4 * Object information, for a specific object.
6 * Note that a "discount" on an item is permanent and never goes away.
8 * Note that inscriptions are now handled via the "quark_str()" function
9 * applied to the "note" field, which will return NULL if "note" is zero.
11 * Note that "object" records are "copied" on a fairly regular basis,
12 * and care must be taken when handling such objects.
14 * Note that "object flags" must now be derived from the object kind,
15 * the artifact and ego-item indexes, and the two "xtra" fields.
17 * Each grid points to one (or zero) objects via the "o_idx"
18 * field (above). Each object then points to one (or zero) objects
19 * via the "next_o_idx" field, forming a singly linked list, which
20 * in game terms, represents a "stack" of objects in the same grid.
22 * Each monster points to one (or zero) objects via the "hold_o_idx"
23 * field (below). Each object then points to one (or zero) objects
24 * via the "next_o_idx" field, forming a singly linked list, which
25 * in game terms, represents a pile of objects held by the monster.
27 * The "held_m_idx" field is used to indicate which monster, if any,
28 * is holding the object. Objects being held have "ix=0" and "iy=0".
31 #define TR_FLAG_SIZE 5
33 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
34 #define MAX_GOLD 18 /* Number of "gold" entries */
36 #include "object/tval-types.h"
38 typedef struct object_type object_type;
42 KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
44 POSITION iy; /* Y-position on map, or zero */
45 POSITION ix; /* X-position on map, or zero */
47 tval_type tval; /* Item type (from kind) */
49 OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
51 PARAMETER_VALUE pval; /* Item extra-parameter */
53 DISCOUNT_RATE discount; /* Discount (if any) */
55 ITEM_NUMBER number; /* Number of items */
57 WEIGHT weight; /* Item weight */
59 ARTIFACT_IDX name1; /* Artifact type, if any */
60 EGO_IDX name2; /* Ego-Item type, if any */
61 XTRA8 xtra1; /* Extra info type (now unused) */
63 XTRA8 xtra2; /* Extra info activation index */
64 XTRA8 xtra3; /*!< 複数の使用用途 捕らえたモンスターの速度,付加した特殊なエッセンスID / Extra info for weaponsmith */
65 XTRA16 xtra4; /*!< 複数の使用用途 光源の残り寿命、あるいは捕らえたモンスターの現HP / Extra info fuel or captured monster's current HP */
66 XTRA16 xtra5; /*!< 複数の使用用途 捕らえたモンスターの最大HP / Extra info captured monster's max HP */
68 HIT_PROB to_h; /* Plusses to hit */
69 HIT_POINT to_d; /* Plusses to damage */
70 ARMOUR_CLASS to_a; /* Plusses to AC */
72 ARMOUR_CLASS ac; /* Normal AC */
75 DICE_SID ds; /* Damage dice/sides */
77 TIME_EFFECT timeout; /* Timeout Counter */
79 byte ident; /* Special flags */
82 * How object is marked (flags in object_type.mark)
83 * OM_FOUND --- original boolean flag
84 * OM_NOMSG --- temporary flag to suppress messages which were
85 * already printed in autopick_pickup_items().
87 #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
88 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
89 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
90 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
91 #define OM_TOUCHED 0x10 /* Object was touched by player */
92 byte marked; /* Object is marked */
94 u16b inscription; /* Inscription index */
95 u16b art_name; /* Artifact name (random artifacts) */
97 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
99 BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
101 #define TRC_CURSED 0x00000001L
102 #define TRC_HEAVY_CURSE 0x00000002L
103 #define TRC_PERMA_CURSE 0x00000004L
104 #define TRC_XXX1 0x00000008L
105 #define TRC_TY_CURSE 0x00000010L
106 #define TRC_AGGRAVATE 0x00000020L
107 #define TRC_DRAIN_EXP 0x00000040L
108 #define TRC_SLOW_REGEN 0x00000080L
109 #define TRC_ADD_L_CURSE 0x00000100L
110 #define TRC_ADD_H_CURSE 0x00000200L
111 #define TRC_CALL_ANIMAL 0x00000400L
112 #define TRC_CALL_DEMON 0x00000800L
113 #define TRC_CALL_DRAGON 0x00001000L
114 #define TRC_COWARDICE 0x00002000L
115 #define TRC_TELEPORT 0x00004000L
116 #define TRC_LOW_MELEE 0x00008000L
117 #define TRC_LOW_AC 0x00010000L
118 #define TRC_LOW_MAGIC 0x00020000L
119 #define TRC_FAST_DIGEST 0x00040000L
120 #define TRC_DRAIN_HP 0x00080000L
121 #define TRC_DRAIN_MANA 0x00100000L
122 #define TRC_CALL_UNDEAD 0x00200000L
124 #define TRC_TELEPORT_SELF 0x00000001L
125 #define TRC_CHAINSWORD 0x00000002L
126 #define TRC_SPECIAL_MASK \
127 (TRC_TY_CURSE | TRC_AGGRAVATE)
128 #define TRC_HEAVY_MASK \
129 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
130 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
131 #define TRC_P_FLAG_MASK \
132 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
133 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
134 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
135 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
136 BIT_FLAGS curse_flags; /* Flags for curse */
138 OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
139 MONSTER_IDX held_m_idx; /*!< アイテムを所持しているモンスターID (いないなら 0) / Monster holding us (if any) */
141 ARTIFACT_BIAS_IDX artifact_bias; /*!< ランダムアーティファクト生成時のバイアスID */
144 extern bool(*item_tester_hook)(object_type *o_ptr);
145 extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
148 extern void reset_visuals(player_type *owner_ptr, void(*process_autopick_file_command)(char*));
149 extern void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
150 extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
