4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Object code, part 2 */
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (get_object_level(o_ptr) > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((artifact_p(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_aware_p(o_ptr);
769 #ifndef SCRIPT_OBJ_KIND
770 /* Fully aware of the effects */
771 k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773 /* Fully aware of the effects */
775 #endif /* SCRIPT_OBJ_KIND */
777 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
778 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
782 char o_name[MAX_NLEN];
785 object_copy(q_ptr, o_ptr);
788 object_desc(o_name, q_ptr, TRUE, 0);
790 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
796 * Something has been "sampled"
798 void object_tried(object_type *o_ptr)
800 #ifndef SCRIPT_OBJ_KIND
801 /* Mark it as tried (even if "aware") */
802 k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
805 #endif /* SCRIPT_OBJ_KIND */
810 * Return the "value" of an "unknown" item
811 * Make a guess at the value of non-aware items
813 static s32b object_value_base(object_type *o_ptr)
815 /* Aware item -- use template cost */
816 if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
818 /* Analyze the type */
823 case TV_FOOD: return (5L);
825 /* Un-aware Potions */
826 case TV_POTION: return (20L);
828 /* Un-aware Scrolls */
829 case TV_SCROLL: return (20L);
831 /* Un-aware Staffs */
832 case TV_STAFF: return (70L);
835 case TV_WAND: return (50L);
838 case TV_ROD: return (90L);
841 case TV_RING: return (45L);
843 /* Un-aware Amulets */
844 case TV_AMULET: return (45L);
846 /* Figurines, relative to monster level */
849 int level = r_info[o_ptr->pval].level;
850 if (level < 20) return level*50L;
851 else if (level < 30) return 1000+(level-20)*150L;
852 else if (level < 40) return 2500+(level-30)*350L;
853 else if (level < 50) return 6000+(level-40)*800L;
854 else return 14000+(level-50)*2000L;
858 if (!o_ptr->pval) return 1000L;
859 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
862 /* Paranoia -- Oops */
867 /* Return the value of the flags the object has... */
868 s32b flag_cost(object_type * o_ptr, int plusses)
871 u32b flgs[TR_FLAG_SIZE];
876 object_flags(o_ptr, flgs);
880 artifact_type *a_ptr = &a_info[o_ptr->name1];
882 for (i = 0; i < TR_FLAG_SIZE; i++)
883 flgs[i] &= ~(a_ptr->flags[i]);
887 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
889 object_kind *k_ptr = &k_info[o_ptr->k_idx];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(k_ptr->flags[i]);
897 ego_item_type *e_ptr = &e_info[o_ptr->name2];
899 for (i = 0; i < TR_FLAG_SIZE; i++)
900 flgs[i] &= ~(e_ptr->flags[i]);
903 else if (o_ptr->art_name)
909 if (have_flag(flgs, TR_STR)) total += (1700 * plusses);
910 if (have_flag(flgs, TR_INT)) total += (1700 * plusses);
911 if (have_flag(flgs, TR_WIS)) total += (1700 * plusses);
912 if (have_flag(flgs, TR_DEX)) total += (1700 * plusses);
913 if (have_flag(flgs, TR_CON)) total += (1700 * plusses);
914 if (have_flag(flgs, TR_CHR)) total += (950 * plusses);
915 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (700 * plusses);
916 if (have_flag(flgs, TR_STEALTH)) total += (350 * plusses);
917 if (have_flag(flgs, TR_SEARCH)) total += (200 * plusses);
918 if (have_flag(flgs, TR_INFRA)) total += (200 * plusses);
919 if (have_flag(flgs, TR_TUNNEL)) total += (225 * plusses);
920 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
921 total += (10000 + (12500 * plusses));
922 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
923 total += (10000 + (7500 * plusses));
924 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
928 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
929 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
930 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
931 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
932 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
933 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
934 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
935 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
936 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
937 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
938 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
940 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
941 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
942 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
943 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
944 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
945 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
946 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
947 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
948 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
950 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
951 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
952 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
953 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
954 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
955 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
956 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
957 total += (tmp_cost * count);
959 if (have_flag(flgs, TR_SUST_STR)) total += 850;
960 if (have_flag(flgs, TR_SUST_INT)) total += 850;
961 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
962 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
963 if (have_flag(flgs, TR_SUST_CON)) total += 850;
964 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
965 if (have_flag(flgs, TR_RIDING)) total += 0;
966 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
967 if (have_flag(flgs, TR_THROW)) total += 5000;
968 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
969 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
973 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
974 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
975 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
976 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
977 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
978 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
979 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
980 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
981 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
982 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
983 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
984 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
985 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
986 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
987 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
988 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
989 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
990 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
991 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
992 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
993 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
994 total += (tmp_cost * count);
996 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
997 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
998 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
999 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1000 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1001 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1002 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1003 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1004 if (have_flag(flgs, TR_FEATHER)) total += 1250;
1005 if (have_flag(flgs, TR_LITE)) total += 1250;
1006 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1007 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1008 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1009 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1010 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1011 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1012 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1013 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1014 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1015 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1016 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1017 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1018 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1019 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1020 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1021 if (have_flag(flgs, TR_REGEN)) total += 2500;
1022 if (have_flag(flgs, TR_WARNING)) total += 2000;
1023 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1024 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1025 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1026 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1027 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1028 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1029 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1030 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1031 if (have_flag(flgs, TR_TELEPORT))
1033 if (cursed_p(o_ptr))
1038 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1039 if (have_flag(flgs, TR_BLESSED)) total += 750;
1040 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1041 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1042 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1044 /* Also, give some extra for activatable powers... */
1045 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1047 int type = o_ptr->xtra2;
1049 if (type == ACT_SUNLIGHT) total += 250;
1050 else if (type == ACT_BO_MISS_1) total += 250;
1051 else if (type == ACT_BA_POIS_1) total += 300;
1052 else if (type == ACT_BO_ELEC_1) total += 250;
1053 else if (type == ACT_BO_ACID_1) total += 250;
1054 else if (type == ACT_BO_COLD_1) total += 250;
1055 else if (type == ACT_BO_FIRE_1) total += 250;
1056 else if (type == ACT_BA_COLD_1) total += 750;
1057 else if (type == ACT_BA_FIRE_1) total += 1000;
1058 else if (type == ACT_DRAIN_1) total += 500;
1059 else if (type == ACT_BA_COLD_2) total += 1250;
1060 else if (type == ACT_BA_ELEC_2) total += 1500;
1061 else if (type == ACT_DRAIN_2) total += 750;
1062 else if (type == ACT_VAMPIRE_1) total += 1000;
1063 else if (type == ACT_BO_MISS_2) total += 1000;
1064 else if (type == ACT_BA_FIRE_2) total += 1750;
1065 else if (type == ACT_BA_COLD_3) total += 2500;
1066 else if (type == ACT_BA_ELEC_3) total += 2500;
1067 else if (type == ACT_WHIRLWIND) total += 7500;
1068 else if (type == ACT_VAMPIRE_2) total += 2500;
1069 else if (type == ACT_CALL_CHAOS) total += 5000;
1070 else if (type == ACT_ROCKET) total += 5000;
1071 else if (type == ACT_DISP_EVIL) total += 4000;
1072 else if (type == ACT_DISP_GOOD) total += 3500;
1073 else if (type == ACT_BA_MISS_3) total += 5000;
1074 else if (type == ACT_CONFUSE) total += 500;
1075 else if (type == ACT_SLEEP) total += 750;
1076 else if (type == ACT_QUAKE) total += 600;
1077 else if (type == ACT_TERROR) total += 2500;
1078 else if (type == ACT_TELE_AWAY) total += 2000;
1079 else if (type == ACT_BANISH_EVIL) total += 2000;
1080 else if (type == ACT_GENOCIDE) total += 10000;
1081 else if (type == ACT_MASS_GENO) total += 10000;
1082 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1083 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1084 else if (type == ACT_CHARM_OTHER) total += 10000;
1085 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1086 else if (type == ACT_CHARM_OTHERS) total += 17500;
1087 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1088 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1089 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1090 else if (type == ACT_SUMMON_DEMON) total += 20000;
1091 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1092 else if (type == ACT_CURE_LW) total += 500;
1093 else if (type == ACT_CURE_MW) total += 750;
1094 else if (type == ACT_CURE_POISON) total += 1000;
1095 else if (type == ACT_REST_LIFE) total += 7500;
1096 else if (type == ACT_REST_ALL) total += 15000;
1097 else if (type == ACT_CURE_700) total += 10000;
1098 else if (type == ACT_CURE_1000) total += 15000;
1099 else if (type == ACT_ESP) total += 1500;
1100 else if (type == ACT_BERSERK) total += 800;
1101 else if (type == ACT_PROT_EVIL) total += 5000;
1102 else if (type == ACT_RESIST_ALL) total += 5000;
1103 else if (type == ACT_SPEED) total += 15000;
1104 else if (type == ACT_XTRA_SPEED) total += 25000;
1105 else if (type == ACT_WRAITH) total += 25000;
1106 else if (type == ACT_INVULN) total += 25000;
1107 else if (type == ACT_LIGHT) total += 150;
1108 else if (type == ACT_MAP_LIGHT) total += 500;
1109 else if (type == ACT_DETECT_ALL) total += 1000;
1110 else if (type == ACT_DETECT_XTRA) total += 12500;
1111 else if (type == ACT_ID_FULL) total += 10000;
1112 else if (type == ACT_ID_PLAIN) total += 1250;
1113 else if (type == ACT_RUNE_EXPLO) total += 4000;
1114 else if (type == ACT_RUNE_PROT) total += 10000;
1115 else if (type == ACT_SATIATE) total += 2000;
1116 else if (type == ACT_DEST_DOOR) total += 100;
1117 else if (type == ACT_STONE_MUD) total += 1000;
1118 else if (type == ACT_RECHARGE) total += 1000;
1119 else if (type == ACT_ALCHEMY) total += 10000;
1120 else if (type == ACT_DIM_DOOR) total += 10000;
1121 else if (type == ACT_TELEPORT) total += 2000;
1122 else if (type == ACT_RECALL) total += 7500;
1130 * Return the "real" price of a "known" item, not including discounts
1132 * Wand and staffs get cost for each charge
1134 * Armor is worth an extra 100 gold per bonus point to armor class.
1136 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1138 * Missiles are only worth 5 gold per bonus point, since they
1139 * usually appear in groups of 20, and we want the player to get
1140 * the same amount of cash for any "equivalent" item. Note that
1141 * missiles never have any of the "pval" flags, and in fact, they
1142 * only have a few of the available flags, primarily of the "slay"
1143 * and "brand" and "ignore" variety.
1145 * Armor with a negative armor bonus is worthless.
1146 * Weapons with negative hit+damage bonuses are worthless.
1148 * Every wearable item with a "pval" bonus is worth extra (see below).
1150 s32b object_value_real(object_type *o_ptr)
1154 u32b flgs[TR_FLAG_SIZE];
1156 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1159 /* Hack -- "worthless" items */
1160 if (!get_object_cost(o_ptr)) return (0L);
1163 value = get_object_cost(o_ptr);
1165 /* Extract some flags */
1166 object_flags(o_ptr, flgs);
1171 artifact_type *a_ptr = &a_info[o_ptr->name1];
1173 /* Hack -- "worthless" artifacts */
1174 if (!a_ptr->cost) return (0L);
1176 /* Hack -- Use the artifact cost instead */
1177 value = a_ptr->cost;
1178 value += flag_cost(o_ptr, o_ptr->pval);
1183 else if (o_ptr->name2)
1185 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1187 /* Hack -- "worthless" ego-items */
1188 if (!e_ptr->cost) return (0L);
1190 /* Hack -- Reward the ego-item with a bonus */
1191 value += e_ptr->cost;
1192 value += flag_cost(o_ptr, o_ptr->pval);
1200 for (i = 0; i < TR_FLAG_SIZE; i++)
1201 if (o_ptr->art_flags[i]) flag = TRUE;
1203 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1207 /* Analyze the item */
1208 switch (o_ptr->tval)
1213 /* Pay extra for charges, depending on standard number of
1214 * charges. Handle new-style wands correctly. -LM-
1216 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1223 /* Pay extra for charges, depending on standard number of
1226 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1236 /* Hack -- negative bonuses are bad */
1237 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1239 /* Give credit for bonuses */
1240 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1257 /* Hack -- negative armor bonus */
1258 if (o_ptr->to_a < 0) return (0L);
1260 /* Give credit for bonuses */
1261 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1274 /* Hack -- negative hit/damage bonuses */
1275 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1277 /* Factor in the bonuses */
1278 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1280 /* Hack -- Factor in extra damage dice and sides */
1281 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1282 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1293 /* Hack -- negative hit/damage bonuses */
1294 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1296 /* Factor in the bonuses */
1297 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1299 /* Hack -- Factor in extra damage dice and sides */
1300 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1301 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1307 /* Figurines, relative to monster level */
1310 int level = r_info[o_ptr->pval].level;
1311 if (level < 20) value = level*50L;
1312 else if (level < 30) value = 1000+(level-20)*150L;
1313 else if (level < 40) value = 2500+(level-30)*350L;
1314 else if (level < 50) value = 6000+(level-40)*800L;
1315 else value = 14000+(level-50)*2000L;
1321 if (!o_ptr->pval) value = 1000L;
1322 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1328 if (!o_ptr->pval) value = 0L;
1333 /* Worthless object */
1334 if (value < 0) return 0L;
1336 /* Return the value */
1342 * Return the price of an item including plusses (and charges)
1344 * This function returns the "value" of the given item (qty one)
1346 * Never notice "unknown" bonuses or properties, including "curses",
1347 * since that would give the player information he did not have.
1349 * Note that discounted items stay discounted forever, even if
1350 * the discount is "forgotten" by the player via memory loss.
1352 s32b object_value(object_type *o_ptr)
1357 /* Unknown items -- acquire a base value */
1358 if (object_known_p(o_ptr))
1360 /* Broken items -- worthless */
1361 if (broken_p(o_ptr)) return (0L);
1363 /* Cursed items -- worthless */
1364 if (cursed_p(o_ptr)) return (0L);
1366 /* Real value (see above) */
1367 value = object_value_real(o_ptr);
1370 /* Known items -- acquire the actual value */
1373 /* Hack -- Felt broken items */
1374 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1376 /* Hack -- Felt cursed items */
1377 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1379 /* Base value (see above) */
1380 value = object_value_base(o_ptr);
1384 /* Apply discount (if any) */
1385 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1388 /* Return the final value */
1394 * Determines whether an object can be destroyed, and makes fake inscription.
1396 bool can_player_destroy_object(object_type *o_ptr)
1398 /* Artifacts cannot be destroyed */
1399 if (artifact_p(o_ptr) || o_ptr->art_name)
1401 byte feel = FEEL_SPECIAL;
1403 /* Hack -- Handle icky artifacts */
1404 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1406 /* Hack -- inscribe the artifact */
1407 o_ptr->feeling = feel;
1409 /* We have "felt" it (again) */
1410 o_ptr->ident |= (IDENT_SENSE);
1412 /* Combine the pack */
1413 p_ptr->notice |= (PN_COMBINE);
1416 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1427 * Distribute charges of rods or wands.
