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 += (1500 * plusses);
910 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
911 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
912 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
913 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
914 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
915 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
916 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
917 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
918 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
919 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
920 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
921 total += (10000 + (2500 * plusses));
922 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
923 total += (10000 + (2500 * 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 pval bonus */
1208 switch (o_ptr->tval)
1231 /* Hack -- Negative "pval" is always bad */
1232 if (o_ptr->pval < 0) return (0L);
1235 if (!o_ptr->pval) break;
1237 /* Give credit for stat bonuses */
1238 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1239 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1240 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1241 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1242 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1243 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1245 /* Give credit for stealth and searching */
1246 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1247 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1248 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1250 /* Give credit for infra-vision and tunneling */
1251 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1252 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1254 /* Give credit for extra attacks */
1255 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1257 /* Give credit for speed bonus */
1258 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1265 /* Analyze the item */
1266 switch (o_ptr->tval)
1271 /* Pay extra for charges, depending on standard number of
1272 * charges. Handle new-style wands correctly. -LM-
1274 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1281 /* Pay extra for charges, depending on standard number of
1284 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1294 /* Hack -- negative bonuses are bad */
1295 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1297 /* Give credit for bonuses */
1298 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1315 /* Hack -- negative armor bonus */
1316 if (o_ptr->to_a < 0) return (0L);
1318 /* Give credit for bonuses */
1319 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1332 /* Hack -- negative hit/damage bonuses */
1333 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1335 /* Factor in the bonuses */
1336 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1338 /* Hack -- Factor in extra damage dice and sides */
1339 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1340 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1351 /* Hack -- negative hit/damage bonuses */
1352 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1354 /* Factor in the bonuses */
1355 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1357 /* Hack -- Factor in extra damage dice and sides */
1358 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1359 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1365 /* Figurines, relative to monster level */
1368 int level = r_info[o_ptr->pval].level;
1369 if (level < 20) value = level*50L;
1370 else if (level < 30) value = 1000+(level-20)*150L;
1371 else if (level < 40) value = 2500+(level-30)*350L;
1372 else if (level < 50) value = 6000+(level-40)*800L;
1373 else value = 14000+(level-50)*2000L;
1379 if (!o_ptr->pval) value = 1000L;
1380 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1386 if (!o_ptr->pval) value = 0L;
1391 /* Return the value */
1397 * Return the price of an item including plusses (and charges)
1399 * This function returns the "value" of the given item (qty one)
1401 * Never notice "unknown" bonuses or properties, including "curses",
1402 * since that would give the player information he did not have.
1404 * Note that discounted items stay discounted forever, even if
1405 * the discount is "forgotten" by the player via memory loss.
1407 s32b object_value(object_type *o_ptr)
1412 /* Unknown items -- acquire a base value */
1413 if (object_known_p(o_ptr))
1415 /* Broken items -- worthless */
1416 if (broken_p(o_ptr)) return (0L);
1418 /* Cursed items -- worthless */
1419 if (cursed_p(o_ptr)) return (0L);
1421 /* Real value (see above) */
1422 value = object_value_real(o_ptr);
1425 /* Known items -- acquire the actual value */
1428 /* Hack -- Felt broken items */
1429 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1431 /* Hack -- Felt cursed items */
1432 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1434 /* Base value (see above) */
1435 value = object_value_base(o_ptr);
1439 /* Apply discount (if any) */
1440 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1443 /* Return the final value */
1449 * Determines whether an object can be destroyed, and makes fake inscription.
1451 bool can_player_destroy_object(object_type *o_ptr)
1453 /* Artifacts cannot be destroyed */
1454 if (artifact_p(o_ptr) || o_ptr->art_name)
1456 byte feel = FEEL_SPECIAL;
1458 /* Hack -- Handle icky artifacts */
1459 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1461 /* Hack -- inscribe the artifact */
1462 o_ptr->feeling = feel;
1464 /* We have "felt" it (again) */
1465 o_ptr->ident |= (IDENT_SENSE);
1467 /* Combine the pack */
1468 p_ptr->notice |= (PN_COMBINE);
1471 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1482 * Distribute charges of rods or wands.
1484 * o_ptr = source item
1485 * q_ptr = target item, must be of the same type as o_ptr
1486 * amt = number of items that are transfered
1488 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1491 * Hack -- If rods or wands are dropped, the total maximum timeout or
1492 * charges need to be allocated between the two stacks. If all the items
1493 * are being dropped, it makes for a neater message to leave the original
1494 * stack's pval alone. -LM-
1496 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1498 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1499 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1501 /* Hack -- Rods also need to have their timeouts distributed. The
1502 * dropped stack will accept all time remaining to charge up to its
1505 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1507 if (q_ptr->pval > o_ptr->timeout)
1508 q_ptr->timeout = o_ptr->timeout;
1510 q_ptr->timeout = q_ptr->pval;
1512 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1517 void reduce_charges(object_type *o_ptr, int amt)
1520 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1521 * charges of the stack needs to be reduced, unless all the items are
1522 * being destroyed. -LM-
1524 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1525 (amt < o_ptr->number))
1527 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1533 * Determine if an item can "absorb" a second item
1535 * See "object_absorb()" for the actual "absorption" code.
1537 * If permitted, we allow staffs (if they are known to have equal charges
1538 * and both are either known or confirmed empty) and wands (if both are
1539 * either known or confirmed empty) and rods (in all cases) to combine.
1540 * Staffs will unstack (if necessary) when they are used, but wands and
1541 * rods will only unstack if one is dropped. -LM-
1543 * If permitted, we allow weapons/armor to stack, if fully "known".
1545 * Missiles will combine if both stacks have the same "known" status.
1546 * This is done to make unidentified stacks of missiles useful.
1548 * Food, potions, scrolls, and "easy know" items always stack.
1550 * Chests, and activatable items, never stack (for various reasons).
1554 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1556 #define MAX_STACK_SIZE 99
1560 * Determine if an item can partly absorb a second item.
1561 * Return maximum number of stack.
1563 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1567 /* Default maximum number of stack */
1568 int max_num = MAX_STACK_SIZE;
1570 /* Require identical object types */
1571 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1574 /* Analyze the items */
1575 switch (o_ptr->tval)
1577 /* Chests and Statues*/
1588 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1589 if (o_ptr->pval != j_ptr->pval) return 0;
1593 /* Figurines and Corpses*/
1598 if (o_ptr->pval != j_ptr->pval) return 0;
1604 /* Food and Potions and Scrolls */
1616 /* Require either knowledge or known empty for both staffs. */
1617 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1618 !object_known_p(o_ptr)) ||
1619 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1620 !object_known_p(j_ptr))) return 0;
1622 /* Require identical charges, since staffs are bulky. */
1623 if (o_ptr->pval != j_ptr->pval) return 0;
1632 /* Require either knowledge or known empty for both wands. */
1633 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1634 !object_known_p(o_ptr)) ||
1635 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1636 !object_known_p(j_ptr))) return 0;
1638 /* Wand charges combine in O&ZAngband. */
1644 /* Staffs and Wands and Rods */
1647 /* Prevent overflaw of timeout */
1648 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1654 /* Weapons and Armor */
1670 /* Require permission */
1671 if (!stack_allow_items) return 0;
1676 /* Rings, Amulets, Lites */
1681 /* Require full knowledge of both items */
1682 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1692 /* Require identical knowledge of both items */
1693 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1695 /* Require identical "bonuses" */
1696 if (o_ptr->to_h != j_ptr->to_h) return 0;
1697 if (o_ptr->to_d != j_ptr->to_d) return 0;
1698 if (o_ptr->to_a != j_ptr->to_a) return 0;
1700 /* Require identical "pval" code */
1701 if (o_ptr->pval != j_ptr->pval) return 0;
1703 /* Require identical "artifact" names */
1704 if (o_ptr->name1 != j_ptr->name1) return 0;
1706 /* Random artifacts never stack */
1707 if (o_ptr->art_name || j_ptr->art_name) return 0;
1709 /* Require identical "ego-item" names */
1710 if (o_ptr->name2 != j_ptr->name2) return 0;
1712 /* Require identical added essence */
1713 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1714 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1716 /* Hack -- Never stack "powerful" items */
1717 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1719 /* Hack -- Never stack recharging items */
1720 if (o_ptr->timeout || j_ptr->timeout) return 0;
1722 /* Require identical "values" */
1723 if (o_ptr->ac != j_ptr->ac) return 0;
1724 if (o_ptr->dd != j_ptr->dd) return 0;
1725 if (o_ptr->ds != j_ptr->ds) return 0;
1734 /* Require knowledge */
1735 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1743 /* Hack -- Identical art_flags! */
1744 for (i = 0; i < TR_FLAG_SIZE; i++)
1745 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1747 /* Hack -- Require identical "cursed" status */
1748 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1750 /* Hack -- Require identical "broken" status */
1751 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1754 /* Hack -- require semi-matching "inscriptions" */
1755 if (o_ptr->inscription && j_ptr->inscription &&
1756 (o_ptr->inscription != j_ptr->inscription))
1759 /* Hack -- normally require matching "inscriptions" */
1760 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1762 /* Hack -- normally require matching "discounts" */
1763 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1766 /* They match, so they must be similar */
1771 * Determine if an item can absorb a second item.
1773 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1775 int total = o_ptr->number + j_ptr->number;
1778 /* Are these objects similar? */
1779 max_num = object_similar_part(o_ptr, j_ptr);
1781 /* Return if not similar */
1782 if (!max_num) return FALSE;
1784 /* Maximal "stacking" limit */
1785 if (total > max_num) return (0);
1788 /* They match, so they must be similar */
1795 * Allow one item to "absorb" another, assuming they are similar
1797 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1799 int max_num = object_similar_part(o_ptr, j_ptr);
1800 int total = o_ptr->number + j_ptr->number;
1801 int diff = (total > max_num) ? total - max_num : 0;
1803 /* Combine quantity, lose excess items */
1804 o_ptr->number = (total > max_num) ? max_num : total;
1806 /* Hack -- blend "known" status */
1807 if (object_known_p(j_ptr)) object_known(o_ptr);
1809 /* Hack -- clear "storebought" if only one has it */
1810 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1811 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1813 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1814 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1817 /* Hack -- blend "mental" status */
1818 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1820 /* Hack -- blend "inscriptions" */
1821 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1823 /* Hack -- blend "feelings" */
1824 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1826 /* Hack -- could average discounts XXX XXX XXX */
1827 /* Hack -- save largest discount XXX XXX XXX */
1828 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1830 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1831 if (o_ptr->tval == TV_ROD)
1833 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1834 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1837 /* Hack -- if wands are stacking, combine the charges. -LM- */
1838 if (o_ptr->tval == TV_WAND)
1840 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1846 * Find the index of the object_kind with the given tval and sval
1848 s16b lookup_kind(int tval, int sval)
1855 for (k = 1; k < max_k_idx; k++)
1857 object_kind *k_ptr = &k_info[k];
1859 /* Require correct tval */
1860 if (k_ptr->tval != tval) continue;
1863 if (k_ptr->sval == sval) return (k);
1865 /* Ignore illegal items */
1866 if (sval != SV_ANY) continue;
1868 /* Apply the randomizer */
1869 if (!one_in_(++num)) continue;
1871 /* Use this value */
1875 /* Return this choice */
1884 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1886 msg_format("No object (%d,%d)", tval, sval);
1897 * Wipe an object clean.
1899 void object_wipe(object_type *o_ptr)
1901 /* Wipe the structure */
1902 (void)WIPE(o_ptr, object_type);
1907 * Prepare an object based on an existing object
1909 void object_copy(object_type *o_ptr, object_type *j_ptr)
1911 /* Copy the structure */
1912 COPY(o_ptr, j_ptr, object_type);
1917 * Prepare an object based on an object kind.
1919 void object_prep(object_type *o_ptr, int k_idx)
1921 object_kind *k_ptr = &k_info[k_idx];
1923 /* Clear the record */
1926 /* Save the kind index */
1927 o_ptr->k_idx = k_idx;
1929 /* Efficiency -- tval/sval */
1930 o_ptr->tval = k_ptr->tval;
1931 o_ptr->sval = k_ptr->sval;
1933 /* Default "pval" */
1934 o_ptr->pval = k_ptr->pval;
1936 /* Default number */
1939 /* Default weight */
1940 o_ptr->weight = k_ptr->weight;
1943 o_ptr->to_h = k_ptr->to_h;
1944 o_ptr->to_d = k_ptr->to_d;
1945 o_ptr->to_a = k_ptr->to_a;
1948 o_ptr->ac = k_ptr->ac;
1949 o_ptr->dd = k_ptr->dd;
1950 o_ptr->ds = k_ptr->ds;
1952 /* Hack -- worthless items are always "broken" */
1953 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1955 /* Hack -- cursed items are always "cursed" */
1956 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1957 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1958 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1959 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1960 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1961 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1966 * Help determine an "enchantment bonus" for an object.
1968 * To avoid floating point but still provide a smooth distribution of bonuses,
1969 * we simply round the results of division in such a way as to "average" the
1970 * correct floating point value.
1972 * This function has been changed. It uses "randnor()" to choose values from
1973 * a normal distribution, whose mean moves from zero towards the max as the
1974 * level increases, and whose standard deviation is equal to 1/4 of the max,
1975 * and whose values are forced to lie between zero and the max, inclusive.
1977 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1978 * rare to get the "full" enchantment on an object, even a deep levels.
1980 * It is always possible (albeit unlikely) to get the "full" enchantment.
