5 * Object information, for a specific object.
7 * Note that a "discount" on an item is permanent and never goes away.
9 * Note that inscriptions are now handled via the "quark_str()" function
10 * applied to the "note" field, which will return NULL if "note" is zero.
12 * Note that "object" records are "copied" on a fairly regular basis,
13 * and care must be taken when handling such objects.
15 * Note that "object flags" must now be derived from the object kind,
16 * the artifact and ego-item indexes, and the two "xtra" fields.
18 * Each grid points to one (or zero) objects via the "o_idx"
19 * field (above). Each object then points to one (or zero) objects
20 * via the "next_o_idx" field, forming a singly linked list, which
21 * in game terms, represents a "stack" of objects in the same grid.
23 * Each monster points to one (or zero) objects via the "hold_o_idx"
24 * field (below). Each object then points to one (or zero) objects
25 * via the "next_o_idx" field, forming a singly linked list, which
26 * in game terms, represents a pile of objects held by the monster.
28 * The "held_m_idx" field is used to indicate which monster, if any,
29 * is holding the object. Objects being held have "ix=0" and "iy=0".
32 #define TR_STR 0 /* STR += "pval" */
33 #define TR_INT 1 /* INT += "pval" */
34 #define TR_WIS 2 /* WIS += "pval" */
35 #define TR_DEX 3 /* DEX += "pval" */
36 #define TR_CON 4 /* CON += "pval" */
37 #define TR_CHR 5 /* CHR += "pval" */
38 #define TR_MAGIC_MASTERY 6 /* Later */
39 #define TR_FORCE_WEAPON 7 /* Later */
40 #define TR_STEALTH 8 /* Stealth += "pval" */
41 #define TR_SEARCH 9 /* Search += "pval" */
42 #define TR_INFRA 10 /* Infra += "pval" */
43 #define TR_TUNNEL 11 /* Tunnel += "pval" */
44 #define TR_SPEED 12 /* Speed += "pval" */
45 #define TR_BLOWS 13 /* Blows += "pval" */
47 #define TR_VAMPIRIC 15
48 #define TR_SLAY_ANIMAL 16
49 #define TR_SLAY_EVIL 17
50 #define TR_SLAY_UNDEAD 18
51 #define TR_SLAY_DEMON 19
52 #define TR_SLAY_ORC 20
53 #define TR_SLAY_TROLL 21
54 #define TR_SLAY_GIANT 22
55 #define TR_SLAY_DRAGON 23
56 #define TR_KILL_DRAGON 24 /* Execute Dragon */
57 #define TR_VORPAL 25 /* Later */
58 #define TR_IMPACT 26 /* Cause Earthquakes */
59 #define TR_BRAND_POIS 27
60 #define TR_BRAND_ACID 28
61 #define TR_BRAND_ELEC 29
62 #define TR_BRAND_FIRE 30
63 #define TR_BRAND_COLD 31
65 #define TR_SUST_STR 32
66 #define TR_SUST_INT 33
67 #define TR_SUST_WIS 34
68 #define TR_SUST_DEX 35
69 #define TR_SUST_CON 36
70 #define TR_SUST_CHR 37
72 #define TR_EASY_SPELL 39
77 #define TR_THROW 44 /* Later */
78 #define TR_REFLECT 45 /* Reflect 'bolts' */
79 #define TR_FREE_ACT 46 /* Free Action */
80 #define TR_HOLD_EXP 47 /* Hold EXP */
81 #define TR_RES_ACID 48
82 #define TR_RES_ELEC 49
83 #define TR_RES_FIRE 50
84 #define TR_RES_COLD 51
85 #define TR_RES_POIS 52
86 #define TR_RES_FEAR 53 /* Added for Zangband */
87 #define TR_RES_LITE 54
88 #define TR_RES_DARK 55
89 #define TR_RES_BLIND 56
90 #define TR_RES_CONF 57
91 #define TR_RES_SOUND 58
92 #define TR_RES_SHARDS 59
93 #define TR_RES_NETHER 60
94 #define TR_RES_NEXUS 61
95 #define TR_RES_CHAOS 62
96 #define TR_RES_DISEN 63
98 #define TR_SH_FIRE 64 /* Immolation (Fire) */
99 #define TR_SH_ELEC 65 /* Electric Sheath */
100 #define TR_SLAY_HUMAN 66 /* Slay human */
101 #define TR_SH_COLD 67 /* cold aura */
102 #define TR_NO_TELE 68 /* Anti-teleportation */
103 #define TR_NO_MAGIC 69 /* Anti-magic */
104 #define TR_DEC_MANA 70 /* ??? */