1429 * o_ptr = source item
1430 * q_ptr = target item, must be of the same type as o_ptr
1431 * amt = number of items that are transfered
1433 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1436 * Hack -- If rods or wands are dropped, the total maximum timeout or
1437 * charges need to be allocated between the two stacks. If all the items
1438 * are being dropped, it makes for a neater message to leave the original
1439 * stack's pval alone. -LM-
1441 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1443 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1444 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1446 /* Hack -- Rods also need to have their timeouts distributed. The
1447 * dropped stack will accept all time remaining to charge up to its
1450 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1452 if (q_ptr->pval > o_ptr->timeout)
1453 q_ptr->timeout = o_ptr->timeout;
1455 q_ptr->timeout = q_ptr->pval;
1457 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1462 void reduce_charges(object_type *o_ptr, int amt)
1465 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1466 * charges of the stack needs to be reduced, unless all the items are
1467 * being destroyed. -LM-
1469 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1470 (amt < o_ptr->number))
1472 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1478 * Determine if an item can "absorb" a second item
1480 * See "object_absorb()" for the actual "absorption" code.
1482 * If permitted, we allow staffs (if they are known to have equal charges
1483 * and both are either known or confirmed empty) and wands (if both are
1484 * either known or confirmed empty) and rods (in all cases) to combine.
1485 * Staffs will unstack (if necessary) when they are used, but wands and
1486 * rods will only unstack if one is dropped. -LM-
1488 * If permitted, we allow weapons/armor to stack, if fully "known".
1490 * Missiles will combine if both stacks have the same "known" status.
1491 * This is done to make unidentified stacks of missiles useful.
1493 * Food, potions, scrolls, and "easy know" items always stack.
1495 * Chests, and activatable items, never stack (for various reasons).
1499 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1501 #define MAX_STACK_SIZE 99
1505 * Determine if an item can partly absorb a second item.
1506 * Return maximum number of stack.
1508 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1512 /* Default maximum number of stack */
1513 int max_num = MAX_STACK_SIZE;
1515 /* Require identical object types */
1516 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1519 /* Analyze the items */
1520 switch (o_ptr->tval)
1522 /* Chests and Statues*/
1533 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1534 if (o_ptr->pval != j_ptr->pval) return 0;
1538 /* Figurines and Corpses*/
1543 if (o_ptr->pval != j_ptr->pval) return 0;
1549 /* Food and Potions and Scrolls */
1561 /* Require either knowledge or known empty for both staffs. */
1562 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1563 !object_known_p(o_ptr)) ||
1564 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1565 !object_known_p(j_ptr))) return 0;
1567 /* Require identical charges, since staffs are bulky. */
1568 if (o_ptr->pval != j_ptr->pval) return 0;
1577 /* Require either knowledge or known empty for both wands. */
1578 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1579 !object_known_p(o_ptr)) ||
1580 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1581 !object_known_p(j_ptr))) return 0;
1583 /* Wand charges combine in O&ZAngband. */
1589 /* Staffs and Wands and Rods */
1592 /* Prevent overflaw of timeout */
1593 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1599 /* Weapons and Armor */
1615 /* Require permission */
1616 if (!stack_allow_items) return 0;
1621 /* Rings, Amulets, Lites */
1626 /* Require full knowledge of both items */
1627 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1637 /* Require identical knowledge of both items */
1638 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1640 /* Require identical "bonuses" */
1641 if (o_ptr->to_h != j_ptr->to_h) return 0;
1642 if (o_ptr->to_d != j_ptr->to_d) return 0;
1643 if (o_ptr->to_a != j_ptr->to_a) return 0;
1645 /* Require identical "pval" code */
1646 if (o_ptr->pval != j_ptr->pval) return 0;
1648 /* Require identical "artifact" names */
1649 if (o_ptr->name1 != j_ptr->name1) return 0;
1651 /* Random artifacts never stack */
1652 if (o_ptr->art_name || j_ptr->art_name) return 0;
1654 /* Require identical "ego-item" names */
1655 if (o_ptr->name2 != j_ptr->name2) return 0;
1657 /* Require identical added essence */
1658 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1659 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1661 /* Hack -- Never stack "powerful" items */
1662 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1664 /* Hack -- Never stack recharging items */
1665 if (o_ptr->timeout || j_ptr->timeout) return 0;
1667 /* Require identical "values" */
1668 if (o_ptr->ac != j_ptr->ac) return 0;
1669 if (o_ptr->dd != j_ptr->dd) return 0;
1670 if (o_ptr->ds != j_ptr->ds) return 0;
1679 /* Require knowledge */
1680 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1688 /* Hack -- Identical art_flags! */
1689 for (i = 0; i < TR_FLAG_SIZE; i++)
1690 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1692 /* Hack -- Require identical "cursed" status */
1693 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1695 /* Hack -- Require identical "broken" status */
1696 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1699 /* Hack -- require semi-matching "inscriptions" */
1700 if (o_ptr->inscription && j_ptr->inscription &&
1701 (o_ptr->inscription != j_ptr->inscription))
1704 /* Hack -- normally require matching "inscriptions" */
1705 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1707 /* Hack -- normally require matching "discounts" */
1708 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1711 /* They match, so they must be similar */
1716 * Determine if an item can absorb a second item.
1718 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1720 int total = o_ptr->number + j_ptr->number;
1723 /* Are these objects similar? */
1724 max_num = object_similar_part(o_ptr, j_ptr);
1726 /* Return if not similar */
1727 if (!max_num) return FALSE;
1729 /* Maximal "stacking" limit */
1730 if (total > max_num) return (0);
1733 /* They match, so they must be similar */
1740 * Allow one item to "absorb" another, assuming they are similar
1742 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1744 int max_num = object_similar_part(o_ptr, j_ptr);
1745 int total = o_ptr->number + j_ptr->number;
1746 int diff = (total > max_num) ? total - max_num : 0;
1748 /* Combine quantity, lose excess items */
1749 o_ptr->number = (total > max_num) ? max_num : total;
1751 /* Hack -- blend "known" status */
1752 if (object_known_p(j_ptr)) object_known(o_ptr);
1754 /* Hack -- clear "storebought" if only one has it */
1755 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1756 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1758 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1759 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1762 /* Hack -- blend "mental" status */
1763 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1765 /* Hack -- blend "inscriptions" */
1766 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1768 /* Hack -- blend "feelings" */
1769 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1771 /* Hack -- could average discounts XXX XXX XXX */
1772 /* Hack -- save largest discount XXX XXX XXX */
1773 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1775 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1776 if (o_ptr->tval == TV_ROD)
1778 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1779 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1782 /* Hack -- if wands are stacking, combine the charges. -LM- */
1783 if (o_ptr->tval == TV_WAND)
1785 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1791 * Find the index of the object_kind with the given tval and sval
1793 s16b lookup_kind(int tval, int sval)
1800 for (k = 1; k < max_k_idx; k++)
1802 object_kind *k_ptr = &k_info[k];
1804 /* Require correct tval */
1805 if (k_ptr->tval != tval) continue;
1808 if (k_ptr->sval == sval) return (k);
1810 /* Ignore illegal items */
1811 if (sval != SV_ANY) continue;
1813 /* Apply the randomizer */
1814 if (!one_in_(++num)) continue;
1816 /* Use this value */
1820 /* Return this choice */
1829 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1831 msg_format("No object (%d,%d)", tval, sval);
1842 * Wipe an object clean.
1844 void object_wipe(object_type *o_ptr)
1846 /* Wipe the structure */
1847 (void)WIPE(o_ptr, object_type);
1852 * Prepare an object based on an existing object
1854 void object_copy(object_type *o_ptr, object_type *j_ptr)
1856 /* Copy the structure */
1857 COPY(o_ptr, j_ptr, object_type);
1862 * Prepare an object based on an object kind.
1864 void object_prep(object_type *o_ptr, int k_idx)
1866 object_kind *k_ptr = &k_info[k_idx];
1868 /* Clear the record */
1871 /* Save the kind index */
1872 o_ptr->k_idx = k_idx;
1874 /* Efficiency -- tval/sval */
1875 o_ptr->tval = k_ptr->tval;
1876 o_ptr->sval = k_ptr->sval;
1878 /* Default "pval" */
1879 o_ptr->pval = k_ptr->pval;
1881 /* Default number */
1884 /* Default weight */
1885 o_ptr->weight = k_ptr->weight;
1888 o_ptr->to_h = k_ptr->to_h;
1889 o_ptr->to_d = k_ptr->to_d;
1890 o_ptr->to_a = k_ptr->to_a;
1893 o_ptr->ac = k_ptr->ac;
1894 o_ptr->dd = k_ptr->dd;
1895 o_ptr->ds = k_ptr->ds;
1897 /* Hack -- worthless items are always "broken" */
1898 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1900 /* Hack -- cursed items are always "cursed" */
1901 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1902 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1903 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1904 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1905 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1906 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1911 * Help determine an "enchantment bonus" for an object.
1913 * To avoid floating point but still provide a smooth distribution of bonuses,
1914 * we simply round the results of division in such a way as to "average" the
1915 * correct floating point value.
1917 * This function has been changed. It uses "randnor()" to choose values from
1918 * a normal distribution, whose mean moves from zero towards the max as the
1919 * level increases, and whose standard deviation is equal to 1/4 of the max,
1920 * and whose values are forced to lie between zero and the max, inclusive.
1922 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1923 * rare to get the "full" enchantment on an object, even a deep levels.
1925 * It is always possible (albeit unlikely) to get the "full" enchantment.
1927 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1929 * N 0 1 2 3 4 5 6 7 8 9 10
1930 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1931 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1932 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1933 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1934 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1935 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1936 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1937 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1938 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1939 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1940 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1941 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1942 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1943 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1944 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1945 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1946 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1947 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1949 s16b m_bonus(int max, int level)
1951 int bonus, stand, extra, value;
1954 /* Paranoia -- enforce maximal "level" */
1955 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1958 /* The "bonus" moves towards the max */
1959 bonus = ((max * level) / MAX_DEPTH);
1961 /* Hack -- determine fraction of error */
1962 extra = ((max * level) % MAX_DEPTH);
1964 /* Hack -- simulate floating point computations */
1965 if (randint0(MAX_DEPTH) < extra) bonus++;
1968 /* The "stand" is equal to one quarter of the max */
1971 /* Hack -- determine fraction of error */
1974 /* Hack -- simulate floating point computations */
1975 if (randint0(4) < extra) stand++;
1978 /* Choose an "interesting" value */
1979 value = randnor(bonus, stand);
1981 /* Enforce the minimum value */
1982 if (value < 0) return (0);
1984 /* Enforce the maximum value */
1985 if (value > max) return (max);
1993 * Cheat -- describe a created object for the user
1995 static void object_mention(object_type *o_ptr)
1997 char o_name[MAX_NLEN];
2000 object_desc_store(o_name, o_ptr, FALSE, 0);
2003 if (artifact_p(o_ptr))
2007 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2009 msg_format("Artifact (%s)", o_name);
2014 /* Random Artifact */
2015 else if (o_ptr->art_name)
2018 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2020 msg_print("Random artifact");
2026 else if (ego_item_p(o_ptr))
2030 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2032 msg_format("Ego-item (%s)", o_name);
2042 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2044 msg_format("Object (%s)", o_name);
2052 * Mega-Hack -- Attempt to create one of the "Special Objects"
2054 * We are only called from "make_object()", and we assume that
2055 * "apply_magic()" is called immediately after we return.