151 extern concptr item_activation(object_type *o_ptr);
153 #define SCROBJ_FAKE_OBJECT 0x00000001
154 #define SCROBJ_FORCE_DETAIL 0x00000002
155 extern bool screen_object(player_type *player_ptr, object_type *o_ptr, BIT_FLAGS mode);
157 extern char index_to_label(int i);
158 extern s16b wield_slot(player_type *owner_ptr, object_type *o_ptr);
160 extern bool check_book_realm(player_type *owner_ptr, const tval_type book_tval, const OBJECT_SUBTYPE_VALUE book_sval);
163 * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
165 #define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */
166 #define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */
167 #define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
168 #define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
169 #define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
170 #define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
172 #define REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item]))
174 extern int bow_tval_ammo(object_type *o_ptr);
177 * todo ここに置くとコンパイルは通る (このファイルの冒頭やobject2.cでincludeするとコンパイルエラー)、しかし圧倒的にダメなので要調整
179 #include "floor/floor.h"
182 extern void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx);
183 extern void delete_object_idx(player_type *owner_ptr, OBJECT_IDX o_idx);
184 extern void delete_object(player_type *owner_ptr, POSITION y, POSITION x);
186 extern OBJECT_IDX o_pop(floor_type *floor_ptr);
187 extern OBJECT_IDX get_obj_num(player_type *o_ptr, DEPTH level, BIT_FLAGS mode);
188 extern void object_known(object_type *o_ptr);
189 extern void object_aware(player_type *owner_ptr, object_type *o_ptr);
190 extern void object_tried(object_type *o_ptr);
193 * アイテムの簡易鑑定定義 / Game generated inscription indices. These are stored in the object,
194 * and are used to index the string array from tables.c.
196 #define FEEL_NONE 0 /*!< 簡易鑑定: 未鑑定 */
197 #define FEEL_BROKEN 1 /*!< 簡易鑑定: 壊れている */
198 #define FEEL_TERRIBLE 2 /*!< 簡易鑑定: 恐ろしい */
199 #define FEEL_WORTHLESS 3 /*!< 簡易鑑定: 無価値 */
200 #define FEEL_CURSED 4 /*!< 簡易鑑定: 呪われている */
201 #define FEEL_UNCURSED 5 /*!< 簡易鑑定: 呪われていない */
202 #define FEEL_AVERAGE 6 /*!< 簡易鑑定: 並 */
203 #define FEEL_GOOD 7 /*!< 簡易鑑定: 上質 */
204 #define FEEL_EXCELLENT 8 /*!< 簡易鑑定: 高級 */
205 #define FEEL_SPECIAL 9 /*!< 簡易鑑定: 特別 */
206 #define FEEL_MAX 9 /*!< 簡易鑑定の種別数 */
207 extern byte value_check_aux1(object_type *o_ptr);
208 extern byte value_check_aux2(object_type *o_ptr);
210 extern PRICE object_value(object_type *o_ptr);
211 extern PRICE object_value_real(object_type *o_ptr);
212 extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
213 extern void reduce_charges(object_type *o_ptr, int amt);
214 extern int object_similar_part(object_type *o_ptr, object_type *j_ptr);
215 extern bool object_similar(object_type *o_ptr, object_type *j_ptr);
216 extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
217 extern IDX lookup_kind(tval_type tval, OBJECT_SUBTYPE_VALUE sval);
218 extern void object_wipe(object_type *o_ptr);
219 extern void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx);
220 extern void object_copy(object_type *o_ptr, object_type *j_ptr);
223 * Bit flags for apply_magic() (etc)
225 #define AM_NO_FIXED_ART 0x00000001 /*!< Don't allow roll for fixed artifacts */
226 #define AM_GOOD 0x00000002 /*!< Generate good items */
227 #define AM_GREAT 0x00000004 /*!< Generate great items */
228 #define AM_SPECIAL 0x00000008 /*!< Generate artifacts (for debug mode only) */
229 #define AM_CURSED 0x00000010 /*!< Generate cursed/worthless items */
230 #define AM_FORBID_CHEST 0x00000020 /*!< 箱からさらに箱が出現することを抑止する */
231 extern void apply_magic(player_type *owner_type, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
233 extern OBJECT_SUBTYPE_VALUE coin_type;
235 extern bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode);
236 extern bool make_gold(floor_type *floor_ptr, object_type *j_ptr);
237 extern OBJECT_IDX drop_near(player_type *owner_type, object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
238 extern void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num);
239 extern void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item);
240 extern void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item);
241 extern void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num);
242 extern void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
243 extern void floor_item_charges(floor_type *owner_ptr, INVENTORY_IDX item);
244 extern void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num);
245 extern void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
246 extern bool inven_carry_okay(object_type *o_ptr);
247 extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
248 extern s16b inven_carry(player_type *owner_ptr, object_type *o_ptr);
249 extern INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt);
250 extern void drop_from_inventory(player_type *owner_type, INVENTORY_IDX item, ITEM_NUMBER amt);
251 extern void combine_pack(player_type *owner_ptr);
252 extern void reorder_pack(player_type *owner_ptr);
253 extern void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx);
254 extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
255 extern void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds);
256 extern void torch_lost_fuel(object_type *o_ptr);
257 extern concptr essence_name[];
259 extern s32b flag_cost(object_type *o_ptr, int plusses);
262 * Return the "attr" for a given item.
