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, DIARY_FOUND, 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 */
1615 * @brief オブジェクトを初期化する
1616 * Wipe an object clean.
1617 * @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
1620 void object_wipe(object_type *o_ptr)
1622 /* Wipe the structure */
1623 (void)WIPE(o_ptr, object_type);
1628 * @brief オブジェクトを複製する
1629 * Wipe an object clean.
1630 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1631 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1634 void object_copy(object_type *o_ptr, object_type *j_ptr)
1636 /* Copy the structure */
1637 (void)COPY(o_ptr, j_ptr, object_type);
1642 * @brief オブジェクト構造体にベースアイテムを作成する
1643 * Prepare an object based on an object kind.
1644 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1645 * @param k_idx 新たに作成したいベースアイテム情報のID
1648 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1650 object_kind *k_ptr = &k_info[k_idx];
1652 /* Clear the record */
1655 /* Save the kind index */
1656 o_ptr->k_idx = k_idx;
1658 /* Efficiency -- tval/sval */
1659 o_ptr->tval = k_ptr->tval;
1660 o_ptr->sval = k_ptr->sval;
1662 /* Default "pval" */
1663 o_ptr->pval = k_ptr->pval;
1665 /* Default number */
1668 /* Default weight */
1669 o_ptr->weight = k_ptr->weight;
1672 o_ptr->to_h = k_ptr->to_h;
1673 o_ptr->to_d = k_ptr->to_d;
1674 o_ptr->to_a = k_ptr->to_a;
1677 o_ptr->ac = k_ptr->ac;
1678 o_ptr->dd = k_ptr->dd;
1679 o_ptr->ds = k_ptr->ds;
1681 /* Default activation */
1682 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1684 /* Hack -- worthless items are always "broken" */
1685 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1687 /* Hack -- cursed items are always "cursed" */
1688 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1689 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1690 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1691 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1692 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1693 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1698 * @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
1699 * @param owner_ptr プレーヤーへの参照ポインタ
1700 * @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
1703 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1705 GAME_TEXT o_name[MAX_NLEN];
1707 object_aware(owner_ptr, o_ptr);
1708 object_known(o_ptr);
1710 /* Mark the item as fully known */
1711 o_ptr->ident |= (IDENT_MENTAL);
1712 object_desc(o_name, o_ptr, 0);
1713 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1718 * @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
1719 * Choose random ego type
1720 * @param slot 取得したいエゴの装備部位
1721 * @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。
1722 * @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。
1724 static byte get_random_ego(byte slot, bool good)
1726 ego_item_type *e_ptr;
1730 for (int i = 1; i < max_e_idx; i++)
1734 if (e_ptr->slot == slot
1735 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1738 total += (255 / e_ptr->rarity);
1742 int value = randint1(total);
1745 for (j = 1; j < max_e_idx; j++)
1749 if (e_ptr->slot == slot
1750 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1753 value -= (255 / e_ptr->rarity);
1754 if (value <= 0L) break;
1763 * @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
1764 * Apply magic to an item known to be a "weapon"
1765 * @param owner_ptr プレーヤーへの参照ポインタ
1766 * @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
1767 * @param level 生成基準階
1768 * @param power 生成ランク
1771 * Hack -- note special base damage dice boosting\n
1772 * Hack -- note special processing for weapon/digger\n
1774 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1776 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1777 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1779 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1780 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1782 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1784 tohit2 = (tohit2 + 1) / 2;
1785 todam2 = (todam2 + 1) / 2;
1792 o_ptr->to_h += tohit1;
1793 o_ptr->to_d += todam1;
1799 o_ptr->to_h += tohit2;
1800 o_ptr->to_d += todam2;
1808 o_ptr->to_h -= tohit1;
1809 o_ptr->to_d -= todam1;
1814 /* Penalize again */
1815 o_ptr->to_h -= tohit2;
1816 o_ptr->to_d -= todam2;
1819 /* Cursed (if "bad") */
1820 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
1823 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1825 switch (o_ptr->tval)
1832 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
1833 become_random_artifact(owner_ptr, o_ptr, FALSE);
1835 /* Special Ego-item */
1836 o_ptr->name2 = EGO_DIGGING;
1840 else if (power < -1)
1842 /* Hack -- Horrible digging bonus */
1843 o_ptr->pval = 0 - (5 + randint1(5));
1849 /* Hack -- Reverse digging bonus */
1850 o_ptr->pval = 0 - (o_ptr->pval);
1863 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
1865 become_random_artifact(owner_ptr, o_ptr, FALSE);
1870 /* Roll for an ego-item */
1871 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1872 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1874 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1876 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1881 switch (o_ptr->name2)
1884 if (one_in_(4) && (level > 40))
1885 add_flag(o_ptr->art_flags, TR_BLOWS);
1889 add_flag(o_ptr->art_flags, TR_RES_POIS);
1891 add_flag(o_ptr->art_flags, TR_WARNING);
1893 case EGO_KILL_DRAGON:
1895 add_flag(o_ptr->art_flags, TR_RES_POIS);
1899 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1901 case EGO_SLAYING_WEAPON:
1902 if (one_in_(3)) /* double damage */
1909 } while (one_in_(o_ptr->dd));
1914 } while (one_in_(o_ptr->ds));
1919 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1921 if (o_ptr->tval == TV_SWORD && one_in_(3))
1923 add_flag(o_ptr->art_flags, TR_VORPAL);
1928 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1934 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1936 add_flag(o_ptr->art_flags, TR_DEX);
1938 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1941 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1943 case EGO_EARTHQUAKES:
1944 if (one_in_(3) && (level > 60))
1945 add_flag(o_ptr->art_flags, TR_BLOWS);
1947 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1951 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1955 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1957 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1959 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1960 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1963 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1964 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1965 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1966 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1970 if (!o_ptr->art_name)
1972 /* Hack -- Super-charge the damage dice */
1973 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
1975 /* Hack -- Lower the damage dice */
1976 if (o_ptr->dd > 9) o_ptr->dd = 9;
1981 else if (power < -1)
1983 /* Roll for ego-item */
1984 if (randint0(MAX_DEPTH) < level)
1988 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1989 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1995 switch (o_ptr->name2)
1998 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1999 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2002 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2003 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2004 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2005 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2006 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2007 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2022 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2024 become_random_artifact(owner_ptr, o_ptr, FALSE);
2027 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2041 if (power > 2) /* power > 2 is debug only */
2043 become_random_artifact(owner_ptr, o_ptr, FALSE);
2047 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2049 switch (o_ptr->name2)
2051 case EGO_SLAYING_BOLT:
2056 /* Hack -- super-charge the damage dice */
2057 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2059 /* Hack -- restrict the damage dice */
2060 if (o_ptr->dd > 9) o_ptr->dd = 9;
2064 else if (power < -1)
2066 /* Roll for ego-item */
2067 if (randint0(MAX_DEPTH) < level)
2069 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2080 * @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
2081 * Apply magic to an item known to be "armor"
2082 * @param owner_ptr プレーヤーへの参照ポインタ
2083 * @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
2084 * @param level 生成基準階
2085 * @param power 生成ランク
2088 * Hack -- note special processing for crown/helm\n
2089 * Hack -- note special processing for robe of permanence\n
2091 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2093 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2094 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2100 o_ptr->to_a += toac1;
2106 o_ptr->to_a += toac2;
2114 o_ptr->to_a -= toac1;
2119 /* Penalize again */
2120 o_ptr->to_a -= toac2;
2123 /* Cursed (if "bad") */
2124 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2127 switch (o_ptr->tval)
2131 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2132 become_random_artifact(owner_ptr, o_ptr, FALSE);
2142 /* Hack -- Try for "Robes of the Magi" */
2143 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2144 (o_ptr->sval == SV_ROBE) &&
2145 (randint0(100) < 15))
2149 o_ptr->name2 = EGO_YOIYAMI;