2057 * Note -- see "make_artifact()" and "apply_magic()"
2059 static bool make_artifact_special(object_type *o_ptr)
2065 /* No artifacts in the town */
2066 if (!dun_level) return (FALSE);
2069 if (get_obj_num_hook) return (FALSE);
2071 /* Check the artifact list (just the "specials") */
2072 for (i = 0; i < max_a_idx; i++)
2074 artifact_type *a_ptr = &a_info[i];
2076 /* Skip "empty" artifacts */
2077 if (!a_ptr->name) continue;
2079 /* Cannot make an artifact twice */
2080 if (a_ptr->cur_num) continue;
2082 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2083 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2085 /* XXX XXX Enforce minimum "depth" (loosely) */
2086 if (a_ptr->level > dun_level)
2088 /* Acquire the "out-of-depth factor" */
2089 int d = (a_ptr->level - dun_level) * 2;
2091 /* Roll for out-of-depth creation */
2092 if (!one_in_(d)) continue;
2095 /* Artifact "rarity roll" */
2096 if (!one_in_(a_ptr->rarity)) continue;
2098 /* Find the base object */
2099 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2101 /* XXX XXX Enforce minimum "object" level (loosely) */
2102 if (k_info[k_idx].level > object_level)
2104 /* Acquire the "out-of-depth factor" */
2105 int d = (k_info[k_idx].level - object_level) * 5;
2107 /* Roll for out-of-depth creation */
2108 if (!one_in_(d)) continue;
2111 /* Assign the template */
2112 object_prep(o_ptr, k_idx);
2114 /* Mega-Hack -- mark the item as an artifact */
2117 /* Hack: Some artifacts get random extra powers */
2118 random_artifact_resistance(o_ptr, a_ptr);
2130 * Attempt to change an object into an artifact
2132 * This routine should only be called by "apply_magic()"
2134 * Note -- see "make_artifact_special()" and "apply_magic()"
2136 static bool make_artifact(object_type *o_ptr)
2141 /* No artifacts in the town */
2142 if (!dun_level) return (FALSE);
2144 /* Paranoia -- no "plural" artifacts */
2145 if (o_ptr->number != 1) return (FALSE);
2147 /* Check the artifact list (skip the "specials") */
2148 for (i = 0; i < max_a_idx; i++)
2150 artifact_type *a_ptr = &a_info[i];
2152 /* Skip "empty" items */
2153 if (!a_ptr->name) continue;
2155 /* Cannot make an artifact twice */
2156 if (a_ptr->cur_num) continue;
2158 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2160 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2162 /* Must have the correct fields */
2163 if (a_ptr->tval != o_ptr->tval) continue;
2164 if (a_ptr->sval != o_ptr->sval) continue;
2166 /* XXX XXX Enforce minimum "depth" (loosely) */
2167 if (a_ptr->level > dun_level)
2169 /* Acquire the "out-of-depth factor" */
2170 int d = (a_ptr->level - dun_level) * 2;
2172 /* Roll for out-of-depth creation */
2173 if (!one_in_(d)) continue;
2176 /* We must make the "rarity roll" */
2177 if (!one_in_(a_ptr->rarity)) continue;
2179 /* Hack -- mark the item as an artifact */
2182 /* Hack: Some artifacts get random extra powers */
2183 random_artifact_resistance(o_ptr, a_ptr);
2195 * Choose random ego type
2197 static byte get_random_ego(byte slot, bool good)
2200 ego_item_type *e_ptr;
2204 for (i = 1; i < max_e_idx; i++)
2208 if (e_ptr->slot == slot
2209 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2212 total += (255 / e_ptr->rarity);
2216 value = randint1(total);
2218 for (i = 1; i < max_e_idx; i++)
2222 if (e_ptr->slot == slot
2223 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2226 value -= (255 / e_ptr->rarity);
2227 if (value <= 0L) break;
2235 * Apply magic to an item known to be a "weapon"
2237 * Hack -- note special base damage dice boosting
2238 * Hack -- note special processing for weapon/digger
2239 * Hack -- note special rating boost for dragon scale mail
2241 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2243 int tohit1 = randint1(5) + m_bonus(5, level);
2244 int todam1 = randint1(5) + m_bonus(5, level);
2246 int tohit2 = m_bonus(10, level);
2247 int todam2 = m_bonus(10, level);
2249 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2251 tohit2 = (tohit2+1)/2;
2252 todam2 = (todam2+1)/2;
2259 o_ptr->to_h += tohit1;
2260 o_ptr->to_d += todam1;
2266 o_ptr->to_h += tohit2;
2267 o_ptr->to_d += todam2;
2275 o_ptr->to_h -= tohit1;
2276 o_ptr->to_d -= todam1;
2281 /* Penalize again */
2282 o_ptr->to_h -= tohit2;
2283 o_ptr->to_d -= todam2;
2286 /* Cursed (if "bad") */
2287 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2290 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2293 switch (o_ptr->tval)
2300 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2301 create_artifact(o_ptr, FALSE);
2303 /* Special Ego-item */
2304 o_ptr->name2 = EGO_DIGGING;
2308 else if (power < -1)
2310 /* Hack -- Horrible digging bonus */
2311 o_ptr->pval = 0 - (5 + randint1(5));
2317 /* Hack -- Reverse digging bonus */
2318 o_ptr->pval = 0 - (o_ptr->pval);
2332 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2334 create_artifact(o_ptr, FALSE);
2339 /* Roll for an ego-item */
2340 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2341 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2343 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2348 switch (o_ptr->name2)
2351 if (one_in_(4) && (level > 40))
2352 add_flag(o_ptr->art_flags, TR_BLOWS);
2356 add_flag(o_ptr->art_flags, TR_RES_POIS);
2358 add_flag(o_ptr->art_flags, TR_WARNING);
2360 case EGO_KILL_DRAGON:
2362 add_flag(o_ptr->art_flags, TR_RES_POIS);
2366 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2368 case EGO_SLAYING_WEAPON:
2369 if (one_in_(3)) /* double damage */
2377 while (one_in_(o_ptr->dd));
2383 while (one_in_(o_ptr->ds));
2388 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2390 if (o_ptr->tval == TV_SWORD && one_in_(3))
2392 add_flag(o_ptr->art_flags, TR_VORPAL);
2397 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2403 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2405 add_flag(o_ptr->art_flags, TR_DEX);
2407 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2410 o_ptr->pval = m_bonus(5, level) + 1;
2412 case EGO_EARTHQUAKES:
2413 if (one_in_(3) && (level > 60))
2414 add_flag(o_ptr->art_flags, TR_BLOWS);
2416 o_ptr->pval = m_bonus(3, level);
2420 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2424 if (!o_ptr->art_name)
2426 /* Hack -- Super-charge the damage dice */
2427 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2429 /* Hack -- Lower the damage dice */
2430 if (o_ptr->dd > 9) o_ptr->dd = 9;
2435 else if (power < -1)
2437 /* Roll for ego-item */
2438 if (randint0(MAX_DEPTH) < level)
2440 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2441 switch (o_ptr->name2)
2444 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2458 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2460 create_artifact(o_ptr, FALSE);
2463 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2477 if (power > 2) /* power > 2 is debug only */
2479 create_artifact(o_ptr, FALSE);
2483 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2485 switch (o_ptr->name2)
2487 case EGO_SLAYING_BOLT:
2492 /* Hack -- super-charge the damage dice */
2493 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2495 /* Hack -- restrict the damage dice */
2496 if (o_ptr->dd > 9) o_ptr->dd = 9;
2500 else if (power < -1)
2502 /* Roll for ego-item */
2503 if (randint0(MAX_DEPTH) < level)
2505 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2515 static void dragon_resist(object_type * o_ptr)
2520 one_dragon_ele_resistance(o_ptr);
2522 one_high_resistance(o_ptr);
2528 static bool add_esp_strong(object_type *o_ptr)
2530 bool nonliv = FALSE;
2532 switch (randint1(3))
2534 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2535 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2536 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2543 #define MAX_ESP_WEAK 9
2544 static void add_esp_weak(object_type *o_ptr, bool extra)
2547 int idx[MAX_ESP_WEAK];
2548 int flg[MAX_ESP_WEAK];
2549 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2550 int left = MAX_ESP_WEAK;
2552 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2554 /* Shuffle esp flags */
2555 for (i = 0; i < n; i++)
2557 int k = randint0(left--);
2563 flg[k] = flg[k + 1];
2568 while (n--) switch (idx[n])
2570 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2571 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2572 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2573 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2574 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2575 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2576 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2577 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2578 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2584 * Apply magic to an item known to be "armor"
2586 * Hack -- note special processing for crown/helm
2587 * Hack -- note special processing for robe of permanence
2589 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2591 int toac1 = randint1(5) + m_bonus(5, level);
2593 int toac2 = m_bonus(10, level);
2599 o_ptr->to_a += toac1;
2605 o_ptr->to_a += toac2;
2613 o_ptr->to_a -= toac1;
2618 /* Penalize again */
2619 o_ptr->to_a -= toac2;
2622 /* Cursed (if "bad") */
2623 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2628 switch (o_ptr->tval)
2634 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2635 create_artifact(o_ptr, FALSE);
2637 /* Mention the item */
2638 if (cheat_peek) object_mention(o_ptr);
2649 /* Hack -- Try for "Robes of the Magi" */
2650 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2651 (o_ptr->sval == SV_ROBE) &&
2652 (randint0(100) < 15))
2656 o_ptr->name2 = EGO_YOIYAMI;
2657 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2658 o_ptr->sval = SV_YOIYAMI_ROBE;
2664 o_ptr->name2 = EGO_PERMANENCE;
2669 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2671 create_artifact(o_ptr, FALSE);
2677 bool okay_flag = TRUE;
2679 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2681 switch (o_ptr->name2)
2683 case EGO_RESISTANCE:
2685 add_flag(o_ptr->art_flags, TR_RES_POIS);
2690 if (o_ptr->tval != TV_HARD_ARMOR)
2697 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2698 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2700 add_flag(o_ptr->art_flags, TR_CON);
2716 if (o_ptr->sval == SV_DRAGON_SHIELD)
2721 /* Mention the item */
2722 if (cheat_peek) object_mention(o_ptr);
2723 dragon_resist(o_ptr);
2724 if (!one_in_(3)) break;
2730 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2732 create_artifact(o_ptr, FALSE);
2735 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2737 switch (o_ptr->name2)
2740 if (!one_in_(3)) one_high_resistance(o_ptr);
2741 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2743 case EGO_REFLECTION:
2744 if (o_ptr->sval == SV_MIRROR_SHIELD)
2754 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2759 /* Mention the item */
2760 if (cheat_peek) object_mention(o_ptr);
2761 dragon_resist(o_ptr);
2762 if (!one_in_(3)) break;
2766 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2768 create_artifact(o_ptr, FALSE);
2771 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2775 else if (power < -1)
2777 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2785 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2790 /* Mention the item */
2791 if (cheat_peek) object_mention(o_ptr);
2792 dragon_resist(o_ptr);
2793 if (!one_in_(3)) break;
2798 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2800 create_artifact(o_ptr, FALSE);
2803 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2805 switch (o_ptr->name2)
2807 case EGO_SLOW_DESCENT:
2810 one_high_resistance(o_ptr);
2816 else if (power < -1)
2818 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2829 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2831 create_artifact(o_ptr, FALSE);
2836 bool ok_flag = TRUE;
2837 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2839 switch (o_ptr->name2)
2842 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2843 else add_esp_weak(o_ptr, FALSE);
2847 case EGO_REGENERATION:
2848 case EGO_LORDLINESS:
2853 if (one_in_(2)) add_esp_strong(o_ptr);
2854 else add_esp_weak(o_ptr, FALSE);
2857 default:/* not existing crown (wisdom,lite, etc...) */
2861 break; /* while (1) */
2867 else if (power < -1)
2869 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2877 if (o_ptr->sval == SV_DRAGON_HELM)
2882 /* Mention the item */
2883 if (cheat_peek) object_mention(o_ptr);
2884 dragon_resist(o_ptr);
2885 if (!one_in_(3)) break;
2891 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2893 create_artifact(o_ptr, FALSE);
2898 bool ok_flag = TRUE;
2899 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2901 switch (o_ptr->name2)
2903 case EGO_INTELLIGENCE:
2907 case EGO_INFRAVISION:
2912 if (one_in_(2)) add_esp_strong(o_ptr);
2913 else add_esp_weak(o_ptr, FALSE);
2916 default:/* not existing helm (Magi, Might, etc...)*/
2920 break; /* while (1) */
2925 else if (power < -1)
2927 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2937 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2939 create_artifact(o_ptr, FALSE);
2942 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2944 switch (o_ptr->name2)
2955 else if (power < -1)
2957 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2967 * Apply magic to an item known to be a "ring" or "amulet"
2969 * Hack -- note special rating boost for ring of speed
2970 * Hack -- note special rating boost for amulet of the magi
2971 * Hack -- note special "pval boost" code for ring of speed
2972 * Hack -- note that some items must be cursed (or blessed)
2974 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2976 /* Apply magic (good or bad) according to type */
2977 switch (o_ptr->tval)
2982 switch (o_ptr->sval)
2984 case SV_RING_ATTACKS:
2987 o_ptr->pval = m_bonus(2, level);
2988 if (one_in_(15)) o_ptr->pval++;
2989 if (o_ptr->pval < 1) o_ptr->pval = 1;
2995 o_ptr->ident |= (IDENT_BROKEN);
2998 o_ptr->curse_flags |= TRC_CURSED;
3001 o_ptr->pval = 0 - (o_ptr->pval);
3012 /* Strength, Constitution, Dexterity, Intelligence */
3018 o_ptr->pval = 1 + m_bonus(5, level);
3024 o_ptr->ident |= (IDENT_BROKEN);
3027 o_ptr->curse_flags |= TRC_CURSED;
3030 o_ptr->pval = 0 - (o_ptr->pval);
3036 /* Ring of Speed! */
3039 /* Base speed (1 to 10) */
3040 o_ptr->pval = randint1(5) + m_bonus(5, level);
3042 /* Super-charge the ring */
3043 while (randint0(100) < 50) o_ptr->pval++;
3049 o_ptr->ident |= (IDENT_BROKEN);
3052 o_ptr->curse_flags |= TRC_CURSED;
3055 o_ptr->pval = 0 - (o_ptr->pval);
3063 /* Mention the item */
3064 if (cheat_peek) object_mention(o_ptr);
3069 case SV_RING_LORDLY:
3073 one_lordly_high_resistance(o_ptr);
3077 /* Bonus to armor class */
3078 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3083 case SV_RING_WARNING:
3085 if (one_in_(3)) one_low_esp(o_ptr);
3090 case SV_RING_SEARCHING:
3092 /* Bonus to searching */
3093 o_ptr->pval = 1 + m_bonus(5, level);
3099 o_ptr->ident |= (IDENT_BROKEN);
3102 o_ptr->curse_flags |= TRC_CURSED;
3105 o_ptr->pval = 0 - (o_ptr->pval);
3111 /* Flames, Acid, Ice */
3112 case SV_RING_FLAMES:
3117 /* Bonus to armor class */
3118 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3122 /* Weakness, Stupidity */
3123 case SV_RING_WEAKNESS:
3124 case SV_RING_STUPIDITY:
3127 o_ptr->ident |= (IDENT_BROKEN);
3130 o_ptr->curse_flags |= TRC_CURSED;
3133 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3134 if (power > 0) power = 0 - power;
3139 /* WOE, Stupidity */
3143 o_ptr->ident |= (IDENT_BROKEN);
3146 o_ptr->curse_flags |= TRC_CURSED;
3149 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3150 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3151 if (power > 0) power = 0 - power;
3156 /* Ring of damage */
3157 case SV_RING_DAMAGE:
3159 /* Bonus to damage */
3160 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3166 o_ptr->ident |= (IDENT_BROKEN);
3169 o_ptr->curse_flags |= TRC_CURSED;
3172 o_ptr->to_d = 0 - o_ptr->to_d;
3178 /* Ring of Accuracy */
3179 case SV_RING_ACCURACY:
3182 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3188 o_ptr->ident |= (IDENT_BROKEN);
3191 o_ptr->curse_flags |= TRC_CURSED;
3194 o_ptr->to_h = 0 - o_ptr->to_h;
3200 /* Ring of Protection */
3201 case SV_RING_PROTECTION:
3203 /* Bonus to armor class */
3204 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3210 o_ptr->ident |= (IDENT_BROKEN);
3213 o_ptr->curse_flags |= TRC_CURSED;
3216 o_ptr->to_a = 0 - o_ptr->to_a;
3222 /* Ring of Slaying */
3223 case SV_RING_SLAYING:
3225 /* Bonus to damage and to hit */
3226 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3227 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3233 o_ptr->ident |= (IDENT_BROKEN);