105 #define TR_TY_CURSE 71 /* The Ancient Curse */
106 #define TR_WARNING 72 /* Warning */
107 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
108 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
109 #define TR_SLAY_GOOD 75
110 #define TR_LEVITATION 76 /* Feather Falling */
111 #define TR_LITE_1 77 /* Light Radius 1*/
112 #define TR_SEE_INVIS 78 /* See Invisible */
113 #define TR_TELEPATHY 79 /* Telepathy */
114 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
115 #define TR_REGEN 81 /* Item induces regeneration */
116 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
117 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
118 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
119 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
120 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
121 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
122 #define TR_ACTIVATE 88 /* Item can be activated */
123 #define TR_DRAIN_EXP 89 /* Item drains Experience */
124 #define TR_TELEPORT 90 /* Item teleports player */
125 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
126 #define TR_BLESSED 92 /* Item is Blessed */
127 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
128 #define TR_ES_AC 94 /* Fake flag for Smith */
129 #define TR_KILL_GOOD 95
131 #define TR_KILL_ANIMAL 96
132 #define TR_KILL_EVIL 97
133 #define TR_KILL_UNDEAD 98
134 #define TR_KILL_DEMON 99
135 #define TR_KILL_ORC 100
136 #define TR_KILL_TROLL 101
137 #define TR_KILL_GIANT 102
138 #define TR_KILL_HUMAN 103
139 #define TR_ESP_ANIMAL 104
140 #define TR_ESP_UNDEAD 105
141 #define TR_ESP_DEMON 106
142 #define TR_ESP_ORC 107
143 #define TR_ESP_TROLL 108
144 #define TR_ESP_GIANT 109
145 #define TR_ESP_DRAGON 110
146 #define TR_ESP_HUMAN 111
147 #define TR_ESP_EVIL 112
148 #define TR_ESP_GOOD 113
149 #define TR_ESP_NONLIVING 114
150 #define TR_ESP_UNIQUE 115
151 #define TR_FULL_NAME 116
152 #define TR_FIXED_FLAVOR 117
153 #define TR_ADD_L_CURSE 118
154 #define TR_ADD_H_CURSE 119
155 #define TR_DRAIN_HP 120
156 #define TR_DRAIN_MANA 121
157 #define TR_LITE_2 122
158 #define TR_LITE_3 123
159 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
160 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
161 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
162 #define TR_LITE_FUEL 127 /* Lights need Fuels */
164 #define TR_CALL_ANIMAL 128
165 #define TR_CALL_DEMON 129
166 #define TR_CALL_DRAGON 130
167 #define TR_CALL_UNDEAD 131
168 #define TR_COWARDICE 132
169 #define TR_LOW_MELEE 133
170 #define TR_LOW_AC 134
171 #define TR_LOW_MAGIC 135
172 #define TR_FAST_DIGEST 136
173 #define TR_SLOW_REGEN 137
175 #define TR_FLAG_MAX 138
176 #define TR_FLAG_SIZE 5
179 typedef struct object_type object_type;
183 KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
185 POSITION iy; /* Y-position on map, or zero */
186 POSITION ix; /* X-position on map, or zero */
189 * The values for the "tval" field of various objects.
191 * This value is the primary means by which items are sorted in the
192 * player inventory_list, followed by "sval" and "cost".
194 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
195 * weapon with tval = 16+N, and does (xP) damage when so combined. This
196 * fact is not actually used in the source, but it kind of interesting.
198 * Note that as of 2.7.8, the "item flags" apply to all items, though
199 * only armor and weapons and a few other items use any of these flags.