2150 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2151 o_ptr->sval = SV_YOIYAMI_ROBE;
2157 o_ptr->name2 = EGO_PERMANENCE;
2162 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2164 become_random_artifact(owner_ptr, o_ptr, FALSE);
2170 bool okay_flag = TRUE;
2172 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2174 switch (o_ptr->name2)
2177 if (o_ptr->tval != TV_HARD_ARMOR)
2183 if (o_ptr->tval != TV_SOFT_ARMOR)
2192 if (okay_flag) break;
2194 switch (o_ptr->name2)
2196 case EGO_RESISTANCE:
2198 add_flag(o_ptr->art_flags, TR_RES_POIS);
2201 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2202 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2206 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2208 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2210 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2211 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2213 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2214 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2215 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2216 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2217 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2218 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2219 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2220 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2223 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2224 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2225 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2226 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2227 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2228 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2241 if (o_ptr->sval == SV_DRAGON_SHIELD)
2243 dragon_resist(o_ptr);
2244 if (!one_in_(3)) break;
2250 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2252 become_random_artifact(owner_ptr, o_ptr, FALSE);
2258 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2259 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2260 && o_ptr->name2 == EGO_S_DWARVEN)
2267 switch (o_ptr->name2)
2270 if (!one_in_(3)) one_high_resistance(o_ptr);
2271 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2273 case EGO_REFLECTION:
2274 if (o_ptr->sval == SV_MIRROR_SHIELD)
2279 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2280 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2289 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2291 dragon_resist(o_ptr);
2292 if (!one_in_(3)) break;
2296 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2298 become_random_artifact(owner_ptr, o_ptr, FALSE);
2301 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2305 else if (power < -1)
2307 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2315 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2317 dragon_resist(o_ptr);
2318 if (!one_in_(3)) break;
2323 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2325 become_random_artifact(owner_ptr, o_ptr, FALSE);
2328 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2330 switch (o_ptr->name2)
2332 case EGO_SLOW_DESCENT:
2335 one_high_resistance(o_ptr);
2341 else if (power < -1)
2343 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2354 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2356 become_random_artifact(owner_ptr, o_ptr, FALSE);
2361 bool ok_flag = TRUE;
2362 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2364 switch (o_ptr->name2)
2367 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2368 else add_esp_weak(o_ptr, FALSE);
2372 case EGO_REGENERATION:
2373 case EGO_LORDLINESS:
2379 if (one_in_(2)) add_esp_strong(o_ptr);
2380 else add_esp_weak(o_ptr, FALSE);
2383 default:/* not existing crown (wisdom,lite, etc...) */
2387 break; /* while (TRUE) */
2393 else if (power < -1)
2397 bool ok_flag = TRUE;
2398 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2400 switch (o_ptr->name2)
2402 case EGO_ANCIENT_CURSE:
2403 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2404 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2405 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2406 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2407 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2408 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2412 break; /* while (TRUE) */
2421 if (o_ptr->sval == SV_DRAGON_HELM)
2423 dragon_resist(o_ptr);
2424 if (!one_in_(3)) break;
2430 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2432 become_random_artifact(owner_ptr, o_ptr, FALSE);
2437 bool ok_flag = TRUE;
2438 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2440 switch (o_ptr->name2)
2442 case EGO_BRILLIANCE:
2444 case EGO_INFRAVISION:
2445 case EGO_H_PROTECTION:
2450 if (one_in_(2)) add_esp_strong(o_ptr);
2451 else add_esp_weak(o_ptr, FALSE);
2455 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2456 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2459 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2461 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2463 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2464 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2466 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2467 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2468 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2469 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2470 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2471 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2472 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2473 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2475 default:/* not existing helm (Magi, Might, etc...)*/
2479 break; /* while (TRUE) */
2484 else if (power < -1)
2488 bool ok_flag = TRUE;
2489 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2491 switch (o_ptr->name2)
2493 case EGO_ANCIENT_CURSE:
2497 break; /* while (TRUE) */
2508 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2510 become_random_artifact(owner_ptr, o_ptr, FALSE);
2513 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2515 switch (o_ptr->name2)
2524 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2525 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2526 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2527 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2534 else if (power < -1)
2536 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2546 * @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
2547 * Apply magic to an item known to be a "ring" or "amulet"
2548 * @param owner_ptr プレーヤーへの参照ポインタ
2549 * @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
2550 * @param level 生成基準階
2551 * @param power 生成ランク
2554 * Hack -- note special "pval boost" code for ring of speed\n
2555 * Hack -- note that some items must be cursed (or blessed)\n
2557 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2559 /* Apply magic (good or bad) according to type */
2560 switch (o_ptr->tval)
2565 switch (o_ptr->sval)
2567 case SV_RING_ATTACKS:
2570 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2571 if (one_in_(15)) o_ptr->pval++;
2572 if (o_ptr->pval < 1) o_ptr->pval = 1;
2578 o_ptr->ident |= (IDENT_BROKEN);
2581 o_ptr->curse_flags |= TRC_CURSED;
2584 o_ptr->pval = 0 - (o_ptr->pval);
2595 /* Strength, Constitution, Dexterity, Intelligence */
2601 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2607 o_ptr->ident |= (IDENT_BROKEN);
2610 o_ptr->curse_flags |= TRC_CURSED;
2613 o_ptr->pval = 0 - (o_ptr->pval);
2619 /* Ring of Speed! */
2622 /* Base speed (1 to 10) */
2623 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2625 /* Super-charge the ring */
2626 while (randint0(100) < 50) o_ptr->pval++;
2632 o_ptr->ident |= (IDENT_BROKEN);
2635 o_ptr->curse_flags |= TRC_CURSED;
2638 o_ptr->pval = 0 - (o_ptr->pval);
2646 case SV_RING_LORDLY:
2650 one_lordly_high_resistance(o_ptr);
2651 } while (one_in_(4));
2653 /* Bonus to armor class */
2654 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2658 case SV_RING_WARNING:
2660 if (one_in_(3)) one_low_esp(o_ptr);
2665 case SV_RING_SEARCHING:
2667 /* Bonus to searching */
2668 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2674 o_ptr->ident |= (IDENT_BROKEN);
2677 o_ptr->curse_flags |= TRC_CURSED;
2680 o_ptr->pval = 0 - (o_ptr->pval);
2686 /* Flames, Acid, Ice */
2687 case SV_RING_FLAMES:
2692 /* Bonus to armor class */
2693 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2697 /* Weakness, Stupidity */
2698 case SV_RING_WEAKNESS:
2699 case SV_RING_STUPIDITY:
2702 o_ptr->ident |= (IDENT_BROKEN);
2705 o_ptr->curse_flags |= TRC_CURSED;
2708 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2709 if (power > 0) power = 0 - power;
2714 /* WOE, Stupidity */
2718 o_ptr->ident |= (IDENT_BROKEN);
2721 o_ptr->curse_flags |= TRC_CURSED;
2724 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2725 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2726 if (power > 0) power = 0 - power;
2731 /* Ring of damage */
2732 case SV_RING_DAMAGE:
2734 /* Bonus to damage */
2735 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2741 o_ptr->ident |= (IDENT_BROKEN);
2744 o_ptr->curse_flags |= TRC_CURSED;
2747 o_ptr->to_d = 0 - o_ptr->to_d;
2753 /* Ring of Accuracy */
2754 case SV_RING_ACCURACY:
2757 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2763 o_ptr->ident |= (IDENT_BROKEN);
2766 o_ptr->curse_flags |= TRC_CURSED;
2769 o_ptr->to_h = 0 - o_ptr->to_h;
2775 /* Ring of Protection */
2776 case SV_RING_PROTECTION:
2778 /* Bonus to armor class */
2779 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2785 o_ptr->ident |= (IDENT_BROKEN);