3236 o_ptr->curse_flags |= TRC_CURSED;
3238 /* Reverse bonuses */
3239 o_ptr->to_h = 0 - o_ptr->to_h;
3240 o_ptr->to_d = 0 - o_ptr->to_d;
3246 case SV_RING_MUSCLE:
3248 o_ptr->pval = 1 + m_bonus(3, level);
3249 if (one_in_(4)) o_ptr->pval++;
3255 o_ptr->ident |= (IDENT_BROKEN);
3258 o_ptr->curse_flags |= TRC_CURSED;
3260 /* Reverse bonuses */
3261 o_ptr->pval = 0 - o_ptr->pval;
3266 case SV_RING_AGGRAVATION:
3269 o_ptr->ident |= (IDENT_BROKEN);
3272 o_ptr->curse_flags |= TRC_CURSED;
3274 if (power > 0) power = 0 - power;
3278 if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3279 || (power > 2)) /* power > 2 is debug only */
3281 o_ptr->pval = MIN(o_ptr->pval, 4);
3282 /* Randart amulet */
3283 create_artifact(o_ptr, FALSE);
3285 else if ((power == 2) && one_in_(2))
3287 while(!o_ptr->name2)
3289 int tmp = m_bonus(10, level);
3290 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3291 switch(randint1(28))
3294 o_ptr->name2 = EGO_RING_THROW;
3297 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3298 o_ptr->name2 = EGO_RING_REGEN;
3301 if (have_flag(k_ptr->flags, TR_LITE)) break;
3302 o_ptr->name2 = EGO_RING_LITE;
3305 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3306 o_ptr->name2 = EGO_RING_TELEPORT;
3309 if (o_ptr->to_h) break;
3310 o_ptr->name2 = EGO_RING_TO_H;
3313 if (o_ptr->to_d) break;
3314 o_ptr->name2 = EGO_RING_TO_D;
3317 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3318 o_ptr->name2 = EGO_RING_SLAY;
3321 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3322 o_ptr->name2 = EGO_RING_WIZARD;
3325 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3326 o_ptr->name2 = EGO_RING_HERO;
3329 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3330 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3331 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3332 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3335 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3336 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;
3337 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3338 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3339 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3342 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3343 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;
3344 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3345 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3346 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3349 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3350 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;
3351 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3352 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3355 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3356 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;
3357 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3358 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3360 case 21: case 22: case 23: case 24: case 25: case 26:
3361 switch (o_ptr->sval)
3364 if (!one_in_(3)) break;
3365 o_ptr->name2 = EGO_RING_D_SPEED;
3367 case SV_RING_DAMAGE:
3368 case SV_RING_ACCURACY:
3369 case SV_RING_SLAYING:
3370 if (one_in_(2)) break;
3371 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3374 o_ptr->name2 = EGO_RING_BERSERKER;
3375 o_ptr->to_h -= 2+randint1(4);
3376 o_ptr->to_d += 2+randint1(4);
3379 case SV_RING_PROTECTION:
3380 o_ptr->name2 = EGO_RING_SUPER_AC;
3381 o_ptr->to_a += 7 + m_bonus(5, level);
3383 case SV_RING_RES_FEAR:
3384 o_ptr->name2 = EGO_RING_HERO;
3387 if (one_in_(2)) break;
3388 o_ptr->name2 = EGO_RING_HUNTER;
3390 case SV_RING_SEARCHING:
3391 o_ptr->name2 = EGO_RING_STEALTH;
3393 case SV_RING_TELEPORTATION:
3394 o_ptr->name2 = EGO_RING_TELE_AWAY;
3396 case SV_RING_RES_BLINDNESS:
3398 o_ptr->name2 = EGO_RING_RES_LITE;
3400 o_ptr->name2 = EGO_RING_RES_DARK;
3402 case SV_RING_LORDLY:
3403 if (!one_in_(20)) break;
3404 one_lordly_high_resistance(o_ptr);
3405 one_lordly_high_resistance(o_ptr);
3406 o_ptr->name2 = EGO_RING_TRUE;
3408 case SV_RING_SUSTAIN:
3409 if (!one_in_(4)) break;
3410 o_ptr->name2 = EGO_RING_RES_TIME;
3412 case SV_RING_FLAMES:
3413 if (!one_in_(2)) break;
3414 o_ptr->name2 = EGO_RING_DRAGON_F;
3417 if (!one_in_(2)) break;
3418 o_ptr->name2 = EGO_RING_DRAGON_C;
3420 case SV_RING_WARNING:
3421 if (!one_in_(2)) break;
3422 o_ptr->name2 = EGO_RING_M_DETECT;
3431 o_ptr->curse_flags = 0L;
3433 else if ((power == -2) && one_in_(2))
3435 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3436 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3437 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3438 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3439 o_ptr->art_flags[0] = 0;
3440 o_ptr->art_flags[1] = 0;
3441 while(!o_ptr->name2)
3443 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3447 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3448 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3451 o_ptr->name2 = EGO_RING_NO_MELEE;
3454 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3455 o_ptr->name2 = EGO_RING_AGGRAVATE;
3458 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3459 o_ptr->name2 = EGO_RING_TY_CURSE;
3462 o_ptr->name2 = EGO_RING_ALBINO;
3467 o_ptr->ident |= (IDENT_BROKEN);
3470 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3478 switch (o_ptr->sval)
3480 /* Amulet of wisdom/charisma */
3481 case SV_AMULET_INTELLIGENCE:
3482 case SV_AMULET_WISDOM:
3483 case SV_AMULET_CHARISMA:
3485 o_ptr->pval = 1 + m_bonus(5, level);
3491 o_ptr->ident |= (IDENT_BROKEN);
3494 o_ptr->curse_flags |= (TRC_CURSED);
3496 /* Reverse bonuses */
3497 o_ptr->pval = 0 - o_ptr->pval;
3503 /* Amulet of brilliance */
3504 case SV_AMULET_BRILLIANCE:
3506 o_ptr->pval = 1 + m_bonus(3, level);
3507 if (one_in_(4)) o_ptr->pval++;
3513 o_ptr->ident |= (IDENT_BROKEN);
3516 o_ptr->curse_flags |= (TRC_CURSED);
3518 /* Reverse bonuses */
3519 o_ptr->pval = 0 - o_ptr->pval;
3525 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3529 o_ptr->curse_flags |= (TRC_CURSED);
3534 case SV_AMULET_RESISTANCE:
3536 if (one_in_(5)) one_high_resistance(o_ptr);
3537 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3541 /* Amulet of searching */
3542 case SV_AMULET_SEARCHING:
3544 o_ptr->pval = randint1(2) + m_bonus(4, level);
3550 o_ptr->ident |= (IDENT_BROKEN);
3553 o_ptr->curse_flags |= (TRC_CURSED);
3555 /* Reverse bonuses */
3556 o_ptr->pval = 0 - (o_ptr->pval);
3562 /* Amulet of the Magi -- never cursed */
3563 case SV_AMULET_THE_MAGI:
3565 o_ptr->pval = randint1(5) + m_bonus(5, level);
3566 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3568 /* gain one low ESP */
3569 add_esp_weak(o_ptr, FALSE);
3571 /* Boost the rating */
3574 /* Mention the item */
3575 if (cheat_peek) object_mention(o_ptr);
3580 /* Amulet of Doom -- always cursed */
3581 case SV_AMULET_DOOM:
3584 o_ptr->ident |= (IDENT_BROKEN);
3587 o_ptr->curse_flags |= (TRC_CURSED);
3590 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3591 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3592 if (power > 0) power = 0 - power;
3597 case SV_AMULET_MAGIC_MASTERY:
3599 o_ptr->pval = 1 + m_bonus(4, level);
3605 o_ptr->ident |= (IDENT_BROKEN);
3608 o_ptr->curse_flags |= (TRC_CURSED);
3610 /* Reverse bonuses */
3611 o_ptr->pval = 0 - o_ptr->pval;
3617 if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3618 || (power > 2)) /* power > 2 is debug only */
3620 o_ptr->pval = MIN(o_ptr->pval, 4);
3621 /* Randart amulet */
3622 create_artifact(o_ptr, FALSE);
3624 else if ((power == 2) && one_in_(2))
3626 while(!o_ptr->name2)
3628 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3629 switch(randint1(21))
3632 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3633 o_ptr->name2 = EGO_AMU_SLOW_D;
3636 if (o_ptr->pval) break;
3637 o_ptr->name2 = EGO_AMU_INFRA;
3640 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3641 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3644 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3645 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3648 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3649 o_ptr->name2 = EGO_AMU_LEVITATION;
3651 case 10: case 11: case 21:
3652 o_ptr->name2 = EGO_AMU_AC;
3655 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3656 if (m_bonus(10, level) > 8)
3657 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3659 o_ptr->name2 = EGO_AMU_RES_FIRE;
3662 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3663 if (m_bonus(10, level) > 8)
3664 o_ptr->name2 = EGO_AMU_RES_COLD_;
3666 o_ptr->name2 = EGO_AMU_RES_COLD;
3669 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3670 if (m_bonus(10, level) > 8)
3671 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3673 o_ptr->name2 = EGO_AMU_RES_ELEC;
3676 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3677 if (m_bonus(10, level) > 8)
3678 o_ptr->name2 = EGO_AMU_RES_ACID_;
3680 o_ptr->name2 = EGO_AMU_RES_ACID;
3682 case 16: case 17: case 18: case 19: case 20:
3683 switch (o_ptr->sval)
3685 case SV_AMULET_TELEPORT:
3686 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3687 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3688 else o_ptr->name2 = EGO_AMU_TELEPORT;
3690 case SV_AMULET_RESIST_ACID:
3691 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3693 case SV_AMULET_SEARCHING:
3694 o_ptr->name2 = EGO_AMU_STEALTH;
3696 case SV_AMULET_BRILLIANCE:
3697 if (!one_in_(3)) break;
3698 o_ptr->name2 = EGO_AMU_IDENT;
3700 case SV_AMULET_CHARISMA:
3701 if (!one_in_(3)) break;
3702 o_ptr->name2 = EGO_AMU_CHARM;
3704 case SV_AMULET_THE_MAGI:
3705 if (one_in_(2)) break;
3706 o_ptr->name2 = EGO_AMU_GREAT;
3708 case SV_AMULET_RESISTANCE:
3709 if (!one_in_(5)) break;
3710 o_ptr->name2 = EGO_AMU_DEFENDER;
3712 case SV_AMULET_TELEPATHY:
3713 if (!one_in_(3)) break;
3714 o_ptr->name2 = EGO_AMU_DETECTION;
3720 o_ptr->curse_flags = 0L;
3722 else if ((power == -2) && one_in_(2))
3724 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3725 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3726 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3727 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3728 o_ptr->art_flags[0] = 0;
3729 o_ptr->art_flags[1] = 0;
3730 while(!o_ptr->name2)
3732 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3736 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3737 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3740 o_ptr->name2 = EGO_AMU_FOOL;
3743 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3744 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3747 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3748 o_ptr->name2 = EGO_AMU_TY_CURSE;
3751 o_ptr->name2 = EGO_AMU_NAIVETY;
3756 o_ptr->ident |= (IDENT_BROKEN);
3759 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3768 * Hack -- help pick an item type
3770 static bool item_monster_okay(int r_idx)
3772 monster_race *r_ptr = &r_info[r_idx];
3775 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3776 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3777 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3778 if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3779 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3780 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3788 * Apply magic to an item known to be "boring"
3790 * Hack -- note the special code for various items
3792 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3794 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3799 /* Apply magic (good or bad) according to type */
3800 switch (o_ptr->tval)
3809 o_ptr->ident |= (IDENT_BROKEN);
3812 o_ptr->curse_flags |= (TRC_CURSED);
3819 o_ptr->xtra4 = o_ptr->pval;
3825 /* Hack -- Torches -- random fuel */
3826 if (o_ptr->sval == SV_LITE_TORCH)
3828 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3832 /* Hack -- Lanterns -- random fuel */
3833 if (o_ptr->sval == SV_LITE_LANTERN)
3835 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3839 if (power > 2) /* power > 2 is debug only */
3841 create_artifact(o_ptr, FALSE);
3843 else if ((power == 2) || ((power == 1) && one_in_(3)))
3845 while (!o_ptr->name2)
3849 bool okay_flag = TRUE;
3851 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3853 switch (o_ptr->name2)
3856 if (o_ptr->sval == SV_LITE_FEANOR)
3864 else if (power == -2)
3866 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3868 switch (o_ptr->name2)
3870 case EGO_LITE_DARKNESS:
3882 /* The wand or staff gets a number of initial charges equal
3883 * to between 1/2 (+1) and the full object kind's pval. -LM-
3885 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3891 /* Transfer the pval. -LM- */
3892 o_ptr->pval = k_ptr->pval;
3899 object_aware(o_ptr);
3900 object_known(o_ptr);
3909 monster_race *r_ptr;
3911 /* Pick a random non-unique monster race */
3914 i = randint1(max_r_idx - 1);
3916 if (!item_monster_okay(i)) continue;
3917 if (i == MON_TSUCHINOKO) continue;
3921 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3923 /* Ignore dead monsters */
3924 if (!r_ptr->rarity) continue;
3926 /* Prefer less out-of-depth monsters */
3927 if (randint0(check)) continue;
3934 /* Some figurines are cursed */
3935 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3940 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3942 msg_format("Figurine of %s, depth +%d%s",
3945 r_name + r_ptr->name, check - 1,
3946 !cursed_p(o_ptr) ? "" : " {cursed}");
3959 monster_race *r_ptr;
3961 if (o_ptr->sval == SV_SKELETON)
3963 match = RF9_DROP_SKELETON;
3965 else if (o_ptr->sval == SV_CORPSE)
3967 match = RF9_DROP_CORPSE;
3970 /* Hack -- Remove the monster restriction */
3971 get_mon_num_prep(item_monster_okay, NULL);
3973 /* Pick a random non-unique monster race */
3976 i = get_mon_num(dun_level);
3980 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3982 /* Ignore dead monsters */
3983 if (!r_ptr->rarity) continue;
3985 /* Ignore corpseless monsters */
3986 if (!(r_ptr->flags9 & match)) continue;
3988 /* Prefer less out-of-depth monsters */
3989 if (randint0(check)) continue;
3999 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4001 msg_format("Corpse of %s, depth +%d",
4004 r_name + r_ptr->name, check - 1);
4007 object_aware(o_ptr);
4008 object_known(o_ptr);
4016 monster_race *r_ptr;
4018 /* Pick a random monster race */
4021 i = randint1(max_r_idx - 1);
4025 /* Ignore dead monsters */
4026 if (!r_ptr->rarity) continue;
4036 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4038 msg_format("Statue of %s", r_name + r_ptr->name);
4042 object_aware(o_ptr);
4043 object_known(o_ptr);
4050 byte obj_level = get_object_level(o_ptr);
4052 /* Hack -- skip ruined chests */
4053 if (obj_level <= 0) break;
4055 /* Hack -- pick a "difficulty" */
4056 o_ptr->pval = randint1(obj_level);
4057 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4059 o_ptr->xtra3 = dun_level + 5;
4061 /* Never exceed "difficulty" of 55 to 59 */
4062 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4071 * Complete the "creation" of an object by applying "magic" to the item
4073 * This includes not only rolling for random bonuses, but also putting the
4074 * finishing touches on ego-items and artifacts, giving charges to wands and
4075 * staffs, giving fuel to lites, and placing traps on chests.
4077 * In particular, note that "Instant Artifacts", if "created" by an external
4078 * routine, must pass through this function to complete the actual creation.
4080 * The base "chance" of the item being "good" increases with the "level"
4081 * parameter, which is usually derived from the dungeon level, being equal
4082 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4083 * the object is guaranteed to be "good". If an object is "good", then
4084 * the chance that the object will be "great" (ego-item or artifact), also
4085 * increases with the "level", being equal to half the level, plus 5, up to
4086 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4087 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4089 * If the object is not "good", there is a chance it will be "cursed", and
4090 * if it is "cursed", there is a chance it will be "broken". These chances
4091 * are related to the "good" / "great" chances above.
4093 * Otherwise "normal" rings and amulets will be "good" half the time and
4094 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4096 * If "okay" is true, and the object is going to be "great", then there is
4097 * a chance that an artifact will be created. This is true even if both the
4098 * "good" and "great" arguments are false. As a total hack, if "great" is
4099 * true, then the item gets 3 extra "attempts" to become an artifact.