202 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
203 #define TV_BOTTLE 2 /* Empty bottles ('!') */
204 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
205 #define TV_WHISTLE 4 /* Whistle ('~') */
206 #define TV_SPIKE 5 /* Spikes ('~') */
207 #define TV_CHEST 7 /* Chests ('&') */
208 #define TV_FIGURINE 8 /* Magical figurines */
209 #define TV_STATUE 9 /* Statue, what a silly object... */
210 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
211 #define TV_CAPTURE 11 /* Monster ball */
212 #define TV_NO_AMMO 15 /* Ammo for crimson */
213 #define TV_SHOT 16 /* Ammo for slings */
214 #define TV_ARROW 17 /* Ammo for bows */
215 #define TV_BOLT 18 /* Ammo for x-bows */
216 #define TV_BOW 19 /* Slings/Bows/Xbows */
217 #define TV_DIGGING 20 /* Shovels/Picks */
218 #define TV_HAFTED 21 /* Priest Weapons */
219 #define TV_POLEARM 22 /* Axes and Pikes */
220 #define TV_SWORD 23 /* Edged Weapons */
221 #define TV_BOOTS 30 /* Boots */
222 #define TV_GLOVES 31 /* Gloves */
223 #define TV_HELM 32 /* Helms */
224 #define TV_CROWN 33 /* Crowns */
225 #define TV_SHIELD 34 /* Shields */
226 #define TV_CLOAK 35 /* Cloaks */
227 #define TV_SOFT_ARMOR 36 /* Soft Armor */
228 #define TV_HARD_ARMOR 37 /* Hard Armor */
229 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
230 #define TV_LITE 39 /* Lites (including Specials) */
231 #define TV_AMULET 40 /* Amulets (including Specials) */
232 #define TV_RING 45 /* Rings (including Specials) */
237 #define TV_PARCHMENT 69
242 #define TV_LIFE_BOOK 90
243 #define TV_SORCERY_BOOK 91
244 #define TV_NATURE_BOOK 92
245 #define TV_CHAOS_BOOK 93
246 #define TV_DEATH_BOOK 94
247 #define TV_TRUMP_BOOK 95
248 #define TV_ARCANE_BOOK 96
249 #define TV_CRAFT_BOOK 97
250 #define TV_DAEMON_BOOK 98
251 #define TV_CRUSADE_BOOK 99
252 #define TV_MUSIC_BOOK 105
253 #define TV_HISSATSU_BOOK 106
254 #define TV_HEX_BOOK 107
255 #define TV_GOLD 127 /* Gold can only be picked up by players */
257 #define TV_EQUIP_BEGIN TV_SHOT
258 #define TV_EQUIP_END TV_CARD
259 #define TV_MISSILE_BEGIN TV_SHOT
260 #define TV_MISSILE_END TV_BOLT
261 #define TV_WEARABLE_BEGIN TV_BOW
262 #define TV_WEARABLE_END TV_CARD
263 #define TV_WEAPON_BEGIN TV_BOW
264 #define TV_WEAPON_END TV_SWORD
265 #define TV_ARMOR_BEGIN TV_BOOTS
266 #define TV_ARMOR_END TV_DRAG_ARMOR
267 OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
270 OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
272 PARAMETER_VALUE pval; /* Item extra-parameter */
274 DISCOUNT_RATE discount; /* Discount (if any) */
276 ITEM_NUMBER number; /* Number of items */
278 WEIGHT weight; /* Item weight */
280 ARTIFACT_IDX name1; /* Artifact type, if any */
281 EGO_IDX name2; /* Ego-Item type, if any */
285 *
\95Ï
\8bðver1.5.0
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287 #define EGO_XTRA_SUSTAIN 1 /*!<
\8b\8c\94Å
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\83\80\83t
\83\89\83O(
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\97Í / Sustain one stat */
288 #define EGO_XTRA_POWER 2 /*!<
\8b\8c\94Å
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\83\80\83t
\83\89\83O(
\94ñ
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\92Ç
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\90« / High resist */
289 #define EGO_XTRA_ABILITY 3 /*!<
\8b\8c\94Å
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\83\89\83O(
\94ñ
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\92Ç
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\97Í / Special ability */
290 XTRA8 xtra1; /* Extra info type (now unused) */
292 XTRA8 xtra2; /* Extra info activation index */
293 XTRA8 xtra3; /* Extra info for weaponsmith */
294 XTRA16 xtra4; /*!<
\8cõ
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\8c»HP / Extra info fuel or captured monster's current HP */
295 XTRA16 xtra5; /*!<
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\91åHP / Extra info captured monster's max HP */
297 HIT_PROB to_h; /* Plusses to hit */
298 HIT_POINT to_d; /* Plusses to damage */
299 ARMOUR_CLASS to_a; /* Plusses to AC */
301 ARMOUR_CLASS ac; /* Normal AC */
304 DICE_SID ds; /* Damage dice/sides */
306 TIME_EFFECT timeout; /* Timeout Counter */
309 * Special Object Flags
311 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
312 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
313 #define IDENT_EMPTY 0x04 /* Item charges are known */
314 #define IDENT_KNOWN 0x08 /* Item abilities are known */
315 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
316 #define IDENT_MENTAL 0x20 /* Item information is known */
318 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
320 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
321 byte ident; /* Special flags */
324 * How object is marked (flags in object_type.mark)
325 * OM_FOUND --- original boolean flag
326 * OM_NOMSG --- temporary flag to suppress messages which were
327 * already printed in autopick_pickup_items().
