3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
22 #include "cmd-spell.h"
27 #include "objectkind.h"
28 #include "object-boost.h"
29 #include "object-ego.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
32 #include "object-curse.h"
33 #include "objectkind-hook.h"
36 #include "player-status.h"
37 #include "player-move.h"
38 #include "player-effects.h"
39 #include "player-class.h"
40 #include "player-personality.h"
42 #include "monsterrace-hook.h"
43 #include "object-ego.h"
44 #include "view-mainwindow.h"
48 * Determine if an item can "absorb" a second item
50 * See "object_absorb()" for the actual "absorption" code.
52 * If permitted, we allow staffs (if they are known to have equal charges
53 * and both are either known or confirmed empty) and wands (if both are
54 * either known or confirmed empty) and rods (in all cases) to combine.
55 * Staffs will unstack (if necessary) when they are used, but wands and
56 * rods will only unstack if one is dropped. -LM-
58 * If permitted, we allow weapons/armor to stack, if fully "known".
60 * Missiles will combine if both stacks have the same "known" status.
61 * This is done to make unidentified stacks of missiles useful.
63 * Food, potions, scrolls, and "easy know" items always stack.
65 * Chests, and activatable items, never stack (for various reasons).
69 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
71 #define MAX_STACK_SIZE 99
74 * todo この関数ポインタは何とかならんのか?
75 * Hack -- function hook to restrict "get_obj_num_prep()" function
77 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
80 * todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
82 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
84 void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item);
87 * @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
88 * @param floo_ptr 現在フロアへの参照ポインタ
89 * @param o_idx 削除対象のオブジェクト構造体ポインタ
92 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
94 OBJECT_IDX this_o_idx, next_o_idx = 0;
95 OBJECT_IDX prev_o_idx = 0;
99 j_ptr = &floor_ptr->o_list[o_idx];
101 if (OBJECT_IS_HELD_MONSTER(j_ptr))
104 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
106 /* Scan all objects in the grid */
107 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
110 o_ptr = &floor_ptr->o_list[this_o_idx];
111 next_o_idx = o_ptr->next_o_idx;
113 if (this_o_idx != o_idx)
115 prev_o_idx = this_o_idx;
122 /* Remove from list */
123 m_ptr->hold_o_idx = next_o_idx;
131 /* Previous object */
132 k_ptr = &floor_ptr->o_list[prev_o_idx];
134 /* Remove from list */
135 k_ptr->next_o_idx = next_o_idx;
138 /* Forget next pointer */
139 o_ptr->next_o_idx = 0;
150 POSITION y = j_ptr->iy;
151 POSITION x = j_ptr->ix;
153 g_ptr = &floor_ptr->grid_array[y][x];
155 /* Scan all objects in the grid */
156 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
159 o_ptr = &floor_ptr->o_list[this_o_idx];
160 next_o_idx = o_ptr->next_o_idx;
162 if (this_o_idx != o_idx)
164 prev_o_idx = this_o_idx;
171 /* Remove from list */
172 g_ptr->o_idx = next_o_idx;
180 /* Previous object */
181 k_ptr = &floor_ptr->o_list[prev_o_idx];
183 /* Remove from list */
184 k_ptr->next_o_idx = next_o_idx;
187 /* Forget next pointer */
188 o_ptr->next_o_idx = 0;
196 * @brief オブジェクトを削除する /
197 * Delete a dungeon object
198 * @param floo_ptr 現在フロアへの参照ポインタ
199 * @param o_idx 削除対象のオブジェクト構造体ポインタ
202 * Handle "stacks" of objects correctly.
204 void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
209 excise_object_idx(floor_ptr, o_idx);
212 j_ptr = &floor_ptr->o_list[o_idx];
215 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
229 * @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
230 * Delete a dungeon object
231 * @param floo_ptr 現在フロアへの参照ポインタ
232 * @param y 削除したフロアマスのY座標
233 * @param x 削除したフロアマスのX座標
236 void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
239 OBJECT_IDX this_o_idx, next_o_idx = 0;
241 /* Refuse "illegal" locations */
242 if (!in_bounds(floor_ptr, y, x)) return;
244 g_ptr = &floor_ptr->grid_array[y][x];
246 /* Scan all objects in the grid */
247 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
250 o_ptr = &floor_ptr->o_list[this_o_idx];
251 next_o_idx = o_ptr->next_o_idx;
262 * @brief グローバルオブジェクト配列から空きを取得する /
263 * Acquires and returns the index of a "free" object.
264 * @param floo_ptr 現在フロアへの参照ポインタ
265 * @return 開いているオブジェクト要素のID
267 * This routine should almost never fail, but in case it does,
268 * we must be sure to handle "failure" of this routine.
270 OBJECT_IDX o_pop(floor_type *floor_ptr)
274 /* Initial allocation */
275 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
278 i = floor_ptr->o_max;
280 /* Expand object array */
284 /* Use this object */
289 /* Recycle dead objects */
290 for (i = 1; i < floor_ptr->o_max; i++)
293 o_ptr = &floor_ptr->o_list[i];
295 /* Skip live objects */
296 if (o_ptr->k_idx) continue;
299 /* Use this object */
303 /* Warn the player (except during dungeon creation) */
304 if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
311 * @brief オブジェクト生成テーブルに生成制約を加える /
312 * Apply a "object restriction function" to the "object allocation table"
314 * @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
316 static errr get_obj_num_prep(void)
321 alloc_entry *table = alloc_kind_table;
323 /* Scan the allocation table */
324 for (i = 0; i < alloc_kind_size; i++)
326 /* Accept objects which pass the restriction, if any */
327 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
329 /* Accept this object */
330 table[i].prob2 = table[i].prob1;
333 /* Do not use this object */
336 /* Decline this object */
346 * @brief オブジェクト生成テーブルからアイテムを取得する /
347 * Choose an object kind that seems "appropriate" to the given level
348 * @param owner_ptr プレーヤーへの参照ポインタ
350 * @return 選ばれたオブジェクトベースID
352 * This function uses the "prob2" field of the "object allocation table",\n
353 * and various local information, to calculate the "prob3" field of the\n
354 * same table, which is then used to choose an "appropriate" object, in\n
355 * a relatively efficient manner.\n
357 * It is (slightly) more likely to acquire an object of the given level\n
358 * than one of a lower level. This is done by choosing several objects\n
359 * appropriate to the given level and keeping the "hardest" one.\n
361 * Note that if no objects are "appropriate", then this function will\n
362 * fail, and return zero, but this should *almost* never happen.\n
364 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
367 KIND_OBJECT_IDX k_idx;
370 alloc_entry *table = alloc_kind_table;
372 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
375 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
377 /* Occasional "boost" */
378 if (one_in_(GREAT_OBJ))
380 /* What a bizarre calculation */
381 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
388 /* Process probabilities */
389 for (i = 0; i < alloc_kind_size; i++)
391 /* Objects are sorted by depth */
392 if (table[i].level > level) break;
397 k_idx = table[i].index;
399 /* Access the actual kind */
400 k_ptr = &k_info[k_idx];
402 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
405 table[i].prob3 = table[i].prob2;
408 total += table[i].prob3;
411 /* No legal objects */
412 if (total <= 0) return (0);
416 value = randint0(total);
418 /* Find the object */
419 for (i = 0; i < alloc_kind_size; i++)
421 /* Found the entry */
422 if (value < table[i].prob3) break;
425 value = value - table[i].prob3;
431 /* Try for a "better" object once (50%) or twice (10%) */
438 value = randint0(total);
440 /* Find the object */
441 for (i = 0; i < alloc_kind_size; i++)
443 /* Found the entry */
444 if (value < table[i].prob3) break;
447 value = value - table[i].prob3;
450 /* Keep the "best" one */
451 if (table[i].level < table[j].level) i = j;
454 /* Try for a "better" object twice (10%) */
455 if (p >= 10) return (table[i].index);
461 value = randint0(total);
463 /* Find the object */
464 for (i = 0; i < alloc_kind_size; i++)
466 /* Found the entry */
467 if (value < table[i].prob3) break;
470 value = value - table[i].prob3;
473 /* Keep the "best" one */
474 if (table[i].level < table[j].level) i = j;
475 return (table[i].index);
480 * @brief オブジェクトを鑑定済にする /
481 * Known is true when the "attributes" of an object are "known".
482 * @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
484 * These include tohit, todam, toac, cost, and pval (charges).\n
486 * Note that "knowing" an object gives you everything that an "awareness"\n
487 * gives you, and much more. In fact, the player is always "aware" of any\n
488 * item of which he has full "knowledge".\n
490 * But having full knowledge of, say, one "wand of wonder", does not, by\n
491 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
492 * It happens that most "identify" routines (including "buying from a shop")\n
493 * will make the player "aware" of the object as well as fully "know" it.\n
495 * This routine also removes any inscriptions generated by "feelings".\n
497 void object_known(object_type *o_ptr)
499 /* Remove "default inscriptions" */
500 o_ptr->feeling = FEEL_NONE;
502 /* Clear the "Felt" info */
503 o_ptr->ident &= ~(IDENT_SENSE);
505 /* Clear the "Empty" info */
506 o_ptr->ident &= ~(IDENT_EMPTY);
508 /* Now we know about the item */
509 o_ptr->ident |= (IDENT_KNOWN);
514 * @brief オブジェクトを*鑑定*済にする /
515 * The player is now aware of the effects of the given object.
516 * @param owner_ptr プレーヤーへの参照ポインタ
517 * @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
520 void object_aware(player_type *owner_ptr, object_type *o_ptr)
522 /* Fully aware of the effects */
523 k_info[o_ptr->k_idx].aware = TRUE;
525 bool mihanmei = !object_is_aware(o_ptr);
526 bool is_undefined = mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
527 !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD));
528 if (!is_undefined) return;
532 GAME_TEXT o_name[MAX_NLEN];
535 object_copy(q_ptr, o_ptr);
538 object_desc(o_name, q_ptr, OD_NAME_ONLY);
540 exe_write_diary(owner_ptr, NIKKI_HANMEI, 0, o_name);
545 * @brief オブジェクトを試行済にする /
546 * Something has been "sampled"
547 * @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
550 void object_tried(object_type *o_ptr)
552 /* Mark it as tried (even if "aware") */
553 k_info[o_ptr->k_idx].tried = TRUE;
558 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
559 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
560 * @return 擬似鑑定結果のIDを返す。
562 byte value_check_aux1(object_type *o_ptr)
565 if (object_is_artifact(o_ptr))
568 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
575 if (object_is_ego(o_ptr))
578 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
581 return FEEL_EXCELLENT;
585 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
588 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
590 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
592 /* Good "armor" bonus */
593 if (o_ptr->to_a > 0) return FEEL_GOOD;
595 /* Good "weapon" bonus */
596 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
598 /* Default to "average" */
604 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
605 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
606 * @return 擬似鑑定結果のIDを返す。
608 byte value_check_aux2(object_type *o_ptr)
610 /* Cursed items (all of them) */
611 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
613 /* Broken items (all of them) */
614 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
616 /* Artifacts -- except cursed/broken ones */
617 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
619 /* Ego-Items -- except cursed/broken ones */
620 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
622 /* Good armor bonus */
623 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
625 /* Good weapon bonuses */
626 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
634 * @brief 未鑑定なベースアイテムの基本価格を返す /
635 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
636 * @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
637 * @return オブジェクトの未鑑定価格
639 static PRICE object_value_base(object_type *o_ptr)
641 /* Aware item -- use template cost */
642 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
644 /* Analyze the type */
649 case TV_FOOD: return (5L);
651 /* Un-aware Potions */
652 case TV_POTION: return (20L);
654 /* Un-aware Scrolls */
655 case TV_SCROLL: return (20L);
657 /* Un-aware Staffs */
658 case TV_STAFF: return (70L);
661 case TV_WAND: return (50L);
664 case TV_ROD: return (90L);
667 case TV_RING: return (45L);
669 /* Un-aware Amulets */
670 case TV_AMULET: return (45L);
672 /* Figurines, relative to monster level */
675 DEPTH level = r_info[o_ptr->pval].level;
676 if (level < 20) return level * 50L;
677 else if (level < 30) return 1000 + (level - 20) * 150L;
678 else if (level < 40) return 2500 + (level - 30) * 350L;
679 else if (level < 50) return 6000 + (level - 40) * 800L;
680 else return 14000 + (level - 50) * 2000L;
684 if (!o_ptr->pval) return 1000L;
685 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
688 /* Paranoia -- Oops */
694 * @brief オブジェクトのフラグ類から価格を算出する /
695 * Return the value of the flags the object has...