1982 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1984 * N 0 1 2 3 4 5 6 7 8 9 10
1985 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1986 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1987 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1988 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1989 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1990 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1991 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1992 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1993 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1994 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1995 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1996 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1997 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1998 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1999 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
2000 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
2001 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
2002 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
2004 s16b m_bonus(int max, int level)
2006 int bonus, stand, extra, value;
2009 /* Paranoia -- enforce maximal "level" */
2010 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2013 /* The "bonus" moves towards the max */
2014 bonus = ((max * level) / MAX_DEPTH);
2016 /* Hack -- determine fraction of error */
2017 extra = ((max * level) % MAX_DEPTH);
2019 /* Hack -- simulate floating point computations */
2020 if (randint0(MAX_DEPTH) < extra) bonus++;
2023 /* The "stand" is equal to one quarter of the max */
2026 /* Hack -- determine fraction of error */
2029 /* Hack -- simulate floating point computations */
2030 if (randint0(4) < extra) stand++;
2033 /* Choose an "interesting" value */
2034 value = randnor(bonus, stand);
2036 /* Enforce the minimum value */
2037 if (value < 0) return (0);
2039 /* Enforce the maximum value */
2040 if (value > max) return (max);
2048 * Cheat -- describe a created object for the user
2050 static void object_mention(object_type *o_ptr)
2052 char o_name[MAX_NLEN];
2055 object_desc_store(o_name, o_ptr, FALSE, 0);
2058 if (artifact_p(o_ptr))
2062 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2064 msg_format("Artifact (%s)", o_name);
2069 /* Random Artifact */
2070 else if (o_ptr->art_name)
2073 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2075 msg_print("Random artifact");
2081 else if (ego_item_p(o_ptr))
2085 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2087 msg_format("Ego-item (%s)", o_name);
2097 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2099 msg_format("Object (%s)", o_name);
2107 * Mega-Hack -- Attempt to create one of the "Special Objects"
2109 * We are only called from "make_object()", and we assume that
2110 * "apply_magic()" is called immediately after we return.
2112 * Note -- see "make_artifact()" and "apply_magic()"
2114 static bool make_artifact_special(object_type *o_ptr)
2120 /* No artifacts in the town */
2121 if (!dun_level) return (FALSE);
2124 if (get_obj_num_hook) return (FALSE);
2126 /* Check the artifact list (just the "specials") */
2127 for (i = 0; i < max_a_idx; i++)
2129 artifact_type *a_ptr = &a_info[i];
2131 /* Skip "empty" artifacts */
2132 if (!a_ptr->name) continue;
2134 /* Cannot make an artifact twice */
2135 if (a_ptr->cur_num) continue;
2137 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2138 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2140 /* XXX XXX Enforce minimum "depth" (loosely) */
2141 if (a_ptr->level > dun_level)
2143 /* Acquire the "out-of-depth factor" */
2144 int d = (a_ptr->level - dun_level) * 2;
2146 /* Roll for out-of-depth creation */
2147 if (!one_in_(d)) continue;
2150 /* Artifact "rarity roll" */
2151 if (!one_in_(a_ptr->rarity)) continue;
2153 /* Find the base object */
2154 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2156 /* XXX XXX Enforce minimum "object" level (loosely) */
2157 if (k_info[k_idx].level > object_level)
2159 /* Acquire the "out-of-depth factor" */
2160 int d = (k_info[k_idx].level - object_level) * 5;
2162 /* Roll for out-of-depth creation */
2163 if (!one_in_(d)) continue;
2166 /* Assign the template */
2167 object_prep(o_ptr, k_idx);
2169 /* Mega-Hack -- mark the item as an artifact */
2172 /* Hack: Some artifacts get random extra powers */
2173 random_artifact_resistance(o_ptr, a_ptr);
2185 * Attempt to change an object into an artifact
2187 * This routine should only be called by "apply_magic()"
2189 * Note -- see "make_artifact_special()" and "apply_magic()"
2191 static bool make_artifact(object_type *o_ptr)
2196 /* No artifacts in the town */
2197 if (!dun_level) return (FALSE);
2199 /* Paranoia -- no "plural" artifacts */
2200 if (o_ptr->number != 1) return (FALSE);
2202 /* Check the artifact list (skip the "specials") */
2203 for (i = 0; i < max_a_idx; i++)
2205 artifact_type *a_ptr = &a_info[i];
2207 /* Skip "empty" items */
2208 if (!a_ptr->name) continue;
2210 /* Cannot make an artifact twice */
2211 if (a_ptr->cur_num) continue;
2213 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2215 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2217 /* Must have the correct fields */
2218 if (a_ptr->tval != o_ptr->tval) continue;
2219 if (a_ptr->sval != o_ptr->sval) continue;
2221 /* XXX XXX Enforce minimum "depth" (loosely) */
2222 if (a_ptr->level > dun_level)
2224 /* Acquire the "out-of-depth factor" */
2225 int d = (a_ptr->level - dun_level) * 2;
2227 /* Roll for out-of-depth creation */
2228 if (!one_in_(d)) continue;
2231 /* We must make the "rarity roll" */
2232 if (!one_in_(a_ptr->rarity)) continue;
2234 /* Hack -- mark the item as an artifact */
2237 /* Hack: Some artifacts get random extra powers */
2238 random_artifact_resistance(o_ptr, a_ptr);
2250 * Choose random ego type
2252 static byte get_random_ego(byte slot, bool good)
2255 ego_item_type *e_ptr;
2259 for (i = 1; i < max_e_idx; i++)
2263 if (e_ptr->slot == slot
2264 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2267 total += (255 / e_ptr->rarity);
2271 value = randint1(total);
2273 for (i = 1; i < max_e_idx; i++)
2277 if (e_ptr->slot == slot
2278 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2281 value -= (255 / e_ptr->rarity);
2282 if (value <= 0L) break;
2290 * Apply magic to an item known to be a "weapon"
2292 * Hack -- note special base damage dice boosting
2293 * Hack -- note special processing for weapon/digger
2294 * Hack -- note special rating boost for dragon scale mail
2296 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2298 int tohit1 = randint1(5) + m_bonus(5, level);
2299 int todam1 = randint1(5) + m_bonus(5, level);
2301 int tohit2 = m_bonus(10, level);
2302 int todam2 = m_bonus(10, level);
2304 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2306 tohit2 = (tohit2+1)/2;
2307 todam2 = (todam2+1)/2;
2314 o_ptr->to_h += tohit1;
2315 o_ptr->to_d += todam1;
2321 o_ptr->to_h += tohit2;
2322 o_ptr->to_d += todam2;
2330 o_ptr->to_h -= tohit1;
2331 o_ptr->to_d -= todam1;
2336 /* Penalize again */
2337 o_ptr->to_h -= tohit2;
2338 o_ptr->to_d -= todam2;
2341 /* Cursed (if "bad") */
2342 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2345 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2348 switch (o_ptr->tval)
2355 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2356 create_artifact(o_ptr, FALSE);
2358 /* Special Ego-item */
2359 o_ptr->name2 = EGO_DIGGING;
2363 else if (power < -1)
2365 /* Hack -- Horrible digging bonus */
2366 o_ptr->pval = 0 - (5 + randint1(5));
2372 /* Hack -- Reverse digging bonus */
2373 o_ptr->pval = 0 - (o_ptr->pval);
2387 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2389 create_artifact(o_ptr, FALSE);
2394 /* Roll for an ego-item */
2395 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2396 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2398 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2403 switch (o_ptr->name2)
2406 if (one_in_(4) && (level > 40))
2407 add_flag(o_ptr->art_flags, TR_BLOWS);
2411 add_flag(o_ptr->art_flags, TR_RES_POIS);
2413 add_flag(o_ptr->art_flags, TR_WARNING);
2415 case EGO_KILL_DRAGON:
2417 add_flag(o_ptr->art_flags, TR_RES_POIS);
2421 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2423 case EGO_SLAYING_WEAPON:
2424 if (one_in_(3)) /* double damage */
2432 while (one_in_(o_ptr->dd));
2438 while (one_in_(o_ptr->ds));
2443 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2445 if (o_ptr->tval == TV_SWORD && one_in_(3))
2447 add_flag(o_ptr->art_flags, TR_VORPAL);
2452 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2458 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2460 add_flag(o_ptr->art_flags, TR_DEX);
2462 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2465 o_ptr->pval = m_bonus(5, level) + 1;
2467 case EGO_EARTHQUAKES:
2468 if (one_in_(3) && (level > 60))
2469 add_flag(o_ptr->art_flags, TR_BLOWS);
2471 o_ptr->pval = m_bonus(3, level);
2475 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2479 if (!o_ptr->art_name)
2481 /* Hack -- Super-charge the damage dice */
2482 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2484 /* Hack -- Lower the damage dice */
2485 if (o_ptr->dd > 9) o_ptr->dd = 9;
2490 else if (power < -1)
2492 /* Roll for ego-item */
2493 if (randint0(MAX_DEPTH) < level)
2495 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2496 switch (o_ptr->name2)
2499 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2513 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2515 create_artifact(o_ptr, FALSE);
2518 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2532 if (power > 2) /* power > 2 is debug only */
2534 create_artifact(o_ptr, FALSE);
2538 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2540 switch (o_ptr->name2)
2542 case EGO_SLAYING_BOLT:
2547 /* Hack -- super-charge the damage dice */
2548 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2550 /* Hack -- restrict the damage dice */
2551 if (o_ptr->dd > 9) o_ptr->dd = 9;
2555 else if (power < -1)
2557 /* Roll for ego-item */
2558 if (randint0(MAX_DEPTH) < level)
2560 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2570 static void dragon_resist(object_type * o_ptr)
2575 one_dragon_ele_resistance(o_ptr);
2577 one_high_resistance(o_ptr);
2583 static bool add_esp_strong(object_type *o_ptr)
2585 bool nonliv = FALSE;
2587 switch (randint1(3))
2589 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2590 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2591 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2598 #define MAX_ESP_WEAK 9
2599 static void add_esp_weak(object_type *o_ptr, bool extra)
2602 int idx[MAX_ESP_WEAK];
2603 int flg[MAX_ESP_WEAK];
2604 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2605 int left = MAX_ESP_WEAK;
2607 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2609 /* Shuffle esp flags */
2610 for (i = 0; i < n; i++)
2612 int k = randint0(left--);
2618 flg[k] = flg[k + 1];
2623 while (n--) switch (idx[n])
2625 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2626 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2627 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2628 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2629 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2630 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2631 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2632 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2633 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2639 * Apply magic to an item known to be "armor"
2641 * Hack -- note special processing for crown/helm
2642 * Hack -- note special processing for robe of permanence
2644 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2646 int toac1 = randint1(5) + m_bonus(5, level);
2648 int toac2 = m_bonus(10, level);
2654 o_ptr->to_a += toac1;
2660 o_ptr->to_a += toac2;
2668 o_ptr->to_a -= toac1;
2673 /* Penalize again */
2674 o_ptr->to_a -= toac2;
2677 /* Cursed (if "bad") */
2678 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2683 switch (o_ptr->tval)
2689 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2690 create_artifact(o_ptr, FALSE);
2692 /* Mention the item */
2693 if (cheat_peek) object_mention(o_ptr);
2704 /* Hack -- Try for "Robes of the Magi" */
2705 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2706 (o_ptr->sval == SV_ROBE) &&
2707 (randint0(100) < 15))
2711 o_ptr->name2 = EGO_YOIYAMI;
2712 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2713 o_ptr->sval = SV_YOIYAMI_ROBE;
2719 o_ptr->name2 = EGO_PERMANENCE;
2724 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2726 create_artifact(o_ptr, FALSE);
2732 bool okay_flag = TRUE;
2734 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2736 switch (o_ptr->name2)
2738 case EGO_RESISTANCE:
2740 add_flag(o_ptr->art_flags, TR_RES_POIS);
2745 if (o_ptr->tval != TV_HARD_ARMOR)
2752 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2753 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2755 add_flag(o_ptr->art_flags, TR_CON);
2771 if (o_ptr->sval == SV_DRAGON_SHIELD)
2776 /* Mention the item */
2777 if (cheat_peek) object_mention(o_ptr);
2778 dragon_resist(o_ptr);
2779 if (!one_in_(3)) break;
2785 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2787 create_artifact(o_ptr, FALSE);
2790 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2792 switch (o_ptr->name2)
2795 if (!one_in_(3)) one_high_resistance(o_ptr);
2796 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2798 case EGO_REFLECTION:
2799 if (o_ptr->sval == SV_MIRROR_SHIELD)
2809 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2814 /* Mention the item */
2815 if (cheat_peek) object_mention(o_ptr);
2816 dragon_resist(o_ptr);
2817 if (!one_in_(3)) break;
2821 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2823 create_artifact(o_ptr, FALSE);
2826 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2830 else if (power < -1)
2832 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2840 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2845 /* Mention the item */
2846 if (cheat_peek) object_mention(o_ptr);
2847 dragon_resist(o_ptr);
2848 if (!one_in_(3)) break;
2853 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2855 create_artifact(o_ptr, FALSE);
2858 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2860 switch (o_ptr->name2)
2862 case EGO_SLOW_DESCENT:
2865 one_high_resistance(o_ptr);
2871 else if (power < -1)
2873 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2884 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2886 create_artifact(o_ptr, FALSE);
2891 bool ok_flag = TRUE;
2892 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2894 switch (o_ptr->name2)
2897 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2898 else add_esp_weak(o_ptr, FALSE);
2902 case EGO_REGENERATION:
2903 case EGO_LORDLINESS:
2908 if (one_in_(2)) add_esp_strong(o_ptr);
2909 else add_esp_weak(o_ptr, FALSE);
2912 default:/* not existing crown (wisdom,lite, etc...) */
