(_("そのアイテムはこれ以上改良できない。", "This item is no more able to be improved."));
8382 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8384 use_essence = es_ptr->value;
8385 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8386 if (o_ptr->number > 1)
8388 use_essence *= o_ptr->number;
8389 msg_format(_("%d個あるのでエッセンスは%d必要です。", "It will take %d essences."), o_ptr->number, use_essence);
8392 if (es_ptr->essence != -1)
8394 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8396 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8399 if (is_pval_flag(es_ptr->add))
8401 if (o_ptr->pval < 0)
8403 msg_print(_("このアイテムの能力修正を強化することはできない。", "You cannot increase magic number of this item."));
8406 else if (es_ptr->add == TR_BLOWS)
8408 if (o_ptr->pval > 1)
8410 if (!get_check(_("修正値は1になります。よろしいですか?", "The magic number of this weapon will become 1. Are you sure? "))) return;
8414 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8416 else if (o_ptr->pval > 0)
8418 use_essence *= o_ptr->pval;
8419 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8426 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8428 sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
8429 strcpy(tmp_val, "1");
8431 if (!get_string(tmp, tmp_val, 1)) return;
8432 pval = atoi(tmp_val);
8433 if (pval > limit) pval = limit;
8434 else if (pval < 1) pval = 1;
8435 o_ptr->pval += pval;
8436 use_essence *= pval;
8437 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8440 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8442 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8446 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8450 int get_to_h, get_to_d;
8452 strcpy(tmp_val, "1");
8453 if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), p_ptr->lev/7+3), tmp_val, 2)) return;
8454 val = atoi(tmp_val);
8455 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8456 else if (val < 1) val = 1;
8458 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8459 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8461 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8464 get_to_h = ((val+1)/2+randint0(val/2+1));
8465 get_to_d = ((val+1)/2+randint0(val/2+1));
8466 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8467 o_ptr->to_h += get_to_h;
8468 o_ptr->to_d += get_to_d;
8470 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8471 if (es_ptr->add == ESSENCE_ATTACK)
8473 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8475 msg_print(_("改良に失敗した。", "You failed to enchant."));
8476 p_ptr->energy_use = 100;
8481 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8482 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8485 else if (es_ptr->add == ESSENCE_AC)
8487 if (o_ptr->to_a >= p_ptr->lev/5+5)
8489 msg_print(_("改良に失敗した。", "You failed to enchant."));
8490 p_ptr->energy_use = 100;
8495 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8500 o_ptr->xtra3 = es_ptr->add + 1;
8505 bool success = TRUE;
8509 case ESSENCE_SH_FIRE:
8510 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8515 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8516 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8518 case ESSENCE_SH_ELEC:
8519 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8524 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8525 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8527 case ESSENCE_SH_COLD:
8528 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8533 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8534 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8536 case ESSENCE_RESISTANCE:
8537 case ESSENCE_SUSTAIN:
8538 if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8543 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8544 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8545 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8546 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8551 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8554 if (es_ptr->add == ESSENCE_SUSTAIN)
8556 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8557 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8558 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8559 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8563 o_ptr->xtra3 = es_ptr->add + 1;
8567 p_ptr->energy_use = 100;
8570 msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
8572 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8575 /* Combine the pack */
8576 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8579 p_ptr->window |= (PW_INVEN);
8586 static void erase_essence(void)
8591 char o_name[MAX_NLEN];
8592 u32b flgs[TR_FLAG_SIZE];
8594 item_tester_hook = object_is_smith;