696 * @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
697 * @param plusses フラグに与える価格の基本重み
698 * @return オブジェクトのフラグ価格
700 PRICE flag_cost(object_type *o_ptr, int plusses)
703 BIT_FLAGS flgs[TR_FLAG_SIZE];
707 object_kind *k_ptr = &k_info[o_ptr->k_idx];
709 object_flags(o_ptr, flgs);
712 * Exclude fixed flags of the base item.
713 * pval bonuses of base item will be treated later.
715 for (i = 0; i < TR_FLAG_SIZE; i++)
716 flgs[i] &= ~(k_ptr->flags[i]);
718 /* Exclude fixed flags of the fixed artifact. */
719 if (object_is_fixed_artifact(o_ptr))
721 artifact_type *a_ptr = &a_info[o_ptr->name1];
723 for (i = 0; i < TR_FLAG_SIZE; i++)
724 flgs[i] &= ~(a_ptr->flags[i]);
727 /* Exclude fixed flags of the ego-item. */
728 else if (object_is_ego(o_ptr))
730 ego_item_type *e_ptr = &e_info[o_ptr->name2];
732 for (i = 0; i < TR_FLAG_SIZE; i++)
733 flgs[i] &= ~(e_ptr->flags[i]);
738 * Calucurate values of remaining flags
740 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
741 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
742 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
743 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
744 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
745 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
746 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
747 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
748 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
749 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
750 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
751 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
752 total += (10000 + (2500 * plusses));
753 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
754 total += (10000 + (2500 * plusses));
758 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
759 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
760 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
761 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
762 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
763 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
764 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
765 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
766 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
767 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
768 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
769 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
770 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
771 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
772 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
773 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
774 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
775 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
776 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
777 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
778 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
780 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
781 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
782 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
783 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
784 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
785 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
786 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
787 total += (tmp_cost * count);
789 if (have_flag(flgs, TR_SUST_STR)) total += 850;
790 if (have_flag(flgs, TR_SUST_INT)) total += 850;
791 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
792 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
793 if (have_flag(flgs, TR_SUST_CON)) total += 850;
794 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
795 if (have_flag(flgs, TR_RIDING)) total += 0;
796 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
797 if (have_flag(flgs, TR_THROW)) total += 5000;
798 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
799 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
803 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
804 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
805 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
806 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
807 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
808 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
809 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
810 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
811 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
812 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
813 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
814 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
815 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
816 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
817 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
818 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
819 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
820 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
821 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
822 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
823 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
824 total += (tmp_cost * count);
826 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
827 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
828 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
829 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
830 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
831 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
832 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
833 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
834 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
835 if (have_flag(flgs, TR_LITE_1)) total += 1500;
836 if (have_flag(flgs, TR_LITE_2)) total += 2500;
837 if (have_flag(flgs, TR_LITE_3)) total += 4000;
838 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
839 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
840 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
841 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
842 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
843 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
844 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
845 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
846 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
847 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
848 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
849 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
850 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
851 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
852 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
853 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
854 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
855 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
856 if (have_flag(flgs, TR_REGEN)) total += 2500;
857 if (have_flag(flgs, TR_WARNING)) total += 2000;
858 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
859 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
860 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
861 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
862 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
863 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
864 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
865 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
866 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
867 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
868 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
869 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
870 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
871 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
872 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
873 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
874 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
875 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
876 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
877 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
878 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
879 if (have_flag(flgs, TR_TELEPORT))
881 if (object_is_cursed(o_ptr))
886 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
887 if (have_flag(flgs, TR_BLESSED)) total += 750;
888 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
889 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
890 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
891 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
892 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
894 /* Also, give some extra for activatable powers... */
895 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
897 const activation_type* const act_ptr = find_activation_info(o_ptr);
899 total += act_ptr->value;
908 * @brief オブジェクトの真の価格を算出する /
909 * Return the value of the flags the object has...
910 * @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
913 * Return the "real" price of a "known" item, not including discounts\n
915 * Wand and staffs get cost for each charge\n
917 * Armor is worth an extra 100 gold per bonus point to armor class.\n
919 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
921 * Missiles are only worth 5 gold per bonus point, since they\n
922 * usually appear in groups of 20, and we want the player to get\n
923 * the same amount of cash for any "equivalent" item. Note that\n
924 * missiles never have any of the "pval" flags, and in fact, they\n
925 * only have a few of the available flags, primarily of the "slay"\n
926 * and "brand" and "ignore" variety.\n
928 * Armor with a negative armor bonus is worthless.\n
929 * Weapons with negative hit+damage bonuses are worthless.\n
931 * Every wearable item with a "pval" bonus is worth extra (see below).\n
933 PRICE object_value_real(object_type *o_ptr)
936 BIT_FLAGS flgs[TR_FLAG_SIZE];
937 object_kind *k_ptr = &k_info[o_ptr->k_idx];
940 /* Hack -- "worthless" items */
941 if (!k_info[o_ptr->k_idx].cost) return (0L);
944 value = k_info[o_ptr->k_idx].cost;
946 /* Extract some flags */
947 object_flags(o_ptr, flgs);
950 if (object_is_fixed_artifact(o_ptr))
952 artifact_type *a_ptr = &a_info[o_ptr->name1];
954 /* Hack -- "worthless" artifacts */
955 if (!a_ptr->cost) return (0L);
957 /* Hack -- Use the artifact cost instead */
959 value += flag_cost(o_ptr, o_ptr->pval);
961 /* Don't add pval bonuses etc. */
966 else if (object_is_ego(o_ptr))
968 ego_item_type *e_ptr = &e_info[o_ptr->name2];
970 /* Hack -- "worthless" ego-items */
971 if (!e_ptr->cost) return (0L);
973 /* Hack -- Reward the ego-item with a bonus */
974 value += e_ptr->cost;
975 value += flag_cost(o_ptr, o_ptr->pval);
983 for (i = 0; i < TR_FLAG_SIZE; i++)
984 if (o_ptr->art_flags[i]) flag = TRUE;
986 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
989 /* Analyze pval bonus for normal object */
1013 if (!o_ptr->pval) break;
1015 /* Hack -- Negative "pval" is always bad */
1016 if (o_ptr->pval < 0) return (0L);
1018 /* Give credit for stat bonuses */
1019 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1020 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1021 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1022 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1023 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1024 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1026 /* Give credit for stealth and searching */
1027 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1028 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1029 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1031 /* Give credit for infra-vision and tunneling */
1032 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1033 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1035 /* Give credit for extra attacks */
1036 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1038 /* Give credit for speed bonus */
1039 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1045 /* Analyze the item */
1046 switch (o_ptr->tval)
1051 /* Pay extra for charges, depending on standard number of
1052 * charges. Handle new-style wands correctly. -LM-
1054 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1060 /* Pay extra for charges, depending on standard number of
1063 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1072 /* Hack -- negative bonuses are bad */
1073 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1075 /* Give credit for bonuses */
1076 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1092 /* Hack -- negative armor bonus */
1093 if (o_ptr->to_a < 0) return (0L);
1095 /* Give credit for bonuses */
1096 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1108 /* Hack -- negative hit/damage bonuses */
1109 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1111 /* Factor in the bonuses */
1112 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1114 /* Hack -- Factor in extra damage dice and sides */
1115 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1116 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1126 /* Hack -- negative hit/damage bonuses */
1127 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1129 /* Factor in the bonuses */
1130 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1132 /* Hack -- Factor in extra damage dice and sides */
1133 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1134 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1139 /* Figurines, relative to monster level */
1142 DEPTH level = r_info[o_ptr->pval].level;
1143 if (level < 20) value = level * 50L;
1144 else if (level < 30) value = 1000 + (level - 20) * 150L;
1145 else if (level < 40) value = 2500 + (level - 30) * 350L;
1146 else if (level < 50) value = 6000 + (level - 40) * 800L;
1147 else value = 14000 + (level - 50) * 2000L;
1153 if (!o_ptr->pval) value = 1000L;
1154 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1160 if (!o_ptr->pval) value = 0L;
1165 /* Worthless object */
1166 if (value < 0) return 0L;
1168 /* Return the value */
1174 * @brief オブジェクト価格算出のメインルーチン /
1175 * Return the price of an item including plusses (and charges)
1176 * @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
1177 * @return オブジェクトの判明している現価格
1179 * This function returns the "value" of the given item (qty one)\n
1181 * Never notice "unknown" bonuses or properties, including "curses",\n
1182 * since that would give the player information he did not have.\n
1184 * Note that discounted items stay discounted forever, even if\n
1185 * the discount is "forgotten" by the player via memory loss.\n
1187 PRICE object_value(object_type *o_ptr)
1191 /* Unknown items -- acquire a base value */
1192 if (object_is_known(o_ptr))
1194 /* Broken items -- worthless */
1195 if (object_is_broken(o_ptr)) return (0L);
1197 /* Cursed items -- worthless */
1198 if (object_is_cursed(o_ptr)) return (0L);
1200 /* Real value (see above) */
1201 value = object_value_real(o_ptr);
1204 /* Known items -- acquire the actual value */
1207 /* Hack -- Felt broken items */
1208 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1210 /* Hack -- Felt cursed items */
1211 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1213 /* Base value (see above) */
1214 value = object_value_base(o_ptr);
1217 /* Apply discount (if any) */
1218 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1220 /* Return the final value */
1226 * @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 /
1227 * Distribute charges of rods or wands.
1228 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1229 * @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
1230 * @param amt 分割したい回数量 number of items that are transfered
1233 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1234 * charges need to be allocated between the two stacks. If all the items\n
1235 * are being dropped, it makes for a neater message to leave the original\n
1236 * stack's pval alone. -LM-\n
1238 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1240 if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
1242 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1243 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1245 /* Hack -- Rods also need to have their timeouts distributed. The
1246 * dropped stack will accept all time remaining to charge up to its
1249 if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
1251 if (q_ptr->pval > o_ptr->timeout)
1252 q_ptr->timeout = o_ptr->timeout;
1254 q_ptr->timeout = q_ptr->pval;
1256 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1261 * @brief 魔法棒やロッドの使用回数を減らす /
1262 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1263 * @param amt 減らしたい回数量 number of items that are transfered
1266 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1267 * charges of the stack needs to be reduced, unless all the items are\n
1268 * being destroyed. -LM-\n
1270 void reduce_charges(object_type *o_ptr, int amt)
1272 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1273 (amt < o_ptr->number))
1275 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1281 * @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。
1282 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1283 * @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
1284 * @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
1285 * @return 重ね合わせ可能なアイテム数
1287 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1291 /* Default maximum number of stack */
1292 int max_num = MAX_STACK_SIZE;
1294 /* Require identical object types */
1295 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1298 /* Analyze the items */
1299 switch (o_ptr->tval)
1301 /* Chests and Statues*/
1312 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1313 if (o_ptr->pval != j_ptr->pval) return 0;
1317 /* Figurines and Corpses*/
1322 if (o_ptr->pval != j_ptr->pval) return 0;
1328 /* Food and Potions and Scrolls */
1340 /* Require either knowledge or known empty for both staffs. */
1341 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1342 !object_is_known(o_ptr)) ||
1343 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1344 !object_is_known(j_ptr))) return 0;
1346 /* Require identical charges, since staffs are bulky. */
1347 if (o_ptr->pval != j_ptr->pval) return 0;
1356 /* Require either knowledge or known empty for both wands. */
1357 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1358 !object_is_known(o_ptr)) ||
1359 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1360 !object_is_known(j_ptr))) return 0;
1362 /* Wand charges combine in O&ZAngband. */
1368 /* Staffs and Wands and Rods */
1371 /* Prevent overflaw of timeout */
1372 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1378 /* Weapons and Armor */
1394 /* Rings, Amulets, Lites */
1400 /* Require full knowledge of both items */
1401 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1411 /* Require identical knowledge of both items */
1412 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1413 if (o_ptr->feeling != j_ptr->feeling) return 0;
1415 /* Require identical "bonuses" */
1416 if (o_ptr->to_h != j_ptr->to_h) return 0;
1417 if (o_ptr->to_d != j_ptr->to_d) return 0;
1418 if (o_ptr->to_a != j_ptr->to_a) return 0;
1420 /* Require identical "pval" code */
1421 if (o_ptr->pval != j_ptr->pval) return 0;
1423 /* Artifacts never stack */
1424 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1426 /* Require identical "ego-item" names */
1427 if (o_ptr->name2 != j_ptr->name2) return 0;
1429 /* Require identical added essence */
1430 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1431 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1433 /* Hack -- Never stack "powerful" items */
1434 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1436 /* Hack -- Never stack recharging items */
1437 if (o_ptr->timeout || j_ptr->timeout) return 0;
1439 /* Require identical "values" */
1440 if (o_ptr->ac != j_ptr->ac) return 0;
1441 if (o_ptr->dd != j_ptr->dd) return 0;
1442 if (o_ptr->ds != j_ptr->ds) return 0;
1451 /* Require knowledge */
1452 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1460 /* Hack -- Identical art_flags! */
1461 for (i = 0; i < TR_FLAG_SIZE; i++)
1462 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1464 /* Hack -- Require identical "cursed" status */
1465 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1467 /* Hack -- Require identical "broken" status */
1468 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1471 /* Hack -- require semi-matching "inscriptions" */
1472 if (o_ptr->inscription && j_ptr->inscription &&
1473 (o_ptr->inscription != j_ptr->inscription))
1476 /* Hack -- normally require matching "inscriptions" */
1477 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1479 /* Hack -- normally require matching "discounts" */
1480 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1483 /* They match, so they must be similar */
1489 * @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。
1490 * Determine if an item can absorb a second item.