2916 break; /* while (1) */
2922 else if (power < -1)
2924 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2932 if (o_ptr->sval == SV_DRAGON_HELM)
2937 /* Mention the item */
2938 if (cheat_peek) object_mention(o_ptr);
2939 dragon_resist(o_ptr);
2940 if (!one_in_(3)) break;
2946 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2948 create_artifact(o_ptr, FALSE);
2953 bool ok_flag = TRUE;
2954 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2956 switch (o_ptr->name2)
2958 case EGO_INTELLIGENCE:
2962 case EGO_INFRAVISION:
2967 if (one_in_(2)) add_esp_strong(o_ptr);
2968 else add_esp_weak(o_ptr, FALSE);
2971 default:/* not existing helm (Magi, Might, etc...)*/
2975 break; /* while (1) */
2980 else if (power < -1)
2982 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2992 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2994 create_artifact(o_ptr, FALSE);
2997 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2999 switch (o_ptr->name2)
3010 else if (power < -1)
3012 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3022 * Apply magic to an item known to be a "ring" or "amulet"
3024 * Hack -- note special rating boost for ring of speed
3025 * Hack -- note special rating boost for amulet of the magi
3026 * Hack -- note special "pval boost" code for ring of speed
3027 * Hack -- note that some items must be cursed (or blessed)
3029 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3031 /* Apply magic (good or bad) according to type */
3032 switch (o_ptr->tval)
3037 switch (o_ptr->sval)
3039 case SV_RING_ATTACKS:
3042 o_ptr->pval = m_bonus(2, level);
3043 if (one_in_(15)) o_ptr->pval++;
3044 if (o_ptr->pval < 1) o_ptr->pval = 1;
3050 o_ptr->ident |= (IDENT_BROKEN);
3053 o_ptr->curse_flags |= TRC_CURSED;
3056 o_ptr->pval = 0 - (o_ptr->pval);
3067 /* Strength, Constitution, Dexterity, Intelligence */
3073 o_ptr->pval = 1 + m_bonus(5, level);
3079 o_ptr->ident |= (IDENT_BROKEN);
3082 o_ptr->curse_flags |= TRC_CURSED;
3085 o_ptr->pval = 0 - (o_ptr->pval);
3091 /* Ring of Speed! */
3094 /* Base speed (1 to 10) */
3095 o_ptr->pval = randint1(5) + m_bonus(5, level);
3097 /* Super-charge the ring */
3098 while (randint0(100) < 50) o_ptr->pval++;
3104 o_ptr->ident |= (IDENT_BROKEN);
3107 o_ptr->curse_flags |= TRC_CURSED;
3110 o_ptr->pval = 0 - (o_ptr->pval);
3118 /* Mention the item */
3119 if (cheat_peek) object_mention(o_ptr);
3124 case SV_RING_LORDLY:
3128 one_lordly_high_resistance(o_ptr);
3132 /* Bonus to armor class */
3133 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3138 case SV_RING_WARNING:
3140 if (one_in_(3)) one_low_esp(o_ptr);
3145 case SV_RING_SEARCHING:
3147 /* Bonus to searching */
3148 o_ptr->pval = 1 + m_bonus(5, level);
3154 o_ptr->ident |= (IDENT_BROKEN);
3157 o_ptr->curse_flags |= TRC_CURSED;
3160 o_ptr->pval = 0 - (o_ptr->pval);
3166 /* Flames, Acid, Ice */
3167 case SV_RING_FLAMES:
3172 /* Bonus to armor class */
3173 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3177 /* Weakness, Stupidity */
3178 case SV_RING_WEAKNESS:
3179 case SV_RING_STUPIDITY:
3182 o_ptr->ident |= (IDENT_BROKEN);
3185 o_ptr->curse_flags |= TRC_CURSED;
3188 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3189 if (power > 0) power = 0 - power;
3194 /* WOE, Stupidity */
3198 o_ptr->ident |= (IDENT_BROKEN);
3201 o_ptr->curse_flags |= TRC_CURSED;
3204 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3205 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3206 if (power > 0) power = 0 - power;
3211 /* Ring of damage */
3212 case SV_RING_DAMAGE:
3214 /* Bonus to damage */
3215 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3221 o_ptr->ident |= (IDENT_BROKEN);
3224 o_ptr->curse_flags |= TRC_CURSED;
3227 o_ptr->to_d = 0 - o_ptr->to_d;
3233 /* Ring of Accuracy */
3234 case SV_RING_ACCURACY:
3237 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3243 o_ptr->ident |= (IDENT_BROKEN);
3246 o_ptr->curse_flags |= TRC_CURSED;
3249 o_ptr->to_h = 0 - o_ptr->to_h;
3255 /* Ring of Protection */
3256 case SV_RING_PROTECTION:
3258 /* Bonus to armor class */
3259 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3265 o_ptr->ident |= (IDENT_BROKEN);
3268 o_ptr->curse_flags |= TRC_CURSED;
3271 o_ptr->to_a = 0 - o_ptr->to_a;
3277 /* Ring of Slaying */
3278 case SV_RING_SLAYING:
3280 /* Bonus to damage and to hit */
3281 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3282 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3288 o_ptr->ident |= (IDENT_BROKEN);
3291 o_ptr->curse_flags |= TRC_CURSED;
3293 /* Reverse bonuses */
3294 o_ptr->to_h = 0 - o_ptr->to_h;
3295 o_ptr->to_d = 0 - o_ptr->to_d;
3301 case SV_RING_MUSCLE:
3303 o_ptr->pval = 1 + m_bonus(3, level);
3304 if (one_in_(4)) o_ptr->pval++;
3310 o_ptr->ident |= (IDENT_BROKEN);
3313 o_ptr->curse_flags |= TRC_CURSED;
3315 /* Reverse bonuses */
3316 o_ptr->pval = 0 - o_ptr->pval;
3321 case SV_RING_AGGRAVATION:
3324 o_ptr->ident |= (IDENT_BROKEN);
3327 o_ptr->curse_flags |= TRC_CURSED;
3329 if (power > 0) power = 0 - power;
3333 if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3334 || (power > 2)) /* power > 2 is debug only */
3336 o_ptr->pval = MIN(o_ptr->pval, 4);
3337 /* Randart amulet */
3338 create_artifact(o_ptr, FALSE);
3340 else if ((power == 2) && one_in_(2))
3342 while(!o_ptr->name2)
3344 int tmp = m_bonus(10, level);
3345 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3346 switch(randint1(28))
3349 o_ptr->name2 = EGO_RING_THROW;
3352 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3353 o_ptr->name2 = EGO_RING_REGEN;
3356 if (have_flag(k_ptr->flags, TR_LITE)) break;
3357 o_ptr->name2 = EGO_RING_LITE;
3360 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3361 o_ptr->name2 = EGO_RING_TELEPORT;
3364 if (o_ptr->to_h) break;
3365 o_ptr->name2 = EGO_RING_TO_H;
3368 if (o_ptr->to_d) break;
3369 o_ptr->name2 = EGO_RING_TO_D;
3372 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3373 o_ptr->name2 = EGO_RING_SLAY;
3376 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3377 o_ptr->name2 = EGO_RING_WIZARD;
3380 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3381 o_ptr->name2 = EGO_RING_HERO;
3384 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3385 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3386 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3387 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3390 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3391 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;
3392 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3393 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3394 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3397 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3398 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;
3399 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3400 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3401 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3404 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3405 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;
3406 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3407 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3410 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3411 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;
3412 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3413 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3415 case 21: case 22: case 23: case 24: case 25: case 26:
3416 switch (o_ptr->sval)
3419 if (!one_in_(3)) break;
3420 o_ptr->name2 = EGO_RING_D_SPEED;
3422 case SV_RING_DAMAGE:
3423 case SV_RING_ACCURACY:
3424 case SV_RING_SLAYING:
3425 if (one_in_(2)) break;
3426 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3429 o_ptr->name2 = EGO_RING_BERSERKER;
3430 o_ptr->to_h -= 2+randint1(4);
3431 o_ptr->to_d += 2+randint1(4);
3434 case SV_RING_PROTECTION:
3435 o_ptr->name2 = EGO_RING_SUPER_AC;
3436 o_ptr->to_a += 7 + m_bonus(5, level);
3438 case SV_RING_RES_FEAR:
3439 o_ptr->name2 = EGO_RING_HERO;
3442 if (one_in_(2)) break;
3443 o_ptr->name2 = EGO_RING_HUNTER;
3445 case SV_RING_SEARCHING:
3446 o_ptr->name2 = EGO_RING_STEALTH;
3448 case SV_RING_TELEPORTATION:
3449 o_ptr->name2 = EGO_RING_TELE_AWAY;
3451 case SV_RING_RES_BLINDNESS:
3453 o_ptr->name2 = EGO_RING_RES_LITE;
3455 o_ptr->name2 = EGO_RING_RES_DARK;
3457 case SV_RING_LORDLY:
3458 if (!one_in_(20)) break;
3459 one_lordly_high_resistance(o_ptr);
3460 one_lordly_high_resistance(o_ptr);
3461 o_ptr->name2 = EGO_RING_TRUE;
3463 case SV_RING_SUSTAIN:
3464 if (!one_in_(4)) break;
3465 o_ptr->name2 = EGO_RING_RES_TIME;
3467 case SV_RING_FLAMES:
3468 if (!one_in_(2)) break;
3469 o_ptr->name2 = EGO_RING_DRAGON_F;
3472 if (!one_in_(2)) break;
3473 o_ptr->name2 = EGO_RING_DRAGON_C;
3475 case SV_RING_WARNING:
3476 if (!one_in_(2)) break;
3477 o_ptr->name2 = EGO_RING_M_DETECT;
3486 o_ptr->curse_flags = 0L;
3488 else if ((power == -2) && one_in_(2))
3490 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3491 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3492 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3493 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3494 o_ptr->art_flags[0] = 0;
3495 o_ptr->art_flags[1] = 0;
3496 while(!o_ptr->name2)
3498 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3502 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3503 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3506 o_ptr->name2 = EGO_RING_NO_MELEE;
3509 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3510 o_ptr->name2 = EGO_RING_AGGRAVATE;
3513 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3514 o_ptr->name2 = EGO_RING_TY_CURSE;
3517 o_ptr->name2 = EGO_RING_ALBINO;
3522 o_ptr->ident |= (IDENT_BROKEN);
3525 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3533 switch (o_ptr->sval)
3535 /* Amulet of wisdom/charisma */
3536 case SV_AMULET_INTELLIGENCE:
3537 case SV_AMULET_WISDOM:
3538 case SV_AMULET_CHARISMA:
3540 o_ptr->pval = 1 + m_bonus(5, level);
3546 o_ptr->ident |= (IDENT_BROKEN);
3549 o_ptr->curse_flags |= (TRC_CURSED);
3551 /* Reverse bonuses */
3552 o_ptr->pval = 0 - o_ptr->pval;
3558 /* Amulet of brilliance */
3559 case SV_AMULET_BRILLIANCE:
3561 o_ptr->pval = 1 + m_bonus(3, level);
3562 if (one_in_(4)) o_ptr->pval++;
3568 o_ptr->ident |= (IDENT_BROKEN);
3571 o_ptr->curse_flags |= (TRC_CURSED);
3573 /* Reverse bonuses */
3574 o_ptr->pval = 0 - o_ptr->pval;
3580 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3584 o_ptr->curse_flags |= (TRC_CURSED);
3589 case SV_AMULET_RESISTANCE:
3591 if (one_in_(5)) one_high_resistance(o_ptr);
3592 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3596 /* Amulet of searching */
3597 case SV_AMULET_SEARCHING:
3599 o_ptr->pval = randint1(2) + 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 /* Amulet of the Magi -- never cursed */
3618 case SV_AMULET_THE_MAGI:
3620 o_ptr->pval = randint1(5) + m_bonus(5, level);
3621 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3623 /* gain one low ESP */
3624 add_esp_weak(o_ptr, FALSE);
3626 /* Boost the rating */
3629 /* Mention the item */
3630 if (cheat_peek) object_mention(o_ptr);
3635 /* Amulet of Doom -- always cursed */
3636 case SV_AMULET_DOOM:
3639 o_ptr->ident |= (IDENT_BROKEN);
3642 o_ptr->curse_flags |= (TRC_CURSED);
3645 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3646 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3647 if (power > 0) power = 0 - power;
3652 case SV_AMULET_MAGIC_MASTERY:
3654 o_ptr->pval = 1 + m_bonus(4, level);
3660 o_ptr->ident |= (IDENT_BROKEN);
3663 o_ptr->curse_flags |= (TRC_CURSED);
3665 /* Reverse bonuses */
3666 o_ptr->pval = 0 - o_ptr->pval;
3672 if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3673 || (power > 2)) /* power > 2 is debug only */
3675 o_ptr->pval = MIN(o_ptr->pval, 4);
3676 /* Randart amulet */
3677 create_artifact(o_ptr, FALSE);
3679 else if ((power == 2) && one_in_(2))
3681 while(!o_ptr->name2)
3683 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3684 switch(randint1(21))
3687 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3688 o_ptr->name2 = EGO_AMU_SLOW_D;
3691 if (o_ptr->pval) break;
3692 o_ptr->name2 = EGO_AMU_INFRA;
3695 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3696 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3699 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3700 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3703 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3704 o_ptr->name2 = EGO_AMU_LEVITATION;
3706 case 10: case 11: case 21:
3707 o_ptr->name2 = EGO_AMU_AC;
3710 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3711 if (m_bonus(10, level) > 8)
3712 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3714 o_ptr->name2 = EGO_AMU_RES_FIRE;
3717 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3718 if (m_bonus(10, level) > 8)
3719 o_ptr->name2 = EGO_AMU_RES_COLD_;
3721 o_ptr->name2 = EGO_AMU_RES_COLD;
3724 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3725 if (m_bonus(10, level) > 8)
3726 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3728 o_ptr->name2 = EGO_AMU_RES_ELEC;
3731 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3732 if (m_bonus(10, level) > 8)
3733 o_ptr->name2 = EGO_AMU_RES_ACID_;
3735 o_ptr->name2 = EGO_AMU_RES_ACID;
3737 case 16: case 17: case 18: case 19: case 20:
3738 switch (o_ptr->sval)
3740 case SV_AMULET_TELEPORT:
3741 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3742 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3743 else o_ptr->name2 = EGO_AMU_TELEPORT;
3745 case SV_AMULET_RESIST_ACID:
3746 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3748 case SV_AMULET_SEARCHING:
3749 o_ptr->name2 = EGO_AMU_STEALTH;
3751 case SV_AMULET_BRILLIANCE:
3752 if (!one_in_(3)) break;
3753 o_ptr->name2 = EGO_AMU_IDENT;
3755 case SV_AMULET_CHARISMA:
3756 if (!one_in_(3)) break;
3757 o_ptr->name2 = EGO_AMU_CHARM;
3759 case SV_AMULET_THE_MAGI:
3760 if (one_in_(2)) break;
3761 o_ptr->name2 = EGO_AMU_GREAT;
3763 case SV_AMULET_RESISTANCE:
3764 if (!one_in_(5)) break;
3765 o_ptr->name2 = EGO_AMU_DEFENDER;
3767 case SV_AMULET_TELEPATHY:
3768 if (!one_in_(3)) break;
3769 o_ptr->name2 = EGO_AMU_DETECTION;
3775 o_ptr->curse_flags = 0L;
3777 else if ((power == -2) && one_in_(2))
3779 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3780 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3781 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3782 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3783 o_ptr->art_flags[0] = 0;
3784 o_ptr->art_flags[1] = 0;
3785 while(!o_ptr->name2)
3787 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3791 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3792 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3795 o_ptr->name2 = EGO_AMU_FOOL;
3798 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3799 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3802 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3803 o_ptr->name2 = EGO_AMU_TY_CURSE;
3806 o_ptr->name2 = EGO_AMU_NAIVETY;