4101 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4103 int i, rolls, f1, f2, power;
4105 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4107 /* Maximum "level" for various things */
4108 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4110 /* Base chance of being "good" */
4113 /* Maximal chance of being "good" */
4114 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4116 /* Base chance of being "great" */
4119 /* Maximal chance of being "great" */
4120 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4121 f2 = d_info[dungeon_type].obj_great;
4123 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4128 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4137 /* Roll for "good" */
4138 if ((mode & AM_GOOD) || magik(f1))
4143 /* Roll for "great" */
4144 if ((mode & AM_GREAT) || magik(f2))
4148 /* Roll for "special" */
4149 if (mode & AM_SPECIAL) power = 3;
4153 /* Roll for "cursed" */
4156 /* Assume "cursed" */
4159 /* Roll for "broken" */
4160 if (magik(f2)) power = -2;
4164 if (mode & AM_CURSED)
4166 /* Assume 'cursed' */
4171 /* Everything else gets more badly cursed */
4178 /* Assume no rolls */
4181 /* Get one roll if excellent */
4182 if (power >= 2) rolls = 1;
4184 /* Hack -- Get four rolls if forced great or special */
4185 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4187 /* Hack -- Get no rolls if not allowed */
4188 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4190 /* Roll for artifacts if allowed */
4191 for (i = 0; i < rolls; i++)
4193 /* Roll for an artifact */
4194 if (make_artifact(o_ptr)) break;
4195 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4197 if (make_artifact(o_ptr)) break;
4202 /* Hack -- analyze artifacts */
4205 artifact_type *a_ptr = &a_info[o_ptr->name1];
4207 /* Hack -- Mark the artifact as "created" */
4210 /* Hack -- Memorize location of artifact in saved floors */
4211 if (character_dungeon)
4212 a_ptr->floor_id = p_ptr->floor_id;
4214 /* Extract the other fields */
4215 o_ptr->pval = a_ptr->pval;
4216 o_ptr->ac = a_ptr->ac;
4217 o_ptr->dd = a_ptr->dd;
4218 o_ptr->ds = a_ptr->ds;
4219 o_ptr->to_a = a_ptr->to_a;
4220 o_ptr->to_h = a_ptr->to_h;
4221 o_ptr->to_d = a_ptr->to_d;
4222 o_ptr->weight = a_ptr->weight;
4224 /* Hack -- extract the "broken" flag */
4225 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4227 /* Hack -- extract the "cursed" flag */
4228 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4229 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4230 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4231 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4232 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4233 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4235 /* Mega-Hack -- increase the rating */
4238 /* Mega-Hack -- increase the rating again */
4239 if (a_ptr->cost > 50000L) rating += 10;
4241 /* Mega-Hack -- increase the rating again */
4242 if (a_ptr->cost > 100000L) rating += 10;
4244 /* Set the good item flag */
4245 good_item_flag = TRUE;
4247 /* Cheat -- peek at the item */
4248 if (cheat_peek) object_mention(o_ptr);
4256 switch (o_ptr->tval)
4265 if (power) a_m_aux_1(o_ptr, lev, power);
4271 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4277 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4291 /* Elven Cloak and Black Clothes ... */
4292 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4293 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4294 o_ptr->pval = randint1(4);
4298 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4299 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4300 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4301 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4302 a_m_aux_2(o_ptr, lev, power);
4304 if (power) a_m_aux_2(o_ptr, lev, power);
4312 if (!power && (randint0(100) < 50)) power = -1;
4313 a_m_aux_3(o_ptr, lev, power);
4319 a_m_aux_4(o_ptr, lev, power);
4324 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4325 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4326 (p_ptr->pseikaku == SEIKAKU_SEXY))
4329 add_flag(o_ptr->art_flags, TR_STR);
4330 add_flag(o_ptr->art_flags, TR_INT);
4331 add_flag(o_ptr->art_flags, TR_WIS);
4332 add_flag(o_ptr->art_flags, TR_DEX);
4333 add_flag(o_ptr->art_flags, TR_CON);
4334 add_flag(o_ptr->art_flags, TR_CHR);
4337 if (o_ptr->art_name) rating += 30;
4339 /* Hack -- analyze ego-items */
4340 else if (o_ptr->name2)
4342 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4344 /* Hack -- acquire "broken" flag */
4345 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4347 /* Hack -- acquire "cursed" flag */
4348 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4349 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4350 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4351 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4352 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4353 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4355 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4356 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4357 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4358 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4359 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4360 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4361 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4363 /* Hack -- apply extra penalties if needed */
4364 if (cursed_p(o_ptr) || broken_p(o_ptr))
4366 /* Hack -- obtain bonuses */
4367 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4368 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4369 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4371 /* Hack -- obtain pval */
4372 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4375 /* Hack -- apply extra bonuses if needed */
4378 /* Hack -- obtain bonuses */
4379 if (e_ptr->max_to_h)
4381 if (e_ptr->max_to_h > 127)
4382 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4383 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4385 if (e_ptr->max_to_d)
4387 if (e_ptr->max_to_d > 127)
4388 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4389 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4391 if (e_ptr->max_to_a)
4393 if (e_ptr->max_to_a > 127)
4394 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4395 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4398 /* Hack -- obtain pval */
4399 if (e_ptr->max_pval)
4401 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4404 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4406 else if (o_ptr->name2 == EGO_ATTACKS)
4408 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4409 if (o_ptr->pval > 3) o_ptr->pval = 3;
4410 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4411 o_ptr->pval += randint1(2);
4413 else if (o_ptr->name2 == EGO_BAT)
4415 o_ptr->pval = randint1(e_ptr->max_pval);
4416 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4420 o_ptr->pval += randint1(e_ptr->max_pval);
4423 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4425 o_ptr->pval = randint1(o_ptr->pval);
4427 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4431 /* Hack -- apply rating bonus */
4432 rating += e_ptr->rating;
4434 /* Cheat -- describe the item */
4435 if (cheat_peek) object_mention(o_ptr);
4441 /* Examine real objects */
4444 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4446 /* Hack -- acquire "broken" flag */
4447 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4449 /* Hack -- acquire "cursed" flag */
4450 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4451 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4452 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4453 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4454 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4455 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4461 * Hack -- determine if a template is "good"
4463 static bool kind_is_good(int k_idx)
4465 object_kind *k_ptr = &k_info[k_idx];
4467 /* Analyze the item type */
4468 switch (k_ptr->tval)
4470 /* Armor -- Good unless damaged */
4481 if (k_ptr->to_a < 0) return (FALSE);
4485 /* Weapons -- Good unless damaged */
4492 if (k_ptr->to_h < 0) return (FALSE);
4493 if (k_ptr->to_d < 0) return (FALSE);
4497 /* Ammo -- Arrows/Bolts are good */
4504 /* Books -- High level books are good (except Arcane books) */
4506 case TV_SORCERY_BOOK:
4507 case TV_NATURE_BOOK:
4511 case TV_ENCHANT_BOOK:
4512 case TV_DAEMON_BOOK:
4513 case TV_CRUSADE_BOOK:
4515 case TV_HISSATSU_BOOK:
4517 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4521 /* Rings -- Rings of Speed are good */
4524 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4525 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4529 /* Amulets -- Amulets of the Magi and Resistance are good */
4532 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4533 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4538 /* Assume not good */
4544 * Attempt to make an object (normal or good/great)
4546 * This routine plays nasty games to generate the "special artifacts".
4548 * This routine uses "object_level" for the "generation level".
4550 * We assume that the given object has been "wiped".
4552 bool make_object(object_type *j_ptr, u32b mode)
4558 /* Chance of "special object" */
4559 prob = ((mode & AM_GOOD) ? 10 : 1000);
4561 /* Base level for the object */
4562 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4565 /* Generate a special object, or a normal object */
4566 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4571 * Hack -- If restriction is already specified, allocation table is
4572 * should be prepared by get_obj_num_prep().
4573 * We rely previous preparation before reaching here.
4576 if ((mode & AM_GOOD) && !get_obj_num_hook)
4578 /* Activate restriction (if already specified, use it) */
4579 get_obj_num_hook = kind_is_good;
4581 /* Prepare allocation table */
4585 /* Pick a random object */
4586 k_idx = get_obj_num(base);
4589 if (get_obj_num_hook)
4591 /* Clear restriction */
4592 get_obj_num_hook = NULL;
4594 /* Prepare allocation table */
4598 /* Handle failure */
4599 if (!k_idx) return (FALSE);
4601 /* Prepare the object */
4602 object_prep(j_ptr, k_idx);
4605 /* Apply magic (allow artifacts) */
4606 apply_magic(j_ptr, object_level, mode);
4608 /* Hack -- generate multiple spikes/missiles */
4609 switch (j_ptr->tval)
4617 j_ptr->number = (byte)damroll(6, 7);
4621 obj_level = get_object_level(j_ptr);
4622 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4624 /* Notice "okay" out-of-depth objects */
4625 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4626 (obj_level > dun_level))
4628 /* Rating increase */
4629 rating += (obj_level - dun_level);
4631 /* Cheat -- peek at items */
4632 if (cheat_peek) object_mention(j_ptr);
4641 * Attempt to place an object (normal or good/great) at the given location.
4643 * This routine plays nasty games to generate the "special artifacts".
4645 * This routine uses "object_level" for the "generation level".
4647 * This routine requires a clean floor grid destination.
4649 void place_object(int y, int x, u32b mode)
4659 /* Paranoia -- check bounds */
4660 if (!in_bounds(y, x)) return;
4662 /* Require clean floor space */
4663 if (!cave_clean_bold(y, x)) return;
4666 /* Get local object */
4669 /* Wipe the object */
4672 /* Make an object (if possible) */
4673 if (!make_object(q_ptr, mode)) return;
4676 /* Make an object */
4684 /* Acquire object */
4685 o_ptr = &o_list[o_idx];
4687 /* Structure Copy */
4688 object_copy(o_ptr, q_ptr);
4695 c_ptr = &cave[y][x];
4698 o_ptr->next_o_idx = c_ptr->o_idx;
4700 /* Place the object */
4701 c_ptr->o_idx = o_idx;
4711 /* Hack -- Preserve artifacts */
4714 a_info[q_ptr->name1].cur_num = 0;
4721 * Make a treasure object
4723 * The location must be a legal, clean, floor grid.
4725 bool make_gold(object_type *j_ptr)
4732 /* Hack -- Pick a Treasure variety */
4733 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4735 /* Apply "extra" magic */
4736 if (one_in_(GREAT_OBJ))
4738 i += randint1(object_level + 1);
4741 /* Hack -- Creeping Coins only generate "themselves" */
4742 if (coin_type) i = coin_type;
4744 /* Do not create "illegal" Treasure Types */
4745 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4747 /* Prepare a gold object */
4748 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4750 /* Hack -- Base coin cost */
4751 base = k_info[OBJ_GOLD_LIST+i].cost;
4753 /* Determine how much the treasure is "worth" */
4754 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4762 * Places a treasure (Gold or Gems) at given location
4764 * The location must be a legal, clean, floor grid.
4766 void place_gold(int y, int x)
4776 /* Paranoia -- check bounds */
4777 if (!in_bounds(y, x)) return;
4779 /* Require clean floor space */
4780 if (!cave_clean_bold(y, x)) return;
4783 /* Get local object */
4786 /* Wipe the object */
4789 /* Make some gold */
4790 if (!make_gold(q_ptr)) return;
4793 /* Make an object */
4801 /* Acquire object */
4802 o_ptr = &o_list[o_idx];
4804 /* Copy the object */
4805 object_copy(o_ptr, q_ptr);
4812 c_ptr = &cave[y][x];
4815 o_ptr->next_o_idx = c_ptr->o_idx;
4817 /* Place the object */
4818 c_ptr->o_idx = o_idx;
4830 * Let an object fall to the ground at or near a location.
4832 * The initial location is assumed to be "in_bounds()".
4834 * This function takes a parameter "chance". This is the percentage
4835 * chance that the item will "disappear" instead of drop. If the object
4836 * has been thrown, then this is the chance of disappearance on contact.
4838 * Hack -- this function uses "chance" to determine if it should produce
4839 * some form of "description" of the drop event (under the player).
4841 * We check several locations to see if we can find a location at which
4842 * the object can combine, stack, or be placed. Artifacts will try very
4843 * hard to be placed, including "teleporting" to a useful grid if needed.
4845 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4856 s16b this_o_idx, next_o_idx = 0;
4860 char o_name[MAX_NLEN];
4866 /* Extract plural */
4867 bool plural = (j_ptr->number != 1);
4870 /* Describe object */
4871 object_desc(o_name, j_ptr, FALSE, 0);
4874 /* Handle normal "breakage" */
4875 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4879 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4881 msg_format("The %s disappear%s.",
4882 o_name, (plural ? "" : "s"));
4888 if (p_ptr->wizard) msg_print("(ÇË»)");
4890 if (p_ptr->wizard) msg_print("(breakage)");
4909 /* Scan local grids */
4910 for (dy = -3; dy <= 3; dy++)
4912 /* Scan local grids */
4913 for (dx = -3; dx <= 3; dx++)
4917 /* Calculate actual distance */
4918 d = (dy * dy) + (dx * dx);
4920 /* Ignore distant grids */
4921 if (d > 10) continue;
4927 /* Skip illegal grids */
4928 if (!in_bounds(ty, tx)) continue;
4930 /* Require line of sight */
4931 if (!los(y, x, ty, tx)) continue;
4934 c_ptr = &cave[ty][tx];
4936 /* Require floor space */
4937 if ((c_ptr->feat != FEAT_FLOOR) &&
4938 (c_ptr->feat != FEAT_SHAL_WATER) &&
4939 (c_ptr->feat != FEAT_GRASS) &&
4940 (c_ptr->feat != FEAT_DIRT) &&
4941 (c_ptr->feat != FEAT_FLOWER) &&
4942 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4943 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4944 (c_ptr->feat != FEAT_TREES)) continue;
4945 if (c_ptr->info & (CAVE_OBJECT)) continue;
4950 /* Scan objects in that grid */
4951 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4955 /* Acquire object */
4956 o_ptr = &o_list[this_o_idx];
4958 /* Acquire next object */
4959 next_o_idx = o_ptr->next_o_idx;
4961 /* Check for possible combination */
4962 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4968 /* Add new object */
4972 if (k > 99) continue;
4974 /* Calculate score */
4975 s = 1000 - (d + k * 5);
4977 /* Skip bad values */
4978 if (s < bs) continue;
4980 /* New best value */
4983 /* Apply the randomizer to equivalent values */
4984 if ((++bn >= 2) && !one_in_(bn)) continue;
4999 /* Handle lack of space */
5000 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5004 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5006 msg_format("The %s disappear%s.",
5007 o_name, (plural ? "" : "s"));
5013 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5015 if (p_ptr->wizard) msg_print("(no floor space)");
5025 for (i = 0; !flag; i++)
5030 ty = rand_spread(by, 1);
5031 tx = rand_spread(bx, 1);
5034 /* Random locations */
5037 ty = randint0(cur_hgt);
5038 tx = randint0(cur_wid);
5042 c_ptr = &cave[ty][tx];
5044 /* Require floor space (or shallow terrain) -KMW- */
5045 if ((c_ptr->feat != FEAT_FLOOR) &&
5046 (c_ptr->feat != FEAT_SHAL_WATER) &&
5047 (c_ptr->feat != FEAT_GRASS) &&
5048 (c_ptr->feat != FEAT_DIRT) &&
5049 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5051 /* Bounce to that location */
5055 /* Require floor space */
5056 if (!cave_clean_bold(by, bx)) continue;
5064 c_ptr = &cave[by][bx];
5066 /* Scan objects in that grid for combination */
5067 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5071 /* Acquire object */
5072 o_ptr = &o_list[this_o_idx];
5074 /* Acquire next object */
5075 next_o_idx = o_ptr->next_o_idx;
5077 /* Check for combination */
5078 if (object_similar(o_ptr, j_ptr))
5080 /* Combine the items */
5081 object_absorb(o_ptr, j_ptr);
5091 /* Get new object */
5092 if (!done) o_idx = o_pop();
5095 if (!done && !o_idx)
5099 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5101 msg_format("The %s disappear%s.",
5102 o_name, (plural ? "" : "s"));
5108 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5110 if (p_ptr->wizard) msg_print("(too many objects)");
5114 /* Hack -- Preserve artifacts */
5117 a_info[j_ptr->name1].cur_num = 0;
5127 /* Structure copy */
5128 object_copy(&o_list[o_idx], j_ptr);
5130 /* Access new object */
5131 j_ptr = &o_list[o_idx];
5138 j_ptr->held_m_idx = 0;
5141 j_ptr->next_o_idx = c_ptr->o_idx;
5143 /* Place the object */
5144 c_ptr->o_idx = o_idx;
5159 /* Mega-Hack -- no message if "dropped" by player */
5160 /* Message when an object falls under the player */
5161 if (chance && player_bold(by, bx))
5164 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5166 msg_print("You feel something roll beneath your feet.");
5179 * Scatter some "great" objects near the player
5181 void acquirement(int y1, int x1, int num, bool great, bool known)
5184 object_type object_type_body;
5185 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5190 /* Get local object */
5191 i_ptr = &object_type_body;
5193 /* Wipe the object */
5196 /* Make a good (or great) object (if possible) */
5197 if (!make_object(i_ptr, mode)) continue;
5201 object_aware(i_ptr);
5202 object_known(i_ptr);
5205 /* Drop the object */
5206 (void)drop_near(i_ptr, -1, y1, x1);
5211 #define MAX_TRAPS 18
5213 static int trap_num[MAX_TRAPS] =
5217 FEAT_TRAP_SPIKED_PIT,
5218 FEAT_TRAP_POISON_PIT,
5239 * XXX XXX XXX This routine should be redone to reflect trap "level".