2788 o_ptr->curse_flags |= TRC_CURSED;
2791 o_ptr->to_a = 0 - o_ptr->to_a;
2797 /* Ring of Slaying */
2798 case SV_RING_SLAYING:
2800 /* Bonus to damage and to hit */
2801 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2802 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2808 o_ptr->ident |= (IDENT_BROKEN);
2811 o_ptr->curse_flags |= TRC_CURSED;
2813 /* Reverse bonuses */
2814 o_ptr->to_h = 0 - o_ptr->to_h;
2815 o_ptr->to_d = 0 - o_ptr->to_d;
2821 case SV_RING_MUSCLE:
2823 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2824 if (one_in_(4)) o_ptr->pval++;
2830 o_ptr->ident |= (IDENT_BROKEN);
2833 o_ptr->curse_flags |= TRC_CURSED;
2835 /* Reverse bonuses */
2836 o_ptr->pval = 0 - o_ptr->pval;
2841 case SV_RING_AGGRAVATION:
2844 o_ptr->ident |= (IDENT_BROKEN);
2847 o_ptr->curse_flags |= TRC_CURSED;
2849 if (power > 0) power = 0 - power;
2853 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
2854 || (power > 2)) /* power > 2 is debug only */
2856 o_ptr->pval = MIN(o_ptr->pval, 4);
2857 /* Randart amulet */
2858 become_random_artifact(owner_ptr, o_ptr, FALSE);
2860 else if ((power == 2) && one_in_(2))
2862 while (!o_ptr->name2)
2864 int tmp = m_bonus(10, level);
2865 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2866 switch (randint1(28))
2869 o_ptr->name2 = EGO_RING_THROW;
2872 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2873 o_ptr->name2 = EGO_RING_REGEN;
2876 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2877 o_ptr->name2 = EGO_RING_LITE;
2880 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2881 o_ptr->name2 = EGO_RING_TELEPORT;
2884 if (o_ptr->to_h) break;
2885 o_ptr->name2 = EGO_RING_TO_H;
2888 if (o_ptr->to_d) break;
2889 o_ptr->name2 = EGO_RING_TO_D;
2892 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2893 o_ptr->name2 = EGO_RING_SLAY;
2896 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2897 o_ptr->name2 = EGO_RING_WIZARD;
2900 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2901 o_ptr->name2 = EGO_RING_HERO;
2904 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2905 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2906 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2907 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2910 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2911 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;
2912 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2913 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2914 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2917 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2918 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;
2919 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2920 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2921 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2924 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2925 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;
2926 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2927 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2930 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2931 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;
2932 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2933 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2935 case 21: case 22: case 23: case 24: case 25: case 26:
2936 switch (o_ptr->sval)
2939 if (!one_in_(3)) break;
2940 o_ptr->name2 = EGO_RING_D_SPEED;
2942 case SV_RING_DAMAGE:
2943 case SV_RING_ACCURACY:
2944 case SV_RING_SLAYING:
2945 if (one_in_(2)) break;
2946 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2949 o_ptr->name2 = EGO_RING_BERSERKER;
2950 o_ptr->to_h -= 2 + randint1(4);
2951 o_ptr->to_d += 2 + randint1(4);
2954 case SV_RING_PROTECTION:
2955 o_ptr->name2 = EGO_RING_SUPER_AC;
2956 o_ptr->to_a += 7 + m_bonus(5, level);
2958 case SV_RING_RES_FEAR:
2959 o_ptr->name2 = EGO_RING_HERO;
2962 if (one_in_(2)) break;
2963 o_ptr->name2 = EGO_RING_HUNTER;
2965 case SV_RING_SEARCHING:
2966 o_ptr->name2 = EGO_RING_STEALTH;
2968 case SV_RING_TELEPORTATION:
2969 o_ptr->name2 = EGO_RING_TELE_AWAY;
2971 case SV_RING_RES_BLINDNESS:
2973 o_ptr->name2 = EGO_RING_RES_LITE;
2975 o_ptr->name2 = EGO_RING_RES_DARK;
2977 case SV_RING_LORDLY:
2978 if (!one_in_(20)) break;
2979 one_lordly_high_resistance(o_ptr);
2980 one_lordly_high_resistance(o_ptr);
2981 o_ptr->name2 = EGO_RING_TRUE;
2983 case SV_RING_SUSTAIN:
2984 if (!one_in_(4)) break;
2985 o_ptr->name2 = EGO_RING_RES_TIME;
2987 case SV_RING_FLAMES:
2988 if (!one_in_(2)) break;
2989 o_ptr->name2 = EGO_RING_DRAGON_F;
2992 if (!one_in_(2)) break;
2993 o_ptr->name2 = EGO_RING_DRAGON_C;
2995 case SV_RING_WARNING:
2996 if (!one_in_(2)) break;
2997 o_ptr->name2 = EGO_RING_M_DETECT;
3005 o_ptr->curse_flags = 0L;
3007 else if ((power == -2) && one_in_(2))
3009 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3010 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3011 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3012 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3013 o_ptr->art_flags[0] = 0;
3014 o_ptr->art_flags[1] = 0;
3015 while (!o_ptr->name2)
3017 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3018 switch (randint1(5))
3021 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3022 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3025 o_ptr->name2 = EGO_RING_NO_MELEE;
3028 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3029 o_ptr->name2 = EGO_RING_AGGRAVATE;
3032 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3033 o_ptr->name2 = EGO_RING_TY_CURSE;
3036 o_ptr->name2 = EGO_RING_ALBINO;
3041 o_ptr->ident |= (IDENT_BROKEN);
3044 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3052 switch (o_ptr->sval)
3054 /* Amulet of wisdom/charisma */
3055 case SV_AMULET_INTELLIGENCE:
3056 case SV_AMULET_WISDOM:
3057 case SV_AMULET_CHARISMA:
3059 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3065 o_ptr->ident |= (IDENT_BROKEN);
3068 o_ptr->curse_flags |= (TRC_CURSED);
3070 /* Reverse bonuses */
3071 o_ptr->pval = 0 - o_ptr->pval;
3077 /* Amulet of brilliance */
3078 case SV_AMULET_BRILLIANCE:
3080 o_ptr->pval = 1 + m_bonus(3, level);
3081 if (one_in_(4)) o_ptr->pval++;
3087 o_ptr->ident |= (IDENT_BROKEN);
3090 o_ptr->curse_flags |= (TRC_CURSED);
3092 /* Reverse bonuses */
3093 o_ptr->pval = 0 - o_ptr->pval;
3099 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3103 o_ptr->curse_flags |= (TRC_CURSED);
3108 case SV_AMULET_RESISTANCE:
3110 if (one_in_(5)) one_high_resistance(o_ptr);
3111 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3115 /* Amulet of searching */
3116 case SV_AMULET_SEARCHING:
3118 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3124 o_ptr->ident |= (IDENT_BROKEN);
3127 o_ptr->curse_flags |= (TRC_CURSED);
3129 /* Reverse bonuses */
3130 o_ptr->pval = 0 - (o_ptr->pval);
3136 /* Amulet of the Magi -- never cursed */
3137 case SV_AMULET_THE_MAGI:
3139 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3140 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3142 /* gain one low ESP */
3143 add_esp_weak(o_ptr, FALSE);
3148 /* Amulet of Doom -- always cursed */
3149 case SV_AMULET_DOOM:
3152 o_ptr->ident |= (IDENT_BROKEN);
3155 o_ptr->curse_flags |= (TRC_CURSED);
3158 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3159 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3160 if (power > 0) power = 0 - power;
3165 case SV_AMULET_MAGIC_MASTERY:
3167 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3173 o_ptr->ident |= (IDENT_BROKEN);
3176 o_ptr->curse_flags |= (TRC_CURSED);
3178 /* Reverse bonuses */
3179 o_ptr->pval = 0 - o_ptr->pval;
3186 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3187 || (power > 2)) /* power > 2 is debug only */
3189 o_ptr->pval = MIN(o_ptr->pval, 4);
3190 /* Randart amulet */
3191 become_random_artifact(owner_ptr, o_ptr, FALSE);
3193 else if ((power == 2) && one_in_(2))
3195 while (!o_ptr->name2)
3197 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3198 switch (randint1(21))
3201 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3202 o_ptr->name2 = EGO_AMU_SLOW_D;
3205 if (o_ptr->pval) break;
3206 o_ptr->name2 = EGO_AMU_INFRA;
3209 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3210 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3213 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3214 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3217 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3218 o_ptr->name2 = EGO_AMU_LEVITATION;
3220 case 10: case 11: case 21:
3221 o_ptr->name2 = EGO_AMU_AC;
3224 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3225 if (m_bonus(10, level) > 8)
3226 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3228 o_ptr->name2 = EGO_AMU_RES_FIRE;
3231 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3232 if (m_bonus(10, level) > 8)
3233 o_ptr->name2 = EGO_AMU_RES_COLD_;
3235 o_ptr->name2 = EGO_AMU_RES_COLD;
3238 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3239 if (m_bonus(10, level) > 8)
3240 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3242 o_ptr->name2 = EGO_AMU_RES_ELEC;
3245 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3246 if (m_bonus(10, level) > 8)
3247 o_ptr->name2 = EGO_AMU_RES_ACID_;
3249 o_ptr->name2 = EGO_AMU_RES_ACID;
3251 case 16: case 17: case 18: case 19: case 20:
3252 switch (o_ptr->sval)
3254 case SV_AMULET_TELEPORT:
3255 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3256 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3257 else o_ptr->name2 = EGO_AMU_TELEPORT;