3811 o_ptr->ident |= (IDENT_BROKEN);
3814 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3823 * Hack -- help pick an item type
3825 static bool item_monster_okay(int r_idx)
3827 monster_race *r_ptr = &r_info[r_idx];
3830 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3831 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3832 if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3833 if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3834 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3835 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3843 * Apply magic to an item known to be "boring"
3845 * Hack -- note the special code for various items
3847 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3849 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3854 /* Apply magic (good or bad) according to type */
3855 switch (o_ptr->tval)
3864 o_ptr->ident |= (IDENT_BROKEN);
3867 o_ptr->curse_flags |= (TRC_CURSED);
3874 o_ptr->xtra4 = o_ptr->pval;
3880 /* Hack -- Torches -- random fuel */
3881 if (o_ptr->sval == SV_LITE_TORCH)
3883 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3887 /* Hack -- Lanterns -- random fuel */
3888 if (o_ptr->sval == SV_LITE_LANTERN)
3890 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3894 if (power > 2) /* power > 2 is debug only */
3896 create_artifact(o_ptr, FALSE);
3898 else if ((power == 2) || ((power == 1) && one_in_(3)))
3900 while (!o_ptr->name2)
3904 bool okay_flag = TRUE;
3906 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3908 switch (o_ptr->name2)
3911 if (o_ptr->sval == SV_LITE_FEANOR)
3919 else if (power == -2)
3921 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3923 switch (o_ptr->name2)
3925 case EGO_LITE_DARKNESS:
3937 /* The wand or staff gets a number of initial charges equal
3938 * to between 1/2 (+1) and the full object kind's pval. -LM-
3940 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3946 /* Transfer the pval. -LM- */
3947 o_ptr->pval = k_ptr->pval;
3954 object_aware(o_ptr);
3955 object_known(o_ptr);
3964 monster_race *r_ptr;
3966 /* Pick a random non-unique monster race */
3969 i = randint1(max_r_idx - 1);
3971 if (!item_monster_okay(i)) continue;
3972 if (i == MON_TSUCHINOKO) continue;
3976 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3978 /* Ignore dead monsters */
3979 if (!r_ptr->rarity) continue;
3981 /* Prefer less out-of-depth monsters */
3982 if (randint0(check)) continue;
3989 /* Some figurines are cursed */
3990 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3995 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3997 msg_format("Figurine of %s, depth +%d%s",
4000 r_name + r_ptr->name, check - 1,
4001 !cursed_p(o_ptr) ? "" : " {cursed}");
4014 monster_race *r_ptr;
4016 if (o_ptr->sval == SV_SKELETON)
4018 match = RF9_DROP_SKELETON;
4020 else if (o_ptr->sval == SV_CORPSE)
4022 match = RF9_DROP_CORPSE;
4025 /* Hack -- Remove the monster restriction */
4026 get_mon_num_prep(item_monster_okay, NULL);
4028 /* Pick a random non-unique monster race */
4031 i = get_mon_num(dun_level);
4035 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4037 /* Ignore dead monsters */
4038 if (!r_ptr->rarity) continue;
4040 /* Ignore corpseless monsters */
4041 if (!(r_ptr->flags9 & match)) continue;
4043 /* Prefer less out-of-depth monsters */
4044 if (randint0(check)) continue;
4054 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4056 msg_format("Corpse of %s, depth +%d",
4059 r_name + r_ptr->name, check - 1);
4062 object_aware(o_ptr);
4063 object_known(o_ptr);
4071 monster_race *r_ptr;
4073 /* Pick a random monster race */
4076 i = randint1(max_r_idx - 1);
4080 /* Ignore dead monsters */
4081 if (!r_ptr->rarity) continue;
4091 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4093 msg_format("Statue of %s", r_name + r_ptr->name);
4097 object_aware(o_ptr);
4098 object_known(o_ptr);
4105 byte obj_level = get_object_level(o_ptr);
4107 /* Hack -- skip ruined chests */
4108 if (obj_level <= 0) break;
4110 /* Hack -- pick a "difficulty" */
4111 o_ptr->pval = randint1(obj_level);
4112 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4114 o_ptr->xtra3 = dun_level + 5;
4116 /* Never exceed "difficulty" of 55 to 59 */
4117 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4126 * Complete the "creation" of an object by applying "magic" to the item
4128 * This includes not only rolling for random bonuses, but also putting the
4129 * finishing touches on ego-items and artifacts, giving charges to wands and
4130 * staffs, giving fuel to lites, and placing traps on chests.
4132 * In particular, note that "Instant Artifacts", if "created" by an external
4133 * routine, must pass through this function to complete the actual creation.
4135 * The base "chance" of the item being "good" increases with the "level"
4136 * parameter, which is usually derived from the dungeon level, being equal
4137 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4138 * the object is guaranteed to be "good". If an object is "good", then
4139 * the chance that the object will be "great" (ego-item or artifact), also
4140 * increases with the "level", being equal to half the level, plus 5, up to
4141 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4142 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4144 * If the object is not "good", there is a chance it will be "cursed", and
4145 * if it is "cursed", there is a chance it will be "broken". These chances
4146 * are related to the "good" / "great" chances above.
4148 * Otherwise "normal" rings and amulets will be "good" half the time and
4149 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4151 * If "okay" is true, and the object is going to be "great", then there is
4152 * a chance that an artifact will be created. This is true even if both the
4153 * "good" and "great" arguments are false. As a total hack, if "great" is
4154 * true, then the item gets 3 extra "attempts" to become an artifact.
4156 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4158 int i, rolls, f1, f2, power;
4160 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4162 /* Maximum "level" for various things */
4163 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4165 /* Base chance of being "good" */
4168 /* Maximal chance of being "good" */
4169 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4171 /* Base chance of being "great" */
4174 /* Maximal chance of being "great" */
4175 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4176 f2 = d_info[dungeon_type].obj_great;
4178 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4183 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4192 /* Roll for "good" */
4193 if ((mode & AM_GOOD) || magik(f1))
4198 /* Roll for "great" */
4199 if ((mode & AM_GREAT) || magik(f2))
4203 /* Roll for "special" */
4204 if (mode & AM_SPECIAL) power = 3;
4208 /* Roll for "cursed" */
4211 /* Assume "cursed" */
4214 /* Roll for "broken" */
4215 if (magik(f2)) power = -2;
4219 if (mode & AM_CURSED)
4221 /* Assume 'cursed' */
4226 /* Everything else gets more badly cursed */
4233 /* Assume no rolls */
4236 /* Get one roll if excellent */
4237 if (power >= 2) rolls = 1;
4239 /* Hack -- Get four rolls if forced great or special */
4240 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4242 /* Hack -- Get no rolls if not allowed */
4243 if (!(mode & AM_OKAY) || o_ptr->name1) rolls = 0;
4245 /* Roll for artifacts if allowed */
4246 for (i = 0; i < rolls; i++)
4248 /* Roll for an artifact */
4249 if (make_artifact(o_ptr)) break;
4250 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4252 if (make_artifact(o_ptr)) break;
4257 /* Hack -- analyze artifacts */
4260 artifact_type *a_ptr = &a_info[o_ptr->name1];
4262 /* Hack -- Mark the artifact as "created" */
4265 /* Hack -- Memorize location of artifact in saved floors */
4266 if (character_dungeon)
4267 a_ptr->floor_id = p_ptr->floor_id;
4269 /* Extract the other fields */
4270 o_ptr->pval = a_ptr->pval;
4271 o_ptr->ac = a_ptr->ac;
4272 o_ptr->dd = a_ptr->dd;
4273 o_ptr->ds = a_ptr->ds;
4274 o_ptr->to_a = a_ptr->to_a;
4275 o_ptr->to_h = a_ptr->to_h;
4276 o_ptr->to_d = a_ptr->to_d;
4277 o_ptr->weight = a_ptr->weight;
4279 /* Hack -- extract the "broken" flag */
4280 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4282 /* Hack -- extract the "cursed" flag */
4283 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4284 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4285 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4286 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4287 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4288 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4290 /* Mega-Hack -- increase the rating */
4293 /* Mega-Hack -- increase the rating again */
4294 if (a_ptr->cost > 50000L) rating += 10;
4296 /* Mega-Hack -- increase the rating again */
4297 if (a_ptr->cost > 100000L) rating += 10;
4299 /* Set the good item flag */
4300 good_item_flag = TRUE;
4302 /* Cheat -- peek at the item */
4303 if (cheat_peek) object_mention(o_ptr);
4311 switch (o_ptr->tval)
4320 if (power) a_m_aux_1(o_ptr, lev, power);
4326 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4332 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4346 /* Elven Cloak and Black Clothes ... */
4347 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4348 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4349 o_ptr->pval = randint1(4);
4353 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4354 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4355 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4356 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4357 a_m_aux_2(o_ptr, lev, power);
4359 if (power) a_m_aux_2(o_ptr, lev, power);
4367 if (!power && (randint0(100) < 50)) power = -1;
4368 a_m_aux_3(o_ptr, lev, power);
4374 a_m_aux_4(o_ptr, lev, power);
4379 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4380 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4381 (p_ptr->pseikaku == SEIKAKU_SEXY))
4384 add_flag(o_ptr->art_flags, TR_STR);
4385 add_flag(o_ptr->art_flags, TR_INT);
4386 add_flag(o_ptr->art_flags, TR_WIS);
4387 add_flag(o_ptr->art_flags, TR_DEX);
4388 add_flag(o_ptr->art_flags, TR_CON);
4389 add_flag(o_ptr->art_flags, TR_CHR);
4392 if (o_ptr->art_name) rating += 30;
4394 /* Hack -- analyze ego-items */
4395 else if (o_ptr->name2)
4397 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4399 /* Hack -- acquire "broken" flag */
4400 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4402 /* Hack -- acquire "cursed" flag */
4403 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4404 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4405 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4406 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4407 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4408 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4410 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4411 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4412 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4413 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4414 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4415 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4416 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4418 /* Hack -- apply extra penalties if needed */
4419 if (cursed_p(o_ptr) || broken_p(o_ptr))
4421 /* Hack -- obtain bonuses */
4422 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4423 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4424 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4426 /* Hack -- obtain pval */
4427 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4430 /* Hack -- apply extra bonuses if needed */
4433 /* Hack -- obtain bonuses */
4434 if (e_ptr->max_to_h)
4436 if (e_ptr->max_to_h > 127)
4437 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4438 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4440 if (e_ptr->max_to_d)
4442 if (e_ptr->max_to_d > 127)
4443 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4444 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4446 if (e_ptr->max_to_a)
4448 if (e_ptr->max_to_a > 127)
4449 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4450 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4453 /* Hack -- obtain pval */
4454 if (e_ptr->max_pval)
4456 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4459 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4461 else if (o_ptr->name2 == EGO_ATTACKS)
4463 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4464 if (o_ptr->pval > 3) o_ptr->pval = 3;
4465 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4466 o_ptr->pval += randint1(2);
4468 else if (o_ptr->name2 == EGO_BAT)
4470 o_ptr->pval = randint1(e_ptr->max_pval);
4471 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4475 o_ptr->pval += randint1(e_ptr->max_pval);
4478 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4480 o_ptr->pval = randint1(o_ptr->pval);
4482 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4486 /* Hack -- apply rating bonus */
4487 rating += e_ptr->rating;
4489 /* Cheat -- describe the item */
4490 if (cheat_peek) object_mention(o_ptr);
4496 /* Examine real objects */
4499 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4501 /* Hack -- acquire "broken" flag */
4502 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4504 /* Hack -- acquire "cursed" flag */
4505 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4506 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4507 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4508 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4509 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4510 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4516 * Hack -- determine if a template is "good"
4518 static bool kind_is_good(int k_idx)
4520 object_kind *k_ptr = &k_info[k_idx];
4522 /* Analyze the item type */
4523 switch (k_ptr->tval)
4525 /* Armor -- Good unless damaged */
4536 if (k_ptr->to_a < 0) return (FALSE);
4540 /* Weapons -- Good unless damaged */
4547 if (k_ptr->to_h < 0) return (FALSE);
4548 if (k_ptr->to_d < 0) return (FALSE);
4552 /* Ammo -- Arrows/Bolts are good */
4559 /* Books -- High level books are good (except Arcane books) */
4561 case TV_SORCERY_BOOK:
4562 case TV_NATURE_BOOK:
4566 case TV_ENCHANT_BOOK:
4567 case TV_DAEMON_BOOK:
4568 case TV_CRUSADE_BOOK:
4570 case TV_HISSATSU_BOOK:
4572 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4576 /* Rings -- Rings of Speed are good */
4579 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4580 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4584 /* Amulets -- Amulets of the Magi and Resistance are good */
4587 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4588 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4593 /* Assume not good */
4599 * Attempt to make an object (normal or good/great)
4601 * This routine plays nasty games to generate the "special artifacts".
4603 * This routine uses "object_level" for the "generation level".
4605 * We assume that the given object has been "wiped".
4607 bool make_object(object_type *j_ptr, u32b mode)
4613 /* Chance of "special object" */
4614 prob = ((mode & AM_GOOD) ? 10 : 1000);
4616 /* Base level for the object */
4617 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4620 /* Generate a special object, or a normal object */
4621 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4628 /* Activate restriction */
4629 get_obj_num_hook = kind_is_good;
4631 /* Prepare allocation table */
4635 /* Pick a random object */
4636 k_idx = get_obj_num(base);
4639 if (get_obj_num_hook)
4641 /* Clear restriction */
4642 get_obj_num_hook = NULL;
4644 /* Prepare allocation table */
4648 /* Handle failure */
4649 if (!k_idx) return (FALSE);
4651 /* Prepare the object */
4652 object_prep(j_ptr, k_idx);
4655 /* Apply magic (allow artifacts) */
4656 apply_magic(j_ptr, object_level, mode);
4658 /* Hack -- generate multiple spikes/missiles */
4659 switch (j_ptr->tval)
4667 j_ptr->number = (byte)damroll(6, 7);
4671 obj_level = get_object_level(j_ptr);
4672 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4674 /* Notice "okay" out-of-depth objects */
4675 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4676 (obj_level > dun_level))
4678 /* Rating increase */
4679 rating += (obj_level - dun_level);
4681 /* Cheat -- peek at items */
4682 if (cheat_peek) object_mention(j_ptr);
4691 * Attempt to place an object (normal or good/great) at the given location.
4693 * This routine plays nasty games to generate the "special artifacts".
4695 * This routine uses "object_level" for the "generation level".
4697 * This routine requires a clean floor grid destination.
4699 void place_object(int y, int x, u32b mode)
4709 /* Paranoia -- check bounds */
4710 if (!in_bounds(y, x)) return;
4712 /* Require clean floor space */
4713 if (!cave_clean_bold(y, x)) return;
4716 /* Get local object */
4719 /* Wipe the object */
4722 /* Make an object (if possible) */
4723 if (!make_object(q_ptr, mode)) return;
4726 /* Make an object */
4734 /* Acquire object */
4735 o_ptr = &o_list[o_idx];
4737 /* Structure Copy */
4738 object_copy(o_ptr, q_ptr);
4745 c_ptr = &cave[y][x];
4748 o_ptr->next_o_idx = c_ptr->o_idx;
4750 /* Place the object */
4751 c_ptr->o_idx = o_idx;
4761 /* Hack -- Preserve artifacts */
4764 a_info[q_ptr->name1].cur_num = 0;
4771 * Make a treasure object
4773 * The location must be a legal, clean, floor grid.
4775 bool make_gold(object_type *j_ptr)
4782 /* Hack -- Pick a Treasure variety */
4783 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4785 /* Apply "extra" magic */
4786 if (one_in_(GREAT_OBJ))
4788 i += randint1(object_level + 1);
4791 /* Hack -- Creeping Coins only generate "themselves" */
4792 if (coin_type) i = coin_type;
4794 /* Do not create "illegal" Treasure Types */
4795 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4797 /* Prepare a gold object */
4798 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4800 /* Hack -- Base coin cost */
4801 base = k_info[OBJ_GOLD_LIST+i].cost;
4803 /* Determine how much the treasure is "worth" */
4804 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4812 * Places a treasure (Gold or Gems) at given location
4814 * The location must be a legal, clean, floor grid.
4816 void place_gold(int y, int x)
4826 /* Paranoia -- check bounds */
4827 if (!in_bounds(y, x)) return;
4829 /* Require clean floor space */
4830 if (!cave_clean_bold(y, x)) return;
4833 /* Get local object */
4836 /* Wipe the object */
4839 /* Make some gold */
4840 if (!make_gold(q_ptr)) return;
4843 /* Make an object */
4851 /* Acquire object */
4852 o_ptr = &o_list[o_idx];
4854 /* Copy the object */
4855 object_copy(o_ptr, q_ptr);
4862 c_ptr = &cave[y][x];
4865 o_ptr->next_o_idx = c_ptr->o_idx;
4867 /* Place the object */
4868 c_ptr->o_idx = o_idx;
4880 * Let an object fall to the ground at or near a location.
4882 * The initial location is assumed to be "in_bounds()".
4884 * This function takes a parameter "chance". This is the percentage
4885 * chance that the item will "disappear" instead of drop. If the object
4886 * has been thrown, then this is the chance of disappearance on contact.
4888 * Hack -- this function uses "chance" to determine if it should produce
4889 * some form of "description" of the drop event (under the player).
4891 * We check several locations to see if we can find a location at which
4892 * the object can combine, stack, or be placed. Artifacts will try very
4893 * hard to be placed, including "teleporting" to a useful grid if needed.
4895 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4906 s16b this_o_idx, next_o_idx = 0;
4910 char o_name[MAX_NLEN];
4916 /* Extract plural */
4917 bool plural = (j_ptr->number != 1);
4920 /* Describe object */
4921 object_desc(o_name, j_ptr, FALSE, 0);
4924 /* Handle normal "breakage" */
4925 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4929 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4931 msg_format("The %s disappear%s.",
4932 o_name, (plural ? "" : "s"));
4938 if (p_ptr->wizard) msg_print("(ÇË»)");
4940 if (p_ptr->wizard) msg_print("(breakage)");
4959 /* Scan local grids */
4960 for (dy = -3; dy <= 3; dy++)
4962 /* Scan local grids */
4963 for (dx = -3; dx <= 3; dx++)
4967 /* Calculate actual distance */
4968 d = (dy * dy) + (dx * dx);
4970 /* Ignore distant grids */
4971 if (d > 10) continue;
4977 /* Skip illegal grids */
4978 if (!in_bounds(ty, tx)) continue;
4980 /* Require line of sight */
4981 if (!los(y, x, ty, tx)) continue;
4984 c_ptr = &cave[ty][tx];
4986 /* Require floor space */
4987 if ((c_ptr->feat != FEAT_FLOOR) &&
4988 (c_ptr->feat != FEAT_SHAL_WATER) &&
4989 (c_ptr->feat != FEAT_GRASS) &&
4990 (c_ptr->feat != FEAT_DIRT) &&
4991 (c_ptr->feat != FEAT_FLOWER) &&
4992 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4993 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4994 (c_ptr->feat != FEAT_TREES)) continue;
4995 if (c_ptr->info & (CAVE_OBJECT)) continue;
5000 /* Scan objects in that grid */
5001 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5005 /* Acquire object */
5006 o_ptr = &o_list[this_o_idx];
5008 /* Acquire next object */
5009 next_o_idx = o_ptr->next_o_idx;
5011 /* Check for possible combination */
5012 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5018 /* Add new object */
5022 if (k > 99) continue;
5024 /* Calculate score */
5025 s = 1000 - (d + k * 5);
5027 /* Skip bad values */
5028 if (s < bs) continue;
5030 /* New best value */
5033 /* Apply the randomizer to equivalent values */
5034 if ((++bn >= 2) && !one_in_(bn)) continue;
5049 /* Handle lack of space */
5050 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5054 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5056 msg_format("The %s disappear%s.",
5057 o_name, (plural ? "" : "s"));
5063 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5065 if (p_ptr->wizard) msg_print("(no floor space)");
5075 for (i = 0; !flag; i++)
5080 ty = rand_spread(by, 1);
5081 tx = rand_spread(bx, 1);
5084 /* Random locations */
5087 ty = randint0(cur_hgt);
5088 tx = randint0(cur_wid);
5092 c_ptr = &cave[ty][tx];
5094 /* Require floor space (or shallow terrain) -KMW- */
5095 if ((c_ptr->feat != FEAT_FLOOR) &&
5096 (c_ptr->feat != FEAT_SHAL_WATER) &&
5097 (c_ptr->feat != FEAT_GRASS) &&
5098 (c_ptr->feat != FEAT_DIRT) &&
5099 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5101 /* Bounce to that location */
5105 /* Require floor space */
5106 if (!cave_clean_bold(by, bx)) continue;
5114 c_ptr = &cave[by][bx];
5116 /* Scan objects in that grid for combination */
5117 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5121 /* Acquire object */
5122 o_ptr = &o_list[this_o_idx];
5124 /* Acquire next object */
5125 next_o_idx = o_ptr->next_o_idx;
5127 /* Check for combination */
5128 if (object_similar(o_ptr, j_ptr))
5130 /* Combine the items */
5131 object_absorb(o_ptr, j_ptr);
5141 /* Get new object */
5142 if (!done) o_idx = o_pop();
5145 if (!done && !o_idx)
5149 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5151 msg_format("The %s disappear%s.",
5152 o_name, (plural ? "" : "s"));
5158 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5160 if (p_ptr->wizard) msg_print("(too many objects)");
5164 /* Hack -- Preserve artifacts */
5167 a_info[j_ptr->name1].cur_num = 0;
5177 /* Structure copy */
5178 object_copy(&o_list[o_idx], j_ptr);
5180 /* Access new object */
5181 j_ptr = &o_list[o_idx];
5188 j_ptr->held_m_idx = 0;
5191 j_ptr->next_o_idx = c_ptr->o_idx;
5193 /* Place the object */
5194 c_ptr->o_idx = o_idx;
5209 /* Mega-Hack -- no message if "dropped" by player */
5210 /* Message when an object falls under the player */
5211 if (chance && (by == py) && (bx == px))
5214 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5216 msg_print("You feel something roll beneath your feet.");
5229 * Scatter some "great" objects near the player
5231 void acquirement(int y1, int x1, int num, bool great, bool known)
5234 object_type object_type_body;
5235 u32b mode = AM_OKAY | AM_GOOD | (great ? AM_GREAT : 0L);
5240 /* Get local object */
5241 i_ptr = &object_type_body;
5243 /* Wipe the object */
5246 /* Make a good (or great) object (if possible) */
5247 if (!make_object(i_ptr, mode)) continue;
5251 object_aware(i_ptr);
5252 object_known(i_ptr);
5255 /* Drop the object */
5256 (void)drop_near(i_ptr, -1, y1, x1);
5261 #define MAX_TRAPS 18
5263 static int trap_num[MAX_TRAPS] =
5267 FEAT_TRAP_SPIKED_PIT,
5268 FEAT_TRAP_POISON_PIT,
5289 * XXX XXX XXX This routine should be redone to reflect trap "level".
5290 * That is, it does not make sense to have spiked pits at 50 feet.
5291 * Actually, it is not this routine, but the "trap instantiation"
5292 * code, which should also check for "trap doors" on quest levels.
5294 byte choose_random_trap(void)
5301 /* Hack -- pick a trap */
5302 feat = trap_num[randint0(MAX_TRAPS)];
5304 /* Accept non-trapdoors */
5305 if (feat != FEAT_TRAP_TRAPDOOR) break;
5307 /* Hack -- no trap doors on special levels */
5308 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5310 /* Hack -- no trap doors on the deepest level */
5311 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5320 * Disclose an invisible trap
5322 void disclose_grid(int y, int x)
5324 cave_type *c_ptr = &cave[y][x];
5327 if (!c_ptr->mimic) return;
5329 /* No longer hidden */
5341 * Places a random trap at the given location.
5343 * The location must be a legal, naked, floor grid.
5345 * Note that all traps start out as "invisible" and "untyped", and then
5346 * when they are "discovered" (by detecting them or setting them off),
5347 * the trap is "instantiated" as a visible, "typed", trap.
5349 void place_trap(int y, int x)
5351 cave_type *c_ptr = &cave[y][x];
5353 /* Paranoia -- verify location */
5354 if (!in_bounds(y, x)) return;
5356 /* Require empty, clean, floor grid */
5357 if (!cave_naked_bold(y, x)) return;
5359 /* Place an invisible trap */
5360 c_ptr->mimic = c_ptr->feat;
5361 c_ptr->feat = choose_random_trap();
5366 * Describe the charges on an item in the inventory.
5368 void inven_item_charges(int item)
5370 object_type *o_ptr = &inventory[item];
5372 /* Require staff/wand */
5373 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5375 /* Require known item */
5376 if (!object_known_p(o_ptr)) return;
5379 if (o_ptr->pval <= 0)
5381 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5385 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5388 /* Multiple charges */
5389 if (o_ptr->pval != 1)
5391 /* Print a message */
5392 msg_format("You have %d charges remaining.", o_ptr->pval);
5398 /* Print a message */
5399 msg_format("You have %d charge remaining.", o_ptr->pval);
5407 * Describe an item in the inventory.
5409 void inven_item_describe(int item)
5411 object_type *o_ptr = &inventory[item];
5412 char o_name[MAX_NLEN];
5414 /* Get a description */
5415 object_desc(o_name, o_ptr, TRUE, 3);
5417 /* Print a message */
5419 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5420 if (o_ptr->number <= 0)
5422 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5423 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5427 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5428 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5431 msg_format("You have %s.", o_name);
5438 * Increase the "number" of an item in the inventory
5440 void inven_item_increase(int item, int num)
5442 object_type *o_ptr = &inventory[item];
5445 num += o_ptr->number;
5448 if (num > 255) num = 255;
5449 else if (num < 0) num = 0;
5452 num -= o_ptr->number;
5454 /* Change the number and weight */
5457 /* Add the number */
5458 o_ptr->number += num;
5460 /* Add the weight */
5461 p_ptr->total_weight += (num * o_ptr->weight);
5463 /* Recalculate bonuses */
5464 p_ptr->update |= (PU_BONUS);
5466 /* Recalculate mana XXX */
5467 p_ptr->update |= (PU_MANA);
5469 /* Combine the pack */
5470 p_ptr->notice |= (PN_COMBINE);
5473 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5479 * Erase an inventory slot if it has no more items
5481 void inven_item_optimize(int item)
5483 object_type *o_ptr = &inventory[item];
5485 /* Only optimize real items */
5486 if (!o_ptr->k_idx) return;
5488 /* Only optimize empty items */
5489 if (o_ptr->number) return;
5491 /* The item is in the pack */
5492 if (item < INVEN_RARM)
5499 /* Slide everything down */
5500 for (i = item; i < INVEN_PACK; i++)
5502 /* Structure copy */
5503 inventory[i] = inventory[i+1];
5506 /* Erase the "final" slot */
5507 object_wipe(&inventory[i]);
5510 p_ptr->window |= (PW_INVEN);
5513 /* The item is being wielded */
5519 /* Erase the empty slot */
5520 object_wipe(&inventory[item]);
5522 /* Recalculate bonuses */
5523 p_ptr->update |= (PU_BONUS);
5525 /* Recalculate torch */
5526 p_ptr->update |= (PU_TORCH);
5528 /* Recalculate mana XXX */
5529 p_ptr->update |= (PU_MANA);
5532 p_ptr->window |= (PW_EQUIP);
5536 p_ptr->window |= (PW_SPELL);
5541 * Describe the charges on an item on the floor.
5543 void floor_item_charges(int item)
5545 object_type *o_ptr = &o_list[item];
5547 /* Require staff/wand */
5548 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5550 /* Require known item */
5551 if (!object_known_p(o_ptr)) return;
5554 if (o_ptr->pval <= 0)
5556 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5560 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5563 /* Multiple charges */
5564 if (o_ptr->pval != 1)
5566 /* Print a message */
5567 msg_format("There are %d charges remaining.", o_ptr->pval);
5573 /* Print a message */
5574 msg_format("There is %d charge remaining.", o_ptr->pval);
5582 * Describe an item in the inventory.
5584 void floor_item_describe(int item)
5586 object_type *o_ptr = &o_list[item];
5587 char o_name[MAX_NLEN];
5589 /* Get a description */
5590 object_desc(o_name, o_ptr, TRUE, 3);
5592 /* Print a message */
5594 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5595 if (o_ptr->number <= 0)
5597 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5601 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5604 msg_format("You see %s.", o_name);
5611 * Increase the "number" of an item on the floor
5613 void floor_item_increase(int item, int num)
5615 object_type *o_ptr = &o_list[item];
5618 num += o_ptr->number;
5621 if (num > 255) num = 255;
5622 else if (num < 0) num = 0;
5625 num -= o_ptr->number;
5627 /* Change the number */
5628 o_ptr->number += num;
5633 * Optimize an item on the floor (destroy "empty" items)
5635 void floor_item_optimize(int item)
5637 object_type *o_ptr = &o_list[item];
5639 /* Paranoia -- be sure it exists */
5640 if (!o_ptr->k_idx) return;
5642 /* Only optimize empty items */
5643 if (o_ptr->number) return;
5645 /* Delete the object */
5646 delete_object_idx(item);
5651 * Check if we have space for an item in the pack without overflow
5653 bool inven_carry_okay(object_type *o_ptr)
5658 if (inven_cnt < INVEN_PACK) return (TRUE);
5661 for (j = 0; j < INVEN_PACK; j++)
5663 object_type *j_ptr = &inventory[j];
5665 /* Skip non-objects */
5666 if (!j_ptr->k_idx) continue;
5668 /* Check if the two items can be combined */
5669 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5678 * Add an item to the players inventory, and return the slot used.
5680 * If the new item can combine with an existing item in the inventory,
5681 * it will do so, using "object_similar()" and "object_absorb()", else,
5682 * the item will be placed into the "proper" location in the inventory.
5684 * This function can be used to "over-fill" the player's pack, but only
5685 * once, and such an action must trigger the "overflow" code immediately.
5686 * Note that when the pack is being "over-filled", the new item must be
5687 * placed into the "overflow" slot, and the "overflow" must take place
5688 * before the pack is reordered, but (optionally) after the pack is
5689 * combined. This may be tricky. See "dungeon.c" for info.
5691 * Note that this code must remove any location/stack information
5692 * from the object once it is placed into the inventory.
5694 s16b inven_carry(object_type *o_ptr)
5702 /* Check for combining */
5703 for (j = 0; j < INVEN_PACK; j++)
5705 j_ptr = &inventory[j];
5707 /* Skip non-objects */
5708 if (!j_ptr->k_idx) continue;
5710 /* Hack -- track last item */
5713 /* Check if the two items can be combined */
5714 if (object_similar(j_ptr, o_ptr))
5716 /* Combine the items */
5717 object_absorb(j_ptr, o_ptr);
5719 /* Increase the weight */
5720 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5722 /* Recalculate bonuses */
5723 p_ptr->update |= (PU_BONUS);
5726 p_ptr->window |= (PW_INVEN);
5735 if (inven_cnt > INVEN_PACK) return (-1);
5737 /* Find an empty slot */
5738 for (j = 0; j <= INVEN_PACK; j++)
5740 j_ptr = &inventory[j];
5742 /* Use it if found */
5743 if (!j_ptr->k_idx) break;
5750 /* Reorder the pack */
5753 s32b o_value, j_value;
5755 /* Get the "value" of the item */
5756 o_value = object_value(o_ptr);
5758 /* Scan every occupied slot */
5759 for (j = 0; j < INVEN_PACK; j++)
5761 j_ptr = &inventory[j];
5763 /* Use empty slots */
5764 if (!j_ptr->k_idx) break;
5766 /* Hack -- readable books always come first */
5767 if ((o_ptr->tval == REALM1_BOOK) &&
5768 (j_ptr->tval != REALM1_BOOK)) break;
5769 if ((j_ptr->tval == REALM1_BOOK) &&
5770 (o_ptr->tval != REALM1_BOOK)) continue;
5772 if ((o_ptr->tval == REALM2_BOOK) &&
5773 (j_ptr->tval != REALM2_BOOK)) break;
5774 if ((j_ptr->tval == REALM2_BOOK) &&
5775 (o_ptr->tval != REALM2_BOOK)) continue;
5777 /* Objects sort by decreasing type */
5778 if (o_ptr->tval > j_ptr->tval) break;
5779 if (o_ptr->tval < j_ptr->tval) continue;
5781 /* Non-aware (flavored) items always come last */
5782 if (!object_aware_p(o_ptr)) continue;
5783 if (!object_aware_p(j_ptr)) break;
5785 /* Objects sort by increasing sval */
5786 if (o_ptr->sval < j_ptr->sval) break;
5787 if (o_ptr->sval > j_ptr->sval) continue;
5789 /* Unidentified objects always come last */
5790 if (!object_known_p(o_ptr)) continue;
5791 if (!object_known_p(j_ptr)) break;
5793 /* Hack: otherwise identical rods sort by
5794 increasing recharge time --dsb */
5795 if (o_ptr->tval == TV_ROD)
5797 if (o_ptr->pval < j_ptr->pval) break;
5798 if (o_ptr->pval > j_ptr->pval) continue;
5801 /* Determine the "value" of the pack item */
5802 j_value = object_value(j_ptr);
5804 /* Objects sort by decreasing value */
5805 if (o_value > j_value) break;
5806 if (o_value < j_value) continue;
5813 for (k = n; k >= i; k--)
5815 /* Hack -- Slide the item */
5816 object_copy(&inventory[k+1], &inventory[k]);
5819 /* Wipe the empty slot */
5820 object_wipe(&inventory[i]);
5825 object_copy(&inventory[i], o_ptr);
5827 /* Access new object */
5828 j_ptr = &inventory[i];
5831 j_ptr->next_o_idx = 0;
5833 /* Forget monster */
5834 j_ptr->held_m_idx = 0;
5836 /* Forget location */
5837 j_ptr->iy = j_ptr->ix = 0;
5839 /* No longer marked */
5842 /* Increase the weight */
5843 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5845 /* Count the items */
5848 /* Recalculate bonuses */
5849 p_ptr->update |= (PU_BONUS);
5851 /* Combine and Reorder pack */
5852 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5855 p_ptr->window |= (PW_INVEN);
5857 /* Return the slot */
5863 * Take off (some of) a non-cursed equipment item
5865 * Note that only one item at a time can be wielded per slot.
5867 * Note that taking off an item when "full" may cause that item
5868 * to fall to the ground.
5870 * Return the inventory slot into which the item is placed.
5872 s16b inven_takeoff(int item, int amt)
5883 char o_name[MAX_NLEN];
5886 /* Get the item to take off */
5887 o_ptr = &inventory[item];
5890 if (amt <= 0) return (-1);
5893 if (amt > o_ptr->number) amt = o_ptr->number;
5895 /* Get local object */
5898 /* Obtain a local object */
5899 object_copy(q_ptr, o_ptr);
5901 /* Modify quantity */
5902 q_ptr->number = amt;
5904 /* Describe the object */
5905 object_desc(o_name, q_ptr, TRUE, 3);
5907 /* Took off weapon */
5908 if (item == INVEN_RARM)
5911 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5913 act = "You were wielding";
5919 else if (item == INVEN_BOW)
5922 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5924 act = "You were holding";
5929 /* Took off light */
5930 else if (item == INVEN_LITE)
5933 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5935 act = "You were holding";
5940 /* Took off something */
5944 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5946 act = "You were wearing";
5951 /* Modify, Optimize */
5952 inven_item_increase(item, -amt);
5953 inven_item_optimize(item);
5955 /* Carry the object */
5956 slot = inven_carry(q_ptr);
5960 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5962 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5972 * Drop (some of) a non-cursed inventory/equipment item
5974 * The object will be dropped "near" the current location
5976 void inven_drop(int item, int amt)
5983 char o_name[MAX_NLEN];
5986 /* Access original object */
5987 o_ptr = &inventory[item];
5990 if (amt <= 0) return;
5993 if (amt > o_ptr->number) amt = o_ptr->number;
5996 /* Take off equipment */
5997 if (item >= INVEN_RARM)
5999 /* Take off first */
6000 item = inven_takeoff(item, amt);
6002 /* Access original object */
6003 o_ptr = &inventory[item];
6007 /* Get local object */
6010 /* Obtain local object */
6011 object_copy(q_ptr, o_ptr);
6013 /* Distribute charges of wands or rods */
6014 distribute_charges(o_ptr, q_ptr, amt);
6016 /* Modify quantity */
6017 q_ptr->number = amt;
6019 /* Describe local object */
6020 object_desc(o_name, q_ptr, TRUE, 3);
6024 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6026 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6030 /* Drop it near the player */
6031 (void)drop_near(q_ptr, 0, py, px);
6033 /* Modify, Describe, Optimize */
6034 inven_item_increase(item, -amt);
6035 inven_item_describe(item);
6036 inven_item_optimize(item);
6041 * Combine items in the pack
6043 * Note special handling of the "overflow" slot
6045 void combine_pack(void)
6053 /* Combine the pack (backwards) */
6054 for (i = INVEN_PACK; i > 0; i--)
6057 o_ptr = &inventory[i];
6059 /* Skip empty items */
6060 if (!o_ptr->k_idx) continue;
6062 /* Scan the items above that item */
6063 for (j = 0; j < i; j++)
6068 j_ptr = &inventory[j];
6070 /* Skip empty items */
6071 if (!j_ptr->k_idx) continue;
6074 * Get maximum number of the stack if these
6075 * are similar, get zero otherwise.
6077 max_num = object_similar_part(j_ptr, o_ptr);
6079 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6080 if (max_num && j_ptr->number < max_num)
6082 if (o_ptr->number + j_ptr->number <= max_num)
6087 /* Add together the item counts */
6088 object_absorb(j_ptr, o_ptr);
6090 /* One object is gone */
6093 /* Slide everything down */
6094 for (k = i; k < INVEN_PACK; k++)
6096 /* Structure copy */
6097 inventory[k] = inventory[k+1];
6100 /* Erase the "final" slot */
6101 object_wipe(&inventory[k]);
6105 int old_num = o_ptr->number;
6106 int remain = j_ptr->number + o_ptr->number - max_num;
6108 o_ptr->number -= remain;
6110 /* Add together the item counts */
6111 object_absorb(j_ptr, o_ptr);
6113 o_ptr->number = remain;
6115 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6116 if (o_ptr->tval == TV_ROD)
6118 o_ptr->pval = o_ptr->pval * remain / old_num;
6119 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6122 /* Hack -- if wands are stacking, combine the charges. -LM- */
6123 if (o_ptr->tval == TV_WAND)
6125 o_ptr->pval = o_ptr->pval * remain / old_num;
6130 p_ptr->window |= (PW_INVEN);
6140 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6142 if (flag) msg_print("You combine some items in your pack.");
6148 * Reorder items in the pack
6150 * Note special handling of the "overflow" slot
6152 void reorder_pack(void)
6164 /* Re-order the pack (forwards) */
6165 for (i = 0; i < INVEN_PACK; i++)
6167 /* Mega-Hack -- allow "proper" over-flow */
6168 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6171 o_ptr = &inventory[i];
6173 /* Skip empty slots */
6174 if (!o_ptr->k_idx) continue;
6176 /* Get the "value" of the item */
6177 o_value = object_value(o_ptr);
6179 /* Scan every occupied slot */
6180 for (j = 0; j < INVEN_PACK; j++)
6182 /* Get the item already there */
6183 j_ptr = &inventory[j];
6185 /* Use empty slots */
6186 if (!j_ptr->k_idx) break;
6188 /* Hack -- readable books always come first */
6189 if ((o_ptr->tval == REALM1_BOOK) &&
6190 (j_ptr->tval != REALM1_BOOK)) break;
6191 if ((j_ptr->tval == REALM1_BOOK) &&
6192 (o_ptr->tval != REALM1_BOOK)) continue;
6194 if ((o_ptr->tval == REALM2_BOOK) &&
6195 (j_ptr->tval != REALM2_BOOK)) break;
6196 if ((j_ptr->tval == REALM2_BOOK) &&
6197 (o_ptr->tval != REALM2_BOOK)) continue;
6199 /* Objects sort by decreasing type */
6200 if (o_ptr->tval > j_ptr->tval) break;
6201 if (o_ptr->tval < j_ptr->tval) continue;
6203 /* Non-aware (flavored) items always come last */
6204 if (!object_aware_p(o_ptr)) continue;
6205 if (!object_aware_p(j_ptr)) break;
6207 /* Objects sort by increasing sval */
6208 if (o_ptr->sval < j_ptr->sval) break;
6209 if (o_ptr->sval > j_ptr->sval) continue;
6211 /* Unidentified objects always come last */
6212 if (!object_known_p(o_ptr)) continue;
6213 if (!object_known_p(j_ptr)) break;
6215 /* Hack: otherwise identical rods sort by
6216 increasing recharge time --dsb */
6217 if (o_ptr->tval == TV_ROD)
6219 if (o_ptr->pval < j_ptr->pval) break;
6220 if (o_ptr->pval > j_ptr->pval) continue;
6223 /* Determine the "value" of the pack item */
6224 j_value = object_value(j_ptr);
6228 /* Objects sort by decreasing value */
6229 if (o_value > j_value) break;
6230 if (o_value < j_value) continue;
6233 /* Never move down */
6234 if (j >= i) continue;
6239 /* Get local object */
6242 /* Save a copy of the moving item */
6243 object_copy(q_ptr, &inventory[i]);
6245 /* Slide the objects */
6246 for (k = i; k > j; k--)
6248 /* Slide the item */
6249 object_copy(&inventory[k], &inventory[k-1]);
6252 /* Insert the moving item */
6253 object_copy(&inventory[j], q_ptr);
6256 p_ptr->window |= (PW_INVEN);
6261 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6263 if (flag) msg_print("You reorder some items in your pack.");
6270 * Hack -- display an object kind in the current window
6272 * Include list of usable spells for readible books
6274 void display_koff(int k_idx)
6283 char o_name[MAX_NLEN];
6286 /* Erase the window */
6287 for (y = 0; y < Term->hgt; y++)
6289 /* Erase the line */
6290 Term_erase(0, y, 255);
6296 /* Get local object */
6299 /* Prepare the object */
6300 object_prep(q_ptr, k_idx);
6303 object_desc_store(o_name, q_ptr, FALSE, 0);
6305 /* Mention the object name */
6306 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6308 /* Access the item's sval */
6310 use_realm = tval2realm(q_ptr->tval);
6312 /* Warriors are illiterate */
6313 if (p_ptr->realm1 || p_ptr->realm2)
6315 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6319 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6320 if (!is_magic(use_realm)) return;
6321 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6324 /* Display spells in readible books */
6330 /* Extract spells */
6331 for (spell = 0; spell < 32; spell++)
6333 /* Check for this spell */
6334 if (fake_spell_flags[sval] & (1L << spell))
6336 /* Collect this spell */
6337 spells[num++] = spell;
6342 print_spells(0, spells, num, 2, 0, use_realm);
6346 /* Choose one of items that have warning flag */
6347 object_type *choose_warning_item(void)
6350 int choices[INVEN_TOTAL - INVEN_RARM];
6353 /* Paranoia -- Player has no warning ability */
6354 if (!p_ptr->warning) return NULL;
6356 /* Search Inventory */
6357 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6359 u32b flgs[TR_FLAG_SIZE];
6360 object_type *o_ptr = &inventory[i];
6362 object_flags(o_ptr, flgs);
6363 if (have_flag(flgs, TR_WARNING))
6365 choices[number] = i;
6370 /* Choice one of them */
6371 return number ? &inventory[choices[randint0(number)]] : NULL;
6374 /* Calculate spell damages */
6375 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6377 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6378 int rlev = r_ptr->level;
6379 bool ignore_wraith_form = FALSE;
6381 if (limit) dam = (dam > limit) ? limit : dam;
6383 /* Vulnerability, resistance and immunity */
6387 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6388 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6389 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6390 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6391 if (IS_OPPOSE_ELEC())
6392 dam = (dam + 2) / 3;
6393 if (p_ptr->immune_elec) dam = 0;
6397 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6398 if (IS_OPPOSE_POIS())
6399 dam = (dam + 2) / 3;
6403 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6404 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6405 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6406 if (IS_OPPOSE_ACID())
6407 dam = (dam + 2) / 3;
6408 if (p_ptr->immune_acid) dam = 0;
6413 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6414 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6415 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6416 if (IS_OPPOSE_COLD())
6417 dam = (dam + 2) / 3;
6418 if (p_ptr->immune_cold) dam = 0;
6422 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6423 if (prace_is_(RACE_ENT)) dam += dam / 3;
6424 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6425 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6426 if (IS_OPPOSE_FIRE())
6427 dam = (dam + 2) / 3;
6428 if (p_ptr->immune_fire) dam = 0;
6432 ignore_wraith_form = TRUE;
6436 if (!p_ptr->blind &&
6437 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6438 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6443 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6444 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6445 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6446 ignore_wraith_form = TRUE;
6450 if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6451 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
6455 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6459 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6463 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6467 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6471 if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6472 if (prace_is_(RACE_SPECTRE)) dam = 0;
6476 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6480 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6484 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6488 if (p_ptr->ffall) dam = (dam * 2) / 3;
6492 if (p_ptr->resist_shard) dam /= 2;
6496 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6497 if (IS_OPPOSE_POIS())
6498 dam = (2 * dam + 2) / 5;
6502 if (p_ptr->mimic_form)
6504 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) dam = 0;
6508 switch (p_ptr->prace)
6523 if (p_ptr->align > 10) dam /= 2;
6524 else if (p_ptr->align < -10) dam *= 2;
6528 if (p_ptr->align > 10) dam *= 2;
6532 case GF_BRAIN_SMASH:
6533 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav)) dam = 0;
6540 if (100 + rlev / 2 <= p_ptr->skill_sav) dam = 0;
6544 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU)) dam = 0;
6548 if (p_ptr->wraith_form && !ignore_wraith_form)
6554 if (dam > *max) *max = dam;
6557 /* Calculate blow damages */
6558 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6560 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6563 if (blow_ptr->method != RBM_EXPLODE)
6565 int ac = p_ptr->ac + p_ptr->to_a;
6567 switch (blow_ptr->effect)
6571 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6572 dam = MAX(dam, tmp_dam * 2);
6578 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6582 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6587 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6592 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6597 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6608 dam = (dam + 1) / 2;
6609 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6616 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6617 bool process_warning(int xx, int yy)
6621 char o_name[MAX_NLEN];
6623 #define WARNING_AWARE_RANGE 12
6625 static int old_damage = 0;
6627 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6629 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6632 monster_type *m_ptr;
6633 monster_race *r_ptr;
6636 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6638 c_ptr = &cave[my][mx];
6640 if (!c_ptr->m_idx) continue;
6642 m_ptr = &m_list[c_ptr->m_idx];
6644 if (m_ptr->csleep) continue;
6645 if (!is_hostile(m_ptr)) continue;
6647 r_ptr = &r_info[m_ptr->r_idx];
6653 /* Monster spells (only powerful ones)*/
6654 if (projectable(my, mx, yy, xx))
6656 int breath_dam_div3 = m_ptr->hp / 3;
6657 int breath_dam_div6 = m_ptr->hp / 6;
6659 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6661 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6662 int storm_dam = rlev * 4 + 150;
6664 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6665 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6666 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6667 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6668 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);
6670 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6671 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6672 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6673 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6674 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6675 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6676 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6677 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6678 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6679 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6680 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6681 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6682 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6683 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6684 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6685 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6686 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6687 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6688 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6689 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6690 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6691 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6692 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6695 /* Monster melee attacks */
6696 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6698 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6702 for (m = 0; m < 4; m++)
6704 /* Skip non-attacks */
6705 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6707 /* Extract the attack info */
6708 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6709 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6711 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6715 /* Contribution from this monster */
6716 dam_max += dam_max0;
6720 /* Prevent excessive warning */
6721 if (dam_max > old_damage)
6723 old_damage = dam_max * 3 / 2;
6725 if (dam_max > p_ptr->chp / 2)
6727 object_type *o_ptr = choose_warning_item();
6729 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6731 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6732 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6734 else strcpy(o_name, "body"); /* Warning ability without item */
6735 msg_format("Your %s pulsates sharply!", o_name);
6739 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6741 return get_check("Realy want to go ahead? ");
6745 else old_damage = old_damage / 2;
6747 c_ptr = &cave[yy][xx];
6748 if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6749 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6751 object_type *o_ptr = choose_warning_item();
6753 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6755 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6756 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6758 else strcpy(o_name, "body"); /* Warning ability without item */
6759 msg_format("Your %s pulsates!", o_name);
6763 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6765 return get_check("Realy want to go ahead? ");
6773 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6775 switch (o_ptr->tval)
6788 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6797 * A structure for smithing
6800 int add; /* TR flag number or special essence id */
6801 cptr add_name; /* Name of this ability */
6802 int type; /* Menu number */
6803 int essence; /* Index for carrying essences */
6804 int value; /* Needed value to add this ability */
6809 * Smithing type data for Weapon smith
6812 static essence_type essence_info[] =
6814 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6815 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6816 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6817 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6818 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6819 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6820 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6821 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6822 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6823 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6824 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6825 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6826 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6827 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6828 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6829 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6830 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6831 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6832 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6833 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6834 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6835 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6836 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6837 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6838 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6839 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6840 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6841 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6842 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6843 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6844 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6845 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6846 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6847 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6848 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6849 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6850 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6851 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6852 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6853 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6854 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6855 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6856 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6857 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6858 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6859 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6860 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6861 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6862 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6863 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6864 {TR_SH_FIRE, "", 0, -2, 0},
6865 {TR_SH_ELEC, "", 0, -2, 0},
6866 {TR_SH_COLD, "", 0, -2, 0},
6867 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6868 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6869 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6870 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6871 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6872 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6873 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6874 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6875 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6877 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6878 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6879 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6880 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6881 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6882 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6883 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6884 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6885 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6886 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6887 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6888 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6889 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6890 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6891 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6892 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6893 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6894 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6896 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6897 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6898 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6899 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6900 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6901 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6902 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6903 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6905 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6906 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6907 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6908 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6909 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6910 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6911 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6912 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6913 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6914 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6915 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6916 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6918 {-1, NULL, 0, -1, 0}
6921 static essence_type essence_info[] =
6923 {TR_STR, "strength", 4, TR_STR, 20},
6924 {TR_INT, "intelligence", 4, TR_INT, 20},
6925 {TR_WIS, "wisdom", 4, TR_WIS, 20},
6926 {TR_DEX, "dexterity", 4, TR_DEX, 20},
6927 {TR_CON, "constitution", 4, TR_CON, 20},
6928 {TR_CHR, "charisma", 4, TR_CHR, 20},
6929 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6930 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6931 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6932 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6933 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6934 {TR_SPEED, "speed", 4, TR_SPEED, 12},
6935 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
6936 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
6937 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
6938 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
6939 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
6940 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
6941 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
6942 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
6943 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
6944 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
6945 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
6946 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
6947 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
6948 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
6949 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
6950 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
6951 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
6952 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
6953 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
6954 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
6955 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
6956 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
6957 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
6958 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
6959 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
6960 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
6961 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
6962 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
6963 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
6964 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
6965 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
6966 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
6967 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
6968 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
6969 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
6970 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
6971 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
6972 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
6973 {TR_SH_FIRE, "", 0, -2, 0},
6974 {TR_SH_ELEC, "", 0, -2, 0},
6975 {TR_SH_COLD, "", 0, -2, 0},
6976 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
6977 {TR_WARNING, "warning", 3, TR_WARNING, 20},
6978 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
6979 {TR_LITE, "permanent light", 3, TR_LITE, 15},
6980 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
6981 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
6982 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
6983 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
6984 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
6986 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
6987 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
6988 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
6989 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
6990 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
6991 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
6992 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
6993 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
6994 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
6995 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
6996 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
6997 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
6998 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
6999 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7000 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7001 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7002 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7003 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7005 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7006 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7007 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7008 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7009 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7010 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7011 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7012 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7014 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7015 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7016 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7017 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7018 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7019 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7020 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7021 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7022 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7023 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7024 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7025 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7027 {-1, NULL, 0, -1, 0}
7033 * Essense names for Weapon smith
7036 static cptr essence_name[] =
7139 static cptr essence_name[] =
7242 static void display_essence(void)
7247 for (i = 1; i < 22; i++)
7252 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7254 prt("Essence Num Essence Num Essence Num ", 1, 8);
7256 for (i = 0; essence_name[i]; i++)
7258 if (!essence_name[i][0]) continue;
7259 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7263 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7265 prt("List of all essences you have.", 0, 0);
7272 static void drain_essence(void)
7274 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7277 bool observe = FALSE;
7278 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7279 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7282 byte iy, ix, marked, number;
7283 s16b next_o_idx, weight;
7285 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7288 item_tester_hook = item_tester_hook_weapon_armour;
7289 item_tester_no_ryoute = TRUE;
7293 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7294 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7296 q = "Extract from which item? ";
7297 s = "You have nothing you can extract from.";
7300 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7302 /* Get the item (in the pack) */
7305 o_ptr = &inventory[item];
7308 /* Get the item (on the floor) */
7311 o_ptr = &o_list[0 - item];
7314 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7315 char o_name[MAX_NLEN];
7316 object_desc(o_name, o_ptr, FALSE, 0);
7318 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7320 if (!get_check(format("Really extract from %s? ", o_name))) return;
7326 object_flags(o_ptr, old_flgs);
7327 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7328 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7329 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7330 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7331 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7332 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7333 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7334 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7335 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7337 old_to_a = o_ptr->to_a;
7339 old_to_h = o_ptr->to_h;
7340 old_to_d = o_ptr->to_d;
7343 old_pval = o_ptr->pval;
7344 old_name2 = o_ptr->name2;
7345 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7346 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7347 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7348 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7349 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7353 next_o_idx = o_ptr->next_o_idx;
7354 marked = o_ptr->marked;
7355 weight = o_ptr->weight;
7356 number = o_ptr->number;
7358 object_prep(o_ptr, o_ptr->k_idx);
7362 o_ptr->next_o_idx=next_o_idx;
7363 o_ptr->marked=marked;
7364 o_ptr->number = number;
7365 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7366 o_ptr->ident |= (IDENT_MENTAL);
7367 object_aware(o_ptr);
7368 object_known(o_ptr);
7370 object_flags(o_ptr, new_flgs);
7372 for (i = 0; essence_info[i].add_name; i++)
7374 essence_type *es_ptr = &essence_info[i];
7377 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7378 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7380 if (es_ptr->add < TR_FLAG_MAX &&
7381 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7382 have_flag(old_flgs, es_ptr->add))
7386 drain_value[es_ptr->essence] += 10 * pval;
7388 else if (es_ptr->essence != -2)
7390 drain_value[es_ptr->essence] += 10;
7392 else if (es_ptr->add == TR_SH_FIRE)
7394 drain_value[TR_BRAND_FIRE] += 10;
7395 drain_value[TR_RES_FIRE] += 10;
7397 else if (es_ptr->add == TR_SH_ELEC)
7399 drain_value[TR_BRAND_ELEC] += 10;
7400 drain_value[TR_RES_ELEC] += 10;
7402 else if (es_ptr->add == TR_SH_COLD)
7404 drain_value[TR_BRAND_COLD] += 10;
7405 drain_value[TR_RES_COLD] += 10;
7410 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7412 drain_value[TR_INT] += 5;
7413 drain_value[TR_WIS] += 5;
7415 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7417 drain_value[TR_BRAND_POIS] += 5;
7418 drain_value[TR_BRAND_ACID] += 5;
7419 drain_value[TR_BRAND_ELEC] += 5;
7420 drain_value[TR_BRAND_FIRE] += 5;
7421 drain_value[TR_BRAND_COLD] += 5;
7423 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7425 drain_value[TR_INT] += 10;
7427 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7429 drain_value[TR_STR] += 10;
7431 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7433 drain_value[TR_DEX] += 10;
7435 if (old_name2 == EGO_2WEAPON)
7437 drain_value[TR_DEX] += 20;
7439 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7441 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7443 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7445 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7446 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7447 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7448 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7450 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7452 drain_value[i] *= number;
7453 drain_value[i] = drain_value[i] * dec / 4;
7454 drain_value[i] = MAX(drain_value[i], 0);
7455 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7464 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7466 msg_print("You were not able to extract any essence.");
7472 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7474 msg_print("Extracted essences:");
7476 for (i = 0; essence_name[i]; i++)
7478 if (!essence_name[i][0]) continue;
7479 if (!drain_value[i]) continue;
7481 p_ptr->magic_num1[i] += drain_value[i];
7482 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7484 msg_format("%s...%d", essence_name[i], drain_value[i]);
7488 /* Combine the pack */
7489 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7492 p_ptr->window |= (PW_INVEN);
7497 static int choose_essence(void)
7501 int menu_line = (use_menu ? 1 : 0);
7504 cptr menu_name[] = {
7514 cptr menu_name[] = {
7524 const int mode_max = 7;
7527 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7530 #endif /* ALLOW_REPEAT */
7539 for (i = 0; i < mode_max; i++)
7541 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7542 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7544 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7545 prt("Choose from menu.", 0, 0);
7564 menu_line += mode_max - 1;
7573 if (menu_line > mode_max) menu_line -= mode_max;
7584 for (i = 0; i < mode_max; i++)
7585 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7588 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7590 if (!get_com("Command :", &choice, TRUE))
7597 if (isupper(choice)) choice = tolower(choice);
7599 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7600 mode = (int)choice - 'a' + 1;
7607 #endif /* ALLOW_REPEAT */
7611 static void add_essence(int mode)
7613 int item, max_num = 0;
7622 char o_name[MAX_NLEN];
7624 essence_type *es_ptr;
7626 int menu_line = (use_menu ? 1 : 0);
7628 for (i = 0; essence_info[i].add_name; i++)
7630 es_ptr = &essence_info[i];
7632 if (es_ptr->type != mode) continue;
7637 if (!repeat_pull(&i) || i<0 || i>=max_num)
7639 #endif /* ALLOW_REPEAT */
7642 /* Nothing chosen yet */
7648 /* Build a prompt */
7650 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7652 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7654 if (use_menu) screen_save();
7656 /* Get a spell from the user */
7658 choice = (always_show_list || use_menu) ? ESCAPE:1;
7662 if( choice==ESCAPE ) choice = ' ';
7663 else if( !get_com(out_val, &choice, FALSE) )break;
7665 if (use_menu && choice != ' ')
7679 menu_line += (max_num-1);
7702 menu_line = max_num;
7716 if (menu_line > max_num) menu_line -= max_num;
7718 /* Request redraw */
7719 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7722 if (!redraw || use_menu)
7726 char dummy[80], dummy2[80];
7734 /* Save the screen */
7735 if (!use_menu) screen_save();
7737 for (y = 1; y < 24; y++)
7740 /* Print header(s) */
7742 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7745 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7748 for (ctr = 0; ctr < max_num; ctr++)
7750 es_ptr = &essence_info[num[ctr]];
7754 if (ctr == (menu_line-1))
7756 strcpy(dummy, "¡Õ ");
7758 strcpy(dummy, "> ");
7760 else strcpy(dummy, " ");
7763 /* letter/number for power selection */
7766 sprintf(dummy, "%c) ",I2A(ctr));
7769 strcat(dummy, es_ptr->add_name);
7774 if (es_ptr->essence != -1)
7776 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7777 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7783 case ESSENCE_SH_FIRE:
7785 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7787 strcat(dummy, "(brand fire + res.fire)");
7789 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7790 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7792 case ESSENCE_SH_ELEC:
7794 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7796 strcat(dummy, "(brand elec. + res. elec.)");
7798 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7799 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7801 case ESSENCE_SH_COLD:
7803 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7805 strcat(dummy, "(brand cold + res. cold)");
7807 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7808 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7810 case ESSENCE_RESISTANCE:
7812 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7814 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7816 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7817 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7818 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7819 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7821 case ESSENCE_SUSTAIN:
7823 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7825 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7827 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7828 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7829 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7830 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7835 if (!able[ctr]) col = TERM_RED;
7837 if (es_ptr->essence != -1)
7839 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7843 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7846 c_prt(col, dummy2, ctr+2, x);
7856 /* Restore the screen */
7867 ask = (isupper(choice));
7870 if (ask) choice = tolower(choice);
7872 /* Extract request */
7873 i = (islower(choice) ? A2I(choice) : -1);
7876 /* Totally Illegal */
7877 if ((i < 0) || (i >= max_num) || !able[i])
7890 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7892 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7895 /* Belay that order */
7896 if (!get_check(tmp_val)) continue;
7903 /* Restore the screen */
7904 if (redraw) screen_load();
7911 #endif /* ALLOW_REPEAT */
7913 es_ptr = &essence_info[num[i]];
7915 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7916 item_tester_tval = TV_GLOVES;
7917 else if (mode == 1 || mode == 5)
7918 item_tester_hook = item_tester_hook_melee_ammo;
7919 else if (es_ptr->add == ESSENCE_ATTACK)
7920 item_tester_hook = item_tester_hook_weapon;
7921 else if (es_ptr->add == ESSENCE_AC)
7922 item_tester_hook = item_tester_hook_armour;
7924 item_tester_hook = item_tester_hook_weapon_armour;
7925 item_tester_no_ryoute = TRUE;
7929 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7930 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7932 q = "Improve which item? ";
7933 s = "You have nothing to improve.";
7936 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7938 /* Get the item (in the pack) */
7941 o_ptr = &inventory[item];
7944 /* Get the item (on the floor) */
7947 o_ptr = &o_list[0 - item];
7950 if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7953 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
7955 msg_print("This item is no more able to be improved");
7960 object_desc(o_name, o_ptr, FALSE, 0);
7962 use_essence = es_ptr->value;
7963 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7964 if (o_ptr->number > 1)
7966 use_essence *= o_ptr->number;
7968 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7970 msg_format("It will take %d essences.",use_essence);
7975 if (es_ptr->essence != -1)
7977 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7980 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7982 msg_print("You don't have enough essences.");
7986 if (is_pval_flag(es_ptr->add))
7988 if (es_ptr->add == TR_BLOWS)
7990 if (o_ptr->pval > 1)
7993 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7995 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8000 else if (o_ptr->pval)
8002 use_essence *= o_ptr->pval;
8004 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8006 msg_format("It will take %d essences.",use_essence);
8014 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8018 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8020 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8022 strcpy(tmp_val, "1");
8024 if (!get_string(tmp, tmp_val, 1)) return;
8025 pval = atoi(tmp_val);
8026 if (pval > limit) pval = limit;
8027 else if (pval < 1) pval = 1;
8029 use_essence *= pval;
8031 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8033 msg_format("It will take %d essences.",use_essence);
8036 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8039 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8041 msg_print("You don't have enough essences.");
8046 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8050 int get_to_h, get_to_d;
8052 strcpy(tmp_val, "1");
8054 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8056 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8058 val = atoi(tmp_val);
8059 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8060 else if (val < 1) val = 1;
8063 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8065 msg_format("It will take %d essences.",use_essence);
8067 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8070 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8072 msg_print("You don't have enough essences");
8076 get_to_h = ((val+1)/2+randint0(val/2+1));
8077 get_to_d = ((val+1)/2+randint0(val/2+1));
8078 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8079 o_ptr->to_h += get_to_h;
8080 o_ptr->to_d += get_to_d;
8082 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8083 if (es_ptr->add == ESSENCE_ATTACK)
8085 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8088 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8090 msg_print("You failed to enchant.");
8097 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8098 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8101 else if (es_ptr->add == ESSENCE_AC)
8103 if (o_ptr->to_a >= p_ptr->lev/5+5)
8106 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8108 msg_print("You failed to enchant.");
8115 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8120 o_ptr->xtra3 = es_ptr->add + 1;
8125 bool success = TRUE;
8129 case ESSENCE_SH_FIRE:
8130 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8135 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8136 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8138 case ESSENCE_SH_ELEC:
8139 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8144 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8145 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8147 case ESSENCE_SH_COLD:
8148 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8153 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8154 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8156 case ESSENCE_RESISTANCE:
8157 case ESSENCE_SUSTAIN:
8158 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))
8163 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8164 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8165 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8166 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8172 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8174 msg_print("You don't have enough essences");
8178 if (es_ptr->add == ESSENCE_SUSTAIN)
8180 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8181 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8182 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8183 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8187 o_ptr->xtra3 = es_ptr->add + 1;
8194 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8196 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8199 /* Combine the pack */
8200 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8203 p_ptr->window |= (PW_INVEN);
8207 static bool item_tester_hook_kaji(object_type *o_ptr)
8209 switch (o_ptr->tval)
8229 if (o_ptr->xtra3) return (TRUE);
8237 static void erase_essence(void)
8242 char o_name[MAX_NLEN];
8243 u32b flgs[TR_FLAG_SIZE];
8245 item_tester_hook = item_tester_hook_kaji;
8249 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8250 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8252 q = "Remove from which item? ";
8253 s = "You have nothing to remove essence.";
8256 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8258 /* Get the item (in the pack) */
8261 o_ptr = &inventory[item];
8264 /* Get the item (on the floor) */
8267 o_ptr = &o_list[0 - item];
8270 object_desc(o_name, o_ptr, FALSE, 0);
8272 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8274 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8279 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8281 o_ptr->to_h -= (o_ptr->xtra4>>8);
8282 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8284 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8285 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8288 object_flags(o_ptr, flgs);
8289 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8291 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8293 msg_print("You removed all essence you have added");
8296 /* Combine the pack */
8297 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8300 p_ptr->window |= (PW_INVEN);
8303 void do_cmd_kaji(bool only_browse)
8308 int menu_line = (use_menu ? 1 : 0);
8312 if (p_ptr->confused)
8315 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8317 msg_print("You are too confused!");
8325 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8327 msg_print("You are blind!");
8335 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8337 msg_print("You are hullcinating!");
8345 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8347 #endif /* ALLOW_REPEAT */
8349 if (only_browse) screen_save();
8351 if (!only_browse) screen_save();
8357 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8358 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8359 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8360 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8361 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8362 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8364 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8365 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8366 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8367 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8368 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8369 prt(format("Choose command from menu."), 0, 0);
8396 if (menu_line > 5) menu_line -= 5;
8405 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8406 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8407 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8408 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8409 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8410 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8412 prt(" a) List essences", 2, 14);
8413 prt(" b) Extract essence", 3, 14);
8414 prt(" c) Remove essence", 4, 14);
8415 prt(" d) Add essence", 5, 14);
8416 prt(" e) Enchant weapon/armor", 6, 14);
8417 if (!get_com("Command :", &choice, TRUE))
8454 /* Clear lines, position cursor (really should use strlen here) */
8455 Term_erase(14, 21, 255);
8456 Term_erase(14, 20, 255);
8457 Term_erase(14, 19, 255);
8458 Term_erase(14, 18, 255);
8459 Term_erase(14, 17, 255);
8460 Term_erase(14, 16, 255);
8462 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8463 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8465 prt(&temp[j], line, 15);
8470 if (!only_browse) screen_load();
8471 } while (only_browse);
8475 #endif /* ALLOW_REPEAT */
8479 case 1: display_essence();break;
8480 case 2: drain_essence();break;
8481 case 3: erase_essence();break;
8483 mode = choose_essence();
8488 case 5: add_essence(10);break;