5240 * That is, it does not make sense to have spiked pits at 50 feet.
5241 * Actually, it is not this routine, but the "trap instantiation"
5242 * code, which should also check for "trap doors" on quest levels.
5244 byte choose_random_trap(void)
5251 /* Hack -- pick a trap */
5252 feat = trap_num[randint0(MAX_TRAPS)];
5254 /* Accept non-trapdoors */
5255 if (feat != FEAT_TRAP_TRAPDOOR) break;
5257 /* Hack -- no trap doors on special levels */
5258 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5260 /* Hack -- no trap doors on the deepest level */
5261 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5270 * Disclose an invisible trap
5272 void disclose_grid(int y, int x)
5274 cave_type *c_ptr = &cave[y][x];
5277 if (!c_ptr->mimic) return;
5279 /* No longer hidden */
5291 * Places a random trap at the given location.
5293 * The location must be a legal, naked, floor grid.
5295 * Note that all traps start out as "invisible" and "untyped", and then
5296 * when they are "discovered" (by detecting them or setting them off),
5297 * the trap is "instantiated" as a visible, "typed", trap.
5299 void place_trap(int y, int x)
5301 cave_type *c_ptr = &cave[y][x];
5303 /* Paranoia -- verify location */
5304 if (!in_bounds(y, x)) return;
5306 /* Require empty, clean, floor grid */
5307 if (!cave_naked_bold(y, x)) return;
5309 /* Place an invisible trap */
5310 c_ptr->mimic = c_ptr->feat;
5311 c_ptr->feat = choose_random_trap();
5316 * Describe the charges on an item in the inventory.
5318 void inven_item_charges(int item)
5320 object_type *o_ptr = &inventory[item];
5322 /* Require staff/wand */
5323 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5325 /* Require known item */
5326 if (!object_known_p(o_ptr)) return;
5329 if (o_ptr->pval <= 0)
5331 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5335 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5338 /* Multiple charges */
5339 if (o_ptr->pval != 1)
5341 /* Print a message */
5342 msg_format("You have %d charges remaining.", o_ptr->pval);
5348 /* Print a message */
5349 msg_format("You have %d charge remaining.", o_ptr->pval);
5357 * Describe an item in the inventory.
5359 void inven_item_describe(int item)
5361 object_type *o_ptr = &inventory[item];
5362 char o_name[MAX_NLEN];
5364 /* Get a description */
5365 object_desc(o_name, o_ptr, TRUE, 3);
5367 /* Print a message */
5369 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5370 if (o_ptr->number <= 0)
5372 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5373 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5377 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5378 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5381 msg_format("You have %s.", o_name);
5388 * Increase the "number" of an item in the inventory
5390 void inven_item_increase(int item, int num)
5392 object_type *o_ptr = &inventory[item];
5395 num += o_ptr->number;
5398 if (num > 255) num = 255;
5399 else if (num < 0) num = 0;
5402 num -= o_ptr->number;
5404 /* Change the number and weight */
5407 /* Add the number */
5408 o_ptr->number += num;
5410 /* Add the weight */
5411 p_ptr->total_weight += (num * o_ptr->weight);
5413 /* Recalculate bonuses */
5414 p_ptr->update |= (PU_BONUS);
5416 /* Recalculate mana XXX */
5417 p_ptr->update |= (PU_MANA);
5419 /* Combine the pack */
5420 p_ptr->notice |= (PN_COMBINE);
5423 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5429 * Erase an inventory slot if it has no more items
5431 void inven_item_optimize(int item)
5433 object_type *o_ptr = &inventory[item];
5435 /* Only optimize real items */
5436 if (!o_ptr->k_idx) return;
5438 /* Only optimize empty items */
5439 if (o_ptr->number) return;
5441 /* The item is in the pack */
5442 if (item < INVEN_RARM)
5449 /* Slide everything down */
5450 for (i = item; i < INVEN_PACK; i++)
5452 /* Structure copy */
5453 inventory[i] = inventory[i+1];
5456 /* Erase the "final" slot */
5457 object_wipe(&inventory[i]);
5460 p_ptr->window |= (PW_INVEN);
5463 /* The item is being wielded */
5469 /* Erase the empty slot */
5470 object_wipe(&inventory[item]);
5472 /* Recalculate bonuses */
5473 p_ptr->update |= (PU_BONUS);
5475 /* Recalculate torch */
5476 p_ptr->update |= (PU_TORCH);
5478 /* Recalculate mana XXX */
5479 p_ptr->update |= (PU_MANA);
5482 p_ptr->window |= (PW_EQUIP);
5486 p_ptr->window |= (PW_SPELL);
5491 * Describe the charges on an item on the floor.
5493 void floor_item_charges(int item)
5495 object_type *o_ptr = &o_list[item];
5497 /* Require staff/wand */
5498 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5500 /* Require known item */
5501 if (!object_known_p(o_ptr)) return;
5504 if (o_ptr->pval <= 0)
5506 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5510 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5513 /* Multiple charges */
5514 if (o_ptr->pval != 1)
5516 /* Print a message */
5517 msg_format("There are %d charges remaining.", o_ptr->pval);
5523 /* Print a message */
5524 msg_format("There is %d charge remaining.", o_ptr->pval);
5532 * Describe an item in the inventory.
5534 void floor_item_describe(int item)
5536 object_type *o_ptr = &o_list[item];
5537 char o_name[MAX_NLEN];
5539 /* Get a description */
5540 object_desc(o_name, o_ptr, TRUE, 3);
5542 /* Print a message */
5544 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5545 if (o_ptr->number <= 0)
5547 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5551 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5554 msg_format("You see %s.", o_name);
5561 * Increase the "number" of an item on the floor
5563 void floor_item_increase(int item, int num)
5565 object_type *o_ptr = &o_list[item];
5568 num += o_ptr->number;
5571 if (num > 255) num = 255;
5572 else if (num < 0) num = 0;
5575 num -= o_ptr->number;
5577 /* Change the number */
5578 o_ptr->number += num;
5583 * Optimize an item on the floor (destroy "empty" items)
5585 void floor_item_optimize(int item)
5587 object_type *o_ptr = &o_list[item];
5589 /* Paranoia -- be sure it exists */
5590 if (!o_ptr->k_idx) return;
5592 /* Only optimize empty items */
5593 if (o_ptr->number) return;
5595 /* Delete the object */
5596 delete_object_idx(item);
5601 * Check if we have space for an item in the pack without overflow
5603 bool inven_carry_okay(object_type *o_ptr)
5608 if (inven_cnt < INVEN_PACK) return (TRUE);
5611 for (j = 0; j < INVEN_PACK; j++)
5613 object_type *j_ptr = &inventory[j];
5615 /* Skip non-objects */
5616 if (!j_ptr->k_idx) continue;
5618 /* Check if the two items can be combined */
5619 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5628 * Add an item to the players inventory, and return the slot used.
5630 * If the new item can combine with an existing item in the inventory,
5631 * it will do so, using "object_similar()" and "object_absorb()", else,
5632 * the item will be placed into the "proper" location in the inventory.
5634 * This function can be used to "over-fill" the player's pack, but only
5635 * once, and such an action must trigger the "overflow" code immediately.
5636 * Note that when the pack is being "over-filled", the new item must be
5637 * placed into the "overflow" slot, and the "overflow" must take place
5638 * before the pack is reordered, but (optionally) after the pack is
5639 * combined. This may be tricky. See "dungeon.c" for info.
5641 * Note that this code must remove any location/stack information
5642 * from the object once it is placed into the inventory.
5644 s16b inven_carry(object_type *o_ptr)
5652 /* Check for combining */
5653 for (j = 0; j < INVEN_PACK; j++)
5655 j_ptr = &inventory[j];
5657 /* Skip non-objects */
5658 if (!j_ptr->k_idx) continue;
5660 /* Hack -- track last item */
5663 /* Check if the two items can be combined */
5664 if (object_similar(j_ptr, o_ptr))
5666 /* Combine the items */
5667 object_absorb(j_ptr, o_ptr);
5669 /* Increase the weight */
5670 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5672 /* Recalculate bonuses */
5673 p_ptr->update |= (PU_BONUS);
5676 p_ptr->window |= (PW_INVEN);
5685 if (inven_cnt > INVEN_PACK) return (-1);
5687 /* Find an empty slot */
5688 for (j = 0; j <= INVEN_PACK; j++)
5690 j_ptr = &inventory[j];
5692 /* Use it if found */
5693 if (!j_ptr->k_idx) break;
5700 /* Reorder the pack */
5703 s32b o_value, j_value;
5705 /* Get the "value" of the item */
5706 o_value = object_value(o_ptr);
5708 /* Scan every occupied slot */
5709 for (j = 0; j < INVEN_PACK; j++)
5711 j_ptr = &inventory[j];
5713 /* Use empty slots */
5714 if (!j_ptr->k_idx) break;
5716 /* Hack -- readable books always come first */
5717 if ((o_ptr->tval == REALM1_BOOK) &&
5718 (j_ptr->tval != REALM1_BOOK)) break;
5719 if ((j_ptr->tval == REALM1_BOOK) &&
5720 (o_ptr->tval != REALM1_BOOK)) continue;
5722 if ((o_ptr->tval == REALM2_BOOK) &&
5723 (j_ptr->tval != REALM2_BOOK)) break;
5724 if ((j_ptr->tval == REALM2_BOOK) &&
5725 (o_ptr->tval != REALM2_BOOK)) continue;
5727 /* Objects sort by decreasing type */
5728 if (o_ptr->tval > j_ptr->tval) break;
5729 if (o_ptr->tval < j_ptr->tval) continue;
5731 /* Non-aware (flavored) items always come last */
5732 if (!object_aware_p(o_ptr)) continue;
5733 if (!object_aware_p(j_ptr)) break;
5735 /* Objects sort by increasing sval */
5736 if (o_ptr->sval < j_ptr->sval) break;
5737 if (o_ptr->sval > j_ptr->sval) continue;
5739 /* Unidentified objects always come last */
5740 if (!object_known_p(o_ptr)) continue;
5741 if (!object_known_p(j_ptr)) break;
5743 /* Hack: otherwise identical rods sort by
5744 increasing recharge time --dsb */
5745 if (o_ptr->tval == TV_ROD)
5747 if (o_ptr->pval < j_ptr->pval) break;
5748 if (o_ptr->pval > j_ptr->pval) continue;
5751 /* Determine the "value" of the pack item */
5752 j_value = object_value(j_ptr);
5754 /* Objects sort by decreasing value */
5755 if (o_value > j_value) break;
5756 if (o_value < j_value) continue;
5763 for (k = n; k >= i; k--)
5765 /* Hack -- Slide the item */
5766 object_copy(&inventory[k+1], &inventory[k]);
5769 /* Wipe the empty slot */
5770 object_wipe(&inventory[i]);
5775 object_copy(&inventory[i], o_ptr);
5777 /* Access new object */
5778 j_ptr = &inventory[i];
5781 j_ptr->next_o_idx = 0;
5783 /* Forget monster */
5784 j_ptr->held_m_idx = 0;
5786 /* Forget location */
5787 j_ptr->iy = j_ptr->ix = 0;
5789 /* No longer marked */
5792 /* Increase the weight */
5793 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5795 /* Count the items */
5798 /* Recalculate bonuses */
5799 p_ptr->update |= (PU_BONUS);
5801 /* Combine and Reorder pack */
5802 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5805 p_ptr->window |= (PW_INVEN);
5807 /* Return the slot */
5813 * Take off (some of) a non-cursed equipment item
5815 * Note that only one item at a time can be wielded per slot.
5817 * Note that taking off an item when "full" may cause that item
5818 * to fall to the ground.
5820 * Return the inventory slot into which the item is placed.
5822 s16b inven_takeoff(int item, int amt)
5833 char o_name[MAX_NLEN];
5836 /* Get the item to take off */
5837 o_ptr = &inventory[item];
5840 if (amt <= 0) return (-1);
5843 if (amt > o_ptr->number) amt = o_ptr->number;
5845 /* Get local object */
5848 /* Obtain a local object */
5849 object_copy(q_ptr, o_ptr);
5851 /* Modify quantity */
5852 q_ptr->number = amt;
5854 /* Describe the object */
5855 object_desc(o_name, q_ptr, TRUE, 3);
5857 /* Took off weapon */
5858 if (item == INVEN_RARM)
5861 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5863 act = "You were wielding";
5869 else if (item == INVEN_BOW)
5872 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5874 act = "You were holding";
5879 /* Took off light */
5880 else if (item == INVEN_LITE)
5883 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5885 act = "You were holding";
5890 /* Took off something */
5894 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5896 act = "You were wearing";
5901 /* Modify, Optimize */
5902 inven_item_increase(item, -amt);
5903 inven_item_optimize(item);
5905 /* Carry the object */
5906 slot = inven_carry(q_ptr);
5910 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5912 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5922 * Drop (some of) a non-cursed inventory/equipment item
5924 * The object will be dropped "near" the current location
5926 void inven_drop(int item, int amt)
5933 char o_name[MAX_NLEN];
5936 /* Access original object */
5937 o_ptr = &inventory[item];
5940 if (amt <= 0) return;
5943 if (amt > o_ptr->number) amt = o_ptr->number;
5946 /* Take off equipment */
5947 if (item >= INVEN_RARM)
5949 /* Take off first */
5950 item = inven_takeoff(item, amt);
5952 /* Access original object */
5953 o_ptr = &inventory[item];
5957 /* Get local object */
5960 /* Obtain local object */
5961 object_copy(q_ptr, o_ptr);
5963 /* Distribute charges of wands or rods */
5964 distribute_charges(o_ptr, q_ptr, amt);
5966 /* Modify quantity */
5967 q_ptr->number = amt;
5969 /* Describe local object */
5970 object_desc(o_name, q_ptr, TRUE, 3);
5974 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5976 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5980 /* Drop it near the player */
5981 (void)drop_near(q_ptr, 0, py, px);
5983 /* Modify, Describe, Optimize */
5984 inven_item_increase(item, -amt);
5985 inven_item_describe(item);
5986 inven_item_optimize(item);
5991 * Combine items in the pack
5993 * Note special handling of the "overflow" slot
5995 void combine_pack(void)
6003 /* Combine the pack (backwards) */
6004 for (i = INVEN_PACK; i > 0; i--)
6007 o_ptr = &inventory[i];
6009 /* Skip empty items */
6010 if (!o_ptr->k_idx) continue;
6012 /* Scan the items above that item */
6013 for (j = 0; j < i; j++)
6018 j_ptr = &inventory[j];
6020 /* Skip empty items */
6021 if (!j_ptr->k_idx) continue;
6024 * Get maximum number of the stack if these
6025 * are similar, get zero otherwise.