1491 * @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
1492 * @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
1493 * @return 重ね合わせ可能ならばTRUEを返す。
1495 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1497 int total = o_ptr->number + j_ptr->number;
1500 /* Are these objects similar? */
1501 max_num = object_similar_part(o_ptr, j_ptr);
1503 /* Return if not similar */
1504 if (!max_num) return FALSE;
1506 /* Maximal "stacking" limit */
1507 if (total > max_num) return (0);
1510 /* They match, so they must be similar */
1516 * @brief 両オブジェクトをスロットに重ね合わせる。
1517 * Allow one item to "absorb" another, assuming they are similar
1518 * @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
1519 * @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
1522 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1524 int max_num = object_similar_part(o_ptr, j_ptr);
1525 int total = o_ptr->number + j_ptr->number;
1526 int diff = (total > max_num) ? total - max_num : 0;
1528 /* Combine quantity, lose excess items */
1529 o_ptr->number = (total > max_num) ? max_num : total;
1531 /* Hack -- blend "known" status */
1532 if (object_is_known(j_ptr)) object_known(o_ptr);
1534 /* Hack -- clear "storebought" if only one has it */
1535 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1536 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1538 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1539 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1542 /* Hack -- blend "mental" status */
1543 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1545 /* Hack -- blend "inscriptions" */
1546 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1548 /* Hack -- blend "feelings" */
1549 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1551 /* Hack -- could average discounts */
1552 /* Hack -- save largest discount */
1553 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1555 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1556 if (o_ptr->tval == TV_ROD)
1558 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1559 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1562 /* Hack -- if wands are stacking, combine the charges. -LM- */
1563 if (o_ptr->tval == TV_WAND)
1565 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1571 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1572 * Find the index of the object_kind with the given tval and sval
1573 * @param tval 検索したいベースアイテムのtval
1574 * @param sval 検索したいベースアイテムのsval
1577 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1581 KIND_OBJECT_IDX bk = 0;
1584 for (k = 1; k < max_k_idx; k++)
1586 object_kind *k_ptr = &k_info[k];
1588 /* Require correct tval */
1589 if (k_ptr->tval != tval) continue;
1592 if (k_ptr->sval == sval) return (k);
1594 /* Ignore illegal items */
1595 if (sval != SV_ANY) continue;
1597 /* Apply the randomizer */
1598 if (!one_in_(++num)) continue;
1600 /* Use this value */
1604 /* Return this choice */
1611 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1620 * @brief オブジェクトを初期化する
1621 * Wipe an object clean.
1622 * @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
1625 void object_wipe(object_type *o_ptr)
1627 /* Wipe the structure */
1628 (void)WIPE(o_ptr, object_type);
1633 * @brief オブジェクトを複製する
1634 * Wipe an object clean.
1635 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1636 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1639 void object_copy(object_type *o_ptr, object_type *j_ptr)
1641 /* Copy the structure */
1642 (void)COPY(o_ptr, j_ptr, object_type);
1647 * @brief オブジェクト構造体にベースアイテムを作成する
1648 * Prepare an object based on an object kind.
1649 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1650 * @param k_idx 新たに作成したいベースアイテム情報のID
1653 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1655 object_kind *k_ptr = &k_info[k_idx];
1657 /* Clear the record */
1660 /* Save the kind index */
1661 o_ptr->k_idx = k_idx;
1663 /* Efficiency -- tval/sval */
1664 o_ptr->tval = k_ptr->tval;
1665 o_ptr->sval = k_ptr->sval;
1667 /* Default "pval" */
1668 o_ptr->pval = k_ptr->pval;
1670 /* Default number */
1673 /* Default weight */
1674 o_ptr->weight = k_ptr->weight;
1677 o_ptr->to_h = k_ptr->to_h;
1678 o_ptr->to_d = k_ptr->to_d;
1679 o_ptr->to_a = k_ptr->to_a;
1682 o_ptr->ac = k_ptr->ac;
1683 o_ptr->dd = k_ptr->dd;
1684 o_ptr->ds = k_ptr->ds;
1686 /* Default activation */
1687 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1689 /* Hack -- worthless items are always "broken" */
1690 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1692 /* Hack -- cursed items are always "cursed" */
1693 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1694 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1695 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1696 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1697 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1698 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1703 * @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
1704 * @param owner_ptr プレーヤーへの参照ポインタ
1705 * @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
1708 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1710 GAME_TEXT o_name[MAX_NLEN];
1712 object_aware(owner_ptr, o_ptr);
1713 object_known(o_ptr);
1715 /* Mark the item as fully known */
1716 o_ptr->ident |= (IDENT_MENTAL);
1717 object_desc(o_name, o_ptr, 0);
1718 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1723 * @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
1724 * Choose random ego type
1725 * @param slot 取得したいエゴの装備部位
1726 * @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。
1727 * @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。
1729 static byte get_random_ego(byte slot, bool good)
1731 ego_item_type *e_ptr;
1735 for (int i = 1; i < max_e_idx; i++)
1739 if (e_ptr->slot == slot
1740 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1743 total += (255 / e_ptr->rarity);
1747 int value = randint1(total);
1750 for (j = 1; j < max_e_idx; j++)
1754 if (e_ptr->slot == slot
1755 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1758 value -= (255 / e_ptr->rarity);
1759 if (value <= 0L) break;
1768 * @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
1769 * Apply magic to an item known to be a "weapon"
1770 * @param owner_ptr プレーヤーへの参照ポインタ
1771 * @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
1772 * @param level 生成基準階
1773 * @param power 生成ランク
1776 * Hack -- note special base damage dice boosting\n
1777 * Hack -- note special processing for weapon/digger\n
1779 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1781 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1782 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1784 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1785 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1787 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1789 tohit2 = (tohit2 + 1) / 2;
1790 todam2 = (todam2 + 1) / 2;
1797 o_ptr->to_h += tohit1;
1798 o_ptr->to_d += todam1;
1804 o_ptr->to_h += tohit2;
1805 o_ptr->to_d += todam2;
1813 o_ptr->to_h -= tohit1;
1814 o_ptr->to_d -= todam1;
1819 /* Penalize again */
1820 o_ptr->to_h -= tohit2;
1821 o_ptr->to_d -= todam2;
1824 /* Cursed (if "bad") */
1825 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
1828 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1830 switch (o_ptr->tval)
1837 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
1838 become_random_artifact(owner_ptr, o_ptr, FALSE);
1840 /* Special Ego-item */
1841 o_ptr->name2 = EGO_DIGGING;
1845 else if (power < -1)
1847 /* Hack -- Horrible digging bonus */
1848 o_ptr->pval = 0 - (5 + randint1(5));
1854 /* Hack -- Reverse digging bonus */
1855 o_ptr->pval = 0 - (o_ptr->pval);
1868 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
1870 become_random_artifact(owner_ptr, o_ptr, FALSE);
1875 /* Roll for an ego-item */
1876 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1877 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1879 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1881 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1886 switch (o_ptr->name2)
1889 if (one_in_(4) && (level > 40))
1890 add_flag(o_ptr->art_flags, TR_BLOWS);
1894 add_flag(o_ptr->art_flags, TR_RES_POIS);
1896 add_flag(o_ptr->art_flags, TR_WARNING);
1898 case EGO_KILL_DRAGON:
1900 add_flag(o_ptr->art_flags, TR_RES_POIS);
1904 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1906 case EGO_SLAYING_WEAPON:
1907 if (one_in_(3)) /* double damage */
1914 } while (one_in_(o_ptr->dd));
1919 } while (one_in_(o_ptr->ds));
1924 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1926 if (o_ptr->tval == TV_SWORD && one_in_(3))
1928 add_flag(o_ptr->art_flags, TR_VORPAL);
1933 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1939 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1941 add_flag(o_ptr->art_flags, TR_DEX);
1943 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1946 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1948 case EGO_EARTHQUAKES:
1949 if (one_in_(3) && (level > 60))
1950 add_flag(o_ptr->art_flags, TR_BLOWS);
1952 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1956 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1960 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1962 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1964 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1965 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1968 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1969 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1970 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1971 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1975 if (!o_ptr->art_name)
1977 /* Hack -- Super-charge the damage dice */
1978 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
1980 /* Hack -- Lower the damage dice */
1981 if (o_ptr->dd > 9) o_ptr->dd = 9;
1986 else if (power < -1)
1988 /* Roll for ego-item */
1989 if (randint0(MAX_DEPTH) < level)
1993 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1994 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2000 switch (o_ptr->name2)
2003 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2004 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2007 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2008 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2009 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2010 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2011 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2012 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2027 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2029 become_random_artifact(owner_ptr, o_ptr, FALSE);
2032 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2046 if (power > 2) /* power > 2 is debug only */
2048 become_random_artifact(owner_ptr, o_ptr, FALSE);
2052 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2054 switch (o_ptr->name2)
2056 case EGO_SLAYING_BOLT:
2061 /* Hack -- super-charge the damage dice */
2062 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2064 /* Hack -- restrict the damage dice */
2065 if (o_ptr->dd > 9) o_ptr->dd = 9;
2069 else if (power < -1)
2071 /* Roll for ego-item */
2072 if (randint0(MAX_DEPTH) < level)
2074 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2085 * @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
2086 * Apply magic to an item known to be "armor"
2087 * @param owner_ptr プレーヤーへの参照ポインタ
2088 * @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
2089 * @param level 生成基準階
2090 * @param power 生成ランク
2093 * Hack -- note special processing for crown/helm\n
2094 * Hack -- note special processing for robe of permanence\n
2096 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2098 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2099 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2105 o_ptr->to_a += toac1;
2111 o_ptr->to_a += toac2;
2119 o_ptr->to_a -= toac1;
2124 /* Penalize again */
2125 o_ptr->to_a -= toac2;
2128 /* Cursed (if "bad") */
2129 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2132 switch (o_ptr->tval)
2136 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2137 become_random_artifact(owner_ptr, o_ptr, FALSE);
2147 /* Hack -- Try for "Robes of the Magi" */
2148 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2149 (o_ptr->sval == SV_ROBE) &&
2150 (randint0(100) < 15))
2154 o_ptr->name2 = EGO_YOIYAMI;
2155 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2156 o_ptr->sval = SV_YOIYAMI_ROBE;
2162 o_ptr->name2 = EGO_PERMANENCE;
2167 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2169 become_random_artifact(owner_ptr, o_ptr, FALSE);
2175 bool okay_flag = TRUE;
2177 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2179 switch (o_ptr->name2)
2182 if (o_ptr->tval != TV_HARD_ARMOR)
2188 if (o_ptr->tval != TV_SOFT_ARMOR)
2197 if (okay_flag) break;
2199 switch (o_ptr->name2)
2201 case EGO_RESISTANCE:
2203 add_flag(o_ptr->art_flags, TR_RES_POIS);
2206 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2207 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2211 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2213 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2215 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2216 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2218 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2219 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2220 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2221 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2222 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2223 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2224 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2225 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2228 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2229 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2230 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2231 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2232 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2233 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2246 if (o_ptr->sval == SV_DRAGON_SHIELD)