263 * Use "flavor" if available.
264 * Default to user definitions.
266 #define object_attr(T) \
267 ((k_info[(T)->k_idx].flavor) ? \
268 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
269 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
270 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
271 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
274 /*** Object "sval" codes ***/
279 /* The "sval" codes for TV_FIGURINE */
280 #define SV_FIGURINE_NORMAL 0
282 #define SV_CAPTURE_NONE 0
284 /* The "sval" codes for TV_STATUE */
285 #define SV_WOODEN_STATUE 0
286 #define SV_CLAY_STATUE 1
287 #define SV_STONE_STATUE 2
288 #define SV_IRON_STATUE 3
289 #define SV_COPPER_STATUE 4
290 #define SV_SILVER_STATUE 5
291 #define SV_GOLDEN_STATUE 6
292 #define SV_IVORY_STATUE 7
293 #define SV_MITHRIL_STATUE 8
294 #define SV_ORNATE_STATUE 9
297 /* The "sval" codes for TV_CORPSE */
298 #define SV_SKELETON 0
301 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
302 #define SV_AMMO_LIGHT 0 /* pebbles */
303 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
304 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
306 /* The "sval" codes for TV_BOW (note information in "sval") */
307 #define SV_SLING 2 /* (x2) */
308 #define SV_SHORT_BOW 12 /* (x2) */
309 #define SV_LONG_BOW 13 /* (x3) */
310 #define SV_LIGHT_XBOW 23 /* (x3) */
311 #define SV_HEAVY_XBOW 24 /* (x4) */
312 #define SV_CRIMSON 50 /* (x0) */
313 #define SV_HARP 51 /* (x0) */
314 #define SV_NAMAKE_BOW 63 /* (x3) */
316 /* The "sval" codes for TV_DIGGING */
318 #define SV_GNOMISH_SHOVEL 2
319 #define SV_DWARVEN_SHOVEL 3
321 #define SV_ORCISH_PICK 5
322 #define SV_DWARVEN_PICK 6
325 /* The "sval" values for TV_HAFTED */
326 #define SV_CLUB 1 /* 1d4 */
327 #define SV_WHIP 2 /* 1d6 */
328 #define SV_QUARTERSTAFF 3 /* 1d9 */
329 #define SV_NUNCHAKU 4 /* 2d3 */
330 #define SV_MACE 5 /* 2d4 */
331 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
332 #define SV_JO_STAFF 7 /* 1d7 */
333 #define SV_WAR_HAMMER 8 /* 3d3 */
334 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
335 #define SV_MORNING_STAR 12 /* 2d6 */
336 #define SV_FLAIL 13 /* 2d6 */
337 #define SV_BO_STAFF 14 /* 1d11 */
338 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
339 #define SV_TETSUBO 16 /* 2d7 */
340 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
341 #define SV_GREAT_HAMMER 19 /* 4d6 */
342 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
343 #define SV_WIZSTAFF 21 /* 1d2 */
344 #define SV_GROND 50 /* 3d9 */
345 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
347 /* The "sval" values for TV_POLEARM */
348 #define SV_HATCHET 1 /* 1d5 */
349 #define SV_SPEAR 2 /* 1d6 */
350 #define SV_SICKLE 3 /* 2d3 */
351 #define SV_AWL_PIKE 4 /* 1d8 */
352 #define SV_TRIDENT 5 /* 1d9 */
353 #define SV_FAUCHARD 6 /* 1d10 */
354 #define SV_BROAD_SPEAR 7 /* 1d9 */
355 #define SV_PIKE 8 /* 2d5 */
356 #define SV_NAGINATA 9 /* 2d6 */
357 #define SV_BEAKED_AXE 10 /* 2d6 */
358 #define SV_BROAD_AXE 11 /* 2d6 */
359 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
360 #define SV_GLAIVE 13 /* 2d6 */
361 #define SV_LAJATANG 14 /* 2d7 */
362 #define SV_HALBERD 15 /* 3d4 */
363 #define SV_GUISARME 16 /* 2d5 */
364 #define SV_SCYTHE 17 /* 5d3 */
365 #define SV_LANCE 20 /* 2d8 */
366 #define SV_BATTLE_AXE 22 /* 2d8 */
367 #define SV_GREAT_AXE 25 /* 4d4 */
368 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