6027 max_num = object_similar_part(j_ptr, o_ptr);
6029 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6030 if (max_num && j_ptr->number < max_num)
6032 if (o_ptr->number + j_ptr->number <= max_num)
6037 /* Add together the item counts */
6038 object_absorb(j_ptr, o_ptr);
6040 /* One object is gone */
6043 /* Slide everything down */
6044 for (k = i; k < INVEN_PACK; k++)
6046 /* Structure copy */
6047 inventory[k] = inventory[k+1];
6050 /* Erase the "final" slot */
6051 object_wipe(&inventory[k]);
6055 int old_num = o_ptr->number;
6056 int remain = j_ptr->number + o_ptr->number - max_num;
6058 o_ptr->number -= remain;
6060 /* Add together the item counts */
6061 object_absorb(j_ptr, o_ptr);
6063 o_ptr->number = remain;
6065 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6066 if (o_ptr->tval == TV_ROD)
6068 o_ptr->pval = o_ptr->pval * remain / old_num;
6069 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6072 /* Hack -- if wands are stacking, combine the charges. -LM- */
6073 if (o_ptr->tval == TV_WAND)
6075 o_ptr->pval = o_ptr->pval * remain / old_num;
6080 p_ptr->window |= (PW_INVEN);
6090 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6092 if (flag) msg_print("You combine some items in your pack.");
6098 * Reorder items in the pack
6100 * Note special handling of the "overflow" slot
6102 void reorder_pack(void)
6114 /* Re-order the pack (forwards) */
6115 for (i = 0; i < INVEN_PACK; i++)
6117 /* Mega-Hack -- allow "proper" over-flow */
6118 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6121 o_ptr = &inventory[i];
6123 /* Skip empty slots */
6124 if (!o_ptr->k_idx) continue;
6126 /* Get the "value" of the item */
6127 o_value = object_value(o_ptr);
6129 /* Scan every occupied slot */
6130 for (j = 0; j < INVEN_PACK; j++)
6132 /* Get the item already there */
6133 j_ptr = &inventory[j];
6135 /* Use empty slots */
6136 if (!j_ptr->k_idx) break;
6138 /* Hack -- readable books always come first */
6139 if ((o_ptr->tval == REALM1_BOOK) &&
6140 (j_ptr->tval != REALM1_BOOK)) break;
6141 if ((j_ptr->tval == REALM1_BOOK) &&
6142 (o_ptr->tval != REALM1_BOOK)) continue;
6144 if ((o_ptr->tval == REALM2_BOOK) &&
6145 (j_ptr->tval != REALM2_BOOK)) break;
6146 if ((j_ptr->tval == REALM2_BOOK) &&
6147 (o_ptr->tval != REALM2_BOOK)) continue;
6149 /* Objects sort by decreasing type */
6150 if (o_ptr->tval > j_ptr->tval) break;
6151 if (o_ptr->tval < j_ptr->tval) continue;
6153 /* Non-aware (flavored) items always come last */
6154 if (!object_aware_p(o_ptr)) continue;
6155 if (!object_aware_p(j_ptr)) break;
6157 /* Objects sort by increasing sval */
6158 if (o_ptr->sval < j_ptr->sval) break;
6159 if (o_ptr->sval > j_ptr->sval) continue;
6161 /* Unidentified objects always come last */
6162 if (!object_known_p(o_ptr)) continue;
6163 if (!object_known_p(j_ptr)) break;
6165 /* Hack: otherwise identical rods sort by
6166 increasing recharge time --dsb */
6167 if (o_ptr->tval == TV_ROD)
6169 if (o_ptr->pval < j_ptr->pval) break;
6170 if (o_ptr->pval > j_ptr->pval) continue;
6173 /* Determine the "value" of the pack item */
6174 j_value = object_value(j_ptr);
6178 /* Objects sort by decreasing value */
6179 if (o_value > j_value) break;
6180 if (o_value < j_value) continue;
6183 /* Never move down */
6184 if (j >= i) continue;
6189 /* Get local object */
6192 /* Save a copy of the moving item */
6193 object_copy(q_ptr, &inventory[i]);
6195 /* Slide the objects */
6196 for (k = i; k > j; k--)
6198 /* Slide the item */
6199 object_copy(&inventory[k], &inventory[k-1]);
6202 /* Insert the moving item */
6203 object_copy(&inventory[j], q_ptr);
6206 p_ptr->window |= (PW_INVEN);
6211 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6213 if (flag) msg_print("You reorder some items in your pack.");
6220 * Hack -- display an object kind in the current window
6222 * Include list of usable spells for readible books
6224 void display_koff(int k_idx)
6233 char o_name[MAX_NLEN];
6236 /* Erase the window */
6237 for (y = 0; y < Term->hgt; y++)
6239 /* Erase the line */
6240 Term_erase(0, y, 255);
6246 /* Get local object */
6249 /* Prepare the object */
6250 object_prep(q_ptr, k_idx);
6253 object_desc_store(o_name, q_ptr, FALSE, 0);
6255 /* Mention the object name */
6256 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6258 /* Access the item's sval */
6260 use_realm = tval2realm(q_ptr->tval);
6262 /* Warriors are illiterate */
6263 if (p_ptr->realm1 || p_ptr->realm2)
6265 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6269 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6270 if (!is_magic(use_realm)) return;
6271 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6274 /* Display spells in readible books */
6280 /* Extract spells */
6281 for (spell = 0; spell < 32; spell++)
6283 /* Check for this spell */
6284 if (fake_spell_flags[sval] & (1L << spell))
6286 /* Collect this spell */
6287 spells[num++] = spell;
6292 print_spells(0, spells, num, 2, 0, use_realm);
6296 /* Choose one of items that have warning flag */
6297 object_type *choose_warning_item(void)
6300 int choices[INVEN_TOTAL - INVEN_RARM];
6303 /* Paranoia -- Player has no warning ability */
6304 if (!p_ptr->warning) return NULL;
6306 /* Search Inventory */
6307 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6309 u32b flgs[TR_FLAG_SIZE];
6310 object_type *o_ptr = &inventory[i];
6312 object_flags(o_ptr, flgs);
6313 if (have_flag(flgs, TR_WARNING))
6315 choices[number] = i;
6320 /* Choice one of them */
6321 return number ? &inventory[choices[randint0(number)]] : NULL;
6324 /* Calculate spell damages */
6325 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6327 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6328 int rlev = r_ptr->level;
6329 bool ignore_wraith_form = FALSE;
6331 if (limit) dam = (dam > limit) ? limit : dam;
6333 /* Vulnerability, resistance and immunity */
6337 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6338 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6339 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6340 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6341 if (IS_OPPOSE_ELEC())
6342 dam = (dam + 2) / 3;
6343 if (p_ptr->immune_elec) dam = 0;
6347 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6348 if (IS_OPPOSE_POIS())
6349 dam = (dam + 2) / 3;
6353 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6354 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6355 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6356 if (IS_OPPOSE_ACID())
6357 dam = (dam + 2) / 3;
6358 if (p_ptr->immune_acid) dam = 0;
6363 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6364 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6365 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6366 if (IS_OPPOSE_COLD())
6367 dam = (dam + 2) / 3;
6368 if (p_ptr->immune_cold) dam = 0;
6372 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6373 if (prace_is_(RACE_ENT)) dam += dam / 3;
6374 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6375 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6376 if (IS_OPPOSE_FIRE())
6377 dam = (dam + 2) / 3;
6378 if (p_ptr->immune_fire) dam = 0;
6382 ignore_wraith_form = TRUE;
6386 if (!p_ptr->blind &&
6387 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6388 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6393 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6394 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6395 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6396 ignore_wraith_form = TRUE;
6400 if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6401 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
6405 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6409 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6413 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6417 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6421 if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6422 if (prace_is_(RACE_SPECTRE)) dam = 0;
6426 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6430 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6434 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6438 if (p_ptr->ffall) dam = (dam * 2) / 3;
6442 if (p_ptr->resist_shard) dam /= 2;
6446 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6447 if (IS_OPPOSE_POIS())
6448 dam = (2 * dam + 2) / 5;
6452 if (p_ptr->mimic_form)
6454 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) dam = 0;
6458 switch (p_ptr->prace)
6473 if (p_ptr->align > 10) dam /= 2;
6474 else if (p_ptr->align < -10) dam *= 2;
6478 if (p_ptr->align > 10) dam *= 2;
6482 case GF_BRAIN_SMASH:
6483 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav)) dam = 0;
6490 if (100 + rlev / 2 <= p_ptr->skill_sav) dam = 0;
6494 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU)) dam = 0;
6498 if (p_ptr->wraith_form && !ignore_wraith_form)
6504 if (dam > *max) *max = dam;
6507 /* Calculate blow damages */
6508 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6510 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6513 if (blow_ptr->method != RBM_EXPLODE)
6515 int ac = p_ptr->ac + p_ptr->to_a;
6517 switch (blow_ptr->effect)
6521 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6522 dam = MAX(dam, tmp_dam * 2);
6528 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6532 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6537 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6542 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6547 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6558 dam = (dam + 1) / 2;
6559 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6566 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6567 bool process_warning(int xx, int yy)
6571 char o_name[MAX_NLEN];
6573 #define WARNING_AWARE_RANGE 12
6575 static int old_damage = 0;
6577 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6579 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6582 monster_type *m_ptr;
6583 monster_race *r_ptr;
6586 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6588 c_ptr = &cave[my][mx];
6590 if (!c_ptr->m_idx) continue;
6592 m_ptr = &m_list[c_ptr->m_idx];
6594 if (m_ptr->csleep) continue;
6595 if (!is_hostile(m_ptr)) continue;
6597 r_ptr = &r_info[m_ptr->r_idx];
6603 /* Monster spells (only powerful ones)*/
6604 if (projectable(my, mx, yy, xx))
6606 int breath_dam_div3 = m_ptr->hp / 3;
6607 int breath_dam_div6 = m_ptr->hp / 6;
6609 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6611 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6612 int storm_dam = rlev * 4 + 150;
6614 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6615 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6616 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6617 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6618 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, (r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6620 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6621 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6622 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6623 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6624 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6625 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6626 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6627 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6628 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6629 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6630 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6631 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6632 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6633 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6634 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6635 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6636 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6637 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6638 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6639 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6640 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6641 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6642 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6645 /* Monster melee attacks */
6646 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6648 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6652 for (m = 0; m < 4; m++)
6654 /* Skip non-attacks */
6655 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6657 /* Extract the attack info */
6658 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6659 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6661 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6665 /* Contribution from this monster */
6666 dam_max += dam_max0;
6670 /* Prevent excessive warning */
6671 if (dam_max > old_damage)
6673 old_damage = dam_max * 3 / 2;
6675 if (dam_max > p_ptr->chp / 2)
6677 object_type *o_ptr = choose_warning_item();
6679 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6681 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6682 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6684 else strcpy(o_name, "body"); /* Warning ability without item */
6685 msg_format("Your %s pulsates sharply!", o_name);
6689 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6691 return get_check("Really want to go ahead? ");
6695 else old_damage = old_damage / 2;
6697 c_ptr = &cave[yy][xx];
6698 if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6699 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6701 object_type *o_ptr = choose_warning_item();
6703 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6705 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6706 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6708 else strcpy(o_name, "body"); /* Warning ability without item */
6709 msg_format("Your %s pulsates!", o_name);
6713 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6715 return get_check("Really want to go ahead? ");
6723 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6725 switch (o_ptr->tval)
6738 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6747 * A structure for smithing
6750 int add; /* TR flag number or special essence id */
6751 cptr add_name; /* Name of this ability */
6752 int type; /* Menu number */
6753 int essence; /* Index for carrying essences */
6754 int value; /* Needed value to add this ability */
6759 * Smithing type data for Weapon smith
6762 static essence_type essence_info[] =
6764 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6765 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6766 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6767 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6768 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6769 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6770 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6771 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6772 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6773 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6774 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6775 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6776 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6777 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6778 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6779 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6780 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6781 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6782 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6783 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6784 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6785 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6786 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6787 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6788 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6789 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6790 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6791 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6792 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6793 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6794 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6795 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6796 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6797 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6798 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6799 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6800 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6801 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6802 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6803 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6804 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6805 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6806 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6807 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6808 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6809 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6810 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6811 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6812 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6813 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6814 {TR_SH_FIRE, "", 0, -2, 0},
6815 {TR_SH_ELEC, "", 0, -2, 0},
6816 {TR_SH_COLD, "", 0, -2, 0},
6817 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6818 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6819 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6820 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6821 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6822 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6823 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6824 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6825 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6827 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6828 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6829 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6830 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6831 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6832 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6833 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6834 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6835 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6836 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6837 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6838 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6839 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6840 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6841 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6842 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6843 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6844 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6846 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6847 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6848 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6849 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6850 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6851 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6852 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6853 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6855 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6856 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6857 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6858 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6859 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6860 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6861 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6862 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6863 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6864 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6865 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6866 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6868 {-1, NULL, 0, -1, 0}
6871 static essence_type essence_info[] =
6873 {TR_STR, "strength", 4, TR_STR, 20},
6874 {TR_INT, "intelligence", 4, TR_INT, 20},
6875 {TR_WIS, "wisdom", 4, TR_WIS, 20},
6876 {TR_DEX, "dexterity", 4, TR_DEX, 20},
6877 {TR_CON, "constitution", 4, TR_CON, 20},
6878 {TR_CHR, "charisma", 4, TR_CHR, 20},
6879 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6880 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6881 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6882 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6883 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6884 {TR_SPEED, "speed", 4, TR_SPEED, 12},
6885 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
6886 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
6887 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
6888 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
6889 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
6890 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
6891 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
6892 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
6893 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
6894 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
6895 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
6896 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
6897 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
6898 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
6899 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
6900 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
6901 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
6902 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
6903 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
6904 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
6905 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
6906 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
6907 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
6908 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
6909 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
6910 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
6911 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
6912 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
6913 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
6914 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
6915 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
6916 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
6917 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
6918 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
6919 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
6920 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
6921 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
6922 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
6923 {TR_SH_FIRE, "", 0, -2, 0},
6924 {TR_SH_ELEC, "", 0, -2, 0},
6925 {TR_SH_COLD, "", 0, -2, 0},
6926 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
6927 {TR_WARNING, "warning", 3, TR_WARNING, 20},
6928 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