8597 q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
8598 s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
8600 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8602 /* Get the item (in the pack) */
8605 o_ptr = &inventory[item];
8608 /* Get the item (on the floor) */
8611 o_ptr = &o_list[0 - item];
8614 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8615 if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
8617 p_ptr->energy_use = 100;
8619 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8621 o_ptr->to_h -= (o_ptr->xtra4>>8);
8622 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8624 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8625 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8628 object_flags(o_ptr, flgs);
8629 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8630 msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
8632 /* Combine the pack */
8633 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8636 p_ptr->window |= (PW_INVEN);
8640 * @brief 鍛冶コマンドのメインルーチン
8641 * @param only_browse TRUEならばエッセンス一覧の表示のみを行う
8644 void do_cmd_kaji(bool only_browse)
8649 int menu_line = (use_menu ? 1 : 0);
8653 if (p_ptr->confused)
8655 msg_print(_("混乱していて作業できない!", "You are too confused!"));
8660 msg_print(_("目が見えなくて作業できない!", "You are blind!"));
8665 msg_print(_("うまく見えなくて作業できない!", "You are hallucinating!"));
8671 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8673 #endif /* ALLOW_REPEAT */
8675 if (only_browse) screen_save();
8677 if (!only_browse) screen_save();
8683 prt(format(" %s エッセンス一覧", (menu_line == 1) ? "》" : " "), 2, 14);
8684 prt(format(" %s エッセンス抽出", (menu_line == 2) ? "》" : " "), 3, 14);
8685 prt(format(" %s エッセンス消去", (menu_line == 3) ? "》" : " "), 4, 14);
8686 prt(format(" %s エッセンス付加", (menu_line == 4) ? "》" : " "), 5, 14);
8687 prt(format(" %s 武器/防具強化", (menu_line == 5) ? "》" : " "), 6, 14);
8688 prt(format("どの種類の技術を%sますか?", only_browse ? "調べ" : "使い"), 0, 0);
8690 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8691 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8692 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8693 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8694 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8695 prt(format("Choose command from menu."), 0, 0);
8722 if (menu_line > 5) menu_line -= 5;
8731 prt(" a) エッセンス一覧", 2, 14);
8732 prt(" b) エッセンス抽出", 3, 14);
8733 prt(" c) エッセンス消去", 4, 14);
8734 prt(" d) エッセンス付加", 5, 14);
8735 prt(" e) 武器/防具強化", 6, 14);
8736 if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
8738 prt(" a) List essences", 2, 14);
8739 prt(" b) Extract essence", 3, 14);
8740 prt(" c) Remove essence", 4, 14);
8741 prt(" d) Add essence", 5, 14);
8742 prt(" e) Enchant weapon/armor", 6, 14);
8743 if (!get_com("Command :", &choice, TRUE))
8780 /* Clear lines, position cursor (really should use strlen here) */
8781 Term_erase(14, 21, 255);
8782 Term_erase(14, 20, 255);
8783 Term_erase(14, 19, 255);
8784 Term_erase(14, 18, 255);
8785 Term_erase(14, 17, 255);
8786 Term_erase(14, 16, 255);
8788 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8789 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8791 prt(&temp[j], line, 15);
8796 if (!only_browse) screen_load();
8797 } while (only_browse);
8801 #endif /* ALLOW_REPEAT */
8805 case 1: display_essence();break;
8806 case 2: drain_essence();break;
8807 case 3: erase_essence();break;
8809 mode = choose_essence();
8814 case 5: add_essence(10);break;
8820 * @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。
8821 * Torches have special abilities when they are flaming.
8822 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8823 * @param flgs 特別に追加するフラグを返す参照ポインタ
8826 void torch_flags(object_type *o_ptr, u32b *flgs)
8828 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8830 if (o_ptr->xtra4 > 0)
8832 add_flag(flgs, TR_BRAND_FIRE);
8833 add_flag(flgs, TR_KILL_UNDEAD);
8834 add_flag(flgs, TR_THROW);
8840 * @brief 投擲時たいまつにダイスを与える。
8841 * Torches have special abilities when they are flaming.
8842 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8843 * @param dd 特別なダイス数を返す参照ポインタ
8844 * @param ds 特別なダイス面数を返す参照ポインタ
8847 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8849 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8851 if (o_ptr->xtra4 > 0)
8860 * @brief 投擲時命中したたいまつの寿命を縮める。
8861 * Torches have special abilities when they are flaming.
8862 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8865 void torch_lost_fuel(object_type *o_ptr)
8867 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8869 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8870 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;