3259 case SV_AMULET_RESIST_ACID:
3260 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3262 case SV_AMULET_SEARCHING:
3263 o_ptr->name2 = EGO_AMU_STEALTH;
3265 case SV_AMULET_BRILLIANCE:
3266 if (!one_in_(3)) break;
3267 o_ptr->name2 = EGO_AMU_IDENT;
3269 case SV_AMULET_CHARISMA:
3270 if (!one_in_(3)) break;
3271 o_ptr->name2 = EGO_AMU_CHARM;
3273 case SV_AMULET_THE_MAGI:
3274 if (one_in_(2)) break;
3275 o_ptr->name2 = EGO_AMU_GREAT;
3277 case SV_AMULET_RESISTANCE:
3278 if (!one_in_(5)) break;
3279 o_ptr->name2 = EGO_AMU_DEFENDER;
3281 case SV_AMULET_TELEPATHY:
3282 if (!one_in_(3)) break;
3283 o_ptr->name2 = EGO_AMU_DETECTION;
3288 o_ptr->curse_flags = 0L;
3290 else if ((power == -2) && one_in_(2))
3292 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3293 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3294 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3295 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3296 o_ptr->art_flags[0] = 0;
3297 o_ptr->art_flags[1] = 0;
3298 while (!o_ptr->name2)
3300 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3301 switch (randint1(5))
3304 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3305 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3308 o_ptr->name2 = EGO_AMU_FOOL;
3311 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3312 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3315 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3316 o_ptr->name2 = EGO_AMU_TY_CURSE;
3319 o_ptr->name2 = EGO_AMU_NAIVETY;
3324 o_ptr->ident |= (IDENT_BROKEN);
3327 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3336 * @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
3337 * Apply magic to an item known to be "boring"
3338 * @param owner_ptr プレーヤーへの参照ポインタ
3339 * @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
3340 * @param level 生成基準階
3341 * @param power 生成ランク
3344 * Hack -- note the special code for various items
3346 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
3348 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3353 /* Apply magic (good or bad) according to type */
3354 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3355 switch (o_ptr->tval)
3363 o_ptr->xtra4 = o_ptr->pval;
3369 /* Hack -- Torches -- random fuel */
3370 if (o_ptr->sval == SV_LITE_TORCH)
3372 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3376 /* Hack -- Lanterns -- random fuel */
3377 if (o_ptr->sval == SV_LITE_LANTERN)
3379 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3383 if (power > 2) /* power > 2 is debug only */
3385 become_random_artifact(owner_ptr, o_ptr, FALSE);
3387 else if ((power == 2) || ((power == 1) && one_in_(3)))
3389 while (!o_ptr->name2)
3393 bool okay_flag = TRUE;
3395 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3397 switch (o_ptr->name2)
3400 if (o_ptr->sval == SV_LITE_FEANOR)
3408 else if (power == -2)
3410 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3412 switch (o_ptr->name2)
3414 case EGO_LITE_DARKNESS:
3417 if (o_ptr->sval == SV_LITE_TORCH)
3419 add_flag(o_ptr->art_flags, TR_LITE_M1);
3421 else if (o_ptr->sval == SV_LITE_LANTERN)
3423 add_flag(o_ptr->art_flags, TR_LITE_M2);
3425 else if (o_ptr->sval == SV_LITE_FEANOR)
3427 add_flag(o_ptr->art_flags, TR_LITE_M3);
3439 /* The wand or staff gets a number of initial charges equal
3440 * to between 1/2 (+1) and the full object kind's pval. -LM-
3442 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3448 /* Transfer the pval. -LM- */
3449 o_ptr->pval = k_ptr->pval;
3456 object_aware(owner_ptr, o_ptr);
3457 object_known(o_ptr);
3463 PARAMETER_VALUE i = 1;
3466 monster_race *r_ptr;
3468 /* Pick a random non-unique monster race */
3471 i = randint1(max_r_idx - 1);
3473 if (!item_monster_okay(i)) continue;
3474 if (i == MON_TSUCHINOKO) continue;
3478 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3480 /* Ignore dead monsters */
3481 if (!r_ptr->rarity) continue;
3483 /* Ignore uncommon monsters */
3484 if (r_ptr->rarity > 100) continue;
3486 /* Prefer less out-of-depth monsters */
3487 if (randint0(check)) continue;
3494 /* Some figurines are cursed */
3495 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3502 PARAMETER_VALUE i = 1;
3507 monster_race *r_ptr;
3509 if (o_ptr->sval == SV_SKELETON)
3511 match = RF9_DROP_SKELETON;
3513 else if (o_ptr->sval == SV_CORPSE)
3515 match = RF9_DROP_CORPSE;
3518 /* Hack -- Remove the monster restriction */
3519 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
3521 /* Pick a random non-unique monster race */
3524 i = get_mon_num(owner_ptr, floor_ptr->dun_level);
3528 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
3530 /* Ignore dead monsters */
3531 if (!r_ptr->rarity) continue;
3533 /* Ignore corpseless monsters */
3534 if (!(r_ptr->flags9 & match)) continue;
3536 /* Prefer less out-of-depth monsters */
3537 if (randint0(check)) continue;
3544 object_aware(owner_ptr, o_ptr);
3545 object_known(o_ptr);
3551 PARAMETER_VALUE i = 1;
3553 monster_race *r_ptr;
3555 /* Pick a random monster race */
3558 i = randint1(max_r_idx - 1);
3562 /* Ignore dead monsters */
3563 if (!r_ptr->rarity) continue;
3572 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3575 object_aware(owner_ptr, o_ptr);
3576 object_known(o_ptr);
3583 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3585 /* Hack -- skip ruined chests */
3586 if (obj_level <= 0) break;
3588 /* Hack -- pick a "difficulty" */
3589 o_ptr->pval = randint1(obj_level);
3590 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3592 o_ptr->xtra3 = floor_ptr->dun_level + 5;
3594 /* Never exceed "difficulty" of 55 to 59 */
3595 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3604 * @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
3605 * Complete the "creation" of an object by applying "magic" to the item
3606 * @param owner_ptr プレーヤーへの参照ポインタ
3607 * @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
3609 * @param mode 生成オプション
3612 * This includes not only rolling for random bonuses, but also putting the\n
3613 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3614 * staffs, giving fuel to lites, and placing traps on chests.\n
3616 * In particular, note that "Instant Artifacts", if "created" by an external\n
3617 * routine, must pass through this function to complete the actual creation.\n
3619 * The base "chance" of the item being "good" increases with the "level"\n
3620 * parameter, which is usually derived from the dungeon level, being equal\n
3621 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3622 * the object is guaranteed to be "good". If an object is "good", then\n
3623 * the chance that the object will be "great" (ego-item or artifact), also\n
3624 * increases with the "level", being equal to half the level, plus 5, up to\n
3625 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3626 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3628 * If the object is not "good", there is a chance it will be "cursed", and\n
3629 * if it is "cursed", there is a chance it will be "broken". These chances\n
3630 * are related to the "good" / "great" chances above.\n
3632 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3633 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3635 * If "okay" is true, and the object is going to be "great", then there is\n
3636 * a chance that an artifact will be created. This is true even if both the\n
3637 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3638 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3640 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3642 int i, rolls, f1, f2, power;
3644 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
3646 /* Maximum "level" for various things */
3647 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3649 /* Base chance of being "good" */
3652 /* Maximal chance of being "good" */
3653 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3655 /* Base chance of being "great" */
3658 /* Maximal chance of being "great" */
3659 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3660 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3662 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3667 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3676 /* Roll for "good" */
3677 if ((mode & AM_GOOD) || magik(f1))
3682 /* Roll for "great" */
3683 if ((mode & AM_GREAT) || magik(f2))
3687 /* Roll for "special" */
3688 if (mode & AM_SPECIAL) power = 3;
3692 /* Roll for "cursed" */
3695 /* Assume "cursed" */
3698 /* Roll for "broken" */
3699 if (magik(f2)) power = -2;
3703 if (mode & AM_CURSED)
3705 /* Assume 'cursed' */
3710 /* Everything else gets more badly cursed */
3717 /* Assume no rolls */
3720 /* Get one roll if excellent */
3721 if (power >= 2) rolls = 1;
3723 /* Hack -- Get four rolls if forced great or special */
3724 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3726 /* Hack -- Get no rolls if not allowed */
3727 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3729 /* Roll for artifacts if allowed */
3730 for (i = 0; i < rolls; i++)
3732 /* Roll for an artifact */
3733 if (make_artifact(owner_ptr, o_ptr)) break;
3734 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3736 if (make_artifact(owner_ptr, o_ptr)) break;
3740 /* Hack -- analyze artifacts */
3741 if (object_is_fixed_artifact(o_ptr))
3743 artifact_type *a_ptr = &a_info[o_ptr->name1];
3745 /* Hack -- Mark the artifact as "created" */
3748 /* Hack -- Memorize location of artifact in saved floors */
3749 if (current_world_ptr->character_dungeon)
3750 a_ptr->floor_id = owner_ptr->floor_id;