329 #define OM_FOUND 0x01 /*!<
\83A
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\83\80\82ð
\88ê
\93x
\82Å
\82à
\8e\8b\8aE
\82É
\8eû
\82ß
\82½
\82±
\82Æ
\82ª
\82 \82é
\82© */
330 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
331 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
332 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
333 #define OM_TOUCHED 0x10 /* Object was touched by player */
334 byte marked; /* Object is marked */
336 u16b inscription; /* Inscription index */
337 u16b art_name; /* Artifact name (random artifacts) */
339 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
341 BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
342 BIT_FLAGS curse_flags; /* Flags for curse */
344 OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
345 MONSTER_IDX held_m_idx; /* Monster holding us (if any) */
347 ARTIFACT_BIAS_IDX artifact_bias; /*!<
\83\89\83\93\83_
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350 extern bool(*item_tester_hook)(object_type *o_ptr);
351 extern OBJECT_TYPE_VALUE item_tester_tval;
352 extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
355 extern ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode);
356 extern COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width);
357 extern void reset_visuals(void);
358 extern void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
359 extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
360 extern concptr item_activation(object_type *o_ptr);
361 extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode);
362 extern char index_to_label(int i);
363 extern INVENTORY_IDX label_to_inven(int c);
364 extern INVENTORY_IDX label_to_equip(int c);
365 extern s16b wield_slot(object_type *o_ptr);
366 extern concptr mention_use(int i);
367 extern concptr describe_use(int i);
368 extern bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval);
369 extern bool item_tester_okay(object_type *o_ptr);
370 extern void display_inven(void);
371 extern void display_equip(void);
372 extern COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode);
373 extern COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode);
374 extern void toggle_inven_equip(void);
377 * get_item()
\8aÖ
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379 #define USE_EQUIP 0x01 /*!<
\83A
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\91I
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\91\95\94õ
\95i
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\8b\96\89Â
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\82é / Allow equip items */
380 #define USE_INVEN 0x02 /*!<
\83A
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\91I
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\8f\8a\8e\9d\95i
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\8b\96\89Â
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\82é / Allow inven items */
381 #define USE_FLOOR 0x04 /*!<
\83A
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\91I
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\8f°
\89º
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382 #define USE_FORCE 0x08 /*!<
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383 #define IGNORE_BOTHHAND_SLOT 0x10 /*!<
\83A
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\91I
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\97¼
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384 #define USE_FULL 0x20 /*!<
\83A
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\8bó
\97\93\82Ü
\82Å
\82·
\82×
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\95\
\8e¦
\82·
\82é*/
385 extern bool can_get_item(void);
386 extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode);
387 extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option);
388 PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type);
390 extern int bow_tval_ammo(object_type *o_ptr);
393 extern void excise_object_idx(OBJECT_IDX o_idx);
394 extern void delete_object_idx(OBJECT_IDX o_idx);
395 extern void delete_object(POSITION y, POSITION x);
396 extern void compact_objects(int size);
397 extern void wipe_o_list(void);
398 extern OBJECT_IDX o_pop(void);
399 extern OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode);
400 extern void object_known(object_type *o_ptr);
401 extern void object_aware(object_type *o_ptr);
402 extern void object_tried(object_type *o_ptr);
405 *
\83A
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\83\80\82Ì
\8aÈ
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\8b` / Game generated inscription indices. These are stored in the object,
406 * and are used to index the string array from tables.c.