369 #define SV_LOCHABER_AXE 28 /* 3d8 */
370 #define SV_HEAVY_LANCE 29 /* 4d8 */
371 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
372 #define SV_TSURIZAO 40 /* 1d1 */
373 #define SV_DEATH_SCYTHE 50 /* 10d10 */
375 /* The "sval" codes for TV_SWORD */
376 #define SV_BROKEN_DAGGER 1 /* 1d1 */
377 #define SV_BROKEN_SWORD 2 /* 1d2 */
378 #define SV_DAGGER 4 /* 1d4 */
379 #define SV_MAIN_GAUCHE 5 /* 1d5 */
380 #define SV_TANTO 6 /* 1d5 */
381 #define SV_RAPIER 7 /* 1d6 */
382 #define SV_SMALL_SWORD 8 /* 1d6 */
383 #define SV_BASILLARD 9 /* 1d8 */
384 #define SV_SHORT_SWORD 10 /* 1d7 */
385 #define SV_SABRE 11 /* 1d7 */
386 #define SV_CUTLASS 12 /* 1d7 */
387 #define SV_WAKIZASHI 13 /* 2d4 */
388 #define SV_KHOPESH 14 /* 2d4 */
389 #define SV_TULWAR 15 /* 2d4 */
390 #define SV_BROAD_SWORD 16 /* 2d5 */
391 #define SV_LONG_SWORD 17 /* 2d5 */
392 #define SV_SCIMITAR 18 /* 2d5 */
393 #define SV_NINJATO 19 /* 1d9 */
394 #define SV_KATANA 20 /* 3d4 */
395 #define SV_BASTARD_SWORD 21 /* 3d4 */
396 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
397 #define SV_CLAYMORE 23 /* 2d8 */
398 #define SV_ESPADON 24 /* 2d9 */
399 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
400 #define SV_FLAMBERGE 26 /* 3d7 */
401 #define SV_NO_DACHI 27 /* 5d4 */
402 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
403 #define SV_ZWEIHANDER 29 /* 4d6 */
404 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
405 #define SV_DIAMOND_EDGE 31 /* 7d5 */
406 #define SV_POISON_NEEDLE 32 /* 1d1 */
407 #define SV_HAYABUSA 33 /* 1d6 */
409 /* The "sval" codes for TV_SHIELD */
410 #define SV_SMALL_LEATHER_SHIELD 2
411 #define SV_SMALL_METAL_SHIELD 3
412 #define SV_LARGE_LEATHER_SHIELD 4
413 #define SV_LARGE_METAL_SHIELD 5
414 #define SV_DRAGON_SHIELD 6
415 #define SV_KNIGHT_SHIELD 7
416 #define SV_MIRROR_SHIELD 10
417 #define SV_YATA_MIRROR 50
419 /* The "sval" codes for TV_HELM */
420 #define SV_HARD_LEATHER_CAP 2
421 #define SV_METAL_CAP 3
422 #define SV_JINGASA 4 /* 4 */
423 #define SV_IRON_HELM 5
424 #define SV_STEEL_HELM 6
425 #define SV_DRAGON_HELM 7
426 #define SV_KABUTO 8 /* 7 */
428 /* The "sval" codes for TV_CROWN */
429 #define SV_IRON_CROWN 10
430 #define SV_GOLDEN_CROWN 11
431 #define SV_JEWELED_CROWN 12
434 /* The "sval" codes for TV_BOOTS */
435 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
436 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
437 #define SV_PAIR_OF_DRAGON_GREAVE 4
438 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
440 /* The "sval" codes for TV_CLOAK */
442 #define SV_ELVEN_CLOAK 2
443 #define SV_FUR_CLOAK 3
444 #define SV_ETHEREAL_CLOAK 5
445 #define SV_SHADOW_CLOAK 6
447 /* The "sval" codes for TV_GLOVES */
448 #define SV_SET_OF_LEATHER_GLOVES 1
449 #define SV_SET_OF_GAUNTLETS 2
450 #define SV_SET_OF_DRAGON_GLOVES 3
451 #define SV_SET_OF_CESTI 5
453 /* The "sval" codes for TV_SOFT_ARMOR */
455 #define SV_FILTHY_RAG 1
457 #define SV_PAPER_ARMOR 3 /* 4 */
458 #define SV_SOFT_LEATHER_ARMOR 4
459 #define SV_SOFT_STUDDED_LEATHER 5
460 #define SV_HARD_LEATHER_ARMOR 6
461 #define SV_HARD_STUDDED_LEATHER 7
462 #define SV_RHINO_HIDE_ARMOR 8
463 #define SV_CORD_ARMOR 9 /* 6 */
464 #define SV_PADDED_ARMOR 10 /* 4 */
465 #define SV_LEATHER_SCALE_MAIL 11
466 #define SV_LEATHER_JACK 12
467 #define SV_KUROSHOUZOKU 13
468 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
469 #define SV_ABUNAI_MIZUGI 50