6929 {TR_LITE, "permanent light", 3, TR_LITE, 15},
6930 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
6931 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
6932 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
6933 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
6934 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
6936 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
6937 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
6938 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
6939 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
6940 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
6941 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
6942 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
6943 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
6944 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
6945 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
6946 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
6947 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
6948 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
6949 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
6950 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
6951 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
6952 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
6953 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
6955 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
6956 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
6957 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
6958 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
6959 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
6960 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
6961 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
6962 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
6964 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
6965 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
6966 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
6967 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
6968 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
6969 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
6970 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
6971 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
6972 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
6973 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
6974 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
6975 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
6977 {-1, NULL, 0, -1, 0}
6983 * Essense names for Weapon smith
6986 static cptr essence_name[] =
7089 static cptr essence_name[] =
7192 static void display_essence(void)
7197 for (i = 1; i < 22; i++)
7202 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7204 prt("Essence Num Essence Num Essence Num ", 1, 8);
7206 for (i = 0; essence_name[i]; i++)
7208 if (!essence_name[i][0]) continue;
7209 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7213 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7215 prt("List of all essences you have.", 0, 0);
7222 static void drain_essence(void)
7224 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7227 bool observe = FALSE;
7228 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7229 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7232 byte iy, ix, marked, number;
7233 s16b next_o_idx, weight;
7235 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7238 item_tester_hook = item_tester_hook_weapon_armour;
7239 item_tester_no_ryoute = TRUE;
7243 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7244 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7246 q = "Extract from which item? ";
7247 s = "You have nothing you can extract from.";
7250 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7252 /* Get the item (in the pack) */
7255 o_ptr = &inventory[item];
7258 /* Get the item (on the floor) */
7261 o_ptr = &o_list[0 - item];
7264 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7265 char o_name[MAX_NLEN];
7266 object_desc(o_name, o_ptr, FALSE, 0);
7268 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7270 if (!get_check(format("Really extract from %s? ", o_name))) return;
7276 object_flags(o_ptr, old_flgs);
7277 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7278 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7279 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7280 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7281 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7282 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7283 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7284 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7285 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7287 old_to_a = o_ptr->to_a;
7289 old_to_h = o_ptr->to_h;
7290 old_to_d = o_ptr->to_d;
7293 old_pval = o_ptr->pval;
7294 old_name2 = o_ptr->name2;
7295 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7296 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7297 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7298 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7299 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7303 next_o_idx = o_ptr->next_o_idx;
7304 marked = o_ptr->marked;
7305 weight = o_ptr->weight;
7306 number = o_ptr->number;
7308 object_prep(o_ptr, o_ptr->k_idx);
7312 o_ptr->next_o_idx=next_o_idx;
7313 o_ptr->marked=marked;
7314 o_ptr->number = number;
7315 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7316 o_ptr->ident |= (IDENT_MENTAL);
7317 object_aware(o_ptr);
7318 object_known(o_ptr);
7320 object_flags(o_ptr, new_flgs);
7322 for (i = 0; essence_info[i].add_name; i++)
7324 essence_type *es_ptr = &essence_info[i];
7327 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7328 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7330 if (es_ptr->add < TR_FLAG_MAX &&
7331 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7332 have_flag(old_flgs, es_ptr->add))
7336 drain_value[es_ptr->essence] += 10 * pval;
7338 else if (es_ptr->essence != -2)
7340 drain_value[es_ptr->essence] += 10;
7342 else if (es_ptr->add == TR_SH_FIRE)
7344 drain_value[TR_BRAND_FIRE] += 10;
7345 drain_value[TR_RES_FIRE] += 10;
7347 else if (es_ptr->add == TR_SH_ELEC)
7349 drain_value[TR_BRAND_ELEC] += 10;
7350 drain_value[TR_RES_ELEC] += 10;
7352 else if (es_ptr->add == TR_SH_COLD)
7354 drain_value[TR_BRAND_COLD] += 10;
7355 drain_value[TR_RES_COLD] += 10;
7360 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7362 drain_value[TR_INT] += 5;
7363 drain_value[TR_WIS] += 5;
7365 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7367 drain_value[TR_BRAND_POIS] += 5;
7368 drain_value[TR_BRAND_ACID] += 5;
7369 drain_value[TR_BRAND_ELEC] += 5;
7370 drain_value[TR_BRAND_FIRE] += 5;
7371 drain_value[TR_BRAND_COLD] += 5;
7373 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7375 drain_value[TR_INT] += 10;
7377 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7379 drain_value[TR_STR] += 10;
7381 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7383 drain_value[TR_DEX] += 10;
7385 if (old_name2 == EGO_2WEAPON)
7387 drain_value[TR_DEX] += 20;
7389 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7391 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7393 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7395 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7396 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7397 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7398 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7400 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7402 drain_value[i] *= number;
7403 drain_value[i] = drain_value[i] * dec / 4;
7404 drain_value[i] = MAX(drain_value[i], 0);
7405 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7414 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7416 msg_print("You were not able to extract any essence.");
7422 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7424 msg_print("Extracted essences:");
7426 for (i = 0; essence_name[i]; i++)
7428 if (!essence_name[i][0]) continue;
7429 if (!drain_value[i]) continue;
7431 p_ptr->magic_num1[i] += drain_value[i];
7432 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7434 msg_format("%s...%d", essence_name[i], drain_value[i]);
7438 /* Combine the pack */
7439 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7442 p_ptr->window |= (PW_INVEN);
7447 static int choose_essence(void)
7451 int menu_line = (use_menu ? 1 : 0);
7454 cptr menu_name[] = {
7464 cptr menu_name[] = {
7474 const int mode_max = 7;
7477 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7480 #endif /* ALLOW_REPEAT */
7489 for (i = 0; i < mode_max; i++)
7491 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7492 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7494 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7495 prt("Choose from menu.", 0, 0);
7514 menu_line += mode_max - 1;
7523 if (menu_line > mode_max) menu_line -= mode_max;
7534 for (i = 0; i < mode_max; i++)
7535 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7538 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7540 if (!get_com("Command :", &choice, TRUE))
7547 if (isupper(choice)) choice = tolower(choice);
7549 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7550 mode = (int)choice - 'a' + 1;
7557 #endif /* ALLOW_REPEAT */
7561 static void add_essence(int mode)
7563 int item, max_num = 0;
7572 char o_name[MAX_NLEN];
7574 essence_type *es_ptr;
7576 int menu_line = (use_menu ? 1 : 0);
7578 for (i = 0; essence_info[i].add_name; i++)
7580 es_ptr = &essence_info[i];
7582 if (es_ptr->type != mode) continue;
7587 if (!repeat_pull(&i) || i<0 || i>=max_num)
7589 #endif /* ALLOW_REPEAT */
7592 /* Nothing chosen yet */
7598 /* Build a prompt */
7600 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7602 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7604 if (use_menu) screen_save();
7606 /* Get a spell from the user */
7608 choice = (always_show_list || use_menu) ? ESCAPE:1;
7612 if( choice==ESCAPE ) choice = ' ';
7613 else if( !get_com(out_val, &choice, FALSE) )break;
7615 if (use_menu && choice != ' ')
7629 menu_line += (max_num-1);
7652 menu_line = max_num;
7666 if (menu_line > max_num) menu_line -= max_num;
7668 /* Request redraw */
7669 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7672 if (!redraw || use_menu)
7676 char dummy[80], dummy2[80];
7684 /* Save the screen */
7685 if (!use_menu) screen_save();
7687 for (y = 1; y < 24; y++)
7690 /* Print header(s) */
7692 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7695 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7698 for (ctr = 0; ctr < max_num; ctr++)
7700 es_ptr = &essence_info[num[ctr]];
7704 if (ctr == (menu_line-1))
7706 strcpy(dummy, "¡Õ ");
7708 strcpy(dummy, "> ");
7710 else strcpy(dummy, " ");
7713 /* letter/number for power selection */
7716 sprintf(dummy, "%c) ",I2A(ctr));
7719 strcat(dummy, es_ptr->add_name);
7724 if (es_ptr->essence != -1)
7726 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7727 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7733 case ESSENCE_SH_FIRE:
7735 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7737 strcat(dummy, "(brand fire + res.fire)");
7739 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7740 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7742 case ESSENCE_SH_ELEC:
7744 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7746 strcat(dummy, "(brand elec. + res. elec.)");
7748 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7749 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7751 case ESSENCE_SH_COLD:
7753 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7755 strcat(dummy, "(brand cold + res. cold)");
7757 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7758 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7760 case ESSENCE_RESISTANCE:
7762 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7764 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7766 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7767 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7768 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7769 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7771 case ESSENCE_SUSTAIN:
7773 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7775 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7777 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7778 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7779 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7780 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7785 if (!able[ctr]) col = TERM_RED;
7787 if (es_ptr->essence != -1)
7789 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7793 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7796 c_prt(col, dummy2, ctr+2, x);
7806 /* Restore the screen */
7817 ask = (isupper(choice));
7820 if (ask) choice = tolower(choice);
7822 /* Extract request */
7823 i = (islower(choice) ? A2I(choice) : -1);
7826 /* Totally Illegal */
7827 if ((i < 0) || (i >= max_num) || !able[i])
7840 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7842 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7845 /* Belay that order */
7846 if (!get_check(tmp_val)) continue;
7853 /* Restore the screen */
7854 if (redraw) screen_load();
7861 #endif /* ALLOW_REPEAT */
7863 es_ptr = &essence_info[num[i]];
7865 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7866 item_tester_tval = TV_GLOVES;
7867 else if (mode == 1 || mode == 5)
7868 item_tester_hook = item_tester_hook_melee_ammo;
7869 else if (es_ptr->add == ESSENCE_ATTACK)
7870 item_tester_hook = item_tester_hook_weapon;
7871 else if (es_ptr->add == ESSENCE_AC)
7872 item_tester_hook = item_tester_hook_armour;
7874 item_tester_hook = item_tester_hook_weapon_armour;
7875 item_tester_no_ryoute = TRUE;
7879 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7880 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7882 q = "Improve which item? ";
7883 s = "You have nothing to improve.";
7886 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7888 /* Get the item (in the pack) */
7891 o_ptr = &inventory[item];
7894 /* Get the item (on the floor) */
7897 o_ptr = &o_list[0 - item];
7900 if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7903 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
7905 msg_print("This item is no more able to be improved.");
7910 object_desc(o_name, o_ptr, FALSE, 0);
7912 use_essence = es_ptr->value;
7913 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7914 if (o_ptr->number > 1)
7916 use_essence *= o_ptr->number;
7918 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7920 msg_format("It will take %d essences.",use_essence);
7925 if (es_ptr->essence != -1)
7927 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7930 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7932 msg_print("You don't have enough essences.");
7936 if (is_pval_flag(es_ptr->add))
7938 if (o_ptr->pval < 0)
7941 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
7943 msg_print("You cannot increase magic number of this item.");
7947 else if (es_ptr->add == TR_BLOWS)
7949 if (o_ptr->pval > 1)
7952 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7954 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7960 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
7962 msg_format("It will take %d essences.", use_essence);
7965 else if (o_ptr->pval > 0)
7967 use_essence *= o_ptr->pval;
7969 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
7971 msg_format("It will take %d essences.", use_essence);
7979 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
7982 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
7984 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
7986 strcpy(tmp_val, "1");
7988 if (!get_string(tmp, tmp_val, 1)) return;
7989 pval = atoi(tmp_val);
7990 if (pval > limit) pval = limit;
7991 else if (pval < 1) pval = 1;
7992 o_ptr->pval += pval;
7993 use_essence *= pval;
7995 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
7997 msg_format("It will take %d essences.", use_essence);
8001 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8004 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8006 msg_print("You don't have enough essences.");
8011 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8015 int get_to_h, get_to_d;
8017 strcpy(tmp_val, "1");
8019 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8021 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8023 val = atoi(tmp_val);
8024 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8025 else if (val < 1) val = 1;
8028 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8030 msg_format("It will take %d essences.", use_essence);
8032 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8035 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8037 msg_print("You don't have enough essences.");
8041 get_to_h = ((val+1)/2+randint0(val/2+1));
8042 get_to_d = ((val+1)/2+randint0(val/2+1));
8043 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8044 o_ptr->to_h += get_to_h;
8045 o_ptr->to_d += get_to_d;
8047 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8048 if (es_ptr->add == ESSENCE_ATTACK)
8050 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8053 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8055 msg_print("You failed to enchant.");
8062 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8063 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8066 else if (es_ptr->add == ESSENCE_AC)
8068 if (o_ptr->to_a >= p_ptr->lev/5+5)
8071 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8073 msg_print("You failed to enchant.");
8080 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8085 o_ptr->xtra3 = es_ptr->add + 1;
8090 bool success = TRUE;
8094 case ESSENCE_SH_FIRE:
8095 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8100 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8101 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8103 case ESSENCE_SH_ELEC:
8104 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8109 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8110 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8112 case ESSENCE_SH_COLD:
8113 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8118 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8119 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8121 case ESSENCE_RESISTANCE:
8122 case ESSENCE_SUSTAIN:
8123 if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8128 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8129 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8130 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8131 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8137 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8139 msg_print("You don't have enough essences.");
8143 if (es_ptr->add == ESSENCE_SUSTAIN)
8145 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8146 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8147 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8148 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8152 o_ptr->xtra3 = es_ptr->add + 1;
8159 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8161 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8164 /* Combine the pack */
8165 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8168 p_ptr->window |= (PW_INVEN);
8172 bool item_tester_hook_smith(object_type *o_ptr)
8174 switch (o_ptr->tval)
8194 if (o_ptr->xtra3) return (TRUE);
8202 static void erase_essence(void)
8207 char o_name[MAX_NLEN];
8208 u32b flgs[TR_FLAG_SIZE];
8210 item_tester_hook = item_tester_hook_smith;
8214 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8215 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8217 q = "Remove from which item? ";
8218 s = "You have nothing to remove essence.";
8221 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8223 /* Get the item (in the pack) */
8226 o_ptr = &inventory[item];
8229 /* Get the item (on the floor) */
8232 o_ptr = &o_list[0 - item];
8235 object_desc(o_name, o_ptr, FALSE, 0);
8237 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8239 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8244 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8246 o_ptr->to_h -= (o_ptr->xtra4>>8);
8247 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8249 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8250 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8253 object_flags(o_ptr, flgs);
8254 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8256 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8258 msg_print("You removed all essence you have added.");
8261 /* Combine the pack */
8262 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8265 p_ptr->window |= (PW_INVEN);
8268 void do_cmd_kaji(bool only_browse)
8273 int menu_line = (use_menu ? 1 : 0);
8277 if (p_ptr->confused)
8280 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8282 msg_print("You are too confused!");
8290 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8292 msg_print("You are blind!");
8300 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8302 msg_print("You are hullcinating!");
8310 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8312 #endif /* ALLOW_REPEAT */
8314 if (only_browse) screen_save();
8316 if (!only_browse) screen_save();
8322 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8323 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8324 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8325 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8326 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8327 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8329 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8330 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8331 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8332 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8333 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8334 prt(format("Choose command from menu."), 0, 0);
8361 if (menu_line > 5) menu_line -= 5;
8370 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8371 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8372 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8373 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8374 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8375 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8377 prt(" a) List essences", 2, 14);
8378 prt(" b) Extract essence", 3, 14);
8379 prt(" c) Remove essence", 4, 14);
8380 prt(" d) Add essence", 5, 14);
8381 prt(" e) Enchant weapon/armor", 6, 14);
8382 if (!get_com("Command :", &choice, TRUE))
8419 /* Clear lines, position cursor (really should use strlen here) */
8420 Term_erase(14, 21, 255);
8421 Term_erase(14, 20, 255);
8422 Term_erase(14, 19, 255);
8423 Term_erase(14, 18, 255);
8424 Term_erase(14, 17, 255);
8425 Term_erase(14, 16, 255);
8427 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8428 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8430 prt(&temp[j], line, 15);
8435 if (!only_browse) screen_load();
8436 } while (only_browse);
8440 #endif /* ALLOW_REPEAT */
8444 case 1: display_essence();break;
8445 case 2: drain_essence();break;
8446 case 3: erase_essence();break;
8448 mode = choose_essence();
8453 case 5: add_essence(10);break;