408 #define FEEL_NONE 0 /*!<
\8aÈ
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\96¢
\8aÓ
\92è */
409 #define FEEL_BROKEN 1 /*!<
\8aÈ
\88Õ
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\89ó
\82ê
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\82¢
\82é */
410 #define FEEL_TERRIBLE 2 /*!<
\8aÈ
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\8b°
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\82µ
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411 #define FEEL_WORTHLESS 3 /*!<
\8aÈ
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412 #define FEEL_CURSED 4 /*!<
\8aÈ
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\8eô
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\82é */
413 #define FEEL_UNCURSED 5 /*!<
\8aÈ
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\8eô
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414 #define FEEL_AVERAGE 6 /*!<
\8aÈ
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415 #define FEEL_GOOD 7 /*!<
\8aÈ
\88Õ
\8aÓ
\92è:
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416 #define FEEL_EXCELLENT 8 /*!<
\8aÈ
\88Õ
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\8d\82\8b\89 */
417 #define FEEL_SPECIAL 9 /*!<
\8aÈ
\88Õ
\8aÓ
\92è:
\93Á
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418 #define FEEL_MAX 9 /*!<
\8aÈ
\88Õ
\8aÓ
\92è
\82Ì
\8eí
\95Ê
\90\94 */
419 extern byte value_check_aux1(object_type *o_ptr);
420 extern byte value_check_aux2(object_type *o_ptr);
422 extern PRICE object_value(object_type *o_ptr);
423 extern PRICE object_value_real(object_type *o_ptr);
424 extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
425 extern void reduce_charges(object_type *o_ptr, int amt);
426 extern int object_similar_part(object_type *o_ptr, object_type *j_ptr);
427 extern bool object_similar(object_type *o_ptr, object_type *j_ptr);
428 extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
429 extern IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval);
430 extern void object_wipe(object_type *o_ptr);
431 extern void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx);
432 extern void object_copy(object_type *o_ptr, object_type *j_ptr);
435 * Bit flags for apply_magic() (etc)
437 #define AM_NO_FIXED_ART 0x00000001 /*!< Don't allow roll for fixed artifacts */
438 #define AM_GOOD 0x00000002 /*!< Generate good items */
439 #define AM_GREAT 0x00000004 /*!< Generate great items */
440 #define AM_SPECIAL 0x00000008 /*!< Generate artifacts (for debug mode only) */
441 #define AM_CURSED 0x00000010 /*!< Generate cursed/worthless items */
442 #define AM_FORBID_CHEST 0x00000020 /*!<
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443 extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
445 extern OBJECT_SUBTYPE_VALUE coin_type;
447 extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
448 extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode);
449 extern bool make_gold(object_type *j_ptr);
450 extern void place_gold(POSITION y, POSITION x);
451 extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
452 extern void inven_item_charges(INVENTORY_IDX item);
453 extern void inven_item_describe(INVENTORY_IDX item);
454 extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
455 extern void inven_item_optimize(INVENTORY_IDX item);
456 extern void floor_item_charges(INVENTORY_IDX item);
457 extern void floor_item_describe(INVENTORY_IDX item);
458 extern void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
459 extern void floor_item_optimize(INVENTORY_IDX item);
460 extern bool inven_carry_okay(object_type *o_ptr);
461 extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
462 extern s16b inven_carry(object_type *o_ptr);
463 extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt);
464 extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt);
465 extern void combine_pack(void);
466 extern void reorder_pack(void);
467 extern void display_koff(KIND_OBJECT_IDX k_idx);
468 extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
469 extern void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds);
470 extern void torch_lost_fuel(object_type *o_ptr);
471 extern concptr essence_name[];
473 extern s32b flag_cost(object_type *o_ptr, int plusses);
475 extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode);
476 extern void py_pickup_floor(bool pickup);
479 * Return the "attr" for a given item.
480 * Use "flavor" if available.
481 * Default to user definitions.
483 #define object_attr(T) \
484 ((k_info[(T)->k_idx].flavor) ? \
485 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
486 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
487 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
488 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))