470 #define SV_YOIYAMI_ROBE 60
471 #define SV_NAMAKE_ARMOR 63
473 /* The "sval" codes for TV_HARD_ARMOR */
474 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
475 #define SV_RING_MAIL 2 /* 12 */
476 #define SV_METAL_SCALE_MAIL 3 /* 13 */
477 #define SV_CHAIN_MAIL 4 /* 14 */
478 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
479 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
480 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
481 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
482 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
483 #define SV_SPLINT_MAIL 10 /* 19 */
484 #define SV_DO_MARU 11 /* 20 */
485 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
486 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
487 #define SV_HARAMAKIDO 14 /* 17 */
488 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
489 #define SV_O_YOROI 16 /* 24 */
490 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
491 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
492 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
493 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
495 /* The "sval" codes for TV_DRAG_ARMOR */
496 #define SV_DRAGON_BLACK 1
497 #define SV_DRAGON_BLUE 2
498 #define SV_DRAGON_WHITE 3
499 #define SV_DRAGON_RED 4
500 #define SV_DRAGON_GREEN 5
501 #define SV_DRAGON_MULTIHUED 6
502 #define SV_DRAGON_SHINING 10
503 #define SV_DRAGON_LAW 12
504 #define SV_DRAGON_BRONZE 14
505 #define SV_DRAGON_GOLD 16
506 #define SV_DRAGON_CHAOS 18
507 #define SV_DRAGON_BALANCE 20
508 #define SV_DRAGON_POWER 30
510 /* The sval codes for TV_LITE */
511 #define SV_LITE_TORCH 0
512 #define SV_LITE_LANTERN 1
513 #define SV_LITE_FEANOR 2
514 #define SV_LITE_EDISON 3
515 #define SV_LITE_GALADRIEL 4
516 #define SV_LITE_ELENDIL 5
517 #define SV_LITE_JUDGE 6
518 #define SV_LITE_LORE 7
519 #define SV_LITE_PALANTIR 8
520 #define SV_LITE_FLY_STONE 9
522 /* The "sval" codes for TV_AMULET */
523 #define SV_AMULET_DOOM 0
524 #define SV_AMULET_TELEPORT 1
525 #define SV_AMULET_ADORNMENT 2
526 #define SV_AMULET_SLOW_DIGEST 3
527 #define SV_AMULET_RESIST_ACID 4
528 #define SV_AMULET_SEARCHING 5
529 #define SV_AMULET_BRILLIANCE 6
530 #define SV_AMULET_CHARISMA 7
531 #define SV_AMULET_THE_MAGI 8
532 #define SV_AMULET_REFLECTION 9
533 #define SV_AMULET_CARLAMMAS 10
534 #define SV_AMULET_INGWE 11
535 #define SV_AMULET_DWARVES 12
536 #define SV_AMULET_NO_MAGIC 13
537 #define SV_AMULET_NO_TELE 14
538 #define SV_AMULET_RESISTANCE 15
539 #define SV_AMULET_TELEPATHY 16
540 #define SV_AMULET_FARAMIR 17
541 #define SV_AMULET_BOROMIR 18
542 #define SV_AMULET_MAGATAMA 19
543 #define SV_AMULET_INROU 20
544 #define SV_AMULET_INTELLIGENCE 21
545 #define SV_AMULET_WISDOM 22
546 #define SV_AMULET_MAGIC_MASTERY 23
547 #define SV_AMULET_NIGHT 24
549 /* The sval codes for TV_RING */
550 #define SV_RING_WOE 0
551 #define SV_RING_AGGRAVATION 1
552 #define SV_RING_WEAKNESS 2
553 #define SV_RING_STUPIDITY 3
554 #define SV_RING_TELEPORTATION 4
555 #define SV_RING_SLOW_DIGESTION 6
556 #define SV_RING_LEVITATION_FALL 7
557 #define SV_RING_RESIST_FIRE 8
558 #define SV_RING_RESIST_COLD 9
559 #define SV_RING_SUSTAIN_STR 10
560 #define SV_RING_SUSTAIN_INT 11
561 #define SV_RING_SUSTAIN_WIS 12
562 #define SV_RING_SUSTAIN_CON 13
563 #define SV_RING_SUSTAIN_DEX 14
564 #define SV_RING_SUSTAIN_CHR 15
565 #define SV_RING_PROTECTION 16