2248 dragon_resist(o_ptr);
2249 if (!one_in_(3)) break;
2255 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2257 become_random_artifact(owner_ptr, o_ptr, FALSE);
2263 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2264 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2265 && o_ptr->name2 == EGO_S_DWARVEN)
2272 switch (o_ptr->name2)
2275 if (!one_in_(3)) one_high_resistance(o_ptr);
2276 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2278 case EGO_REFLECTION:
2279 if (o_ptr->sval == SV_MIRROR_SHIELD)
2284 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2285 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2294 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2296 dragon_resist(o_ptr);
2297 if (!one_in_(3)) break;
2301 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2303 become_random_artifact(owner_ptr, o_ptr, FALSE);
2306 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2310 else if (power < -1)
2312 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2320 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2322 dragon_resist(o_ptr);
2323 if (!one_in_(3)) break;
2328 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2330 become_random_artifact(owner_ptr, o_ptr, FALSE);
2333 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2335 switch (o_ptr->name2)
2337 case EGO_SLOW_DESCENT:
2340 one_high_resistance(o_ptr);
2346 else if (power < -1)
2348 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2359 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2361 become_random_artifact(owner_ptr, o_ptr, FALSE);
2366 bool ok_flag = TRUE;
2367 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2369 switch (o_ptr->name2)
2372 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2373 else add_esp_weak(o_ptr, FALSE);
2377 case EGO_REGENERATION:
2378 case EGO_LORDLINESS:
2384 if (one_in_(2)) add_esp_strong(o_ptr);
2385 else add_esp_weak(o_ptr, FALSE);
2388 default:/* not existing crown (wisdom,lite, etc...) */
2392 break; /* while (TRUE) */
2398 else if (power < -1)
2402 bool ok_flag = TRUE;
2403 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2405 switch (o_ptr->name2)
2407 case EGO_ANCIENT_CURSE:
2408 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2409 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2410 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2411 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2412 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2413 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2417 break; /* while (TRUE) */
2426 if (o_ptr->sval == SV_DRAGON_HELM)
2428 dragon_resist(o_ptr);
2429 if (!one_in_(3)) break;
2435 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2437 become_random_artifact(owner_ptr, o_ptr, FALSE);
2442 bool ok_flag = TRUE;
2443 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2445 switch (o_ptr->name2)
2447 case EGO_BRILLIANCE:
2449 case EGO_INFRAVISION:
2450 case EGO_H_PROTECTION:
2455 if (one_in_(2)) add_esp_strong(o_ptr);
2456 else add_esp_weak(o_ptr, FALSE);
2460 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2461 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2464 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2466 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2468 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2469 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2471 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2472 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2473 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2474 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2475 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2476 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2477 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2478 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2480 default:/* not existing helm (Magi, Might, etc...)*/
2484 break; /* while (TRUE) */
2489 else if (power < -1)
2493 bool ok_flag = TRUE;
2494 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2496 switch (o_ptr->name2)
2498 case EGO_ANCIENT_CURSE:
2502 break; /* while (TRUE) */
2513 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2515 become_random_artifact(owner_ptr, o_ptr, FALSE);
2518 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2520 switch (o_ptr->name2)
2529 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2530 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2531 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2532 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2539 else if (power < -1)
2541 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2551 * @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
2552 * Apply magic to an item known to be a "ring" or "amulet"
2553 * @param owner_ptr プレーヤーへの参照ポインタ
2554 * @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
2555 * @param level 生成基準階
2556 * @param power 生成ランク
2559 * Hack -- note special "pval boost" code for ring of speed\n
2560 * Hack -- note that some items must be cursed (or blessed)\n
2562 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2564 /* Apply magic (good or bad) according to type */
2565 switch (o_ptr->tval)
2570 switch (o_ptr->sval)
2572 case SV_RING_ATTACKS:
2575 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2576 if (one_in_(15)) o_ptr->pval++;
2577 if (o_ptr->pval < 1) o_ptr->pval = 1;
2583 o_ptr->ident |= (IDENT_BROKEN);
2586 o_ptr->curse_flags |= TRC_CURSED;
2589 o_ptr->pval = 0 - (o_ptr->pval);
2600 /* Strength, Constitution, Dexterity, Intelligence */
2606 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2612 o_ptr->ident |= (IDENT_BROKEN);
2615 o_ptr->curse_flags |= TRC_CURSED;
2618 o_ptr->pval = 0 - (o_ptr->pval);
2624 /* Ring of Speed! */
2627 /* Base speed (1 to 10) */
2628 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2630 /* Super-charge the ring */
2631 while (randint0(100) < 50) o_ptr->pval++;
2637 o_ptr->ident |= (IDENT_BROKEN);
2640 o_ptr->curse_flags |= TRC_CURSED;
2643 o_ptr->pval = 0 - (o_ptr->pval);
2651 case SV_RING_LORDLY:
2655 one_lordly_high_resistance(o_ptr);
2656 } while (one_in_(4));
2658 /* Bonus to armor class */
2659 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2663 case SV_RING_WARNING:
2665 if (one_in_(3)) one_low_esp(o_ptr);
2670 case SV_RING_SEARCHING:
2672 /* Bonus to searching */
2673 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2679 o_ptr->ident |= (IDENT_BROKEN);
2682 o_ptr->curse_flags |= TRC_CURSED;
2685 o_ptr->pval = 0 - (o_ptr->pval);
2691 /* Flames, Acid, Ice */
2692 case SV_RING_FLAMES:
2697 /* Bonus to armor class */
2698 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2702 /* Weakness, Stupidity */
2703 case SV_RING_WEAKNESS:
2704 case SV_RING_STUPIDITY:
2707 o_ptr->ident |= (IDENT_BROKEN);
2710 o_ptr->curse_flags |= TRC_CURSED;
2713 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2714 if (power > 0) power = 0 - power;
2719 /* WOE, Stupidity */
2723 o_ptr->ident |= (IDENT_BROKEN);
2726 o_ptr->curse_flags |= TRC_CURSED;
2729 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2730 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2731 if (power > 0) power = 0 - power;
2736 /* Ring of damage */
2737 case SV_RING_DAMAGE:
2739 /* Bonus to damage */
2740 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2746 o_ptr->ident |= (IDENT_BROKEN);
2749 o_ptr->curse_flags |= TRC_CURSED;
2752 o_ptr->to_d = 0 - o_ptr->to_d;
2758 /* Ring of Accuracy */
2759 case SV_RING_ACCURACY:
2762 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2768 o_ptr->ident |= (IDENT_BROKEN);
2771 o_ptr->curse_flags |= TRC_CURSED;
2774 o_ptr->to_h = 0 - o_ptr->to_h;
2780 /* Ring of Protection */
2781 case SV_RING_PROTECTION:
2783 /* Bonus to armor class */
2784 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2790 o_ptr->ident |= (IDENT_BROKEN);
2793 o_ptr->curse_flags |= TRC_CURSED;
2796 o_ptr->to_a = 0 - o_ptr->to_a;
2802 /* Ring of Slaying */
2803 case SV_RING_SLAYING:
2805 /* Bonus to damage and to hit */
2806 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2807 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2813 o_ptr->ident |= (IDENT_BROKEN);
2816 o_ptr->curse_flags |= TRC_CURSED;
2818 /* Reverse bonuses */
2819 o_ptr->to_h = 0 - o_ptr->to_h;
2820 o_ptr->to_d = 0 - o_ptr->to_d;
2826 case SV_RING_MUSCLE:
2828 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2829 if (one_in_(4)) o_ptr->pval++;
2835 o_ptr->ident |= (IDENT_BROKEN);
2838 o_ptr->curse_flags |= TRC_CURSED;
2840 /* Reverse bonuses */
2841 o_ptr->pval = 0 - o_ptr->pval;
2846 case SV_RING_AGGRAVATION:
2849 o_ptr->ident |= (IDENT_BROKEN);
2852 o_ptr->curse_flags |= TRC_CURSED;
2854 if (power > 0) power = 0 - power;
2858 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
2859 || (power > 2)) /* power > 2 is debug only */
2861 o_ptr->pval = MIN(o_ptr->pval, 4);
2862 /* Randart amulet */
2863 become_random_artifact(owner_ptr, o_ptr, FALSE);
2865 else if ((power == 2) && one_in_(2))
2867 while (!o_ptr->name2)
2869 int tmp = m_bonus(10, level);
2870 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2871 switch (randint1(28))
2874 o_ptr->name2 = EGO_RING_THROW;
2877 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2878 o_ptr->name2 = EGO_RING_REGEN;
2881 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2882 o_ptr->name2 = EGO_RING_LITE;
2885 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2886 o_ptr->name2 = EGO_RING_TELEPORT;
2889 if (o_ptr->to_h) break;
2890 o_ptr->name2 = EGO_RING_TO_H;
2893 if (o_ptr->to_d) break;
2894 o_ptr->name2 = EGO_RING_TO_D;
2897 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2898 o_ptr->name2 = EGO_RING_SLAY;
2901 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2902 o_ptr->name2 = EGO_RING_WIZARD;
2905 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2906 o_ptr->name2 = EGO_RING_HERO;
2909 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2910 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2911 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2912 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2915 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2916 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;
2917 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2918 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2919 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2922 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2923 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;
2924 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2925 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2926 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2929 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2930 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;
2931 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2932 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2935 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2936 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;
2937 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2938 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2940 case 21: case 22: case 23: case 24: case 25: case 26:
2941 switch (o_ptr->sval)
2944 if (!one_in_(3)) break;
2945 o_ptr->name2 = EGO_RING_D_SPEED;
2947 case SV_RING_DAMAGE:
2948 case SV_RING_ACCURACY:
2949 case SV_RING_SLAYING:
2950 if (one_in_(2)) break;
2951 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2954 o_ptr->name2 = EGO_RING_BERSERKER;
2955 o_ptr->to_h -= 2 + randint1(4);
2956 o_ptr->to_d += 2 + randint1(4);
2959 case SV_RING_PROTECTION:
2960 o_ptr->name2 = EGO_RING_SUPER_AC;
2961 o_ptr->to_a += 7 + m_bonus(5, level);
2963 case SV_RING_RES_FEAR:
2964 o_ptr->name2 = EGO_RING_HERO;
2967 if (one_in_(2)) break;
2968 o_ptr->name2 = EGO_RING_HUNTER;
2970 case SV_RING_SEARCHING:
2971 o_ptr->name2 = EGO_RING_STEALTH;
2973 case SV_RING_TELEPORTATION:
2974 o_ptr->name2 = EGO_RING_TELE_AWAY;
2976 case SV_RING_RES_BLINDNESS:
2978 o_ptr->name2 = EGO_RING_RES_LITE;
2980 o_ptr->name2 = EGO_RING_RES_DARK;
2982 case SV_RING_LORDLY:
2983 if (!one_in_(20)) break;
2984 one_lordly_high_resistance(o_ptr);
2985 one_lordly_high_resistance(o_ptr);
2986 o_ptr->name2 = EGO_RING_TRUE;
2988 case SV_RING_SUSTAIN:
2989 if (!one_in_(4)) break;
2990 o_ptr->name2 = EGO_RING_RES_TIME;
2992 case SV_RING_FLAMES:
2993 if (!one_in_(2)) break;
2994 o_ptr->name2 = EGO_RING_DRAGON_F;
2997 if (!one_in_(2)) break;
2998 o_ptr->name2 = EGO_RING_DRAGON_C;
3000 case SV_RING_WARNING:
3001 if (!one_in_(2)) break;
3002 o_ptr->name2 = EGO_RING_M_DETECT;
3010 o_ptr->curse_flags = 0L;
3012 else if ((power == -2) && one_in_(2))
3014 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3015 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3016 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3017 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3018 o_ptr->art_flags[0] = 0;
3019 o_ptr->art_flags[1] = 0;
3020 while (!o_ptr->name2)
3022 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3023 switch (randint1(5))
3026 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3027 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3030 o_ptr->name2 = EGO_RING_NO_MELEE;
3033 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3034 o_ptr->name2 = EGO_RING_AGGRAVATE;
3037 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3038 o_ptr->name2 = EGO_RING_TY_CURSE;
3041 o_ptr->name2 = EGO_RING_ALBINO;
3046 o_ptr->ident |= (IDENT_BROKEN);
3049 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3057 switch (o_ptr->sval)
3059 /* Amulet of wisdom/charisma */
3060 case SV_AMULET_INTELLIGENCE:
3061 case SV_AMULET_WISDOM:
3062 case SV_AMULET_CHARISMA:
3064 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3070 o_ptr->ident |= (IDENT_BROKEN);
3073 o_ptr->curse_flags |= (TRC_CURSED);
3075 /* Reverse bonuses */
3076 o_ptr->pval = 0 - o_ptr->pval;
3082 /* Amulet of brilliance */
3083 case SV_AMULET_BRILLIANCE:
3085 o_ptr->pval = 1 + m_bonus(3, level);
3086 if (one_in_(4)) o_ptr->pval++;
3092 o_ptr->ident |= (IDENT_BROKEN);
3095 o_ptr->curse_flags |= (TRC_CURSED);
3097 /* Reverse bonuses */
3098 o_ptr->pval = 0 - o_ptr->pval;
3104 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3108 o_ptr->curse_flags |= (TRC_CURSED);
3113 case SV_AMULET_RESISTANCE:
3115 if (one_in_(5)) one_high_resistance(o_ptr);
3116 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3120 /* Amulet of searching */
3121 case SV_AMULET_SEARCHING:
3123 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3129 o_ptr->ident |= (IDENT_BROKEN);
3132 o_ptr->curse_flags |= (TRC_CURSED);
3134 /* Reverse bonuses */
3135 o_ptr->pval = 0 - (o_ptr->pval);
3141 /* Amulet of the Magi -- never cursed */
3142 case SV_AMULET_THE_MAGI:
3144 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3145 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3147 /* gain one low ESP */
3148 add_esp_weak(o_ptr, FALSE);
3153 /* Amulet of Doom -- always cursed */
3154 case SV_AMULET_DOOM:
3157 o_ptr->ident |= (IDENT_BROKEN);
3160 o_ptr->curse_flags |= (TRC_CURSED);
3163 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3164 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3165 if (power > 0) power = 0 - power;
3170 case SV_AMULET_MAGIC_MASTERY:
3172 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3178 o_ptr->ident |= (IDENT_BROKEN);
3181 o_ptr->curse_flags |= (TRC_CURSED);
3183 /* Reverse bonuses */
3184 o_ptr->pval = 0 - o_ptr->pval;
3191 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3192 || (power > 2)) /* power > 2 is debug only */
3194 o_ptr->pval = MIN(o_ptr->pval, 4);
3195 /* Randart amulet */
3196 become_random_artifact(owner_ptr, o_ptr, FALSE);
3198 else if ((power == 2) && one_in_(2))
3200 while (!o_ptr->name2)
3202 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3203 switch (randint1(21))
3206 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3207 o_ptr->name2 = EGO_AMU_SLOW_D;
3210 if (o_ptr->pval) break;
3211 o_ptr->name2 = EGO_AMU_INFRA;
3214 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3215 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3218 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3219 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3222 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3223 o_ptr->name2 = EGO_AMU_LEVITATION;
3225 case 10: case 11: case 21:
3226 o_ptr->name2 = EGO_AMU_AC;
3229 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3230 if (m_bonus(10, level) > 8)
3231 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3233 o_ptr->name2 = EGO_AMU_RES_FIRE;
3236 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3237 if (m_bonus(10, level) > 8)
3238 o_ptr->name2 = EGO_AMU_RES_COLD_;
3240 o_ptr->name2 = EGO_AMU_RES_COLD;
3243 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3244 if (m_bonus(10, level) > 8)
3245 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3247 o_ptr->name2 = EGO_AMU_RES_ELEC;
3250 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3251 if (m_bonus(10, level) > 8)
3252 o_ptr->name2 = EGO_AMU_RES_ACID_;
3254 o_ptr->name2 = EGO_AMU_RES_ACID;
3256 case 16: case 17: case 18: case 19: case 20:
3257 switch (o_ptr->sval)
3259 case SV_AMULET_TELEPORT:
3260 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3261 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3262 else o_ptr->name2 = EGO_AMU_TELEPORT;
3264 case SV_AMULET_RESIST_ACID:
3265 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3267 case SV_AMULET_SEARCHING:
3268 o_ptr->name2 = EGO_AMU_STEALTH;
3270 case SV_AMULET_BRILLIANCE:
3271 if (!one_in_(3)) break;
3272 o_ptr->name2 = EGO_AMU_IDENT;
3274 case SV_AMULET_CHARISMA:
3275 if (!one_in_(3)) break;
3276 o_ptr->name2 = EGO_AMU_CHARM;
3278 case SV_AMULET_THE_MAGI:
3279 if (one_in_(2)) break;
3280 o_ptr->name2 = EGO_AMU_GREAT;
3282 case SV_AMULET_RESISTANCE:
3283 if (!one_in_(5)) break;
3284 o_ptr->name2 = EGO_AMU_DEFENDER;
3286 case SV_AMULET_TELEPATHY:
3287 if (!one_in_(3)) break;
3288 o_ptr->name2 = EGO_AMU_DETECTION;
3293 o_ptr->curse_flags = 0L;
3295 else if ((power == -2) && one_in_(2))
3297 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3298 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3299 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3300 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3301 o_ptr->art_flags[0] = 0;
3302 o_ptr->art_flags[1] = 0;
3303 while (!o_ptr->name2)
3305 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3306 switch (randint1(5))
3309 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3310 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3313 o_ptr->name2 = EGO_AMU_FOOL;
3316 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3317 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3320 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3321 o_ptr->name2 = EGO_AMU_TY_CURSE;
3324 o_ptr->name2 = EGO_AMU_NAIVETY;
3329 o_ptr->ident |= (IDENT_BROKEN);
3332 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3341 * @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
3342 * Apply magic to an item known to be "boring"
3343 * @param owner_ptr プレーヤーへの参照ポインタ
3344 * @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
3345 * @param level 生成基準階
3346 * @param power 生成ランク
3349 * Hack -- note the special code for various items
3351 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
3353 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3358 /* Apply magic (good or bad) according to type */
3359 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3360 switch (o_ptr->tval)
3369 o_ptr->ident |= (IDENT_BROKEN);
3372 o_ptr->curse_flags |= (TRC_CURSED);
3379 o_ptr->xtra4 = o_ptr->pval;
3385 /* Hack -- Torches -- random fuel */
3386 if (o_ptr->sval == SV_LITE_TORCH)
3388 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3392 /* Hack -- Lanterns -- random fuel */
3393 if (o_ptr->sval == SV_LITE_LANTERN)
3395 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3399 if (power > 2) /* power > 2 is debug only */
3401 become_random_artifact(owner_ptr, o_ptr, FALSE);
3403 else if ((power == 2) || ((power == 1) && one_in_(3)))
3405 while (!o_ptr->name2)
3409 bool okay_flag = TRUE;
3411 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3413 switch (o_ptr->name2)
3416 if (o_ptr->sval == SV_LITE_FEANOR)
3424 else if (power == -2)
3426 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3428 switch (o_ptr->name2)
3430 case EGO_LITE_DARKNESS:
3433 if (o_ptr->sval == SV_LITE_TORCH)
3435 add_flag(o_ptr->art_flags, TR_LITE_M1);
3437 else if (o_ptr->sval == SV_LITE_LANTERN)
3439 add_flag(o_ptr->art_flags, TR_LITE_M2);
3441 else if (o_ptr->sval == SV_LITE_FEANOR)
3443 add_flag(o_ptr->art_flags, TR_LITE_M3);
3455 /* The wand or staff gets a number of initial charges equal
3456 * to between 1/2 (+1) and the full object kind's pval. -LM-
3458 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3464 /* Transfer the pval. -LM- */
3465 o_ptr->pval = k_ptr->pval;
3472 object_aware(owner_ptr, o_ptr);
3473 object_known(o_ptr);
3479 PARAMETER_VALUE i = 1;
3482 monster_race *r_ptr;
3484 /* Pick a random non-unique monster race */
3487 i = randint1(max_r_idx - 1);
3489 if (!item_monster_okay(i)) continue;
3490 if (i == MON_TSUCHINOKO) continue;
3494 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3496 /* Ignore dead monsters */
3497 if (!r_ptr->rarity) continue;
3499 /* Ignore uncommon monsters */
3500 if (r_ptr->rarity > 100) continue;
3502 /* Prefer less out-of-depth monsters */
3503 if (randint0(check)) continue;
3510 /* Some figurines are cursed */
3511 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3518 PARAMETER_VALUE i = 1;
3523 monster_race *r_ptr;
3525 if (o_ptr->sval == SV_SKELETON)
3527 match = RF9_DROP_SKELETON;
3529 else if (o_ptr->sval == SV_CORPSE)
3531 match = RF9_DROP_CORPSE;
3534 /* Hack -- Remove the monster restriction */
3535 get_mon_num_prep(item_monster_okay, NULL);
3537 /* Pick a random non-unique monster race */
3540 i = get_mon_num(floor_ptr->dun_level);
3544 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3546 /* Ignore dead monsters */
3547 if (!r_ptr->rarity) continue;
3549 /* Ignore corpseless monsters */
3550 if (!(r_ptr->flags9 & match)) continue;
3552 /* Prefer less out-of-depth monsters */
3553 if (randint0(check)) continue;
3560 object_aware(owner_ptr, o_ptr);
3561 object_known(o_ptr);
3567 PARAMETER_VALUE i = 1;
3569 monster_race *r_ptr;
3571 /* Pick a random monster race */
3574 i = randint1(max_r_idx - 1);
3578 /* Ignore dead monsters */
3579 if (!r_ptr->rarity) continue;
3588 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3591 object_aware(owner_ptr, o_ptr);
3592 object_known(o_ptr);
3599 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3601 /* Hack -- skip ruined chests */
3602 if (obj_level <= 0) break;
3604 /* Hack -- pick a "difficulty" */
3605 o_ptr->pval = randint1(obj_level);
3606 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3608 o_ptr->xtra3 = floor_ptr->dun_level + 5;
3610 /* Never exceed "difficulty" of 55 to 59 */
3611 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3620 * @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
3621 * Complete the "creation" of an object by applying "magic" to the item
3622 * @param owner_ptr プレーヤーへの参照ポインタ
3623 * @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
3625 * @param mode 生成オプション
3628 * This includes not only rolling for random bonuses, but also putting the\n
3629 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3630 * staffs, giving fuel to lites, and placing traps on chests.\n
3632 * In particular, note that "Instant Artifacts", if "created" by an external\n
3633 * routine, must pass through this function to complete the actual creation.\n
3635 * The base "chance" of the item being "good" increases with the "level"\n
3636 * parameter, which is usually derived from the dungeon level, being equal\n
3637 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3638 * the object is guaranteed to be "good". If an object is "good", then\n
3639 * the chance that the object will be "great" (ego-item or artifact), also\n
3640 * increases with the "level", being equal to half the level, plus 5, up to\n
3641 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3642 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3644 * If the object is not "good", there is a chance it will be "cursed", and\n
3645 * if it is "cursed", there is a chance it will be "broken". These chances\n
3646 * are related to the "good" / "great" chances above.\n
3648 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3649 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3651 * If "okay" is true, and the object is going to be "great", then there is\n
3652 * a chance that an artifact will be created. This is true even if both the\n
3653 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3654 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3656 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3658 int i, rolls, f1, f2, power;
3660 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
3662 /* Maximum "level" for various things */
3663 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3665 /* Base chance of being "good" */
3668 /* Maximal chance of being "good" */
3669 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3671 /* Base chance of being "great" */
3674 /* Maximal chance of being "great" */
3675 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3676 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3678 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3683 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3692 /* Roll for "good" */
3693 if ((mode & AM_GOOD) || magik(f1))
3698 /* Roll for "great" */
3699 if ((mode & AM_GREAT) || magik(f2))
3703 /* Roll for "special" */
3704 if (mode & AM_SPECIAL) power = 3;
3708 /* Roll for "cursed" */
3711 /* Assume "cursed" */
3714 /* Roll for "broken" */
3715 if (magik(f2)) power = -2;
3719 if (mode & AM_CURSED)
3721 /* Assume 'cursed' */
3726 /* Everything else gets more badly cursed */
3733 /* Assume no rolls */
3736 /* Get one roll if excellent */
3737 if (power >= 2) rolls = 1;
3739 /* Hack -- Get four rolls if forced great or special */
3740 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3742 /* Hack -- Get no rolls if not allowed */
3743 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3745 /* Roll for artifacts if allowed */
3746 for (i = 0; i < rolls; i++)
3748 /* Roll for an artifact */
3749 if (make_artifact(owner_ptr, o_ptr)) break;
3750 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3752 if (make_artifact(owner_ptr, o_ptr)) break;
3756 /* Hack -- analyze artifacts */
3757 if (object_is_fixed_artifact(o_ptr))
3759 artifact_type *a_ptr = &a_info[o_ptr->name1];
3761 /* Hack -- Mark the artifact as "created" */
3764 /* Hack -- Memorize location of artifact in saved floors */
3765 if (current_world_ptr->character_dungeon)
3766 a_ptr->floor_id = owner_ptr->floor_id;
3768 /* Extract the other fields */
3769 o_ptr->pval = a_ptr->pval;
3770 o_ptr->ac = a_ptr->ac;
3771 o_ptr->dd = a_ptr->dd;
3772 o_ptr->ds = a_ptr->ds;
3773 o_ptr->to_a = a_ptr->to_a;
3774 o_ptr->to_h = a_ptr->to_h;
3775 o_ptr->to_d = a_ptr->to_d;
3776 o_ptr->weight = a_ptr->weight;
3777 o_ptr->xtra2 = a_ptr->act_idx;
3779 if (o_ptr->name1 == ART_MILIM)
3781 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3787 /* Hack -- extract the "broken" flag */
3788 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3790 /* Hack -- extract the "cursed" flag */
3791 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3792 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3793 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3794 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3795 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3796 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3801 switch (o_ptr->tval)
3810 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3816 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3822 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3836 /* Elven Cloak and Black Clothes ... */
3837 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3838 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3839 o_ptr->pval = randint1(4);
3843 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3844 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3845 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3846 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3847 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3849 if (power) a_m_aux_2(o_ptr, lev, power);
3857 if (!power && (randint0(100) < 50)) power = -1;
3858 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3864 a_m_aux_4(owner_ptr, o_ptr, lev, power);
3869 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3870 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3871 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3874 add_flag(o_ptr->art_flags, TR_STR);
3875 add_flag(o_ptr->art_flags, TR_INT);
3876 add_flag(o_ptr->art_flags, TR_WIS);
3877 add_flag(o_ptr->art_flags, TR_DEX);
3878 add_flag(o_ptr->art_flags, TR_CON);
3879 add_flag(o_ptr->art_flags, TR_CHR);
3882 /* Hack -- analyze ego-items */
3883 if (object_is_ego(o_ptr))
3885 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3887 /* Hack -- acquire "broken" flag */
3888 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3890 /* Hack -- acquire "cursed" flag */
3891 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3892 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3893 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3894 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3895 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3896 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3898 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3899 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3900 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3901 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3902 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3903 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3904 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3905 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3910 } while (one_in_(o_ptr->dd));
3912 if (o_ptr->dd > 9) o_ptr->dd = 9;
3915 /* Hack -- apply activatin index if needed */
3916 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3918 /* Hack -- apply extra penalties if needed */
3919 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3921 /* Hack -- obtain bonuses */
3922 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3923 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3924 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3926 /* Hack -- obtain pval */
3927 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3930 /* Hack -- apply extra bonuses if needed */
3933 /* Hack -- obtain bonuses */
3934 if (e_ptr->max_to_h)
3936 if (e_ptr->max_to_h > 127)
3937 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3938 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3940 if (e_ptr->max_to_d)
3942 if (e_ptr->max_to_d > 127)
3943 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3944 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3946 if (e_ptr->max_to_a)
3948 if (e_ptr->max_to_a > 127)
3949 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3950 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3953 /* Accuracy ego must have high to_h */
3954 if (o_ptr->name2 == EGO_ACCURACY)
3956 while (o_ptr->to_h < o_ptr->to_d + 10)
3961 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3964 /* Accuracy ego must have high to_h */
3965 if (o_ptr->name2 == EGO_VELOCITY)
3967 while (o_ptr->to_d < o_ptr->to_h + 10)
3972 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3975 /* Protection ego must have high to_a */
3976 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3978 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3981 /* Hack -- obtain pval */
3982 if (e_ptr->max_pval)
3984 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3987 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3989 else if (o_ptr->name2 == EGO_DEMON)
3991 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3993 o_ptr->pval += randint1(2);
3997 o_ptr->pval += randint1(e_ptr->max_pval);
4000 else if (o_ptr->name2 == EGO_ATTACKS)
4002 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
4003 if (o_ptr->pval > 3) o_ptr->pval = 3;
4004 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4005 o_ptr->pval += randint1(2);
4007 else if (o_ptr->name2 == EGO_BAT)
4009 o_ptr->pval = randint1(e_ptr->max_pval);
4010 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4012 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4014 o_ptr->pval = randint1(e_ptr->max_pval);
4018 o_ptr->pval += randint1(e_ptr->max_pval);
4023 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4025 o_ptr->pval = randint1(o_ptr->pval);
4027 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4034 /* Examine real objects */
4037 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4039 /* Hack -- acquire "broken" flag */
4040 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4042 /* Hack -- acquire "cursed" flag */
4043 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4044 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4045 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4046 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4047 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4048 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4054 * @brief 生成階に応じたベースアイテムの生成を行う。
4055 * Attempt to make an object (normal or good/great)
4056 * @param owner_ptr プレーヤーへの参照ポインタ
4057 * @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
4058 * @param mode オプションフラグ
4059 * @return 生成に成功したらTRUEを返す。
4061 * This routine plays nasty games to generate the "special artifacts".\n
4062 * This routine uses "floor_ptr->object_level" for the "generation level".\n
4063 * We assume that the given object has been "wiped".\n
4065 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
4067 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4069 /* Chance of "special object" */
4070 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
4072 /* Base level for the object */
4073 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
4076 /* Generate a special object, or a normal object */
4077 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
4079 KIND_OBJECT_IDX k_idx;
4082 if ((mode & AM_GOOD) && !get_obj_num_hook)
4084 /* Activate restriction (if already specified, use that) */
4085 get_obj_num_hook = kind_is_good;
4088 /* Restricted objects - prepare allocation table */
4089 if (get_obj_num_hook) get_obj_num_prep();
4091 /* Pick a random object */
4092 k_idx = get_obj_num(owner_ptr, base, mode);
4094 /* Restricted objects */
4095 if (get_obj_num_hook)
4097 /* Clear restriction */
4098 get_obj_num_hook = NULL;
4100 /* Reset allocation table to default */
4104 /* Handle failure */
4105 if (!k_idx) return FALSE;
4107 /* Prepare the object */
4108 object_prep(j_ptr, k_idx);
4111 /* Apply magic (allow artifacts) */
4112 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
4114 /* Hack -- generate multiple spikes/missiles */
4115 switch (j_ptr->tval)
4123 j_ptr->number = (byte)damroll(6, 7);
4127 if (cheat_peek) object_mention(owner_ptr, j_ptr);
4134 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4135 * Make a treasure object
4136 * @param floor_ptr 現在フロアへの参照ポインタ
4137 * @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
4138 * @return 生成に成功したらTRUEを返す。
4140 * The location must be a legal, clean, floor grid.
4142 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
4147 /* Hack -- Pick a Treasure variety */
4148 i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
4150 /* Apply "extra" magic */
4151 if (one_in_(GREAT_OBJ))
4153 i += randint1(floor_ptr->object_level + 1);
4156 /* Hack -- Creeping Coins only generate "themselves" */
4157 if (coin_type) i = coin_type;
4159 /* Do not create "illegal" Treasure Types */
4160 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4162 /* Prepare a gold object */
4163 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4165 /* Hack -- Base coin cost */
4166 base = k_info[OBJ_GOLD_LIST + i].cost;
4168 /* Determine how much the treasure is "worth" */
4169 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4177 * @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。
4178 * Let an object fall to the ground at or near a location.
4179 * @param owner_ptr プレーヤーへの参照ポインタ
4180 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4181 * @param chance ドロップの消滅率(%)
4182 * @param y 配置したいフロアのY座標
4183 * @param x 配置したいフロアのX座標
4184 * @return 生成に成功したらオブジェクトのIDを返す。
4186 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
4188 * This function takes a parameter "chance". This is the percentage\n
4189 * chance that the item will "disappear" instead of drop. If the object\n
4190 * has been thrown, then this is the chance of disappearance on contact.\n
4192 * Hack -- this function uses "chance" to determine if it should produce\n
4193 * some form of "description" of the drop event (under the player).\n
4195 * We check several locations to see if we can find a location at which\n
4196 * the object can combine, stack, or be placed. Artifacts will try very\n
4197 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4199 OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4206 POSITION ty, tx = 0;
4208 OBJECT_IDX o_idx = 0;
4209 OBJECT_IDX this_o_idx, next_o_idx = 0;
4213 GAME_TEXT o_name[MAX_NLEN];
4219 /* Extract plural */
4220 bool plural = (j_ptr->number != 1);
4223 /* Describe object */
4224 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4227 /* Handle normal "breakage" */
4228 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4231 msg_format("%sは消えた。", o_name);
4233 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4235 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4251 floor_type *floor_ptr = owner_type->current_floor_ptr;
4252 /* Scan local grids */
4253 for (dy = -3; dy <= 3; dy++)
4255 /* Scan local grids */
4256 for (dx = -3; dx <= 3; dx++)
4260 /* Calculate actual distance */
4261 d = (dy * dy) + (dx * dx);
4263 /* Ignore distant grids */
4264 if (d > 10) continue;
4269 if (!in_bounds(floor_ptr, ty, tx)) continue;
4271 /* Require line of projection */
4272 if (!projectable(floor_ptr, y, x, ty, tx)) continue;
4275 g_ptr = &floor_ptr->grid_array[ty][tx];
4277 /* Require floor space */
4278 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
4283 /* Scan objects in that grid */
4284 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4287 o_ptr = &floor_ptr->o_list[this_o_idx];
4288 next_o_idx = o_ptr->next_o_idx;
4290 /* Check for possible combination */
4291 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4297 /* Add new object */
4299 if (k > 99) continue;
4301 /* Calculate score */
4302 s = 1000 - (d + k * 5);
4304 /* Skip bad values */
4305 if (s < bs) continue;
4307 /* New best value */
4310 /* Apply the randomizer to equivalent values */
4311 if ((++bn >= 2) && !one_in_(bn)) continue;
4324 /* Handle lack of space */
4325 if (!flag && !object_is_artifact(j_ptr))
4328 msg_format("%sは消えた。", o_name);
4330 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4333 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4341 for (i = 0; !flag && (i < 1000); i++)
4344 ty = rand_spread(by, 1);
4345 tx = rand_spread(bx, 1);
4347 if (!in_bounds(floor_ptr, ty, tx)) continue;
4349 /* Bounce to that location */
4353 /* Require floor space */
4354 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
4362 int candidates = 0, pick;
4364 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4366 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4368 /* A valid space found */
4369 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
4373 /* No valid place! */
4377 msg_format("%sは消えた。", o_name);
4379 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4382 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4384 /* Mega-Hack -- preserve artifacts */
4387 /* Hack -- Preserve unknown artifacts */
4388 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4390 /* Mega-Hack -- Preserve the artifact */
4391 a_info[j_ptr->name1].cur_num = 0;
4399 /* Choose a random one */
4400 pick = randint1(candidates);
4402 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4404 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4406 if (cave_drop_bold(floor_ptr, ty, tx))
4410 /* Is this a picked one? */
4423 g_ptr = &floor_ptr->grid_array[by][bx];
4425 /* Scan objects in that grid for combination */
4426 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4429 o_ptr = &floor_ptr->o_list[this_o_idx];
4430 next_o_idx = o_ptr->next_o_idx;
4432 /* Check for combination */
4433 if (object_similar(o_ptr, j_ptr))
4435 object_absorb(o_ptr, j_ptr);
4444 if (!done) o_idx = o_pop(floor_ptr);
4446 if (!done && !o_idx)
4449 msg_format("%sは消えた。", o_name);
4451 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4454 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4456 /* Hack -- Preserve artifacts */
4457 if (object_is_fixed_artifact(j_ptr))
4459 a_info[j_ptr->name1].cur_num = 0;
4468 /* Structure copy */
4469 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
4471 /* Access new object */
4472 j_ptr = &floor_ptr->o_list[o_idx];
4479 j_ptr->held_m_idx = 0;
4482 j_ptr->next_o_idx = g_ptr->o_idx;
4484 g_ptr->o_idx = o_idx;
4494 /* Mega-Hack -- no message if "dropped" by player */
4495 /* Message when an object falls under the player */
4496 if (chance && player_bold(owner_type, by, bx))
4498 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4506 * @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 /
4507 * Describe the charges on an item in the inventory.
4508 * @param owner_ptr プレーヤーへの参照ポインタ
4509 * @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
4512 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
4514 object_type *o_ptr = &owner_ptr->inventory_list[item];
4516 /* Require staff/wand */
4517 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4519 /* Require known item */
4520 if (!object_is_known(o_ptr)) return;
4523 if (o_ptr->pval <= 0)
4525 msg_print("もう魔力が残っていない。");
4529 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4532 /* Multiple charges */
4533 if (o_ptr->pval != 1)
4535 msg_format("You have %d charges remaining.", o_ptr->pval);
4541 msg_format("You have %d charge remaining.", o_ptr->pval);
4548 * @brief アイテムの残り所持数メッセージを表示する /
4549 * Describe an item in the inventory.
4550 * @param owner_ptr プレーヤーへの参照ポインタ
4551 * @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
4554 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
4556 object_type *o_ptr = &owner_ptr->inventory_list[item];
4557 GAME_TEXT o_name[MAX_NLEN];
4559 object_desc(o_name, o_ptr, 0);
4562 /* "no more" の場合はこちらで表示する */
4563 if (o_ptr->number <= 0)
4565 /*FIRST*//*ここはもう通らないかも */
4566 msg_format("もう%sを持っていない。", o_name);
4570 /* アイテム名を英日切り替え機能対応 */
4571 msg_format("まだ %sを持っている。", o_name);
4574 msg_format("You have %s.", o_name);
4580 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4584 inven_item_increase(owner_ptr, item, num);
4585 inven_item_describe(owner_ptr, item);
4586 inven_item_optimize(owner_ptr, item);
4590 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4591 floor_item_increase(floor_ptr, 0 - item, num);
4592 floor_item_describe(floor_ptr, 0 - item);
4593 floor_item_optimize(floor_ptr, 0 - item);
4598 * @brief アイテムを増減させ残り所持数メッセージを表示する /
4599 * Increase the "number" of an item in the inventory
4600 * @param owner_ptr プレーヤーへの参照ポインタ
4601 * @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
4605 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4607 object_type *o_ptr = &owner_ptr->inventory_list[item];
4610 num += o_ptr->number;
4613 if (num > 255) num = 255;
4614 else if (num < 0) num = 0;
4617 num -= o_ptr->number;
4619 /* Change the number and weight */
4620 if (num != 0) return;
4622 /* Add the number */
4623 o_ptr->number += num;
4625 /* Add the weight */
4626 owner_ptr->total_weight += (num * o_ptr->weight);
4627 owner_ptr->update |= (PU_BONUS);
4628 owner_ptr->update |= (PU_MANA);
4629 owner_ptr->update |= (PU_COMBINE);
4630 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
4632 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4633 if (o_ptr->number || !owner_ptr->ele_attack) return;
4634 if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
4635 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
4637 /* Clear all temporary elemental brands */
4638 set_ele_attack(owner_ptr, 0, 0);
4643 * @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 /
4644 * Erase an inventory slot if it has no more items
4645 * @param owner_ptr プレーヤーへの参照ポインタ
4646 * @param item 消去したいプレイヤーのアイテム所持スロット
4649 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
4651 object_type *o_ptr = &owner_ptr->inventory_list[item];
4653 /* Only optimize real items */
4654 if (!o_ptr->k_idx) return;
4656 /* Only optimize empty items */
4657 if (o_ptr->number) return;
4659 if (item >= INVEN_RARM)
4661 owner_ptr->equip_cnt--;
4662 object_wipe(&owner_ptr->inventory_list[item]);
4663 owner_ptr->update |= PU_BONUS;
4664 owner_ptr->update |= PU_TORCH;
4665 owner_ptr->update |= PU_MANA;
4667 owner_ptr->window |= PW_EQUIP;
4668 owner_ptr->window |= PW_SPELL;
4672 owner_ptr->inven_cnt--;
4674 /* Slide everything down */
4676 for (i = item; i < INVEN_PACK; i++)
4678 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
4681 /* Erase the "final" slot */
4682 object_wipe(&owner_ptr->inventory_list[i]);
4684 owner_ptr->window |= PW_INVEN;
4685 owner_ptr->window |= PW_SPELL;
4690 * @brief 床上の魔道具の残り残量メッセージを表示する /
4691 * Describe the charges on an item on the floor.
4692 * @param floo_ptr 現在フロアへの参照ポインタ
4693 * @param item メッセージの対象にしたいアイテム所持スロット
4696 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
4698 object_type *o_ptr = &floor_ptr->o_list[item];
4700 /* Require staff/wand */
4701 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4703 /* Require known item */
4704 if (!object_is_known(o_ptr)) return;
4707 if (o_ptr->pval <= 0)
4709 msg_print("この床上のアイテムは、もう魔力が残っていない。");
4713 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);
4716 /* Multiple charges */
4717 if (o_ptr->pval != 1)
4719 msg_format("There are %d charges remaining.", o_ptr->pval);
4725 msg_format("There is %d charge remaining.", o_ptr->pval);
4733 * @brief 床上のアイテムの残り数メッセージを表示する /
4734 * Describe the charges on an item on the floor.
4735 * @param floo_ptr 現在フロアへの参照ポインタ
4736 * @param item メッセージの対象にしたいアイテム所持スロット
4739 void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item)
4741 object_type *o_ptr = &floor_ptr->o_list[item];
4742 GAME_TEXT o_name[MAX_NLEN];
4744 object_desc(o_name, o_ptr, 0);
4747 /* "no more" の場合はこちらで表示を分ける */
4748 if (o_ptr->number <= 0)
4750 msg_format("床上には、もう%sはない。", o_name);
4754 msg_format("床上には、まだ %sがある。", o_name);
4757 msg_format("You see %s.", o_name);
4764 * @brief 床上のアイテムの数を増やす /
4765 * Increase the "number" of an item on the floor
4766 * @param floo_ptr 現在フロアへの参照ポインタ
4767 * @param item 増やしたいアイテムの所持スロット
4768 * @param num 増やしたいアイテムの数
4771 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4773 object_type *o_ptr = &floor_ptr->o_list[item];
4776 num += o_ptr->number;
4779 if (num > 255) num = 255;
4780 else if (num < 0) num = 0;
4783 num -= o_ptr->number;
4785 /* Change the number */
4786 o_ptr->number += num;
4791 * @brief 床上の数の無くなったアイテムスロットを消去する /
4792 * Optimize an item on the floor (destroy "empty" items)
4793 * @param floo_ptr 現在フロアへの参照ポインタ
4794 * @param item 消去したいアイテムの所持スロット
4797 void floor_item_optimize(floor_type *floor_ptr, INVENTORY_IDX item)
4799 object_type *o_ptr = &floor_ptr->o_list[item];
4801 /* Paranoia -- be sure it exists */
4802 if (!o_ptr->k_idx) return;
4804 /* Only optimize empty items */
4805 if (o_ptr->number) return;
4807 delete_object_idx(floor_ptr, item);
4812 * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
4813 * @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 /
4814 * Check if we have space for an item in the pack without overflow
4815 * @param owner_ptr プレーヤーへの参照ポインタ
4816 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
4817 * @return 溢れずに済むならTRUEを返す
4819 bool inven_carry_okay(object_type *o_ptr)
4822 if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
4825 for (int j = 0; j < INVEN_PACK; j++)
4827 object_type *j_ptr = &p_ptr->inventory_list[j];
4828 if (!j_ptr->k_idx) continue;
4830 /* Check if the two items can be combined */
4831 if (object_similar(j_ptr, o_ptr)) return TRUE;
4839 * @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 /
4840 * Check if we have space for an item in the pack without overflow
4841 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
4842 * @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?)
4843 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
4844 * @return o_ptrの方が上位ならばTRUEを返す。
4846 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
4850 /* Use empty slots */
4851 if (!j_ptr->k_idx) return TRUE;
4853 /* Hack -- readable books always come first */
4854 if ((o_ptr->tval == REALM1_BOOK) &&
4855 (j_ptr->tval != REALM1_BOOK)) return TRUE;
4856 if ((j_ptr->tval == REALM1_BOOK) &&
4857 (o_ptr->tval != REALM1_BOOK)) return FALSE;
4859 if ((o_ptr->tval == REALM2_BOOK) &&
4860 (j_ptr->tval != REALM2_BOOK)) return TRUE;
4861 if ((j_ptr->tval == REALM2_BOOK) &&
4862 (o_ptr->tval != REALM2_BOOK)) return FALSE;
4864 /* Objects sort by decreasing type */
4865 if (o_ptr->tval > j_ptr->tval) return TRUE;
4866 if (o_ptr->tval < j_ptr->tval) return FALSE;
4868 /* Non-aware (flavored) items always come last */
4869 /* Can happen in the home */
4870 if (!object_is_aware(o_ptr)) return FALSE;
4871 if (!object_is_aware(j_ptr)) return TRUE;
4873 /* Objects sort by increasing sval */
4874 if (o_ptr->sval < j_ptr->sval) return TRUE;
4875 if (o_ptr->sval > j_ptr->sval) return FALSE;
4877 /* Unidentified objects always come last */
4878 /* Objects in the home can be unknown */
4879 if (!object_is_known(o_ptr)) return FALSE;
4880 if (!object_is_known(j_ptr)) return TRUE;
4882 /* Fixed artifacts, random artifacts and ego items */
4883 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
4884 else if (o_ptr->art_name) o_type = 2;
4885 else if (object_is_ego(o_ptr)) o_type = 1;
4888 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
4889 else if (j_ptr->art_name) j_type = 2;
4890 else if (object_is_ego(j_ptr)) j_type = 1;
4893 if (o_type < j_type) return TRUE;
4894 if (o_type > j_type) return FALSE;
4896 switch (o_ptr->tval)
4902 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
4903 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
4909 /* Objects sort by increasing hit/damage bonuses */
4910 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
4911 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
4914 /* Hack: otherwise identical rods sort by
4915 increasing recharge time --dsb */
4917 if (o_ptr->pval < j_ptr->pval) return TRUE;
4918 if (o_ptr->pval > j_ptr->pval) return FALSE;
4922 /* Objects sort by decreasing value */
4923 return o_value > object_value(j_ptr);
4928 * @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 /
4929 * Add an item to the players inventory, and return the slot used.
4930 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4931 * @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。
4933 * If the new item can combine with an existing item in the inventory,\n
4934 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4935 * the item will be placed into the "proper" location in the inventory.\n
4937 * This function can be used to "over-fill" the player's pack, but only\n
4938 * once, and such an action must trigger the "overflow" code immediately.\n
4939 * Note that when the pack is being "over-filled", the new item must be\n
4940 * placed into the "overflow" slot, and the "overflow" must take place\n
4941 * before the pack is reordered, but (optionally) after the pack is\n
4942 * combined. This may be tricky. See "dungeon.c" for info.\n
4944 * Note that this code must remove any location/stack information\n
4945 * from the object once it is placed into the inventory.\n
4947 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4949 INVENTORY_IDX i, j, k;
4950 INVENTORY_IDX n = -1;
4955 /* Check for combining */
4956 for (j = 0; j < INVEN_PACK; j++)
4958 j_ptr = &owner_ptr->inventory_list[j];
4959 if (!j_ptr->k_idx) continue;
4961 /* Hack -- track last item */
4964 /* Check if the two items can be combined */
4965 if (object_similar(j_ptr, o_ptr))
4967 object_absorb(j_ptr, o_ptr);
4969 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4970 owner_ptr->update |= (PU_BONUS);
4971 owner_ptr->window |= (PW_INVEN);
4978 if (owner_ptr->inven_cnt > INVEN_PACK) return (-1);
4980 /* Find an empty slot */
4981 for (j = 0; j <= INVEN_PACK; j++)
4983 j_ptr = &owner_ptr->inventory_list[j];
4985 /* Use it if found */
4986 if (!j_ptr->k_idx) break;
4993 /* Reorder the pack */
4996 /* Get the "value" of the item */
4997 s32b o_value = object_value(o_ptr);
4999 /* Scan every occupied slot */
5000 for (j = 0; j < INVEN_PACK; j++)
5002 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5009 for (k = n; k >= i; k--)
5011 /* Hack -- Slide the item */
5012 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
5015 /* Wipe the empty slot */
5016 object_wipe(&owner_ptr->inventory_list[i]);
5021 object_copy(&owner_ptr->inventory_list[i], o_ptr);
5023 /* Access new object */
5024 j_ptr = &owner_ptr->inventory_list[i];
5027 j_ptr->next_o_idx = 0;
5029 /* Forget monster */
5030 j_ptr->held_m_idx = 0;
5032 /* Forget location */
5033 j_ptr->iy = j_ptr->ix = 0;
5035 /* Player touches it, and no longer marked */
5036 j_ptr->marked = OM_TOUCHED;
5038 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5040 /* Count the items */
5041 owner_ptr->inven_cnt++;
5042 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5043 owner_ptr->window |= (PW_INVEN);
5045 /* Return the slot */
5051 * @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 /
5052 * Take off (some of) a non-cursed equipment item
5053 * @param owner_ptr プレーヤーへの参照ポインタ
5054 * @param item オブジェクトを外したい所持テーブルのID
5056 * @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。
5058 * Note that only one item at a time can be wielded per slot.\n
5059 * Note that taking off an item when "full" may cause that item\n
5060 * to fall to the ground.\n
5061 * Return the inventory slot into which the item is placed.\n
5063 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5074 GAME_TEXT o_name[MAX_NLEN];
5077 /* Get the item to take off */
5078 o_ptr = &owner_ptr->inventory_list[item];
5079 if (amt <= 0) return (-1);
5082 if (amt > o_ptr->number) amt = o_ptr->number;
5084 object_copy(q_ptr, o_ptr);
5086 /* Modify quantity */
5087 q_ptr->number = amt;
5089 object_desc(o_name, q_ptr, 0);
5091 /* Took off weapon */
5092 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5093 object_is_melee_weapon(o_ptr))
5095 act = _("を装備からはずした", "You were wielding");
5099 else if (item == INVEN_BOW)
5101 act = _("を装備からはずした", "You were holding");
5104 /* Took off light */
5105 else if (item == INVEN_LITE)
5107 act = _("を光源からはずした", "You were holding");
5110 /* Took off something */
5113 act = _("を装備からはずした", "You were wearing");
5116 /* Modify, Optimize */
5117 inven_item_increase(owner_ptr, item, -amt);
5118 inven_item_optimize(owner_ptr, item);
5120 /* Carry the object */
5121 slot = inven_carry(owner_ptr, q_ptr);
5124 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5126 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5134 * @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 /
5135 * Drop (some of) a non-cursed inventory/equipment item
5136 * @param owner_ptr プレーヤーへの参照ポインタ
5137 * @param item 所持テーブルのID
5138 * @param amt 落としたい個数
5141 * The object will be dropped "near" the current location
5143 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5149 GAME_TEXT o_name[MAX_NLEN];
5151 /* Access original object */
5152 o_ptr = &owner_ptr->inventory_list[item];
5155 if (amt <= 0) return;
5158 if (amt > o_ptr->number) amt = o_ptr->number;
5160 /* Take off equipment */
5161 if (item >= INVEN_RARM)
5163 /* Take off first */
5164 item = inven_takeoff(owner_ptr, item, amt);
5166 /* Access original object */
5167 o_ptr = &owner_ptr->inventory_list[item];
5172 /* Obtain local object */
5173 object_copy(q_ptr, o_ptr);
5175 /* Distribute charges of wands or rods */
5176 distribute_charges(o_ptr, q_ptr, amt);
5178 /* Modify quantity */
5179 q_ptr->number = amt;
5181 /* Describe local object */
5182 object_desc(o_name, q_ptr, 0);
5184 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5186 /* Drop it near the player */
5187 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
5189 vary_item(owner_ptr, item, -amt);
5194 * @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 /
5195 * Combine items in the pack
5198 * Note special handling of the "overflow" slot
5200 void combine_pack(player_type *owner_ptr)
5203 bool is_first_combination = TRUE;
5204 bool combined = TRUE;
5205 while (is_first_combination || combined)
5207 is_first_combination = FALSE;
5210 /* Combine the pack (backwards) */
5211 for (int i = INVEN_PACK; i > 0; i--)
5214 o_ptr = &owner_ptr->inventory_list[i];
5216 /* Skip empty items */
5217 if (!o_ptr->k_idx) continue;
5219 /* Scan the items above that item */
5220 for (int j = 0; j < i; j++)
5223 j_ptr = &owner_ptr->inventory_list[j];
5225 /* Skip empty items */
5226 if (!j_ptr->k_idx) continue;
5229 * Get maximum number of the stack if these
5230 * are similar, get zero otherwise.
5232 int max_num = object_similar_part(j_ptr, o_ptr);
5234 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5235 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
5236 if (!is_max) continue;
5238 if (o_ptr->number + j_ptr->number <= max_num)
5243 /* Add together the item counts */
5244 object_absorb(j_ptr, o_ptr);
5246 /* One object is gone */
5247 owner_ptr->inven_cnt--;
5249 /* Slide everything down */
5251 for (k = i; k < INVEN_PACK; k++)
5253 /* Structure copy */
5254 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
5257 /* Erase the "final" slot */
5258 object_wipe(&owner_ptr->inventory_list[k]);
5262 int old_num = o_ptr->number;
5263 int remain = j_ptr->number + o_ptr->number - max_num;
5265 o_ptr->number -= remain;
5267 /* Add together the item counts */
5268 object_absorb(j_ptr, o_ptr);
5270 o_ptr->number = remain;
5272 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5273 if (o_ptr->tval == TV_ROD)
5275 o_ptr->pval = o_ptr->pval * remain / old_num;
5276 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5279 /* Hack -- if wands are stacking, combine the charges. -LM- */
5280 if (o_ptr->tval == TV_WAND)
5282 o_ptr->pval = o_ptr->pval * remain / old_num;
5286 owner_ptr->window |= (PW_INVEN);
5296 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."));
5301 * @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 /
5302 * Reorder items in the pack
5303 * @param owner_ptr プレーヤーへの参照ポインタ
5306 * Note special handling of the "overflow" slot
5308 void reorder_pack(player_type *owner_ptr)
5317 /* Re-order the pack (forwards) */
5318 for (i = 0; i < INVEN_PACK; i++)
5320 /* Mega-Hack -- allow "proper" over-flow */
5321 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
5323 o_ptr = &owner_ptr->inventory_list[i];
5325 /* Skip empty slots */
5326 if (!o_ptr->k_idx) continue;
5328 /* Get the "value" of the item */
5329 o_value = object_value(o_ptr);
5331 /* Scan every occupied slot */
5332 for (j = 0; j < INVEN_PACK; j++)
5334 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5337 /* Never move down */
5338 if (j >= i) continue;
5344 /* Save a copy of the moving item */
5345 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
5347 /* Slide the objects */
5348 for (k = i; k > j; k--)
5350 /* Slide the item */
5351 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
5354 /* Insert the moving item */
5355 object_copy(&owner_ptr->inventory_list[j], q_ptr);
5357 owner_ptr->window |= (PW_INVEN);
5360 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."));
5365 * @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 /
5366 * Hack -- display an object kind in the current window
5367 * @param owner_ptr プレーヤーへの参照ポインタ
5368 * @param k_idx ベースアイテムの参照ID
5371 * Include list of usable spells for readible books
5373 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
5380 REALM_IDX use_realm;
5382 GAME_TEXT o_name[MAX_NLEN];
5384 /* Erase the window */
5385 for (y = 0; y < Term->hgt; y++)
5387 /* Erase the line */
5388 Term_erase(0, y, 255);
5395 /* Prepare the object */
5396 object_prep(q_ptr, k_idx);
5397 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5399 /* Mention the object name */
5400 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5402 /* Access the item's sval */
5404 use_realm = tval2realm(q_ptr->tval);
5406 /* Warriors are illiterate */
5407 if (owner_ptr->realm1 || owner_ptr->realm2)
5409 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
5413 if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
5414 if (!is_magic(use_realm)) return;
5415 if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5418 /* Display spells in readible books */
5421 SPELL_IDX spells[64];
5423 /* Extract spells */
5424 for (spell = 0; spell < 32; spell++)
5426 /* Check for this spell */
5427 if (fake_spell_flags[sval] & (1L << spell))
5429 /* Collect this spell */
5430 spells[num++] = spell;
5435 print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
5440 * @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。
5441 * Torches have special abilities when they are flaming.
5442 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5443 * @param flgs 特別に追加するフラグを返す参照ポインタ
5446 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5448 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
5449 if (o_ptr->xtra4 <= 0) return;
5450 add_flag(flgs, TR_BRAND_FIRE);
5451 add_flag(flgs, TR_KILL_UNDEAD);
5452 add_flag(flgs, TR_THROW);
5457 * @brief 投擲時たいまつにダイスを与える。
5458 * Torches have special abilities when they are flaming.
5459 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5460 * @param dd 特別なダイス数を返す参照ポインタ
5461 * @param ds 特別なダイス面数を返す参照ポインタ
5464 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5466 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
5467 if (o_ptr->xtra4 <= 0) return;
5474 * @brief 投擲時命中したたいまつの寿命を縮める。
5475 * Torches have special abilities when they are flaming.
5476 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5479 void torch_lost_fuel(object_type *o_ptr)
5481 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
5482 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5483 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5488 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
5489 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5490 * @return 対応する矢/弾薬のベースアイテムID
5492 int bow_tval_ammo(object_type *o_ptr)
5494 /* Analyze the launcher */
5495 switch (o_ptr->sval)