3752 /* Extract the other fields */
3753 o_ptr->pval = a_ptr->pval;
3754 o_ptr->ac = a_ptr->ac;
3755 o_ptr->dd = a_ptr->dd;
3756 o_ptr->ds = a_ptr->ds;
3757 o_ptr->to_a = a_ptr->to_a;
3758 o_ptr->to_h = a_ptr->to_h;
3759 o_ptr->to_d = a_ptr->to_d;
3760 o_ptr->weight = a_ptr->weight;
3761 o_ptr->xtra2 = a_ptr->act_idx;
3763 if (o_ptr->name1 == ART_MILIM)
3765 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3771 /* Hack -- extract the "broken" flag */
3772 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3774 /* Hack -- extract the "cursed" flag */
3775 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3776 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3777 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3778 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3779 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3780 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3785 switch (o_ptr->tval)
3794 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3800 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3806 if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3820 /* Elven Cloak and Black Clothes ... */
3821 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3822 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3823 o_ptr->pval = randint1(4);
3826 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3827 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3828 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3829 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3830 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3837 if (!power && (randint0(100) < 50)) power = -1;
3838 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3844 a_m_aux_4(owner_ptr, o_ptr, lev, power);
3849 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3850 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3851 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3854 add_flag(o_ptr->art_flags, TR_STR);
3855 add_flag(o_ptr->art_flags, TR_INT);
3856 add_flag(o_ptr->art_flags, TR_WIS);
3857 add_flag(o_ptr->art_flags, TR_DEX);
3858 add_flag(o_ptr->art_flags, TR_CON);
3859 add_flag(o_ptr->art_flags, TR_CHR);
3862 /* Hack -- analyze ego-items */
3863 if (object_is_ego(o_ptr))
3865 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3867 /* Hack -- acquire "broken" flag */
3868 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3870 /* Hack -- acquire "cursed" flag */
3871 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3872 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3873 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3874 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3875 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3876 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3878 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3879 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3880 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3881 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3882 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3883 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3884 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3885 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3890 } while (one_in_(o_ptr->dd));
3892 if (o_ptr->dd > 9) o_ptr->dd = 9;
3895 /* Hack -- apply activatin index if needed */
3896 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3898 /* Hack -- apply extra penalties if needed */
3899 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3901 /* Hack -- obtain bonuses */
3902 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3903 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3904 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3906 /* Hack -- obtain pval */
3907 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3910 /* Hack -- apply extra bonuses if needed */
3913 /* Hack -- obtain bonuses */
3914 if (e_ptr->max_to_h)
3916 if (e_ptr->max_to_h > 127)
3917 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3918 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3920 if (e_ptr->max_to_d)
3922 if (e_ptr->max_to_d > 127)
3923 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3924 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3926 if (e_ptr->max_to_a)
3928 if (e_ptr->max_to_a > 127)
3929 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3930 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3933 /* Accuracy ego must have high to_h */
3934 if (o_ptr->name2 == EGO_ACCURACY)
3936 while (o_ptr->to_h < o_ptr->to_d + 10)
3941 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3944 /* Accuracy ego must have high to_h */
3945 if (o_ptr->name2 == EGO_VELOCITY)
3947 while (o_ptr->to_d < o_ptr->to_h + 10)
3952 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3955 /* Protection ego must have high to_a */
3956 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3958 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3961 /* Hack -- obtain pval */
3962 if (e_ptr->max_pval)
3964 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3967 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3969 else if (o_ptr->name2 == EGO_DEMON)
3971 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3973 o_ptr->pval += randint1(2);
3977 o_ptr->pval += randint1(e_ptr->max_pval);
3980 else if (o_ptr->name2 == EGO_ATTACKS)
3982 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
3983 if (o_ptr->pval > 3) o_ptr->pval = 3;
3984 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
3985 o_ptr->pval += randint1(2);
3987 else if (o_ptr->name2 == EGO_BAT)
3989 o_ptr->pval = randint1(e_ptr->max_pval);
3990 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
3992 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
3994 o_ptr->pval = randint1(e_ptr->max_pval);
3998 o_ptr->pval += randint1(e_ptr->max_pval);
4003 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4005 o_ptr->pval = randint1(o_ptr->pval);
4007 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4014 /* Examine real objects */
4017 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4019 /* Hack -- acquire "broken" flag */
4020 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4022 /* Hack -- acquire "cursed" flag */
4023 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4024 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4025 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4026 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4027 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4028 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4034 * @brief 生成階に応じたベースアイテムの生成を行う。
4035 * Attempt to make an object (normal or good/great)
4036 * @param owner_ptr プレーヤーへの参照ポインタ
4037 * @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
4038 * @param mode オプションフラグ
4039 * @return 生成に成功したらTRUEを返す。
4041 * This routine plays nasty games to generate the "special artifacts".\n
4042 * This routine uses "floor_ptr->object_level" for the "generation level".\n
4043 * We assume that the given object has been "wiped".\n
4045 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
4047 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4049 /* Chance of "special object" */
4050 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
4052 /* Base level for the object */
4053 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
4056 /* Generate a special object, or a normal object */
4057 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
4059 KIND_OBJECT_IDX k_idx;
4062 if ((mode & AM_GOOD) && !get_obj_num_hook)
4064 /* Activate restriction (if already specified, use that) */
4065 get_obj_num_hook = kind_is_good;
4068 /* Restricted objects - prepare allocation table */
4069 if (get_obj_num_hook) get_obj_num_prep();
4071 /* Pick a random object */
4072 k_idx = get_obj_num(owner_ptr, base, mode);
4074 /* Restricted objects */
4075 if (get_obj_num_hook)
4077 /* Clear restriction */
4078 get_obj_num_hook = NULL;
4080 /* Reset allocation table to default */
4084 /* Handle failure */
4085 if (!k_idx) return FALSE;
4087 /* Prepare the object */
4088 object_prep(j_ptr, k_idx);
4091 /* Apply magic (allow artifacts) */
4092 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
4094 /* Hack -- generate multiple spikes/missiles */
4095 switch (j_ptr->tval)
4103 j_ptr->number = (byte)damroll(6, 7);
4107 if (cheat_peek) object_mention(owner_ptr, j_ptr);
4114 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4115 * Make a treasure object
4116 * @param floor_ptr 現在フロアへの参照ポインタ
4117 * @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
4118 * @return 生成に成功したらTRUEを返す。
4120 * The location must be a legal, clean, floor grid.
4122 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
4127 /* Hack -- Pick a Treasure variety */
4128 i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
4130 /* Apply "extra" magic */
4131 if (one_in_(GREAT_OBJ))
4133 i += randint1(floor_ptr->object_level + 1);
4136 /* Hack -- Creeping Coins only generate "themselves" */
4137 if (coin_type) i = coin_type;
4139 /* Do not create "illegal" Treasure Types */
4140 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4142 /* Prepare a gold object */
4143 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4145 /* Hack -- Base coin cost */
4146 base = k_info[OBJ_GOLD_LIST + i].cost;
4148 /* Determine how much the treasure is "worth" */
4149 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4157 * @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。
4158 * Let an object fall to the ground at or near a location.
4159 * @param owner_ptr プレーヤーへの参照ポインタ
4160 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4161 * @param chance ドロップの消滅率(%)
4162 * @param y 配置したいフロアのY座標
4163 * @param x 配置したいフロアのX座標
4164 * @return 生成に成功したらオブジェクトのIDを返す。
4166 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
4168 * This function takes a parameter "chance". This is the percentage\n
4169 * chance that the item will "disappear" instead of drop. If the object\n
4170 * has been thrown, then this is the chance of disappearance on contact.\n
4172 * Hack -- this function uses "chance" to determine if it should produce\n
4173 * some form of "description" of the drop event (under the player).\n
4175 * We check several locations to see if we can find a location at which\n
4176 * the object can combine, stack, or be placed. Artifacts will try very\n
4177 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4179 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4186 POSITION ty, tx = 0;
4188 OBJECT_IDX o_idx = 0;
4189 OBJECT_IDX this_o_idx, next_o_idx = 0;
4193 GAME_TEXT o_name[MAX_NLEN];
4201 /* Extract plural */
4202 bool plural = (j_ptr->number != 1);
4205 /* Describe object */
4206 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4209 /* Handle normal "breakage" */
4210 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4213 msg_format("%sは消えた。", o_name);
4215 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4217 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4233 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4234 /* Scan local grids */
4235 for (dy = -3; dy <= 3; dy++)
4237 /* Scan local grids */
4238 for (dx = -3; dx <= 3; dx++)
4242 /* Calculate actual distance */
4243 d = (dy * dy) + (dx * dx);
4245 /* Ignore distant grids */
4246 if (d > 10) continue;
4251 if (!in_bounds(floor_ptr, ty, tx)) continue;
4253 /* Require line of projection */
4254 if (!projectable(owner_ptr, y, x, ty, tx)) continue;
4257 g_ptr = &floor_ptr->grid_array[ty][tx];
4259 /* Require floor space */
4260 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
4265 /* Scan objects in that grid */
4266 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4269 o_ptr = &floor_ptr->o_list[this_o_idx];
4270 next_o_idx = o_ptr->next_o_idx;
4272 /* Check for possible combination */
4273 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4279 /* Add new object */
4281 if (k > 99) continue;
4283 /* Calculate score */
4284 s = 1000 - (d + k * 5);
4286 /* Skip bad values */
4287 if (s < bs) continue;
4289 /* New best value */
4292 /* Apply the randomizer to equivalent values */
4293 if ((++bn >= 2) && !one_in_(bn)) continue;
4306 /* Handle lack of space */
4307 if (!flag && !object_is_artifact(j_ptr))
4310 msg_format("%sは消えた。", o_name);
4312 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4315 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4323 for (i = 0; !flag && (i < 1000); i++)
4326 ty = rand_spread(by, 1);
4327 tx = rand_spread(bx, 1);
4329 if (!in_bounds(floor_ptr, ty, tx)) continue;
4331 /* Bounce to that location */
4335 /* Require floor space */
4336 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
4344 int candidates = 0, pick;
4346 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4348 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4350 /* A valid space found */
4351 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
4355 /* No valid place! */
4359 msg_format("%sは消えた。", o_name);
4361 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4364 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4366 /* Mega-Hack -- preserve artifacts */
4369 /* Hack -- Preserve unknown artifacts */
4370 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4372 /* Mega-Hack -- Preserve the artifact */
4373 a_info[j_ptr->name1].cur_num = 0;
4381 /* Choose a random one */
4382 pick = randint1(candidates);
4384 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4386 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4388 if (cave_drop_bold(floor_ptr, ty, tx))
4392 /* Is this a picked one? */
4405 g_ptr = &floor_ptr->grid_array[by][bx];
4407 /* Scan objects in that grid for combination */
4408 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4411 o_ptr = &floor_ptr->o_list[this_o_idx];
4412 next_o_idx = o_ptr->next_o_idx;
4414 /* Check for combination */
4415 if (object_similar(o_ptr, j_ptr))
4417 object_absorb(o_ptr, j_ptr);
4426 if (!done) o_idx = o_pop(floor_ptr);
4428 if (!done && !o_idx)
4431 msg_format("%sは消えた。", o_name);
4433 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4436 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4438 /* Hack -- Preserve artifacts */
4439 if (object_is_fixed_artifact(j_ptr))
4441 a_info[j_ptr->name1].cur_num = 0;
4450 /* Structure copy */
4451 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
4453 /* Access new object */
4454 j_ptr = &floor_ptr->o_list[o_idx];
4461 j_ptr->held_m_idx = 0;
4464 j_ptr->next_o_idx = g_ptr->o_idx;
4466 g_ptr->o_idx = o_idx;
4472 note_spot(owner_ptr, by, bx);
4476 /* Mega-Hack -- no message if "dropped" by player */
4477 /* Message when an object falls under the player */
4478 if (chance && player_bold(owner_ptr, by, bx))
4480 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4488 * @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 /
4489 * Describe the charges on an item in the inventory.
4490 * @param owner_ptr プレーヤーへの参照ポインタ
4491 * @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
4494 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
4496 object_type *o_ptr = &owner_ptr->inventory_list[item];
4498 /* Require staff/wand */
4499 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4501 /* Require known item */
4502 if (!object_is_known(o_ptr)) return;
4505 if (o_ptr->pval <= 0)
4507 msg_print("もう魔力が残っていない。");
4511 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4514 /* Multiple charges */
4515 if (o_ptr->pval != 1)
4517 msg_format("You have %d charges remaining.", o_ptr->pval);
4523 msg_format("You have %d charge remaining.", o_ptr->pval);
4530 * @brief アイテムの残り所持数メッセージを表示する /
4531 * Describe an item in the inventory.
4532 * @param owner_ptr プレーヤーへの参照ポインタ
4533 * @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
4536 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
4538 object_type *o_ptr = &owner_ptr->inventory_list[item];
4539 GAME_TEXT o_name[MAX_NLEN];
4541 object_desc(o_name, o_ptr, 0);
4544 /* "no more" の場合はこちらで表示する */
4545 if (o_ptr->number <= 0)
4547 /*FIRST*//*ここはもう通らないかも */
4548 msg_format("もう%sを持っていない。", o_name);
4552 /* アイテム名を英日切り替え機能対応 */
4553 msg_format("まだ %sを持っている。", o_name);
4556 msg_format("You have %s.", o_name);
4562 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4566 inven_item_increase(owner_ptr, item, num);
4567 inven_item_describe(owner_ptr, item);
4568 inven_item_optimize(owner_ptr, item);
4572 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4573 floor_item_increase(floor_ptr, 0 - item, num);
4574 floor_item_describe(floor_ptr, 0 - item);
4575 floor_item_optimize(floor_ptr, 0 - item);
4580 * @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 /
4581 * Increase the "number" of an item in the inventory
4582 * @param owner_ptr プレーヤーへの参照ポインタ
4583 * @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
4587 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4589 object_type *o_ptr = &owner_ptr->inventory_list[item];
4592 num += o_ptr->number;
4595 if (num > 255) num = 255;
4596 else if (num < 0) num = 0;
4599 num -= o_ptr->number;
4601 /* Change the number and weight */
4602 if (num != 0) return;
4604 /* Add the number */
4605 o_ptr->number += num;
4607 /* Add the weight */
4608 owner_ptr->total_weight += (num * o_ptr->weight);
4609 owner_ptr->update |= (PU_BONUS);
4610 owner_ptr->update |= (PU_MANA);
4611 owner_ptr->update |= (PU_COMBINE);
4612 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
4614 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4615 if (o_ptr->number || !owner_ptr->ele_attack) return;
4616 if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
4617 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
4619 /* Clear all temporary elemental brands */
4620 set_ele_attack(owner_ptr, 0, 0);
4625 * @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 /
4626 * Erase an inventory slot if it has no more items
4627 * @param owner_ptr プレーヤーへの参照ポインタ
4628 * @param item 消去したいプレイヤーのアイテム所持スロット
4631 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
4633 object_type *o_ptr = &owner_ptr->inventory_list[item];
4635 /* Only optimize real items */
4636 if (!o_ptr->k_idx) return;
4638 /* Only optimize empty items */
4639 if (o_ptr->number) return;
4641 if (item >= INVEN_RARM)
4643 owner_ptr->equip_cnt--;
4644 object_wipe(&owner_ptr->inventory_list[item]);
4645 owner_ptr->update |= PU_BONUS;
4646 owner_ptr->update |= PU_TORCH;
4647 owner_ptr->update |= PU_MANA;
4649 owner_ptr->window |= PW_EQUIP;
4650 owner_ptr->window |= PW_SPELL;
4654 owner_ptr->inven_cnt--;
4656 /* Slide everything down */
4658 for (i = item; i < INVEN_PACK; i++)
4660 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
4663 /* Erase the "final" slot */
4664 object_wipe(&owner_ptr->inventory_list[i]);
4666 owner_ptr->window |= PW_INVEN;
4667 owner_ptr->window |= PW_SPELL;
4672 * @brief 床上の魔道具の残り残量メッセージを表示する /
4673 * Describe the charges on an item on the floor.
4674 * @param floo_ptr 現在フロアへの参照ポインタ
4675 * @param item メッセージの対象にしたいアイテム所持スロット
4678 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
4680 object_type *o_ptr = &floor_ptr->o_list[item];
4682 /* Require staff/wand */
4683 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4685 /* Require known item */
4686 if (!object_is_known(o_ptr)) return;
4689 if (o_ptr->pval <= 0)
4691 msg_print("この床上のアイテムは、もう魔力が残っていない。");
4695 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);
4698 /* Multiple charges */
4699 if (o_ptr->pval != 1)
4701 msg_format("There are %d charges remaining.", o_ptr->pval);
4707 msg_format("There is %d charge remaining.", o_ptr->pval);
4715 * @brief 床上のアイテムの残り数メッセージを表示する /
4716 * Describe the charges on an item on the floor.
4717 * @param floo_ptr 現在フロアへの参照ポインタ
4718 * @param item メッセージの対象にしたいアイテム所持スロット
4721 void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item)
4723 object_type *o_ptr = &floor_ptr->o_list[item];
4724 GAME_TEXT o_name[MAX_NLEN];
4726 object_desc(o_name, o_ptr, 0);
4729 /* "no more" の場合はこちらで表示を分ける */
4730 if (o_ptr->number <= 0)
4732 msg_format("床上には、もう%sはない。", o_name);
4736 msg_format("床上には、まだ %sがある。", o_name);
4739 msg_format("You see %s.", o_name);
4746 * @brief 床上のアイテムの数を増やす /
4747 * Increase the "number" of an item on the floor
4748 * @param floo_ptr 現在フロアへの参照ポインタ
4749 * @param item 増やしたいアイテムの所持スロット
4750 * @param num 増やしたいアイテムの数
4753 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
4755 object_type *o_ptr = &floor_ptr->o_list[item];
4758 num += o_ptr->number;
4761 if (num > 255) num = 255;
4762 else if (num < 0) num = 0;
4765 num -= o_ptr->number;
4767 /* Change the number */
4768 o_ptr->number += num;
4773 * @brief 床上の数の無くなったアイテムスロットを消去する /
4774 * Optimize an item on the floor (destroy "empty" items)
4775 * @param floo_ptr 現在フロアへの参照ポインタ
4776 * @param item 消去したいアイテムの所持スロット
4779 void floor_item_optimize(floor_type *floor_ptr, INVENTORY_IDX item)
4781 object_type *o_ptr = &floor_ptr->o_list[item];
4783 /* Paranoia -- be sure it exists */
4784 if (!o_ptr->k_idx) return;
4786 /* Only optimize empty items */
4787 if (o_ptr->number) return;
4789 delete_object_idx(floor_ptr, item);
4794 * 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
4795 * @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 /
4796 * Check if we have space for an item in the pack without overflow
4797 * @param owner_ptr プレーヤーへの参照ポインタ
4798 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
4799 * @return 溢れずに済むならTRUEを返す
4801 bool inven_carry_okay(object_type *o_ptr)
4804 if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
4807 for (int j = 0; j < INVEN_PACK; j++)
4809 object_type *j_ptr = &p_ptr->inventory_list[j];
4810 if (!j_ptr->k_idx) continue;
4812 /* Check if the two items can be combined */
4813 if (object_similar(j_ptr, o_ptr)) return TRUE;
4821 * @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 /
4822 * Check if we have space for an item in the pack without overflow
4823 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
4824 * @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?)
4825 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
4826 * @return o_ptrの方が上位ならばTRUEを返す。
4828 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
4832 /* Use empty slots */
4833 if (!j_ptr->k_idx) return TRUE;
4835 /* Hack -- readable books always come first */
4836 if ((o_ptr->tval == REALM1_BOOK) &&
4837 (j_ptr->tval != REALM1_BOOK)) return TRUE;
4838 if ((j_ptr->tval == REALM1_BOOK) &&
4839 (o_ptr->tval != REALM1_BOOK)) return FALSE;
4841 if ((o_ptr->tval == REALM2_BOOK) &&
4842 (j_ptr->tval != REALM2_BOOK)) return TRUE;
4843 if ((j_ptr->tval == REALM2_BOOK) &&
4844 (o_ptr->tval != REALM2_BOOK)) return FALSE;
4846 /* Objects sort by decreasing type */
4847 if (o_ptr->tval > j_ptr->tval) return TRUE;
4848 if (o_ptr->tval < j_ptr->tval) return FALSE;
4850 /* Non-aware (flavored) items always come last */
4851 /* Can happen in the home */
4852 if (!object_is_aware(o_ptr)) return FALSE;
4853 if (!object_is_aware(j_ptr)) return TRUE;
4855 /* Objects sort by increasing sval */
4856 if (o_ptr->sval < j_ptr->sval) return TRUE;
4857 if (o_ptr->sval > j_ptr->sval) return FALSE;
4859 /* Unidentified objects always come last */
4860 /* Objects in the home can be unknown */
4861 if (!object_is_known(o_ptr)) return FALSE;
4862 if (!object_is_known(j_ptr)) return TRUE;
4864 /* Fixed artifacts, random artifacts and ego items */
4865 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
4866 else if (o_ptr->art_name) o_type = 2;
4867 else if (object_is_ego(o_ptr)) o_type = 1;
4870 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
4871 else if (j_ptr->art_name) j_type = 2;
4872 else if (object_is_ego(j_ptr)) j_type = 1;
4875 if (o_type < j_type) return TRUE;
4876 if (o_type > j_type) return FALSE;
4878 switch (o_ptr->tval)
4884 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
4885 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
4891 /* Objects sort by increasing hit/damage bonuses */
4892 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
4893 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
4896 /* Hack: otherwise identical rods sort by
4897 increasing recharge time --dsb */
4899 if (o_ptr->pval < j_ptr->pval) return TRUE;
4900 if (o_ptr->pval > j_ptr->pval) return FALSE;
4904 /* Objects sort by decreasing value */
4905 return o_value > object_value(j_ptr);
4910 * @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 /
4911 * Add an item to the players inventory, and return the slot used.
4912 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4913 * @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。
4915 * If the new item can combine with an existing item in the inventory,\n
4916 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4917 * the item will be placed into the "proper" location in the inventory.\n
4919 * This function can be used to "over-fill" the player's pack, but only\n
4920 * once, and such an action must trigger the "overflow" code immediately.\n
4921 * Note that when the pack is being "over-filled", the new item must be\n
4922 * placed into the "overflow" slot, and the "overflow" must take place\n
4923 * before the pack is reordered, but (optionally) after the pack is\n
4924 * combined. This may be tricky. See "dungeon.c" for info.\n
4926 * Note that this code must remove any location/stack information\n
4927 * from the object once it is placed into the inventory.\n
4929 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4931 INVENTORY_IDX i, j, k;
4932 INVENTORY_IDX n = -1;
4937 /* Check for combining */
4938 for (j = 0; j < INVEN_PACK; j++)
4940 j_ptr = &owner_ptr->inventory_list[j];
4941 if (!j_ptr->k_idx) continue;
4943 /* Hack -- track last item */
4946 /* Check if the two items can be combined */
4947 if (object_similar(j_ptr, o_ptr))
4949 object_absorb(j_ptr, o_ptr);
4951 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4952 owner_ptr->update |= (PU_BONUS);
4953 owner_ptr->window |= (PW_INVEN);
4960 if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
4962 /* Find an empty slot */
4963 for (j = 0; j <= INVEN_PACK; j++)
4965 j_ptr = &owner_ptr->inventory_list[j];
4967 /* Use it if found */
4968 if (!j_ptr->k_idx) break;
4975 /* Reorder the pack */
4978 /* Get the "value" of the item */
4979 s32b o_value = object_value(o_ptr);
4981 /* Scan every occupied slot */
4982 for (j = 0; j < INVEN_PACK; j++)
4984 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4991 for (k = n; k >= i; k--)
4993 /* Hack -- Slide the item */
4994 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
4997 /* Wipe the empty slot */
4998 object_wipe(&owner_ptr->inventory_list[i]);
5003 object_copy(&owner_ptr->inventory_list[i], o_ptr);
5005 /* Access new object */
5006 j_ptr = &owner_ptr->inventory_list[i];
5009 j_ptr->next_o_idx = 0;
5011 /* Forget monster */
5012 j_ptr->held_m_idx = 0;
5014 /* Forget location */
5015 j_ptr->iy = j_ptr->ix = 0;
5017 /* Player touches it, and no longer marked */
5018 j_ptr->marked = OM_TOUCHED;
5020 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5022 /* Count the items */
5023 owner_ptr->inven_cnt++;
5024 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5025 owner_ptr->window |= (PW_INVEN);
5027 /* Return the slot */
5033 * @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 /
5034 * Take off (some of) a non-cursed equipment item
5035 * @param owner_ptr プレーヤーへの参照ポインタ
5036 * @param item オブジェクトを外したい所持テーブルのID
5038 * @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。
5040 * Note that only one item at a time can be wielded per slot.\n
5041 * Note that taking off an item when "full" may cause that item\n
5042 * to fall to the ground.\n
5043 * Return the inventory slot into which the item is placed.\n
5045 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5056 GAME_TEXT o_name[MAX_NLEN];
5059 /* Get the item to take off */
5060 o_ptr = &owner_ptr->inventory_list[item];
5061 if (amt <= 0) return -1;
5064 if (amt > o_ptr->number) amt = o_ptr->number;
5066 object_copy(q_ptr, o_ptr);
5068 /* Modify quantity */
5069 q_ptr->number = amt;
5071 object_desc(o_name, q_ptr, 0);
5073 /* Took off weapon */
5074 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5075 object_is_melee_weapon(o_ptr))
5077 act = _("を装備からはずした", "You were wielding");
5081 else if (item == INVEN_BOW)
5083 act = _("を装備からはずした", "You were holding");
5086 /* Took off light */
5087 else if (item == INVEN_LITE)
5089 act = _("を光源からはずした", "You were holding");
5092 /* Took off something */
5095 act = _("を装備からはずした", "You were wearing");
5098 /* Modify, Optimize */
5099 inven_item_increase(owner_ptr, item, -amt);
5100 inven_item_optimize(owner_ptr, item);
5102 /* Carry the object */
5103 slot = inven_carry(owner_ptr, q_ptr);
5106 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5108 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5116 * @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 /
5117 * Drop (some of) a non-cursed inventory/equipment item
5118 * @param owner_ptr プレーヤーへの参照ポインタ
5119 * @param item 所持テーブルのID
5120 * @param amt 落としたい個数
5123 * The object will be dropped "near" the current location
5125 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5131 GAME_TEXT o_name[MAX_NLEN];
5133 /* Access original object */
5134 o_ptr = &owner_ptr->inventory_list[item];
5137 if (amt <= 0) return;
5140 if (amt > o_ptr->number) amt = o_ptr->number;
5142 /* Take off equipment */
5143 if (item >= INVEN_RARM)
5145 /* Take off first */
5146 item = inven_takeoff(owner_ptr, item, amt);
5148 /* Access original object */
5149 o_ptr = &owner_ptr->inventory_list[item];
5154 /* Obtain local object */
5155 object_copy(q_ptr, o_ptr);
5157 /* Distribute charges of wands or rods */
5158 distribute_charges(o_ptr, q_ptr, amt);
5160 /* Modify quantity */
5161 q_ptr->number = amt;
5163 /* Describe local object */
5164 object_desc(o_name, q_ptr, 0);
5166 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5168 /* Drop it near the player */
5169 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
5171 vary_item(owner_ptr, item, -amt);
5176 * @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 /
5177 * Combine items in the pack
5180 * Note special handling of the "overflow" slot
5182 void combine_pack(player_type *owner_ptr)
5185 bool is_first_combination = TRUE;
5186 bool combined = TRUE;
5187 while (is_first_combination || combined)
5189 is_first_combination = FALSE;
5192 /* Combine the pack (backwards) */
5193 for (int i = INVEN_PACK; i > 0; i--)
5196 o_ptr = &owner_ptr->inventory_list[i];
5198 /* Skip empty items */
5199 if (!o_ptr->k_idx) continue;
5201 /* Scan the items above that item */
5202 for (int j = 0; j < i; j++)
5205 j_ptr = &owner_ptr->inventory_list[j];
5207 /* Skip empty items */
5208 if (!j_ptr->k_idx) continue;
5211 * Get maximum number of the stack if these
5212 * are similar, get zero otherwise.
5214 int max_num = object_similar_part(j_ptr, o_ptr);
5216 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5217 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
5218 if (!is_max) continue;
5220 if (o_ptr->number + j_ptr->number <= max_num)
5225 /* Add together the item counts */
5226 object_absorb(j_ptr, o_ptr);
5228 /* One object is gone */
5229 owner_ptr->inven_cnt--;
5231 /* Slide everything down */
5233 for (k = i; k < INVEN_PACK; k++)
5235 /* Structure copy */
5236 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
5239 /* Erase the "final" slot */
5240 object_wipe(&owner_ptr->inventory_list[k]);
5244 int old_num = o_ptr->number;
5245 int remain = j_ptr->number + o_ptr->number - max_num;
5247 /* Add together the item counts */
5248 object_absorb(j_ptr, o_ptr);
5250 o_ptr->number = remain;
5252 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5253 if (o_ptr->tval == TV_ROD)
5255 o_ptr->pval = o_ptr->pval * remain / old_num;
5256 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5259 /* Hack -- if wands are stacking, combine the charges. -LM- */
5260 if (o_ptr->tval == TV_WAND)
5262 o_ptr->pval = o_ptr->pval * remain / old_num;
5266 owner_ptr->window |= (PW_INVEN);
5276 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."));
5281 * @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 /
5282 * Reorder items in the pack
5283 * @param owner_ptr プレーヤーへの参照ポインタ
5286 * Note special handling of the "overflow" slot
5288 void reorder_pack(player_type *owner_ptr)
5297 /* Re-order the pack (forwards) */
5298 for (i = 0; i < INVEN_PACK; i++)
5300 /* Mega-Hack -- allow "proper" over-flow */
5301 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
5303 o_ptr = &owner_ptr->inventory_list[i];
5305 /* Skip empty slots */
5306 if (!o_ptr->k_idx) continue;
5308 /* Get the "value" of the item */
5309 o_value = object_value(o_ptr);
5311 /* Scan every occupied slot */
5312 for (j = 0; j < INVEN_PACK; j++)
5314 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5317 /* Never move down */
5318 if (j >= i) continue;
5324 /* Save a copy of the moving item */
5325 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
5327 /* Slide the objects */
5328 for (k = i; k > j; k--)
5330 /* Slide the item */
5331 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
5334 /* Insert the moving item */
5335 object_copy(&owner_ptr->inventory_list[j], q_ptr);
5337 owner_ptr->window |= (PW_INVEN);
5340 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."));
5345 * @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 /
5346 * Hack -- display an object kind in the current window
5347 * @param owner_ptr プレーヤーへの参照ポインタ
5348 * @param k_idx ベースアイテムの参照ID
5351 * Include list of usable spells for readible books
5353 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
5360 REALM_IDX use_realm;
5362 GAME_TEXT o_name[MAX_NLEN];
5364 /* Erase the window */
5365 for (y = 0; y < Term->hgt; y++)
5367 /* Erase the line */
5368 Term_erase(0, y, 255);
5375 /* Prepare the object */
5376 object_prep(q_ptr, k_idx);
5377 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5379 /* Mention the object name */
5380 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5382 /* Access the item's sval */
5384 use_realm = tval2realm(q_ptr->tval);
5386 /* Warriors are illiterate */
5387 if (owner_ptr->realm1 || owner_ptr->realm2)
5389 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
5393 if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
5394 if (!is_magic(use_realm)) return;
5395 if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5398 /* Display spells in readible books */
5401 SPELL_IDX spells[64];
5403 /* Extract spells */
5404 for (spell = 0; spell < 32; spell++)
5406 /* Check for this spell */
5407 if (fake_spell_flags[sval] & (1L << spell))
5409 /* Collect this spell */
5410 spells[num++] = spell;
5415 print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
5420 * @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。
5421 * Torches have special abilities when they are flaming.
5422 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5423 * @param flgs 特別に追加するフラグを返す参照ポインタ
5426 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5428 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
5429 if (o_ptr->xtra4 <= 0) return;
5430 add_flag(flgs, TR_BRAND_FIRE);
5431 add_flag(flgs, TR_KILL_UNDEAD);
5432 add_flag(flgs, TR_THROW);
5437 * @brief 投擲時たいまつにダイスを与える。
5438 * Torches have special abilities when they are flaming.
5439 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5440 * @param dd 特別なダイス数を返す参照ポインタ
5441 * @param ds 特別なダイス面数を返す参照ポインタ
5444 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5446 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
5447 if (o_ptr->xtra4 <= 0) return;
5454 * @brief 投擲時命中したたいまつの寿命を縮める。
5455 * Torches have special abilities when they are flaming.
5456 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5459 void torch_lost_fuel(object_type *o_ptr)
5461 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
5462 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5463 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5468 * @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 /
5469 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5470 * @return 対応する矢/弾薬のベースアイテムID
5472 int bow_tval_ammo(object_type *o_ptr)
5474 /* Analyze the launcher */
5475 switch (o_ptr->sval)