566 #define SV_RING_ACID 17
567 #define SV_RING_FLAMES 18
568 #define SV_RING_ICE 19
569 #define SV_RING_RESIST_POIS 20
570 #define SV_RING_FREE_ACTION 21
571 #define SV_RING_SEE_INVIS 22
572 #define SV_RING_SEARCHING 23
573 #define SV_RING_STR 24
574 #define SV_RING_ELEC 25
575 #define SV_RING_DEX 26
576 #define SV_RING_CON 27
577 #define SV_RING_ACCURACY 28
578 #define SV_RING_DAMAGE 29
579 #define SV_RING_SLAYING 30
580 #define SV_RING_SPEED 31
581 #define SV_RING_FRAKIR 32
582 #define SV_RING_TULKAS 33
583 #define SV_RING_NARYA 34
584 #define SV_RING_NENYA 35
585 #define SV_RING_VILYA 36
586 #define SV_RING_POWER 37
587 #define SV_RING_RES_FEAR 38
588 #define SV_RING_RES_LD 39
589 #define SV_RING_RES_NETHER 40
590 #define SV_RING_RES_NEXUS 41
591 #define SV_RING_RES_SOUND 42
592 #define SV_RING_RES_CONFUSION 43
593 #define SV_RING_RES_SHARDS 44
594 #define SV_RING_RES_DISENCHANT 45
595 #define SV_RING_RES_CHAOS 46
596 #define SV_RING_RES_BLINDNESS 47
597 #define SV_RING_LORDLY 48
598 #define SV_RING_ATTACKS 49
599 #define SV_RING_AHO 50
600 #define SV_RING_SHOTS 51
601 #define SV_RING_SUSTAIN 52
602 #define SV_RING_DEC_MANA 53
603 #define SV_RING_WARNING 54
604 #define SV_RING_MUSCLE 55
606 #define SV_EXPRESS_CARD 0
608 /* The "sval" codes for TV_STAFF */
609 #define SV_STAFF_DARKNESS 0
610 #define SV_STAFF_SLOWNESS 1
611 #define SV_STAFF_HASTE_MONSTERS 2
612 #define SV_STAFF_SUMMONING 3
613 #define SV_STAFF_TELEPORTATION 4
614 #define SV_STAFF_IDENTIFY 5
615 #define SV_STAFF_REMOVE_CURSE 6
616 #define SV_STAFF_STARLITE 7
617 #define SV_STAFF_LITE 8
618 #define SV_STAFF_MAPPING 9
619 #define SV_STAFF_DETECT_GOLD 10
620 #define SV_STAFF_DETECT_ITEM 11
621 #define SV_STAFF_DETECT_TRAP 12
622 #define SV_STAFF_DETECT_DOOR 13
623 #define SV_STAFF_DETECT_INVIS 14
624 #define SV_STAFF_DETECT_EVIL 15
625 #define SV_STAFF_CURE_LIGHT 16
626 #define SV_STAFF_CURING 17
627 #define SV_STAFF_HEALING 18
628 #define SV_STAFF_THE_MAGI 19
629 #define SV_STAFF_SLEEP_MONSTERS 20
630 #define SV_STAFF_SLOW_MONSTERS 21
631 #define SV_STAFF_SPEED 22
632 #define SV_STAFF_PROBING 23
633 #define SV_STAFF_DISPEL_EVIL 24
634 #define SV_STAFF_POWER 25
635 #define SV_STAFF_HOLINESS 26
636 #define SV_STAFF_GENOCIDE 27
637 #define SV_STAFF_EARTHQUAKES 28
638 #define SV_STAFF_DESTRUCTION 29
639 #define SV_STAFF_ANIMATE_DEAD 30
640 #define SV_STAFF_MSTORM 31
641 #define SV_STAFF_NOTHING 32
644 /* The "sval" codes for TV_WAND */
645 #define SV_WAND_HEAL_MONSTER 0
646 #define SV_WAND_HASTE_MONSTER 1
647 #define SV_WAND_CLONE_MONSTER 2
648 #define SV_WAND_TELEPORT_AWAY 3
649 #define SV_WAND_DISARMING 4
650 #define SV_WAND_TRAP_DOOR_DEST 5
651 #define SV_WAND_STONE_TO_MUD 6
652 #define SV_WAND_LITE 7
653 #define SV_WAND_SLEEP_MONSTER 8
654 #define SV_WAND_SLOW_MONSTER 9
655 #define SV_WAND_CONFUSE_MONSTER 10
656 #define SV_WAND_FEAR_MONSTER 11
657 #define SV_WAND_HYPODYNAMIA 12
658 #define SV_WAND_POLYMORPH 13
659 #define SV_WAND_STINKING_CLOUD 14
660 #define SV_WAND_MAGIC_MISSILE 15
661 #define SV_WAND_ACID_BOLT 16
662 #define SV_WAND_CHARM_MONSTER 17
663 #define SV_WAND_FIRE_BOLT 18
664 #define SV_WAND_COLD_BOLT 19
665 #define SV_WAND_ACID_BALL 20
666 #define SV_WAND_ELEC_BALL 21
667 #define SV_WAND_FIRE_BALL 22
668 #define SV_WAND_COLD_BALL 23
669 #define SV_WAND_WONDER 24
670 #define SV_WAND_DISINTEGRATE 25
671 #define SV_WAND_DRAGON_FIRE 26
672 #define SV_WAND_DRAGON_COLD 27
673 #define SV_WAND_DRAGON_BREATH 28
674 #define SV_WAND_ROCKETS 29
675 #define SV_WAND_STRIKING 30
676 #define SV_WAND_GENOCIDE 31
678 /* The "sval" codes for TV_ROD */
679 #define SV_ROD_DETECT_TRAP 0
680 #define SV_ROD_DETECT_DOOR 1
681 #define SV_ROD_IDENTIFY 2
682 #define SV_ROD_RECALL 3
683 #define SV_ROD_ILLUMINATION 4
684 #define SV_ROD_MAPPING 5
685 #define SV_ROD_DETECTION 6
686 #define SV_ROD_PROBING 7
687 #define SV_ROD_CURING 8
688 #define SV_ROD_HEALING 9
689 #define SV_ROD_RESTORATION 10
690 #define SV_ROD_SPEED 11
691 #define SV_ROD_PESTICIDE 12
692 #define SV_ROD_TELEPORT_AWAY 13
693 #define SV_ROD_DISARMING 14
694 #define SV_ROD_LITE 15
695 #define SV_ROD_SLEEP_MONSTER 16
696 #define SV_ROD_SLOW_MONSTER 17
697 #define SV_ROD_HYPODYNAMIA 18
698 #define SV_ROD_POLYMORPH 19
699 #define SV_ROD_ACID_BOLT 20
700 #define SV_ROD_ELEC_BOLT 21
701 #define SV_ROD_FIRE_BOLT 22
702 #define SV_ROD_COLD_BOLT 23
703 #define SV_ROD_ACID_BALL 24
704 #define SV_ROD_ELEC_BALL 25
705 #define SV_ROD_FIRE_BALL 26
706 #define SV_ROD_COLD_BALL 27
707 #define SV_ROD_HAVOC 28
708 #define SV_ROD_STONE_TO_MUD 29
709 #define SV_ROD_AGGRAVATE 30
712 /* The "sval" codes for TV_SCROLL */
714 #define SV_SCROLL_DARKNESS 0
715 #define SV_SCROLL_AGGRAVATE_MONSTER 1
716 #define SV_SCROLL_CURSE_ARMOR 2
717 #define SV_SCROLL_CURSE_WEAPON 3
718 #define SV_SCROLL_SUMMON_MONSTER 4
719 #define SV_SCROLL_SUMMON_UNDEAD 5
720 #define SV_SCROLL_SUMMON_PET 6
721 #define SV_SCROLL_TRAP_CREATION 7
722 #define SV_SCROLL_PHASE_DOOR 8
723 #define SV_SCROLL_TELEPORT 9
724 #define SV_SCROLL_TELEPORT_LEVEL 10
725 #define SV_SCROLL_WORD_OF_RECALL 11
726 #define SV_SCROLL_IDENTIFY 12
727 #define SV_SCROLL_STAR_IDENTIFY 13
728 #define SV_SCROLL_REMOVE_CURSE 14
729 #define SV_SCROLL_STAR_REMOVE_CURSE 15
730 #define SV_SCROLL_ENCHANT_ARMOR 16
731 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
732 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
733 /* xxx enchant missile? */
734 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
735 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
736 #define SV_SCROLL_RECHARGING 22
737 #define SV_SCROLL_MUNDANITY 23
738 #define SV_SCROLL_LIGHT 24
739 #define SV_SCROLL_MAPPING 25
740 #define SV_SCROLL_DETECT_GOLD 26
741 #define SV_SCROLL_DETECT_ITEM 27
742 #define SV_SCROLL_DETECT_TRAP 28
743 #define SV_SCROLL_DETECT_DOOR 29
744 #define SV_SCROLL_DETECT_INVIS 30
745 /* xxx (detect evil?) */
746 #define SV_SCROLL_SATISFY_HUNGER 32
747 #define SV_SCROLL_BLESSING 33
748 #define SV_SCROLL_HOLY_CHANT 34
749 #define SV_SCROLL_HOLY_PRAYER 35
750 #define SV_SCROLL_MONSTER_CONFUSION 36
751 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
752 #define SV_SCROLL_RUNE_OF_PROTECTION 38
753 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
755 #define SV_SCROLL_STAR_DESTRUCTION 41
756 #define SV_SCROLL_DISPEL_UNDEAD 42
757 #define SV_SCROLL_SPELL 43
758 #define SV_SCROLL_GENOCIDE 44
759 #define SV_SCROLL_MASS_GENOCIDE 45
760 #define SV_SCROLL_ACQUIREMENT 46
761 #define SV_SCROLL_STAR_ACQUIREMENT 47
762 #define SV_SCROLL_FIRE 48
763 #define SV_SCROLL_ICE 49
764 #define SV_SCROLL_CHAOS 50
765 #define SV_SCROLL_RUMOR 51
766 #define SV_SCROLL_ARTIFACT 52
767 #define SV_SCROLL_RESET_RECALL 53
768 #define SV_SCROLL_SUMMON_KIN 54
769 #define SV_SCROLL_AMUSEMENT 55
770 #define SV_SCROLL_STAR_AMUSEMENT 56
772 /* The "sval" codes for TV_POTION */
773 #define SV_POTION_WATER 0
774 #define SV_POTION_APPLE_JUICE 1
775 #define SV_POTION_SLIME_MOLD 2
776 /* xxx (fixed color) */
777 #define SV_POTION_SLOWNESS 4
778 #define SV_POTION_SALT_WATER 5
779 #define SV_POTION_POISON 6
780 #define SV_POTION_BLINDNESS 7
782 #define SV_POTION_BOOZE 9
784 #define SV_POTION_SLEEP 11
786 #define SV_POTION_LOSE_MEMORIES 13
788 #define SV_POTION_RUINATION 15
789 #define SV_POTION_DEC_STR 16
790 #define SV_POTION_DEC_INT 17
791 #define SV_POTION_DEC_WIS 18
792 #define SV_POTION_DEC_DEX 19
793 #define SV_POTION_DEC_CON 20
794 #define SV_POTION_DEC_CHR 21
795 #define SV_POTION_DETONATIONS 22
796 #define SV_POTION_DEATH 23
797 #define SV_POTION_INFRAVISION 24
798 #define SV_POTION_DETECT_INVIS 25
799 #define SV_POTION_SLOW_POISON 26
800 #define SV_POTION_CURE_POISON 27
801 #define SV_POTION_BOLDNESS 28
802 #define SV_POTION_SPEED 29
803 #define SV_POTION_RESIST_HEAT 30
804 #define SV_POTION_RESIST_COLD 31
805 #define SV_POTION_HEROISM 32
806 #define SV_POTION_BESERK_STRENGTH 33
807 #define SV_POTION_CURE_LIGHT 34
808 #define SV_POTION_CURE_SERIOUS 35
809 #define SV_POTION_CURE_CRITICAL 36
810 #define SV_POTION_HEALING 37
811 #define SV_POTION_STAR_HEALING 38
812 #define SV_POTION_LIFE 39
813 #define SV_POTION_RESTORE_MANA 40
814 #define SV_POTION_RESTORE_EXP 41
815 #define SV_POTION_RES_STR 42
816 #define SV_POTION_RES_INT 43
817 #define SV_POTION_RES_WIS 44
818 #define SV_POTION_RES_DEX 45
819 #define SV_POTION_RES_CON 46
820 #define SV_POTION_RES_CHR 47
821 #define SV_POTION_INC_STR 48
822 #define SV_POTION_INC_INT 49
823 #define SV_POTION_INC_WIS 50
824 #define SV_POTION_INC_DEX 51
825 #define SV_POTION_INC_CON 52
826 #define SV_POTION_INC_CHR 53
828 #define SV_POTION_AUGMENTATION 55
829 #define SV_POTION_ENLIGHTENMENT 56
830 #define SV_POTION_STAR_ENLIGHTENMENT 57
831 #define SV_POTION_SELF_KNOWLEDGE 58
832 #define SV_POTION_EXPERIENCE 59
833 #define SV_POTION_RESISTANCE 60
834 #define SV_POTION_CURING 61
835 #define SV_POTION_INVULNERABILITY 62
836 #define SV_POTION_NEW_LIFE 63
837 #define SV_POTION_NEO_TSUYOSHI 64
838 #define SV_POTION_TSUYOSHI 65
839 #define SV_POTION_POLYMORPH 66
841 /* The "sval" codes for TV_FLASK */
842 #define SV_FLASK_OIL 0
844 /* The "sval" codes for TV_FOOD */
845 #define SV_FOOD_POISON 0
846 #define SV_FOOD_BLINDNESS 1
847 #define SV_FOOD_PARANOIA 2
848 #define SV_FOOD_CONFUSION 3
849 #define SV_FOOD_HALLUCINATION 4
850 #define SV_FOOD_PARALYSIS 5
851 #define SV_FOOD_WEAKNESS 6
852 #define SV_FOOD_SICKNESS 7
853 #define SV_FOOD_STUPIDITY 8
854 #define SV_FOOD_NAIVETY 9
855 #define SV_FOOD_UNHEALTH 10
856 #define SV_FOOD_DISEASE 11
857 #define SV_FOOD_CURE_POISON 12
858 #define SV_FOOD_CURE_BLINDNESS 13
859 #define SV_FOOD_CURE_PARANOIA 14
860 #define SV_FOOD_CURE_CONFUSION 15
861 #define SV_FOOD_CURE_SERIOUS 16
862 #define SV_FOOD_RESTORE_STR 17
863 #define SV_FOOD_RESTORE_CON 18
864 #define SV_FOOD_RESTORING 19
865 /* many missing mushrooms */
866 #define SV_FOOD_BISCUIT 32
867 #define SV_FOOD_JERKY 33
868 #define SV_FOOD_RATION 35
869 #define SV_FOOD_SLIME_MOLD 36
870 #define SV_FOOD_WAYBREAD 37
871 #define SV_FOOD_PINT_OF_ALE 38
872 #define SV_FOOD_PINT_OF_WINE 39
875 #define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
877 #define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
878 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */