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 (k_info[o_ptr->k_idx].level > 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 ((object_is_fixed_artifact(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 (object_is_fixed_artifact(o_ptr) && !object_is_known(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 static 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_is_aware(o_ptr);
769 /* Fully aware of the effects */
770 k_info[o_ptr->k_idx].aware = TRUE;
772 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
773 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
777 char o_name[MAX_NLEN];
780 object_copy(q_ptr, o_ptr);
783 object_desc(o_name, q_ptr, OD_NAME_ONLY);
785 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
791 * Something has been "sampled"
793 void object_tried(object_type *o_ptr)
795 /* Mark it as tried (even if "aware") */
796 k_info[o_ptr->k_idx].tried = TRUE;
801 * Return the "value" of an "unknown" item
802 * Make a guess at the value of non-aware items
804 static s32b object_value_base(object_type *o_ptr)
806 /* Aware item -- use template cost */
807 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
809 /* Analyze the type */
814 case TV_FOOD: return (5L);
816 /* Un-aware Potions */
817 case TV_POTION: return (20L);
819 /* Un-aware Scrolls */
820 case TV_SCROLL: return (20L);
822 /* Un-aware Staffs */
823 case TV_STAFF: return (70L);
826 case TV_WAND: return (50L);
829 case TV_ROD: return (90L);
832 case TV_RING: return (45L);
834 /* Un-aware Amulets */
835 case TV_AMULET: return (45L);
837 /* Figurines, relative to monster level */
840 int level = r_info[o_ptr->pval].level;
841 if (level < 20) return level*50L;
842 else if (level < 30) return 1000+(level-20)*150L;
843 else if (level < 40) return 2500+(level-30)*350L;
844 else if (level < 50) return 6000+(level-40)*800L;
845 else return 14000+(level-50)*2000L;
849 if (!o_ptr->pval) return 1000L;
850 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
853 /* Paranoia -- Oops */
858 /* Return the value of the flags the object has... */
859 s32b flag_cost(object_type *o_ptr, int plusses)
862 u32b flgs[TR_FLAG_SIZE];
866 object_kind *k_ptr = &k_info[o_ptr->k_idx];
868 object_flags(o_ptr, flgs);
871 * Exclude fixed flags of the base item.
872 * pval bonuses of base item will be treated later.
874 for (i = 0; i < TR_FLAG_SIZE; i++)
875 flgs[i] &= ~(k_ptr->flags[i]);
877 /* Exclude fixed flags of the fixed artifact. */
878 if (object_is_fixed_artifact(o_ptr))
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]);
886 /* Exclude fixed flags of the ego-item. */
887 else if (object_is_ego(o_ptr))
889 ego_item_type *e_ptr = &e_info[o_ptr->name2];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(e_ptr->flags[i]);
897 * Calucurate values of remaining flags
899 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
900 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
901 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
902 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
903 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
904 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
905 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
906 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
907 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
908 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
909 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
910 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
911 total += (10000 + (2500 * plusses));
912 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
913 total += (10000 + (2500 * plusses));
917 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
918 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
919 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
920 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
921 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
922 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
923 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
924 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
925 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
926 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
927 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
928 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
929 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
930 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
931 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
932 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
933 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
934 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
935 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
936 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
937 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
940 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
941 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
942 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
943 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
944 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
945 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
946 total += (tmp_cost * count);
948 if (have_flag(flgs, TR_SUST_STR)) total += 850;
949 if (have_flag(flgs, TR_SUST_INT)) total += 850;
950 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
951 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
952 if (have_flag(flgs, TR_SUST_CON)) total += 850;
953 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
954 if (have_flag(flgs, TR_RIDING)) total += 0;
955 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
956 if (have_flag(flgs, TR_THROW)) total += 5000;
957 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
958 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
962 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
963 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
964 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
965 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
966 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
967 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
968 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
969 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
970 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
971 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
972 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
973 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
974 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
975 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
976 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
977 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
978 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
979 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
980 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
981 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
982 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
983 total += (tmp_cost * count);
985 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
986 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
987 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
988 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
989 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
990 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
991 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
992 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
993 if (have_flag(flgs, TR_FEATHER)) total += 1250;
994 if (have_flag(flgs, TR_LITE)) total += 1250;
995 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
996 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
997 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
998 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
999 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1000 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1001 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1002 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1003 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1004 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1005 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1006 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1007 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1008 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1009 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1010 if (have_flag(flgs, TR_REGEN)) total += 2500;
1011 if (have_flag(flgs, TR_WARNING)) total += 2000;
1012 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1013 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1014 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1015 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1016 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1017 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1018 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1019 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1020 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1021 if (have_flag(flgs, TR_TELEPORT))
1023 if (object_is_cursed(o_ptr))
1028 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1029 if (have_flag(flgs, TR_BLESSED)) total += 750;
1030 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1031 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1032 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1034 /* Also, give some extra for activatable powers... */
1035 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1037 int type = o_ptr->xtra2;
1039 if (type == ACT_SUNLIGHT) total += 250;
1040 else if (type == ACT_BO_MISS_1) total += 250;
1041 else if (type == ACT_BA_POIS_1) total += 300;
1042 else if (type == ACT_BO_ELEC_1) total += 250;
1043 else if (type == ACT_BO_ACID_1) total += 250;
1044 else if (type == ACT_BO_COLD_1) total += 250;
1045 else if (type == ACT_BO_FIRE_1) total += 250;
1046 else if (type == ACT_BA_COLD_1) total += 750;
1047 else if (type == ACT_BA_FIRE_1) total += 1000;
1048 else if (type == ACT_DRAIN_1) total += 500;
1049 else if (type == ACT_BA_COLD_2) total += 1250;
1050 else if (type == ACT_BA_ELEC_2) total += 1500;
1051 else if (type == ACT_DRAIN_2) total += 750;
1052 else if (type == ACT_VAMPIRE_1) total += 1000;
1053 else if (type == ACT_BO_MISS_2) total += 1000;
1054 else if (type == ACT_BA_FIRE_2) total += 1750;
1055 else if (type == ACT_BA_COLD_3) total += 2500;
1056 else if (type == ACT_BA_ELEC_3) total += 2500;
1057 else if (type == ACT_WHIRLWIND) total += 7500;
1058 else if (type == ACT_VAMPIRE_2) total += 2500;
1059 else if (type == ACT_CALL_CHAOS) total += 5000;
1060 else if (type == ACT_ROCKET) total += 5000;
1061 else if (type == ACT_DISP_EVIL) total += 4000;
1062 else if (type == ACT_DISP_GOOD) total += 3500;
1063 else if (type == ACT_BA_MISS_3) total += 5000;
1064 else if (type == ACT_CONFUSE) total += 500;
1065 else if (type == ACT_SLEEP) total += 750;
1066 else if (type == ACT_QUAKE) total += 600;
1067 else if (type == ACT_TERROR) total += 2500;
1068 else if (type == ACT_TELE_AWAY) total += 2000;
1069 else if (type == ACT_BANISH_EVIL) total += 2000;
1070 else if (type == ACT_GENOCIDE) total += 10000;
1071 else if (type == ACT_MASS_GENO) total += 10000;
1072 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1073 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1074 else if (type == ACT_CHARM_OTHER) total += 10000;
1075 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1076 else if (type == ACT_CHARM_OTHERS) total += 17500;
1077 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1078 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1079 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1080 else if (type == ACT_SUMMON_DEMON) total += 20000;
1081 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1082 else if (type == ACT_CURE_LW) total += 500;
1083 else if (type == ACT_CURE_MW) total += 750;
1084 else if (type == ACT_CURE_POISON) total += 1000;
1085 else if (type == ACT_REST_LIFE) total += 7500;
1086 else if (type == ACT_REST_ALL) total += 15000;
1087 else if (type == ACT_CURE_700) total += 10000;
1088 else if (type == ACT_CURE_1000) total += 15000;
1089 else if (type == ACT_ESP) total += 1500;
1090 else if (type == ACT_BERSERK) total += 800;
1091 else if (type == ACT_PROT_EVIL) total += 5000;
1092 else if (type == ACT_RESIST_ALL) total += 5000;
1093 else if (type == ACT_SPEED) total += 15000;
1094 else if (type == ACT_XTRA_SPEED) total += 25000;
1095 else if (type == ACT_WRAITH) total += 25000;
1096 else if (type == ACT_INVULN) total += 25000;
1097 else if (type == ACT_LIGHT) total += 150;
1098 else if (type == ACT_MAP_LIGHT) total += 500;
1099 else if (type == ACT_DETECT_ALL) total += 1000;
1100 else if (type == ACT_DETECT_XTRA) total += 12500;
1101 else if (type == ACT_ID_FULL) total += 10000;
1102 else if (type == ACT_ID_PLAIN) total += 1250;
1103 else if (type == ACT_RUNE_EXPLO) total += 4000;
1104 else if (type == ACT_RUNE_PROT) total += 10000;
1105 else if (type == ACT_SATIATE) total += 2000;
1106 else if (type == ACT_DEST_DOOR) total += 100;
1107 else if (type == ACT_STONE_MUD) total += 1000;
1108 else if (type == ACT_RECHARGE) total += 1000;
1109 else if (type == ACT_ALCHEMY) total += 10000;
1110 else if (type == ACT_DIM_DOOR) total += 10000;
1111 else if (type == ACT_TELEPORT) total += 2000;
1112 else if (type == ACT_RECALL) total += 7500;
1120 * Return the "real" price of a "known" item, not including discounts
1122 * Wand and staffs get cost for each charge
1124 * Armor is worth an extra 100 gold per bonus point to armor class.
1126 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1128 * Missiles are only worth 5 gold per bonus point, since they
1129 * usually appear in groups of 20, and we want the player to get
1130 * the same amount of cash for any "equivalent" item. Note that
1131 * missiles never have any of the "pval" flags, and in fact, they
1132 * only have a few of the available flags, primarily of the "slay"
1133 * and "brand" and "ignore" variety.
1135 * Armor with a negative armor bonus is worthless.
1136 * Weapons with negative hit+damage bonuses are worthless.
1138 * Every wearable item with a "pval" bonus is worth extra (see below).
1140 s32b object_value_real(object_type *o_ptr)
1144 u32b flgs[TR_FLAG_SIZE];
1146 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1149 /* Hack -- "worthless" items */
1150 if (!k_info[o_ptr->k_idx].cost) return (0L);
1153 value = k_info[o_ptr->k_idx].cost;
1155 /* Extract some flags */
1156 object_flags(o_ptr, flgs);
1159 if (object_is_fixed_artifact(o_ptr))
1161 artifact_type *a_ptr = &a_info[o_ptr->name1];
1163 /* Hack -- "worthless" artifacts */
1164 if (!a_ptr->cost) return (0L);
1166 /* Hack -- Use the artifact cost instead */
1167 value = a_ptr->cost;
1168 value += flag_cost(o_ptr, o_ptr->pval);
1170 /* Don't add pval bonuses etc. */
1175 else if (object_is_ego(o_ptr))
1177 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1179 /* Hack -- "worthless" ego-items */
1180 if (!e_ptr->cost) return (0L);
1182 /* Hack -- Reward the ego-item with a bonus */
1183 value += e_ptr->cost;
1184 value += flag_cost(o_ptr, o_ptr->pval);
1192 for (i = 0; i < TR_FLAG_SIZE; i++)
1193 if (o_ptr->art_flags[i]) flag = TRUE;
1195 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1198 /* Analyze pval bonus for normal object */
1199 switch (o_ptr->tval)
1222 if (!o_ptr->pval) break;
1224 /* Hack -- Negative "pval" is always bad */
1225 if (o_ptr->pval < 0) return (0L);
1227 /* Give credit for stat bonuses */
1228 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1230 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1231 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1232 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1233 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1235 /* Give credit for stealth and searching */
1236 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1237 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1238 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1240 /* Give credit for infra-vision and tunneling */
1241 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1242 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1244 /* Give credit for extra attacks */
1245 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1247 /* Give credit for speed bonus */
1248 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1254 /* Analyze the item */
1255 switch (o_ptr->tval)
1260 /* Pay extra for charges, depending on standard number of
1261 * charges. Handle new-style wands correctly. -LM-
1263 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1270 /* Pay extra for charges, depending on standard number of
1273 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1283 /* Hack -- negative bonuses are bad */
1284 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1286 /* Give credit for bonuses */
1287 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1304 /* Hack -- negative armor bonus */
1305 if (o_ptr->to_a < 0) return (0L);
1307 /* Give credit for bonuses */
1308 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1321 /* Hack -- negative hit/damage bonuses */
1322 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1324 /* Factor in the bonuses */
1325 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1327 /* Hack -- Factor in extra damage dice and sides */
1328 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1329 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1340 /* Hack -- negative hit/damage bonuses */
1341 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1343 /* Factor in the bonuses */
1344 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1346 /* Hack -- Factor in extra damage dice and sides */
1347 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1348 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1354 /* Figurines, relative to monster level */
1357 int level = r_info[o_ptr->pval].level;
1358 if (level < 20) value = level*50L;
1359 else if (level < 30) value = 1000+(level-20)*150L;
1360 else if (level < 40) value = 2500+(level-30)*350L;
1361 else if (level < 50) value = 6000+(level-40)*800L;
1362 else value = 14000+(level-50)*2000L;
1368 if (!o_ptr->pval) value = 1000L;
1369 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1375 if (!o_ptr->pval) value = 0L;
1380 /* Worthless object */
1381 if (value < 0) return 0L;
1383 /* Return the value */
1389 * Return the price of an item including plusses (and charges)
1391 * This function returns the "value" of the given item (qty one)
1393 * Never notice "unknown" bonuses or properties, including "curses",
1394 * since that would give the player information he did not have.
1396 * Note that discounted items stay discounted forever, even if
1397 * the discount is "forgotten" by the player via memory loss.
1399 s32b object_value(object_type *o_ptr)
1404 /* Unknown items -- acquire a base value */
1405 if (object_is_known(o_ptr))
1407 /* Broken items -- worthless */
1408 if (object_is_broken(o_ptr)) return (0L);
1410 /* Cursed items -- worthless */
1411 if (object_is_cursed(o_ptr)) return (0L);
1413 /* Real value (see above) */
1414 value = object_value_real(o_ptr);
1417 /* Known items -- acquire the actual value */
1420 /* Hack -- Felt broken items */
1421 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1423 /* Hack -- Felt cursed items */
1424 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1426 /* Base value (see above) */
1427 value = object_value_base(o_ptr);
1431 /* Apply discount (if any) */
1432 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1435 /* Return the final value */
1441 * Determines whether an object can be destroyed, and makes fake inscription.
1443 bool can_player_destroy_object(object_type *o_ptr)
1445 /* Artifacts cannot be destroyed */
1446 if (!object_is_artifact(o_ptr)) return TRUE;
1448 /* If object is unidentified, makes fake inscription */
1449 if (!object_is_known(o_ptr))
1451 byte feel = FEEL_SPECIAL;
1453 /* Hack -- Handle icky artifacts */
1454 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1456 /* Hack -- inscribe the artifact */
1457 o_ptr->feeling = feel;
1459 /* We have "felt" it (again) */
1460 o_ptr->ident |= (IDENT_SENSE);
1462 /* Combine the pack */
1463 p_ptr->notice |= (PN_COMBINE);
1466 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1472 /* Identified artifact -- Nothing to do */
1478 * Distribute charges of rods or wands.
1480 * o_ptr = source item
1481 * q_ptr = target item, must be of the same type as o_ptr
1482 * amt = number of items that are transfered
1484 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1487 * Hack -- If rods or wands are dropped, the total maximum timeout or
1488 * charges need to be allocated between the two stacks. If all the items
1489 * are being dropped, it makes for a neater message to leave the original
1490 * stack's pval alone. -LM-
1492 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1494 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1495 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1497 /* Hack -- Rods also need to have their timeouts distributed. The
1498 * dropped stack will accept all time remaining to charge up to its
1501 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1503 if (q_ptr->pval > o_ptr->timeout)
1504 q_ptr->timeout = o_ptr->timeout;
1506 q_ptr->timeout = q_ptr->pval;
1508 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1513 void reduce_charges(object_type *o_ptr, int amt)
1516 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1517 * charges of the stack needs to be reduced, unless all the items are
1518 * being destroyed. -LM-
1520 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1521 (amt < o_ptr->number))
1523 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1529 * Determine if an item can "absorb" a second item
1531 * See "object_absorb()" for the actual "absorption" code.
1533 * If permitted, we allow staffs (if they are known to have equal charges
1534 * and both are either known or confirmed empty) and wands (if both are
1535 * either known or confirmed empty) and rods (in all cases) to combine.
1536 * Staffs will unstack (if necessary) when they are used, but wands and
1537 * rods will only unstack if one is dropped. -LM-
1539 * If permitted, we allow weapons/armor to stack, if fully "known".
1541 * Missiles will combine if both stacks have the same "known" status.
1542 * This is done to make unidentified stacks of missiles useful.
1544 * Food, potions, scrolls, and "easy know" items always stack.
1546 * Chests, and activatable items, never stack (for various reasons).
1550 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1552 #define MAX_STACK_SIZE 99
1556 * Determine if an item can partly absorb a second item.
1557 * Return maximum number of stack.
1559 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1563 /* Default maximum number of stack */
1564 int max_num = MAX_STACK_SIZE;
1566 /* Require identical object types */
1567 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1570 /* Analyze the items */
1571 switch (o_ptr->tval)
1573 /* Chests and Statues*/
1584 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1585 if (o_ptr->pval != j_ptr->pval) return 0;
1589 /* Figurines and Corpses*/
1594 if (o_ptr->pval != j_ptr->pval) return 0;
1600 /* Food and Potions and Scrolls */
1612 /* Require either knowledge or known empty for both staffs. */
1613 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1614 !object_is_known(o_ptr)) ||
1615 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1616 !object_is_known(j_ptr))) return 0;
1618 /* Require identical charges, since staffs are bulky. */
1619 if (o_ptr->pval != j_ptr->pval) return 0;
1628 /* Require either knowledge or known empty for both wands. */
1629 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1630 !object_is_known(o_ptr)) ||
1631 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1632 !object_is_known(j_ptr))) return 0;
1634 /* Wand charges combine in O&ZAngband. */
1640 /* Staffs and Wands and Rods */
1643 /* Prevent overflaw of timeout */
1644 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1650 /* Weapons and Armor */
1666 /* Rings, Amulets, Lites */
1672 /* Require full knowledge of both items */
1673 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1683 /* Require identical knowledge of both items */
1684 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1685 if (o_ptr->feeling != j_ptr->feeling) return 0;
1687 /* Require identical "bonuses" */
1688 if (o_ptr->to_h != j_ptr->to_h) return 0;
1689 if (o_ptr->to_d != j_ptr->to_d) return 0;
1690 if (o_ptr->to_a != j_ptr->to_a) return 0;
1692 /* Require identical "pval" code */
1693 if (o_ptr->pval != j_ptr->pval) return 0;
1695 /* Artifacts never stack */
1696 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1698 /* Require identical "ego-item" names */
1699 if (o_ptr->name2 != j_ptr->name2) return 0;
1701 /* Require identical added essence */
1702 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1703 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1705 /* Hack -- Never stack "powerful" items */
1706 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1708 /* Hack -- Never stack recharging items */
1709 if (o_ptr->timeout || j_ptr->timeout) return 0;
1711 /* Require identical "values" */
1712 if (o_ptr->ac != j_ptr->ac) return 0;
1713 if (o_ptr->dd != j_ptr->dd) return 0;
1714 if (o_ptr->ds != j_ptr->ds) return 0;
1723 /* Require knowledge */
1724 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1732 /* Hack -- Identical art_flags! */
1733 for (i = 0; i < TR_FLAG_SIZE; i++)
1734 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1736 /* Hack -- Require identical "cursed" status */
1737 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1739 /* Hack -- Require identical "broken" status */
1740 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1743 /* Hack -- require semi-matching "inscriptions" */
1744 if (o_ptr->inscription && j_ptr->inscription &&
1745 (o_ptr->inscription != j_ptr->inscription))
1748 /* Hack -- normally require matching "inscriptions" */
1749 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1751 /* Hack -- normally require matching "discounts" */
1752 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1755 /* They match, so they must be similar */
1760 * Determine if an item can absorb a second item.
1762 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1764 int total = o_ptr->number + j_ptr->number;
1767 /* Are these objects similar? */
1768 max_num = object_similar_part(o_ptr, j_ptr);
1770 /* Return if not similar */
1771 if (!max_num) return FALSE;
1773 /* Maximal "stacking" limit */
1774 if (total > max_num) return (0);
1777 /* They match, so they must be similar */
1784 * Allow one item to "absorb" another, assuming they are similar
1786 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1788 int max_num = object_similar_part(o_ptr, j_ptr);
1789 int total = o_ptr->number + j_ptr->number;
1790 int diff = (total > max_num) ? total - max_num : 0;
1792 /* Combine quantity, lose excess items */
1793 o_ptr->number = (total > max_num) ? max_num : total;
1795 /* Hack -- blend "known" status */
1796 if (object_is_known(j_ptr)) object_known(o_ptr);
1798 /* Hack -- clear "storebought" if only one has it */
1799 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1800 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1802 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1803 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1806 /* Hack -- blend "mental" status */
1807 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1809 /* Hack -- blend "inscriptions" */
1810 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1812 /* Hack -- blend "feelings" */
1813 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1815 /* Hack -- could average discounts XXX XXX XXX */
1816 /* Hack -- save largest discount XXX XXX XXX */
1817 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1819 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1820 if (o_ptr->tval == TV_ROD)
1822 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1823 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1826 /* Hack -- if wands are stacking, combine the charges. -LM- */
1827 if (o_ptr->tval == TV_WAND)
1829 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1835 * Find the index of the object_kind with the given tval and sval
1837 s16b lookup_kind(int tval, int sval)
1844 for (k = 1; k < max_k_idx; k++)
1846 object_kind *k_ptr = &k_info[k];
1848 /* Require correct tval */
1849 if (k_ptr->tval != tval) continue;
1852 if (k_ptr->sval == sval) return (k);
1854 /* Ignore illegal items */
1855 if (sval != SV_ANY) continue;
1857 /* Apply the randomizer */
1858 if (!one_in_(++num)) continue;
1860 /* Use this value */
1864 /* Return this choice */
1873 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1875 msg_format("No object (%d,%d)", tval, sval);
1886 * Wipe an object clean.
1888 void object_wipe(object_type *o_ptr)
1890 /* Wipe the structure */
1891 (void)WIPE(o_ptr, object_type);
1896 * Prepare an object based on an existing object
1898 void object_copy(object_type *o_ptr, object_type *j_ptr)
1900 /* Copy the structure */
1901 COPY(o_ptr, j_ptr, object_type);
1906 * Prepare an object based on an object kind.
1908 void object_prep(object_type *o_ptr, int k_idx)
1910 object_kind *k_ptr = &k_info[k_idx];
1912 /* Clear the record */
1915 /* Save the kind index */
1916 o_ptr->k_idx = k_idx;
1918 /* Efficiency -- tval/sval */
1919 o_ptr->tval = k_ptr->tval;
1920 o_ptr->sval = k_ptr->sval;
1922 /* Default "pval" */
1923 o_ptr->pval = k_ptr->pval;
1925 /* Default number */
1928 /* Default weight */
1929 o_ptr->weight = k_ptr->weight;
1932 o_ptr->to_h = k_ptr->to_h;
1933 o_ptr->to_d = k_ptr->to_d;
1934 o_ptr->to_a = k_ptr->to_a;
1937 o_ptr->ac = k_ptr->ac;
1938 o_ptr->dd = k_ptr->dd;
1939 o_ptr->ds = k_ptr->ds;
1941 /* Hack -- worthless items are always "broken" */
1942 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1944 /* Hack -- cursed items are always "cursed" */
1945 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1946 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1947 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1948 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1949 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1950 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1955 * Help determine an "enchantment bonus" for an object.
1957 * To avoid floating point but still provide a smooth distribution of bonuses,
1958 * we simply round the results of division in such a way as to "average" the
1959 * correct floating point value.
1961 * This function has been changed. It uses "randnor()" to choose values from
1962 * a normal distribution, whose mean moves from zero towards the max as the
1963 * level increases, and whose standard deviation is equal to 1/4 of the max,
1964 * and whose values are forced to lie between zero and the max, inclusive.
1966 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1967 * rare to get the "full" enchantment on an object, even a deep levels.
1969 * It is always possible (albeit unlikely) to get the "full" enchantment.
1971 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1973 * N 0 1 2 3 4 5 6 7 8 9 10
1974 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1975 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1976 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1977 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1978 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1979 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1980 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1981 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1982 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1983 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1984 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1985 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1986 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1987 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1988 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1989 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1990 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1991 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1993 s16b m_bonus(int max, int level)
1995 int bonus, stand, extra, value;
1998 /* Paranoia -- enforce maximal "level" */
1999 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2002 /* The "bonus" moves towards the max */
2003 bonus = ((max * level) / MAX_DEPTH);
2005 /* Hack -- determine fraction of error */
2006 extra = ((max * level) % MAX_DEPTH);
2008 /* Hack -- simulate floating point computations */
2009 if (randint0(MAX_DEPTH) < extra) bonus++;
2012 /* The "stand" is equal to one quarter of the max */
2015 /* Hack -- determine fraction of error */
2018 /* Hack -- simulate floating point computations */
2019 if (randint0(4) < extra) stand++;
2022 /* Choose an "interesting" value */
2023 value = randnor(bonus, stand);
2025 /* Enforce the minimum value */
2026 if (value < 0) return (0);
2028 /* Enforce the maximum value */
2029 if (value > max) return (max);
2037 * Cheat -- describe a created object for the user
2039 static void object_mention(object_type *o_ptr)
2041 char o_name[MAX_NLEN];
2044 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
2047 if (object_is_fixed_artifact(o_ptr))
2051 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2053 msg_format("Artifact (%s)", o_name);
2058 /* Random Artifact */
2059 else if (o_ptr->art_name)
2062 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2064 msg_print("Random artifact");
2070 else if (object_is_ego(o_ptr))
2074 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2076 msg_format("Ego-item (%s)", o_name);
2086 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2088 msg_format("Object (%s)", o_name);
2096 * Mega-Hack -- Attempt to create one of the "Special Objects"
2098 * We are only called from "make_object()", and we assume that
2099 * "apply_magic()" is called immediately after we return.
2101 * Note -- see "make_artifact()" and "apply_magic()"
2103 static bool make_artifact_special(object_type *o_ptr)
2109 /* No artifacts in the town */
2110 if (!dun_level) return (FALSE);
2113 if (get_obj_num_hook) return (FALSE);
2115 /* Check the artifact list (just the "specials") */
2116 for (i = 0; i < max_a_idx; i++)
2118 artifact_type *a_ptr = &a_info[i];
2120 /* Skip "empty" artifacts */
2121 if (!a_ptr->name) continue;
2123 /* Cannot make an artifact twice */
2124 if (a_ptr->cur_num) continue;
2126 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2127 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2129 /* XXX XXX Enforce minimum "depth" (loosely) */
2130 if (a_ptr->level > dun_level)
2132 /* Acquire the "out-of-depth factor" */
2133 int d = (a_ptr->level - dun_level) * 2;
2135 /* Roll for out-of-depth creation */
2136 if (!one_in_(d)) continue;
2139 /* Artifact "rarity roll" */
2140 if (!one_in_(a_ptr->rarity)) continue;
2142 /* Find the base object */
2143 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2145 /* XXX XXX Enforce minimum "object" level (loosely) */
2146 if (k_info[k_idx].level > object_level)
2148 /* Acquire the "out-of-depth factor" */
2149 int d = (k_info[k_idx].level - object_level) * 5;
2151 /* Roll for out-of-depth creation */
2152 if (!one_in_(d)) continue;
2155 /* Assign the template */
2156 object_prep(o_ptr, k_idx);
2158 /* Mega-Hack -- mark the item as an artifact */
2161 /* Hack: Some artifacts get random extra powers */
2162 random_artifact_resistance(o_ptr, a_ptr);
2174 * Attempt to change an object into an artifact
2176 * This routine should only be called by "apply_magic()"
2178 * Note -- see "make_artifact_special()" and "apply_magic()"
2180 static bool make_artifact(object_type *o_ptr)
2185 /* No artifacts in the town */
2186 if (!dun_level) return (FALSE);
2188 /* Paranoia -- no "plural" artifacts */
2189 if (o_ptr->number != 1) return (FALSE);
2191 /* Check the artifact list (skip the "specials") */
2192 for (i = 0; i < max_a_idx; i++)
2194 artifact_type *a_ptr = &a_info[i];
2196 /* Skip "empty" items */
2197 if (!a_ptr->name) continue;
2199 /* Cannot make an artifact twice */
2200 if (a_ptr->cur_num) continue;
2202 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2204 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2206 /* Must have the correct fields */
2207 if (a_ptr->tval != o_ptr->tval) continue;
2208 if (a_ptr->sval != o_ptr->sval) continue;
2210 /* XXX XXX Enforce minimum "depth" (loosely) */
2211 if (a_ptr->level > dun_level)
2213 /* Acquire the "out-of-depth factor" */
2214 int d = (a_ptr->level - dun_level) * 2;
2216 /* Roll for out-of-depth creation */
2217 if (!one_in_(d)) continue;
2220 /* We must make the "rarity roll" */
2221 if (!one_in_(a_ptr->rarity)) continue;
2223 /* Hack -- mark the item as an artifact */
2226 /* Hack: Some artifacts get random extra powers */
2227 random_artifact_resistance(o_ptr, a_ptr);
2239 * Choose random ego type
2241 static byte get_random_ego(byte slot, bool good)
2244 ego_item_type *e_ptr;
2248 for (i = 1; i < max_e_idx; i++)
2252 if (e_ptr->slot == slot
2253 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2256 total += (255 / e_ptr->rarity);
2260 value = randint1(total);
2262 for (i = 1; i < max_e_idx; i++)
2266 if (e_ptr->slot == slot
2267 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2270 value -= (255 / e_ptr->rarity);
2271 if (value <= 0L) break;
2279 * Apply magic to an item known to be a "weapon"
2281 * Hack -- note special base damage dice boosting
2282 * Hack -- note special processing for weapon/digger
2283 * Hack -- note special rating boost for dragon scale mail
2285 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2287 int tohit1 = randint1(5) + m_bonus(5, level);
2288 int todam1 = randint1(5) + m_bonus(5, level);
2290 int tohit2 = m_bonus(10, level);
2291 int todam2 = m_bonus(10, level);
2293 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2295 tohit2 = (tohit2+1)/2;
2296 todam2 = (todam2+1)/2;
2303 o_ptr->to_h += tohit1;
2304 o_ptr->to_d += todam1;
2310 o_ptr->to_h += tohit2;
2311 o_ptr->to_d += todam2;
2319 o_ptr->to_h -= tohit1;
2320 o_ptr->to_d -= todam1;
2325 /* Penalize again */
2326 o_ptr->to_h -= tohit2;
2327 o_ptr->to_d -= todam2;
2330 /* Cursed (if "bad") */
2331 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2334 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2337 switch (o_ptr->tval)
2344 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2345 create_artifact(o_ptr, FALSE);
2347 /* Special Ego-item */
2348 o_ptr->name2 = EGO_DIGGING;
2352 else if (power < -1)
2354 /* Hack -- Horrible digging bonus */
2355 o_ptr->pval = 0 - (5 + randint1(5));
2361 /* Hack -- Reverse digging bonus */
2362 o_ptr->pval = 0 - (o_ptr->pval);
2376 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2378 create_artifact(o_ptr, FALSE);
2383 /* Roll for an ego-item */
2384 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2385 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2387 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2392 switch (o_ptr->name2)
2395 if (one_in_(4) && (level > 40))
2396 add_flag(o_ptr->art_flags, TR_BLOWS);
2400 add_flag(o_ptr->art_flags, TR_RES_POIS);
2402 add_flag(o_ptr->art_flags, TR_WARNING);
2404 case EGO_KILL_DRAGON:
2406 add_flag(o_ptr->art_flags, TR_RES_POIS);
2410 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2412 case EGO_SLAYING_WEAPON:
2413 if (one_in_(3)) /* double damage */
2421 while (one_in_(o_ptr->dd));
2427 while (one_in_(o_ptr->ds));
2432 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2434 if (o_ptr->tval == TV_SWORD && one_in_(3))
2436 add_flag(o_ptr->art_flags, TR_VORPAL);
2441 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2447 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2449 add_flag(o_ptr->art_flags, TR_DEX);
2451 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2454 o_ptr->pval = m_bonus(5, level) + 1;
2456 case EGO_EARTHQUAKES:
2457 if (one_in_(3) && (level > 60))
2458 add_flag(o_ptr->art_flags, TR_BLOWS);
2460 o_ptr->pval = m_bonus(3, level);
2464 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2468 if (!o_ptr->art_name)
2470 /* Hack -- Super-charge the damage dice */
2471 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2473 /* Hack -- Lower the damage dice */
2474 if (o_ptr->dd > 9) o_ptr->dd = 9;
2479 else if (power < -1)
2481 /* Roll for ego-item */
2482 if (randint0(MAX_DEPTH) < level)
2484 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2485 switch (o_ptr->name2)
2488 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2502 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2504 create_artifact(o_ptr, FALSE);
2507 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2521 if (power > 2) /* power > 2 is debug only */
2523 create_artifact(o_ptr, FALSE);
2527 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2529 switch (o_ptr->name2)
2531 case EGO_SLAYING_BOLT:
2536 /* Hack -- super-charge the damage dice */
2537 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2539 /* Hack -- restrict the damage dice */
2540 if (o_ptr->dd > 9) o_ptr->dd = 9;
2544 else if (power < -1)
2546 /* Roll for ego-item */
2547 if (randint0(MAX_DEPTH) < level)
2549 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2559 static void dragon_resist(object_type * o_ptr)
2564 one_dragon_ele_resistance(o_ptr);
2566 one_high_resistance(o_ptr);
2572 static bool add_esp_strong(object_type *o_ptr)
2574 bool nonliv = FALSE;
2576 switch (randint1(3))
2578 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2579 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2580 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2587 #define MAX_ESP_WEAK 9
2588 static void add_esp_weak(object_type *o_ptr, bool extra)
2591 int idx[MAX_ESP_WEAK];
2592 int flg[MAX_ESP_WEAK];
2593 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2594 int left = MAX_ESP_WEAK;
2596 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2598 /* Shuffle esp flags */
2599 for (i = 0; i < n; i++)
2601 int k = randint0(left--);
2607 flg[k] = flg[k + 1];
2612 while (n--) switch (idx[n])
2614 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2615 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2616 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2617 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2618 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2619 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2620 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2621 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2622 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2628 * Apply magic to an item known to be "armor"
2630 * Hack -- note special processing for crown/helm
2631 * Hack -- note special processing for robe of permanence
2633 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2635 int toac1 = randint1(5) + m_bonus(5, level);
2637 int toac2 = m_bonus(10, level);
2643 o_ptr->to_a += toac1;
2649 o_ptr->to_a += toac2;
2657 o_ptr->to_a -= toac1;
2662 /* Penalize again */
2663 o_ptr->to_a -= toac2;
2666 /* Cursed (if "bad") */
2667 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2672 switch (o_ptr->tval)
2678 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2679 create_artifact(o_ptr, FALSE);
2681 /* Mention the item */
2682 if (cheat_peek) object_mention(o_ptr);
2693 /* Hack -- Try for "Robes of the Magi" */
2694 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2695 (o_ptr->sval == SV_ROBE) &&
2696 (randint0(100) < 15))
2700 o_ptr->name2 = EGO_YOIYAMI;
2701 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2702 o_ptr->sval = SV_YOIYAMI_ROBE;
2708 o_ptr->name2 = EGO_PERMANENCE;
2713 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2715 create_artifact(o_ptr, FALSE);
2721 bool okay_flag = TRUE;
2723 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2725 switch (o_ptr->name2)
2727 case EGO_RESISTANCE:
2729 add_flag(o_ptr->art_flags, TR_RES_POIS);
2734 if (o_ptr->tval != TV_HARD_ARMOR)
2741 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2742 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2744 add_flag(o_ptr->art_flags, TR_CON);
2760 if (o_ptr->sval == SV_DRAGON_SHIELD)
2765 /* Mention the item */
2766 if (cheat_peek) object_mention(o_ptr);
2767 dragon_resist(o_ptr);
2768 if (!one_in_(3)) break;
2774 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2776 create_artifact(o_ptr, FALSE);
2779 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2781 switch (o_ptr->name2)
2784 if (!one_in_(3)) one_high_resistance(o_ptr);
2785 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2787 case EGO_REFLECTION:
2788 if (o_ptr->sval == SV_MIRROR_SHIELD)
2798 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2803 /* Mention the item */
2804 if (cheat_peek) object_mention(o_ptr);
2805 dragon_resist(o_ptr);
2806 if (!one_in_(3)) break;
2810 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2812 create_artifact(o_ptr, FALSE);
2815 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2819 else if (power < -1)
2821 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2829 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2834 /* Mention the item */
2835 if (cheat_peek) object_mention(o_ptr);
2836 dragon_resist(o_ptr);
2837 if (!one_in_(3)) break;
2842 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2844 create_artifact(o_ptr, FALSE);
2847 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2849 switch (o_ptr->name2)
2851 case EGO_SLOW_DESCENT:
2854 one_high_resistance(o_ptr);
2860 else if (power < -1)
2862 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2873 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2875 create_artifact(o_ptr, FALSE);
2880 bool ok_flag = TRUE;
2881 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2883 switch (o_ptr->name2)
2886 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2887 else add_esp_weak(o_ptr, FALSE);
2891 case EGO_REGENERATION:
2892 case EGO_LORDLINESS:
2897 if (one_in_(2)) add_esp_strong(o_ptr);
2898 else add_esp_weak(o_ptr, FALSE);
2901 default:/* not existing crown (wisdom,lite, etc...) */
2905 break; /* while (1) */
2911 else if (power < -1)
2913 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2921 if (o_ptr->sval == SV_DRAGON_HELM)
2926 /* Mention the item */
2927 if (cheat_peek) object_mention(o_ptr);
2928 dragon_resist(o_ptr);
2929 if (!one_in_(3)) break;
2935 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2937 create_artifact(o_ptr, FALSE);
2942 bool ok_flag = TRUE;
2943 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2945 switch (o_ptr->name2)
2947 case EGO_INTELLIGENCE:
2951 case EGO_INFRAVISION:
2956 if (one_in_(2)) add_esp_strong(o_ptr);
2957 else add_esp_weak(o_ptr, FALSE);
2960 default:/* not existing helm (Magi, Might, etc...)*/
2964 break; /* while (1) */
2969 else if (power < -1)
2971 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2981 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2983 create_artifact(o_ptr, FALSE);
2986 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2988 switch (o_ptr->name2)
2999 else if (power < -1)
3001 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3011 * Apply magic to an item known to be a "ring" or "amulet"
3013 * Hack -- note special rating boost for ring of speed
3014 * Hack -- note special rating boost for amulet of the magi
3015 * Hack -- note special "pval boost" code for ring of speed
3016 * Hack -- note that some items must be cursed (or blessed)
3018 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3020 /* Apply magic (good or bad) according to type */
3021 switch (o_ptr->tval)
3026 switch (o_ptr->sval)
3028 case SV_RING_ATTACKS:
3031 o_ptr->pval = m_bonus(2, level);
3032 if (one_in_(15)) o_ptr->pval++;
3033 if (o_ptr->pval < 1) o_ptr->pval = 1;
3039 o_ptr->ident |= (IDENT_BROKEN);
3042 o_ptr->curse_flags |= TRC_CURSED;
3045 o_ptr->pval = 0 - (o_ptr->pval);
3056 /* Strength, Constitution, Dexterity, Intelligence */
3062 o_ptr->pval = 1 + m_bonus(5, level);
3068 o_ptr->ident |= (IDENT_BROKEN);
3071 o_ptr->curse_flags |= TRC_CURSED;
3074 o_ptr->pval = 0 - (o_ptr->pval);
3080 /* Ring of Speed! */
3083 /* Base speed (1 to 10) */
3084 o_ptr->pval = randint1(5) + m_bonus(5, level);
3086 /* Super-charge the ring */
3087 while (randint0(100) < 50) o_ptr->pval++;
3093 o_ptr->ident |= (IDENT_BROKEN);
3096 o_ptr->curse_flags |= TRC_CURSED;
3099 o_ptr->pval = 0 - (o_ptr->pval);
3107 /* Mention the item */
3108 if (cheat_peek) object_mention(o_ptr);
3113 case SV_RING_LORDLY:
3117 one_lordly_high_resistance(o_ptr);
3121 /* Bonus to armor class */
3122 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3127 case SV_RING_WARNING:
3129 if (one_in_(3)) one_low_esp(o_ptr);
3134 case SV_RING_SEARCHING:
3136 /* Bonus to searching */
3137 o_ptr->pval = 1 + m_bonus(5, level);
3143 o_ptr->ident |= (IDENT_BROKEN);
3146 o_ptr->curse_flags |= TRC_CURSED;
3149 o_ptr->pval = 0 - (o_ptr->pval);
3155 /* Flames, Acid, Ice */
3156 case SV_RING_FLAMES:
3161 /* Bonus to armor class */
3162 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3166 /* Weakness, Stupidity */
3167 case SV_RING_WEAKNESS:
3168 case SV_RING_STUPIDITY:
3171 o_ptr->ident |= (IDENT_BROKEN);
3174 o_ptr->curse_flags |= TRC_CURSED;
3177 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3178 if (power > 0) power = 0 - power;
3183 /* WOE, Stupidity */
3187 o_ptr->ident |= (IDENT_BROKEN);
3190 o_ptr->curse_flags |= TRC_CURSED;
3193 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3194 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3195 if (power > 0) power = 0 - power;
3200 /* Ring of damage */
3201 case SV_RING_DAMAGE:
3203 /* Bonus to damage */
3204 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3210 o_ptr->ident |= (IDENT_BROKEN);
3213 o_ptr->curse_flags |= TRC_CURSED;
3216 o_ptr->to_d = 0 - o_ptr->to_d;
3222 /* Ring of Accuracy */
3223 case SV_RING_ACCURACY:
3226 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3232 o_ptr->ident |= (IDENT_BROKEN);
3235 o_ptr->curse_flags |= TRC_CURSED;
3238 o_ptr->to_h = 0 - o_ptr->to_h;
3244 /* Ring of Protection */
3245 case SV_RING_PROTECTION:
3247 /* Bonus to armor class */
3248 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3254 o_ptr->ident |= (IDENT_BROKEN);
3257 o_ptr->curse_flags |= TRC_CURSED;
3260 o_ptr->to_a = 0 - o_ptr->to_a;
3266 /* Ring of Slaying */
3267 case SV_RING_SLAYING:
3269 /* Bonus to damage and to hit */
3270 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3271 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3277 o_ptr->ident |= (IDENT_BROKEN);
3280 o_ptr->curse_flags |= TRC_CURSED;
3282 /* Reverse bonuses */
3283 o_ptr->to_h = 0 - o_ptr->to_h;
3284 o_ptr->to_d = 0 - o_ptr->to_d;
3290 case SV_RING_MUSCLE:
3292 o_ptr->pval = 1 + m_bonus(3, level);
3293 if (one_in_(4)) o_ptr->pval++;
3299 o_ptr->ident |= (IDENT_BROKEN);
3302 o_ptr->curse_flags |= TRC_CURSED;
3304 /* Reverse bonuses */
3305 o_ptr->pval = 0 - o_ptr->pval;
3310 case SV_RING_AGGRAVATION:
3313 o_ptr->ident |= (IDENT_BROKEN);
3316 o_ptr->curse_flags |= TRC_CURSED;
3318 if (power > 0) power = 0 - power;
3322 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3323 || (power > 2)) /* power > 2 is debug only */
3325 o_ptr->pval = MIN(o_ptr->pval, 4);
3326 /* Randart amulet */
3327 create_artifact(o_ptr, FALSE);
3329 else if ((power == 2) && one_in_(2))
3331 while(!o_ptr->name2)
3333 int tmp = m_bonus(10, level);
3334 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3335 switch(randint1(28))
3338 o_ptr->name2 = EGO_RING_THROW;
3341 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3342 o_ptr->name2 = EGO_RING_REGEN;
3345 if (have_flag(k_ptr->flags, TR_LITE)) break;
3346 o_ptr->name2 = EGO_RING_LITE;
3349 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3350 o_ptr->name2 = EGO_RING_TELEPORT;
3353 if (o_ptr->to_h) break;
3354 o_ptr->name2 = EGO_RING_TO_H;
3357 if (o_ptr->to_d) break;
3358 o_ptr->name2 = EGO_RING_TO_D;
3361 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3362 o_ptr->name2 = EGO_RING_SLAY;
3365 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3366 o_ptr->name2 = EGO_RING_WIZARD;
3369 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3370 o_ptr->name2 = EGO_RING_HERO;
3373 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3374 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3375 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3376 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3379 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3380 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;
3381 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3382 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3383 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3386 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3387 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;
3388 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3389 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3390 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3393 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3394 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;
3395 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3396 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3399 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3400 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;
3401 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3402 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3404 case 21: case 22: case 23: case 24: case 25: case 26:
3405 switch (o_ptr->sval)
3408 if (!one_in_(3)) break;
3409 o_ptr->name2 = EGO_RING_D_SPEED;
3411 case SV_RING_DAMAGE:
3412 case SV_RING_ACCURACY:
3413 case SV_RING_SLAYING:
3414 if (one_in_(2)) break;
3415 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3418 o_ptr->name2 = EGO_RING_BERSERKER;
3419 o_ptr->to_h -= 2+randint1(4);
3420 o_ptr->to_d += 2+randint1(4);
3423 case SV_RING_PROTECTION:
3424 o_ptr->name2 = EGO_RING_SUPER_AC;
3425 o_ptr->to_a += 7 + m_bonus(5, level);
3427 case SV_RING_RES_FEAR:
3428 o_ptr->name2 = EGO_RING_HERO;
3431 if (one_in_(2)) break;
3432 o_ptr->name2 = EGO_RING_HUNTER;
3434 case SV_RING_SEARCHING:
3435 o_ptr->name2 = EGO_RING_STEALTH;
3437 case SV_RING_TELEPORTATION:
3438 o_ptr->name2 = EGO_RING_TELE_AWAY;
3440 case SV_RING_RES_BLINDNESS:
3442 o_ptr->name2 = EGO_RING_RES_LITE;
3444 o_ptr->name2 = EGO_RING_RES_DARK;
3446 case SV_RING_LORDLY:
3447 if (!one_in_(20)) break;
3448 one_lordly_high_resistance(o_ptr);
3449 one_lordly_high_resistance(o_ptr);
3450 o_ptr->name2 = EGO_RING_TRUE;
3452 case SV_RING_SUSTAIN:
3453 if (!one_in_(4)) break;
3454 o_ptr->name2 = EGO_RING_RES_TIME;
3456 case SV_RING_FLAMES:
3457 if (!one_in_(2)) break;
3458 o_ptr->name2 = EGO_RING_DRAGON_F;
3461 if (!one_in_(2)) break;
3462 o_ptr->name2 = EGO_RING_DRAGON_C;
3464 case SV_RING_WARNING:
3465 if (!one_in_(2)) break;
3466 o_ptr->name2 = EGO_RING_M_DETECT;
3475 o_ptr->curse_flags = 0L;
3477 else if ((power == -2) && one_in_(2))
3479 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3480 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3481 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3482 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3483 o_ptr->art_flags[0] = 0;
3484 o_ptr->art_flags[1] = 0;
3485 while(!o_ptr->name2)
3487 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3491 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3492 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3495 o_ptr->name2 = EGO_RING_NO_MELEE;
3498 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3499 o_ptr->name2 = EGO_RING_AGGRAVATE;
3502 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3503 o_ptr->name2 = EGO_RING_TY_CURSE;
3506 o_ptr->name2 = EGO_RING_ALBINO;
3511 o_ptr->ident |= (IDENT_BROKEN);
3514 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3522 switch (o_ptr->sval)
3524 /* Amulet of wisdom/charisma */
3525 case SV_AMULET_INTELLIGENCE:
3526 case SV_AMULET_WISDOM:
3527 case SV_AMULET_CHARISMA:
3529 o_ptr->pval = 1 + m_bonus(5, level);
3535 o_ptr->ident |= (IDENT_BROKEN);
3538 o_ptr->curse_flags |= (TRC_CURSED);
3540 /* Reverse bonuses */
3541 o_ptr->pval = 0 - o_ptr->pval;
3547 /* Amulet of brilliance */
3548 case SV_AMULET_BRILLIANCE:
3550 o_ptr->pval = 1 + m_bonus(3, level);
3551 if (one_in_(4)) o_ptr->pval++;
3557 o_ptr->ident |= (IDENT_BROKEN);
3560 o_ptr->curse_flags |= (TRC_CURSED);
3562 /* Reverse bonuses */
3563 o_ptr->pval = 0 - o_ptr->pval;
3569 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3573 o_ptr->curse_flags |= (TRC_CURSED);
3578 case SV_AMULET_RESISTANCE:
3580 if (one_in_(5)) one_high_resistance(o_ptr);
3581 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3585 /* Amulet of searching */
3586 case SV_AMULET_SEARCHING:
3588 o_ptr->pval = randint1(2) + m_bonus(4, level);
3594 o_ptr->ident |= (IDENT_BROKEN);
3597 o_ptr->curse_flags |= (TRC_CURSED);
3599 /* Reverse bonuses */
3600 o_ptr->pval = 0 - (o_ptr->pval);
3606 /* Amulet of the Magi -- never cursed */
3607 case SV_AMULET_THE_MAGI:
3609 o_ptr->pval = randint1(5) + m_bonus(5, level);
3610 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3612 /* gain one low ESP */
3613 add_esp_weak(o_ptr, FALSE);
3615 /* Boost the rating */
3618 /* Mention the item */
3619 if (cheat_peek) object_mention(o_ptr);
3624 /* Amulet of Doom -- always cursed */
3625 case SV_AMULET_DOOM:
3628 o_ptr->ident |= (IDENT_BROKEN);
3631 o_ptr->curse_flags |= (TRC_CURSED);
3634 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3635 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3636 if (power > 0) power = 0 - power;
3641 case SV_AMULET_MAGIC_MASTERY:
3643 o_ptr->pval = 1 + m_bonus(4, level);
3649 o_ptr->ident |= (IDENT_BROKEN);
3652 o_ptr->curse_flags |= (TRC_CURSED);
3654 /* Reverse bonuses */
3655 o_ptr->pval = 0 - o_ptr->pval;
3661 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3662 || (power > 2)) /* power > 2 is debug only */
3664 o_ptr->pval = MIN(o_ptr->pval, 4);
3665 /* Randart amulet */
3666 create_artifact(o_ptr, FALSE);
3668 else if ((power == 2) && one_in_(2))
3670 while(!o_ptr->name2)
3672 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3673 switch(randint1(21))
3676 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3677 o_ptr->name2 = EGO_AMU_SLOW_D;
3680 if (o_ptr->pval) break;
3681 o_ptr->name2 = EGO_AMU_INFRA;
3684 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3685 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3688 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3689 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3692 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3693 o_ptr->name2 = EGO_AMU_LEVITATION;
3695 case 10: case 11: case 21:
3696 o_ptr->name2 = EGO_AMU_AC;
3699 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3700 if (m_bonus(10, level) > 8)
3701 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3703 o_ptr->name2 = EGO_AMU_RES_FIRE;
3706 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3707 if (m_bonus(10, level) > 8)
3708 o_ptr->name2 = EGO_AMU_RES_COLD_;
3710 o_ptr->name2 = EGO_AMU_RES_COLD;
3713 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3714 if (m_bonus(10, level) > 8)
3715 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3717 o_ptr->name2 = EGO_AMU_RES_ELEC;
3720 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3721 if (m_bonus(10, level) > 8)
3722 o_ptr->name2 = EGO_AMU_RES_ACID_;
3724 o_ptr->name2 = EGO_AMU_RES_ACID;
3726 case 16: case 17: case 18: case 19: case 20:
3727 switch (o_ptr->sval)
3729 case SV_AMULET_TELEPORT:
3730 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3731 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3732 else o_ptr->name2 = EGO_AMU_TELEPORT;
3734 case SV_AMULET_RESIST_ACID:
3735 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3737 case SV_AMULET_SEARCHING:
3738 o_ptr->name2 = EGO_AMU_STEALTH;
3740 case SV_AMULET_BRILLIANCE:
3741 if (!one_in_(3)) break;
3742 o_ptr->name2 = EGO_AMU_IDENT;
3744 case SV_AMULET_CHARISMA:
3745 if (!one_in_(3)) break;
3746 o_ptr->name2 = EGO_AMU_CHARM;
3748 case SV_AMULET_THE_MAGI:
3749 if (one_in_(2)) break;
3750 o_ptr->name2 = EGO_AMU_GREAT;
3752 case SV_AMULET_RESISTANCE:
3753 if (!one_in_(5)) break;
3754 o_ptr->name2 = EGO_AMU_DEFENDER;
3756 case SV_AMULET_TELEPATHY:
3757 if (!one_in_(3)) break;
3758 o_ptr->name2 = EGO_AMU_DETECTION;
3764 o_ptr->curse_flags = 0L;
3766 else if ((power == -2) && one_in_(2))
3768 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3769 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3770 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3771 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3772 o_ptr->art_flags[0] = 0;
3773 o_ptr->art_flags[1] = 0;
3774 while(!o_ptr->name2)
3776 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3780 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3781 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3784 o_ptr->name2 = EGO_AMU_FOOL;
3787 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3788 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3791 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3792 o_ptr->name2 = EGO_AMU_TY_CURSE;
3795 o_ptr->name2 = EGO_AMU_NAIVETY;
3800 o_ptr->ident |= (IDENT_BROKEN);
3803 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3812 * Hack -- help pick an item type
3814 static bool item_monster_okay(int r_idx)
3816 monster_race *r_ptr = &r_info[r_idx];
3819 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3820 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3821 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3822 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3823 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3824 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3832 * Apply magic to an item known to be "boring"
3834 * Hack -- note the special code for various items
3836 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3838 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3843 /* Apply magic (good or bad) according to type */
3844 switch (o_ptr->tval)
3853 o_ptr->ident |= (IDENT_BROKEN);
3856 o_ptr->curse_flags |= (TRC_CURSED);
3863 o_ptr->xtra4 = o_ptr->pval;
3869 /* Hack -- Torches -- random fuel */
3870 if (o_ptr->sval == SV_LITE_TORCH)
3872 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3876 /* Hack -- Lanterns -- random fuel */
3877 if (o_ptr->sval == SV_LITE_LANTERN)
3879 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3883 if (power > 2) /* power > 2 is debug only */
3885 create_artifact(o_ptr, FALSE);
3887 else if ((power == 2) || ((power == 1) && one_in_(3)))
3889 while (!o_ptr->name2)
3893 bool okay_flag = TRUE;
3895 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3897 switch (o_ptr->name2)
3900 if (o_ptr->sval == SV_LITE_FEANOR)
3908 else if (power == -2)
3910 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3912 switch (o_ptr->name2)
3914 case EGO_LITE_DARKNESS:
3926 /* The wand or staff gets a number of initial charges equal
3927 * to between 1/2 (+1) and the full object kind's pval. -LM-
3929 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3935 /* Transfer the pval. -LM- */
3936 o_ptr->pval = k_ptr->pval;
3943 object_aware(o_ptr);
3944 object_known(o_ptr);
3953 monster_race *r_ptr;
3955 /* Pick a random non-unique monster race */
3958 i = randint1(max_r_idx - 1);
3960 if (!item_monster_okay(i)) continue;
3961 if (i == MON_TSUCHINOKO) continue;
3965 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3967 /* Ignore dead monsters */
3968 if (!r_ptr->rarity) continue;
3970 /* Prefer less out-of-depth monsters */
3971 if (randint0(check)) continue;
3978 /* Some figurines are cursed */
3979 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3984 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3986 msg_format("Figurine of %s, depth +%d%s",
3989 r_name + r_ptr->name, check - 1,
3990 !object_is_cursed(o_ptr) ? "" : " {cursed}");
4003 monster_race *r_ptr;
4005 if (o_ptr->sval == SV_SKELETON)
4007 match = RF9_DROP_SKELETON;
4009 else if (o_ptr->sval == SV_CORPSE)
4011 match = RF9_DROP_CORPSE;
4014 /* Hack -- Remove the monster restriction */
4015 get_mon_num_prep(item_monster_okay, NULL);
4017 /* Pick a random non-unique monster race */
4020 i = get_mon_num(dun_level);
4024 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4026 /* Ignore dead monsters */
4027 if (!r_ptr->rarity) continue;
4029 /* Ignore corpseless monsters */
4030 if (!(r_ptr->flags9 & match)) continue;
4032 /* Prefer less out-of-depth monsters */
4033 if (randint0(check)) continue;
4043 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4045 msg_format("Corpse of %s, depth +%d",
4048 r_name + r_ptr->name, check - 1);
4051 object_aware(o_ptr);
4052 object_known(o_ptr);
4060 monster_race *r_ptr;
4062 /* Pick a random monster race */
4065 i = randint1(max_r_idx - 1);
4069 /* Ignore dead monsters */
4070 if (!r_ptr->rarity) continue;
4080 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4082 msg_format("Statue of %s", r_name + r_ptr->name);
4086 object_aware(o_ptr);
4087 object_known(o_ptr);
4094 byte obj_level = k_info[o_ptr->k_idx].level;
4096 /* Hack -- skip ruined chests */
4097 if (obj_level <= 0) break;
4099 /* Hack -- pick a "difficulty" */
4100 o_ptr->pval = randint1(obj_level);
4101 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4103 o_ptr->xtra3 = dun_level + 5;
4105 /* Never exceed "difficulty" of 55 to 59 */
4106 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4115 * Complete the "creation" of an object by applying "magic" to the item
4117 * This includes not only rolling for random bonuses, but also putting the
4118 * finishing touches on ego-items and artifacts, giving charges to wands and
4119 * staffs, giving fuel to lites, and placing traps on chests.
4121 * In particular, note that "Instant Artifacts", if "created" by an external
4122 * routine, must pass through this function to complete the actual creation.
4124 * The base "chance" of the item being "good" increases with the "level"
4125 * parameter, which is usually derived from the dungeon level, being equal
4126 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4127 * the object is guaranteed to be "good". If an object is "good", then
4128 * the chance that the object will be "great" (ego-item or artifact), also
4129 * increases with the "level", being equal to half the level, plus 5, up to
4130 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4131 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4133 * If the object is not "good", there is a chance it will be "cursed", and
4134 * if it is "cursed", there is a chance it will be "broken". These chances
4135 * are related to the "good" / "great" chances above.
4137 * Otherwise "normal" rings and amulets will be "good" half the time and
4138 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4140 * If "okay" is true, and the object is going to be "great", then there is
4141 * a chance that an artifact will be created. This is true even if both the
4142 * "good" and "great" arguments are false. As a total hack, if "great" is
4143 * true, then the item gets 3 extra "attempts" to become an artifact.
4145 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4147 int i, rolls, f1, f2, power;
4149 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4151 /* Maximum "level" for various things */
4152 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4154 /* Base chance of being "good" */
4157 /* Maximal chance of being "good" */
4158 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4160 /* Base chance of being "great" */
4163 /* Maximal chance of being "great" */
4164 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4165 f2 = d_info[dungeon_type].obj_great;
4167 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4172 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4181 /* Roll for "good" */
4182 if ((mode & AM_GOOD) || magik(f1))
4187 /* Roll for "great" */
4188 if ((mode & AM_GREAT) || magik(f2))
4192 /* Roll for "special" */
4193 if (mode & AM_SPECIAL) power = 3;
4197 /* Roll for "cursed" */
4200 /* Assume "cursed" */
4203 /* Roll for "broken" */
4204 if (magik(f2)) power = -2;
4208 if (mode & AM_CURSED)
4210 /* Assume 'cursed' */
4215 /* Everything else gets more badly cursed */
4222 /* Assume no rolls */
4225 /* Get one roll if excellent */
4226 if (power >= 2) rolls = 1;
4228 /* Hack -- Get four rolls if forced great or special */
4229 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4231 /* Hack -- Get no rolls if not allowed */
4232 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4234 /* Roll for artifacts if allowed */
4235 for (i = 0; i < rolls; i++)
4237 /* Roll for an artifact */
4238 if (make_artifact(o_ptr)) break;
4239 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4241 if (make_artifact(o_ptr)) break;
4246 /* Hack -- analyze artifacts */
4247 if (object_is_fixed_artifact(o_ptr))
4249 artifact_type *a_ptr = &a_info[o_ptr->name1];
4251 /* Hack -- Mark the artifact as "created" */
4254 /* Hack -- Memorize location of artifact in saved floors */
4255 if (character_dungeon)
4256 a_ptr->floor_id = p_ptr->floor_id;
4258 /* Extract the other fields */
4259 o_ptr->pval = a_ptr->pval;
4260 o_ptr->ac = a_ptr->ac;
4261 o_ptr->dd = a_ptr->dd;
4262 o_ptr->ds = a_ptr->ds;
4263 o_ptr->to_a = a_ptr->to_a;
4264 o_ptr->to_h = a_ptr->to_h;
4265 o_ptr->to_d = a_ptr->to_d;
4266 o_ptr->weight = a_ptr->weight;
4268 /* Hack -- extract the "broken" flag */
4269 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4271 /* Hack -- extract the "cursed" flag */
4272 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4273 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4274 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4275 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4276 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4277 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4279 /* Mega-Hack -- increase the rating */
4282 /* Mega-Hack -- increase the rating again */
4283 if (a_ptr->cost > 50000L) rating += 10;
4285 /* Mega-Hack -- increase the rating again */
4286 if (a_ptr->cost > 100000L) rating += 10;
4288 /* Set the good item flag */
4289 good_item_flag = TRUE;
4291 /* Cheat -- peek at the item */
4292 if (cheat_peek) object_mention(o_ptr);
4300 switch (o_ptr->tval)
4309 if (power) a_m_aux_1(o_ptr, lev, power);
4315 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4321 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4335 /* Elven Cloak and Black Clothes ... */
4336 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4337 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4338 o_ptr->pval = randint1(4);
4342 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4343 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4344 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4345 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4346 a_m_aux_2(o_ptr, lev, power);
4348 if (power) a_m_aux_2(o_ptr, lev, power);
4356 if (!power && (randint0(100) < 50)) power = -1;
4357 a_m_aux_3(o_ptr, lev, power);
4363 a_m_aux_4(o_ptr, lev, power);
4368 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4369 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4370 (p_ptr->pseikaku == SEIKAKU_SEXY))
4373 add_flag(o_ptr->art_flags, TR_STR);
4374 add_flag(o_ptr->art_flags, TR_INT);
4375 add_flag(o_ptr->art_flags, TR_WIS);
4376 add_flag(o_ptr->art_flags, TR_DEX);
4377 add_flag(o_ptr->art_flags, TR_CON);
4378 add_flag(o_ptr->art_flags, TR_CHR);
4381 if (o_ptr->art_name) rating += 30;
4383 /* Hack -- analyze ego-items */
4384 else if (object_is_ego(o_ptr))
4386 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4388 /* Hack -- acquire "broken" flag */
4389 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4391 /* Hack -- acquire "cursed" flag */
4392 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4393 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4394 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4395 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4396 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4397 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4399 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4400 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4401 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4402 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4403 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4404 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4405 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4407 /* Hack -- apply extra penalties if needed */
4408 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4410 /* Hack -- obtain bonuses */
4411 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4412 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4413 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4415 /* Hack -- obtain pval */
4416 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4419 /* Hack -- apply extra bonuses if needed */
4422 /* Hack -- obtain bonuses */
4423 if (e_ptr->max_to_h)
4425 if (e_ptr->max_to_h > 127)
4426 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4427 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4429 if (e_ptr->max_to_d)
4431 if (e_ptr->max_to_d > 127)
4432 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4433 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4435 if (e_ptr->max_to_a)
4437 if (e_ptr->max_to_a > 127)
4438 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4439 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4442 /* Hack -- obtain pval */
4443 if (e_ptr->max_pval)
4445 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4448 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4450 else if (o_ptr->name2 == EGO_ATTACKS)
4452 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4453 if (o_ptr->pval > 3) o_ptr->pval = 3;
4454 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4455 o_ptr->pval += randint1(2);
4457 else if (o_ptr->name2 == EGO_BAT)
4459 o_ptr->pval = randint1(e_ptr->max_pval);
4460 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4464 o_ptr->pval += randint1(e_ptr->max_pval);
4467 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4469 o_ptr->pval = randint1(o_ptr->pval);
4471 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4475 /* Hack -- apply rating bonus */
4476 rating += e_ptr->rating;
4478 /* Cheat -- describe the item */
4479 if (cheat_peek) object_mention(o_ptr);
4485 /* Examine real objects */
4488 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4490 /* Hack -- acquire "broken" flag */
4491 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4493 /* Hack -- acquire "cursed" flag */
4494 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4495 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4496 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4497 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4498 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4499 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4505 * Hack -- determine if a template is "good"
4507 static bool kind_is_good(int k_idx)
4509 object_kind *k_ptr = &k_info[k_idx];
4511 /* Analyze the item type */
4512 switch (k_ptr->tval)
4514 /* Armor -- Good unless damaged */
4525 if (k_ptr->to_a < 0) return (FALSE);
4529 /* Weapons -- Good unless damaged */
4536 if (k_ptr->to_h < 0) return (FALSE);
4537 if (k_ptr->to_d < 0) return (FALSE);
4541 /* Ammo -- Arrows/Bolts are good */
4548 /* Books -- High level books are good (except Arcane books) */
4550 case TV_SORCERY_BOOK:
4551 case TV_NATURE_BOOK:
4555 case TV_ENCHANT_BOOK:
4556 case TV_DAEMON_BOOK:
4557 case TV_CRUSADE_BOOK:
4559 case TV_HISSATSU_BOOK:
4561 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4565 /* Rings -- Rings of Speed are good */
4568 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4569 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4573 /* Amulets -- Amulets of the Magi and Resistance are good */
4576 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4577 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4582 /* Assume not good */
4588 * Attempt to make an object (normal or good/great)
4590 * This routine plays nasty games to generate the "special artifacts".
4592 * This routine uses "object_level" for the "generation level".
4594 * We assume that the given object has been "wiped".
4596 bool make_object(object_type *j_ptr, u32b mode)
4602 /* Chance of "special object" */
4603 prob = ((mode & AM_GOOD) ? 10 : 1000);
4605 /* Base level for the object */
4606 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4609 /* Generate a special object, or a normal object */
4610 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4615 if ((mode & AM_GOOD) && !get_obj_num_hook)
4617 /* Activate restriction (if already specified, use that) */
4618 get_obj_num_hook = kind_is_good;
4621 /* Restricted objects - prepare allocation table */
4622 if (get_obj_num_hook) get_obj_num_prep();
4624 /* Pick a random object */
4625 k_idx = get_obj_num(base);
4627 /* Restricted objects */
4628 if (get_obj_num_hook)
4630 /* Clear restriction */
4631 get_obj_num_hook = NULL;
4633 /* Reset allocation table to default */
4637 /* Handle failure */
4638 if (!k_idx) return (FALSE);
4640 /* Prepare the object */
4641 object_prep(j_ptr, k_idx);
4644 /* Apply magic (allow artifacts) */
4645 apply_magic(j_ptr, object_level, mode);
4647 /* Hack -- generate multiple spikes/missiles */
4648 switch (j_ptr->tval)
4656 j_ptr->number = (byte)damroll(6, 7);
4660 obj_level = k_info[j_ptr->k_idx].level;
4661 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4663 /* Notice "okay" out-of-depth objects */
4664 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4665 (obj_level > dun_level))
4667 /* Rating increase */
4668 rating += (obj_level - dun_level);
4670 /* Cheat -- peek at items */
4671 if (cheat_peek) object_mention(j_ptr);
4680 * Attempt to place an object (normal or good/great) at the given location.
4682 * This routine plays nasty games to generate the "special artifacts".
4684 * This routine uses "object_level" for the "generation level".
4686 * This routine requires a clean floor grid destination.
4688 void place_object(int y, int x, u32b mode)
4693 cave_type *c_ptr = &cave[y][x];
4699 /* Paranoia -- check bounds */
4700 if (!in_bounds(y, x)) return;
4702 /* Require floor space */
4703 if (!cave_drop_bold(y, x)) return;
4705 /* Avoid stacking on other objects */
4706 if (c_ptr->o_idx) return;
4709 /* Get local object */
4712 /* Wipe the object */
4715 /* Make an object (if possible) */
4716 if (!make_object(q_ptr, mode)) return;
4719 /* Make an object */
4727 /* Acquire object */
4728 o_ptr = &o_list[o_idx];
4730 /* Structure Copy */
4731 object_copy(o_ptr, q_ptr);
4738 o_ptr->next_o_idx = c_ptr->o_idx;
4740 /* Place the object */
4741 c_ptr->o_idx = o_idx;
4751 /* Hack -- Preserve artifacts */
4752 if (object_is_fixed_artifact(q_ptr))
4754 a_info[q_ptr->name1].cur_num = 0;
4761 * Make a treasure object
4763 * The location must be a legal, clean, floor grid.
4765 bool make_gold(object_type *j_ptr)
4772 /* Hack -- Pick a Treasure variety */
4773 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4775 /* Apply "extra" magic */
4776 if (one_in_(GREAT_OBJ))
4778 i += randint1(object_level + 1);
4781 /* Hack -- Creeping Coins only generate "themselves" */
4782 if (coin_type) i = coin_type;
4784 /* Do not create "illegal" Treasure Types */
4785 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4787 /* Prepare a gold object */
4788 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4790 /* Hack -- Base coin cost */
4791 base = k_info[OBJ_GOLD_LIST+i].cost;
4793 /* Determine how much the treasure is "worth" */
4794 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4802 * Places a treasure (Gold or Gems) at given location
4804 * The location must be a legal, clean, floor grid.
4806 void place_gold(int y, int x)
4811 cave_type *c_ptr = &cave[y][x];
4818 /* Paranoia -- check bounds */
4819 if (!in_bounds(y, x)) return;
4821 /* Require floor space */
4822 if (!cave_drop_bold(y, x)) return;
4824 /* Avoid stacking on other objects */
4825 if (c_ptr->o_idx) return;
4828 /* Get local object */
4831 /* Wipe the object */
4834 /* Make some gold */
4835 if (!make_gold(q_ptr)) return;
4838 /* Make an object */
4846 /* Acquire object */
4847 o_ptr = &o_list[o_idx];
4849 /* Copy the object */
4850 object_copy(o_ptr, q_ptr);
4857 o_ptr->next_o_idx = c_ptr->o_idx;
4859 /* Place the object */
4860 c_ptr->o_idx = o_idx;
4872 * Let an object fall to the ground at or near a location.
4874 * The initial location is assumed to be "in_bounds()".
4876 * This function takes a parameter "chance". This is the percentage
4877 * chance that the item will "disappear" instead of drop. If the object
4878 * has been thrown, then this is the chance of disappearance on contact.
4880 * Hack -- this function uses "chance" to determine if it should produce
4881 * some form of "description" of the drop event (under the player).
4883 * We check several locations to see if we can find a location at which
4884 * the object can combine, stack, or be placed. Artifacts will try very
4885 * hard to be placed, including "teleporting" to a useful grid if needed.
4887 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4898 s16b this_o_idx, next_o_idx = 0;
4902 char o_name[MAX_NLEN];
4908 /* Extract plural */
4909 bool plural = (j_ptr->number != 1);
4912 /* Describe object */
4913 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4916 /* Handle normal "breakage" */
4917 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4921 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4923 msg_format("The %s disappear%s.",
4924 o_name, (plural ? "" : "s"));
4930 if (p_ptr->wizard) msg_print("(ÇË»)");
4932 if (p_ptr->wizard) msg_print("(breakage)");
4951 /* Scan local grids */
4952 for (dy = -3; dy <= 3; dy++)
4954 /* Scan local grids */
4955 for (dx = -3; dx <= 3; dx++)
4959 /* Calculate actual distance */
4960 d = (dy * dy) + (dx * dx);
4962 /* Ignore distant grids */
4963 if (d > 10) continue;
4969 /* Skip illegal grids */
4970 if (!in_bounds(ty, tx)) continue;
4972 /* Require line of projection */
4973 if (!projectable(y, x, ty, tx)) continue;
4976 c_ptr = &cave[ty][tx];
4978 /* Require floor space */
4979 if (!cave_drop_bold(ty, tx)) continue;
4984 /* Scan objects in that grid */
4985 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4989 /* Acquire object */
4990 o_ptr = &o_list[this_o_idx];
4992 /* Acquire next object */
4993 next_o_idx = o_ptr->next_o_idx;
4995 /* Check for possible combination */
4996 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5002 /* Add new object */
5006 if (k > 99) continue;
5008 /* Calculate score */
5009 s = 1000 - (d + k * 5);
5011 /* Skip bad values */
5012 if (s < bs) continue;
5014 /* New best value */
5017 /* Apply the randomizer to equivalent values */
5018 if ((++bn >= 2) && !one_in_(bn)) continue;
5033 /* Handle lack of space */
5034 if (!flag && !object_is_artifact(j_ptr))
5038 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5040 msg_format("The %s disappear%s.",
5041 o_name, (plural ? "" : "s"));
5047 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5049 if (p_ptr->wizard) msg_print("(no floor space)");
5059 for (i = 0; !flag; i++)
5064 ty = rand_spread(by, 1);
5065 tx = rand_spread(bx, 1);
5068 /* Random locations */
5071 ty = randint0(cur_hgt);
5072 tx = randint0(cur_wid);
5075 /* Bounce to that location */
5079 /* Require floor space */
5080 if (!cave_drop_bold(by, bx)) continue;
5082 /* Avoid stacking on other objects */
5083 if (cave[by][bx].o_idx) continue;
5092 c_ptr = &cave[by][bx];
5094 /* Scan objects in that grid for combination */
5095 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5099 /* Acquire object */
5100 o_ptr = &o_list[this_o_idx];
5102 /* Acquire next object */
5103 next_o_idx = o_ptr->next_o_idx;
5105 /* Check for combination */
5106 if (object_similar(o_ptr, j_ptr))
5108 /* Combine the items */
5109 object_absorb(o_ptr, j_ptr);
5119 /* Get new object */
5120 if (!done) o_idx = o_pop();
5123 if (!done && !o_idx)
5127 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5129 msg_format("The %s disappear%s.",
5130 o_name, (plural ? "" : "s"));
5136 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5138 if (p_ptr->wizard) msg_print("(too many objects)");
5142 /* Hack -- Preserve artifacts */
5143 if (object_is_fixed_artifact(j_ptr))
5145 a_info[j_ptr->name1].cur_num = 0;
5155 /* Structure copy */
5156 object_copy(&o_list[o_idx], j_ptr);
5158 /* Access new object */
5159 j_ptr = &o_list[o_idx];
5166 j_ptr->held_m_idx = 0;
5169 j_ptr->next_o_idx = c_ptr->o_idx;
5171 /* Place the object */
5172 c_ptr->o_idx = o_idx;
5187 /* Mega-Hack -- no message if "dropped" by player */
5188 /* Message when an object falls under the player */
5189 if (chance && player_bold(by, bx))
5192 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5194 msg_print("You feel something roll beneath your feet.");
5207 * Scatter some "great" objects near the player
5209 void acquirement(int y1, int x1, int num, bool great, bool known)
5212 object_type object_type_body;
5213 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5218 /* Get local object */
5219 i_ptr = &object_type_body;
5221 /* Wipe the object */
5224 /* Make a good (or great) object (if possible) */
5225 if (!make_object(i_ptr, mode)) continue;
5229 object_aware(i_ptr);
5230 object_known(i_ptr);
5233 /* Drop the object */
5234 (void)drop_near(i_ptr, -1, y1, x1);
5239 #define MAX_TRAPS 18
5241 static int trap_num[MAX_TRAPS] =
5245 FEAT_TRAP_SPIKED_PIT,
5246 FEAT_TRAP_POISON_PIT,
5267 * XXX XXX XXX This routine should be redone to reflect trap "level".
5268 * That is, it does not make sense to have spiked pits at 50 feet.
5269 * Actually, it is not this routine, but the "trap instantiation"
5270 * code, which should also check for "trap doors" on quest levels.
5272 s16b choose_random_trap(void)
5279 /* Hack -- pick a trap */
5280 feat = trap_num[randint0(MAX_TRAPS)];
5282 /* Accept non-trapdoors */
5283 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5285 /* Hack -- no trap doors on special levels */
5286 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5288 /* Hack -- no trap doors on the deepest level */
5289 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5298 * Disclose an invisible trap
5300 void disclose_grid(int y, int x)
5302 cave_type *c_ptr = &cave[y][x];
5304 if (have_flag(f_flags_grid(c_ptr), FF_SECRET))
5306 /* No longer hidden */
5307 cave_alter_feat(y, x, FF_SECRET);
5309 else if (c_ptr->mimic)
5311 /* No longer hidden */
5324 * Places a random trap at the given location.
5326 * The location must be a legal, naked, floor grid.
5328 * Note that all traps start out as "invisible" and "untyped", and then
5329 * when they are "discovered" (by detecting them or setting them off),
5330 * the trap is "instantiated" as a visible, "typed", trap.
5332 void place_trap(int y, int x)
5334 cave_type *c_ptr = &cave[y][x];
5336 /* Paranoia -- verify location */
5337 if (!in_bounds(y, x)) return;
5339 /* Require empty, clean, floor grid */
5340 if (!cave_clean_bold(y, x)) return;
5342 /* Place an invisible trap */
5343 c_ptr->mimic = c_ptr->feat;
5344 c_ptr->feat = choose_random_trap();
5349 * Describe the charges on an item in the inventory.
5351 void inven_item_charges(int item)
5353 object_type *o_ptr = &inventory[item];
5355 /* Require staff/wand */
5356 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5358 /* Require known item */
5359 if (!object_is_known(o_ptr)) return;
5362 if (o_ptr->pval <= 0)
5364 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5368 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5371 /* Multiple charges */
5372 if (o_ptr->pval != 1)
5374 /* Print a message */
5375 msg_format("You have %d charges remaining.", o_ptr->pval);
5381 /* Print a message */
5382 msg_format("You have %d charge remaining.", o_ptr->pval);
5390 * Describe an item in the inventory.
5392 void inven_item_describe(int item)
5394 object_type *o_ptr = &inventory[item];
5395 char o_name[MAX_NLEN];
5397 /* Get a description */
5398 object_desc(o_name, o_ptr, 0);
5400 /* Print a message */
5402 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5403 if (o_ptr->number <= 0)
5405 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5406 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5410 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5411 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5414 msg_format("You have %s.", o_name);
5421 * Increase the "number" of an item in the inventory
5423 void inven_item_increase(int item, int num)
5425 object_type *o_ptr = &inventory[item];
5428 num += o_ptr->number;
5431 if (num > 255) num = 255;
5432 else if (num < 0) num = 0;
5435 num -= o_ptr->number;
5437 /* Change the number and weight */
5440 /* Add the number */
5441 o_ptr->number += num;
5443 /* Add the weight */
5444 p_ptr->total_weight += (num * o_ptr->weight);
5446 /* Recalculate bonuses */
5447 p_ptr->update |= (PU_BONUS);
5449 /* Recalculate mana XXX */
5450 p_ptr->update |= (PU_MANA);
5452 /* Combine the pack */
5453 p_ptr->notice |= (PN_COMBINE);
5456 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5458 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5459 if (!o_ptr->number && p_ptr->ele_attack)
5461 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5463 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5465 /* Clear all temporary elemental brands */
5466 set_ele_attack(0, 0);
5475 * Erase an inventory slot if it has no more items
5477 void inven_item_optimize(int item)
5479 object_type *o_ptr = &inventory[item];
5481 /* Only optimize real items */
5482 if (!o_ptr->k_idx) return;
5484 /* Only optimize empty items */
5485 if (o_ptr->number) return;
5487 /* The item is in the pack */
5488 if (item < INVEN_RARM)
5495 /* Slide everything down */
5496 for (i = item; i < INVEN_PACK; i++)
5498 /* Structure copy */
5499 inventory[i] = inventory[i+1];
5502 /* Erase the "final" slot */
5503 object_wipe(&inventory[i]);
5506 p_ptr->window |= (PW_INVEN);
5509 /* The item is being wielded */
5515 /* Erase the empty slot */
5516 object_wipe(&inventory[item]);
5518 /* Recalculate bonuses */
5519 p_ptr->update |= (PU_BONUS);
5521 /* Recalculate torch */
5522 p_ptr->update |= (PU_TORCH);
5524 /* Recalculate mana XXX */
5525 p_ptr->update |= (PU_MANA);
5528 p_ptr->window |= (PW_EQUIP);
5532 p_ptr->window |= (PW_SPELL);
5537 * Describe the charges on an item on the floor.
5539 void floor_item_charges(int item)
5541 object_type *o_ptr = &o_list[item];
5543 /* Require staff/wand */
5544 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5546 /* Require known item */
5547 if (!object_is_known(o_ptr)) return;
5550 if (o_ptr->pval <= 0)
5552 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5556 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5559 /* Multiple charges */
5560 if (o_ptr->pval != 1)
5562 /* Print a message */
5563 msg_format("There are %d charges remaining.", o_ptr->pval);
5569 /* Print a message */
5570 msg_format("There is %d charge remaining.", o_ptr->pval);
5578 * Describe an item in the inventory.
5580 void floor_item_describe(int item)
5582 object_type *o_ptr = &o_list[item];
5583 char o_name[MAX_NLEN];
5585 /* Get a description */
5586 object_desc(o_name, o_ptr, 0);
5588 /* Print a message */
5590 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5591 if (o_ptr->number <= 0)
5593 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5597 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5600 msg_format("You see %s.", o_name);
5607 * Increase the "number" of an item on the floor
5609 void floor_item_increase(int item, int num)
5611 object_type *o_ptr = &o_list[item];
5614 num += o_ptr->number;
5617 if (num > 255) num = 255;
5618 else if (num < 0) num = 0;
5621 num -= o_ptr->number;
5623 /* Change the number */
5624 o_ptr->number += num;
5629 * Optimize an item on the floor (destroy "empty" items)
5631 void floor_item_optimize(int item)
5633 object_type *o_ptr = &o_list[item];
5635 /* Paranoia -- be sure it exists */
5636 if (!o_ptr->k_idx) return;
5638 /* Only optimize empty items */
5639 if (o_ptr->number) return;
5641 /* Delete the object */
5642 delete_object_idx(item);
5647 * Check if we have space for an item in the pack without overflow
5649 bool inven_carry_okay(object_type *o_ptr)
5654 if (inven_cnt < INVEN_PACK) return (TRUE);
5657 for (j = 0; j < INVEN_PACK; j++)
5659 object_type *j_ptr = &inventory[j];
5661 /* Skip non-objects */
5662 if (!j_ptr->k_idx) continue;
5664 /* Check if the two items can be combined */
5665 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5674 * Add an item to the players inventory, and return the slot used.
5676 * If the new item can combine with an existing item in the inventory,
5677 * it will do so, using "object_similar()" and "object_absorb()", else,
5678 * the item will be placed into the "proper" location in the inventory.
5680 * This function can be used to "over-fill" the player's pack, but only
5681 * once, and such an action must trigger the "overflow" code immediately.
5682 * Note that when the pack is being "over-filled", the new item must be
5683 * placed into the "overflow" slot, and the "overflow" must take place
5684 * before the pack is reordered, but (optionally) after the pack is
5685 * combined. This may be tricky. See "dungeon.c" for info.
5687 * Note that this code must remove any location/stack information
5688 * from the object once it is placed into the inventory.
5690 s16b inven_carry(object_type *o_ptr)
5698 /* Check for combining */
5699 for (j = 0; j < INVEN_PACK; j++)
5701 j_ptr = &inventory[j];
5703 /* Skip non-objects */
5704 if (!j_ptr->k_idx) continue;
5706 /* Hack -- track last item */
5709 /* Check if the two items can be combined */
5710 if (object_similar(j_ptr, o_ptr))
5712 /* Combine the items */
5713 object_absorb(j_ptr, o_ptr);
5715 /* Increase the weight */
5716 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5718 /* Recalculate bonuses */
5719 p_ptr->update |= (PU_BONUS);
5722 p_ptr->window |= (PW_INVEN);
5731 if (inven_cnt > INVEN_PACK) return (-1);
5733 /* Find an empty slot */
5734 for (j = 0; j <= INVEN_PACK; j++)
5736 j_ptr = &inventory[j];
5738 /* Use it if found */
5739 if (!j_ptr->k_idx) break;
5746 /* Reorder the pack */
5749 s32b o_value, j_value;
5751 /* Get the "value" of the item */
5752 o_value = object_value(o_ptr);
5754 /* Scan every occupied slot */
5755 for (j = 0; j < INVEN_PACK; j++)
5757 j_ptr = &inventory[j];
5759 /* Use empty slots */
5760 if (!j_ptr->k_idx) break;
5762 /* Hack -- readable books always come first */
5763 if ((o_ptr->tval == REALM1_BOOK) &&
5764 (j_ptr->tval != REALM1_BOOK)) break;
5765 if ((j_ptr->tval == REALM1_BOOK) &&
5766 (o_ptr->tval != REALM1_BOOK)) continue;
5768 if ((o_ptr->tval == REALM2_BOOK) &&
5769 (j_ptr->tval != REALM2_BOOK)) break;
5770 if ((j_ptr->tval == REALM2_BOOK) &&
5771 (o_ptr->tval != REALM2_BOOK)) continue;
5773 /* Objects sort by decreasing type */
5774 if (o_ptr->tval > j_ptr->tval) break;
5775 if (o_ptr->tval < j_ptr->tval) continue;
5777 /* Non-aware (flavored) items always come last */
5778 if (!object_is_aware(o_ptr)) continue;
5779 if (!object_is_aware(j_ptr)) break;
5781 /* Objects sort by increasing sval */
5782 if (o_ptr->sval < j_ptr->sval) break;
5783 if (o_ptr->sval > j_ptr->sval) continue;
5785 /* Unidentified objects always come last */
5786 if (!object_is_known(o_ptr)) continue;
5787 if (!object_is_known(j_ptr)) break;
5789 /* Hack: otherwise identical rods sort by
5790 increasing recharge time --dsb */
5791 if (o_ptr->tval == TV_ROD)
5793 if (o_ptr->pval < j_ptr->pval) break;
5794 if (o_ptr->pval > j_ptr->pval) continue;
5797 /* Determine the "value" of the pack item */
5798 j_value = object_value(j_ptr);
5800 /* Objects sort by decreasing value */
5801 if (o_value > j_value) break;
5802 if (o_value < j_value) continue;
5809 for (k = n; k >= i; k--)
5811 /* Hack -- Slide the item */
5812 object_copy(&inventory[k+1], &inventory[k]);
5815 /* Wipe the empty slot */
5816 object_wipe(&inventory[i]);
5821 object_copy(&inventory[i], o_ptr);
5823 /* Access new object */
5824 j_ptr = &inventory[i];
5827 j_ptr->next_o_idx = 0;
5829 /* Forget monster */
5830 j_ptr->held_m_idx = 0;
5832 /* Forget location */
5833 j_ptr->iy = j_ptr->ix = 0;
5835 /* No longer marked */
5838 /* Increase the weight */
5839 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5841 /* Count the items */
5844 /* Recalculate bonuses */
5845 p_ptr->update |= (PU_BONUS);
5847 /* Combine and Reorder pack */
5848 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5851 p_ptr->window |= (PW_INVEN);
5853 /* Return the slot */
5859 * Take off (some of) a non-cursed equipment item
5861 * Note that only one item at a time can be wielded per slot.
5863 * Note that taking off an item when "full" may cause that item
5864 * to fall to the ground.
5866 * Return the inventory slot into which the item is placed.
5868 s16b inven_takeoff(int item, int amt)
5879 char o_name[MAX_NLEN];
5882 /* Get the item to take off */
5883 o_ptr = &inventory[item];
5886 if (amt <= 0) return (-1);
5889 if (amt > o_ptr->number) amt = o_ptr->number;
5891 /* Get local object */
5894 /* Obtain a local object */
5895 object_copy(q_ptr, o_ptr);
5897 /* Modify quantity */
5898 q_ptr->number = amt;
5900 /* Describe the object */
5901 object_desc(o_name, q_ptr, 0);
5903 /* Took off weapon */
5904 if (item == INVEN_RARM)
5907 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5909 act = "You were wielding";
5915 else if (item == INVEN_BOW)
5918 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5920 act = "You were holding";
5925 /* Took off light */
5926 else if (item == INVEN_LITE)
5929 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5931 act = "You were holding";
5936 /* Took off something */
5940 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5942 act = "You were wearing";
5947 /* Modify, Optimize */
5948 inven_item_increase(item, -amt);
5949 inven_item_optimize(item);
5951 /* Carry the object */
5952 slot = inven_carry(q_ptr);
5956 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5958 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5968 * Drop (some of) a non-cursed inventory/equipment item
5970 * The object will be dropped "near" the current location
5972 void inven_drop(int item, int amt)
5979 char o_name[MAX_NLEN];
5982 /* Access original object */
5983 o_ptr = &inventory[item];
5986 if (amt <= 0) return;
5989 if (amt > o_ptr->number) amt = o_ptr->number;
5992 /* Take off equipment */
5993 if (item >= INVEN_RARM)
5995 /* Take off first */
5996 item = inven_takeoff(item, amt);
5998 /* Access original object */
5999 o_ptr = &inventory[item];
6003 /* Get local object */
6006 /* Obtain local object */
6007 object_copy(q_ptr, o_ptr);
6009 /* Distribute charges of wands or rods */
6010 distribute_charges(o_ptr, q_ptr, amt);
6012 /* Modify quantity */
6013 q_ptr->number = amt;
6015 /* Describe local object */
6016 object_desc(o_name, q_ptr, 0);
6020 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6022 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6026 /* Drop it near the player */
6027 (void)drop_near(q_ptr, 0, py, px);
6029 /* Modify, Describe, Optimize */
6030 inven_item_increase(item, -amt);
6031 inven_item_describe(item);
6032 inven_item_optimize(item);
6037 * Combine items in the pack
6039 * Note special handling of the "overflow" slot
6041 void combine_pack(void)
6049 /* Combine the pack (backwards) */
6050 for (i = INVEN_PACK; i > 0; i--)
6053 o_ptr = &inventory[i];
6055 /* Skip empty items */
6056 if (!o_ptr->k_idx) continue;
6058 /* Scan the items above that item */
6059 for (j = 0; j < i; j++)
6064 j_ptr = &inventory[j];
6066 /* Skip empty items */
6067 if (!j_ptr->k_idx) continue;
6070 * Get maximum number of the stack if these
6071 * are similar, get zero otherwise.
6073 max_num = object_similar_part(j_ptr, o_ptr);
6075 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6076 if (max_num && j_ptr->number < max_num)
6078 if (o_ptr->number + j_ptr->number <= max_num)
6083 /* Add together the item counts */
6084 object_absorb(j_ptr, o_ptr);
6086 /* One object is gone */
6089 /* Slide everything down */
6090 for (k = i; k < INVEN_PACK; k++)
6092 /* Structure copy */
6093 inventory[k] = inventory[k+1];
6096 /* Erase the "final" slot */
6097 object_wipe(&inventory[k]);
6101 int old_num = o_ptr->number;
6102 int remain = j_ptr->number + o_ptr->number - max_num;
6104 o_ptr->number -= remain;
6106 /* Add together the item counts */
6107 object_absorb(j_ptr, o_ptr);
6109 o_ptr->number = remain;
6111 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6112 if (o_ptr->tval == TV_ROD)
6114 o_ptr->pval = o_ptr->pval * remain / old_num;
6115 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6118 /* Hack -- if wands are stacking, combine the charges. -LM- */
6119 if (o_ptr->tval == TV_WAND)
6121 o_ptr->pval = o_ptr->pval * remain / old_num;
6126 p_ptr->window |= (PW_INVEN);
6136 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6138 if (flag) msg_print("You combine some items in your pack.");
6144 * Reorder items in the pack
6146 * Note special handling of the "overflow" slot
6148 void reorder_pack(void)
6160 /* Re-order the pack (forwards) */
6161 for (i = 0; i < INVEN_PACK; i++)
6163 /* Mega-Hack -- allow "proper" over-flow */
6164 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6167 o_ptr = &inventory[i];
6169 /* Skip empty slots */
6170 if (!o_ptr->k_idx) continue;
6172 /* Get the "value" of the item */
6173 o_value = object_value(o_ptr);
6175 /* Scan every occupied slot */
6176 for (j = 0; j < INVEN_PACK; j++)
6178 /* Get the item already there */
6179 j_ptr = &inventory[j];
6181 /* Use empty slots */
6182 if (!j_ptr->k_idx) break;
6184 /* Hack -- readable books always come first */
6185 if ((o_ptr->tval == REALM1_BOOK) &&
6186 (j_ptr->tval != REALM1_BOOK)) break;
6187 if ((j_ptr->tval == REALM1_BOOK) &&
6188 (o_ptr->tval != REALM1_BOOK)) continue;
6190 if ((o_ptr->tval == REALM2_BOOK) &&
6191 (j_ptr->tval != REALM2_BOOK)) break;
6192 if ((j_ptr->tval == REALM2_BOOK) &&
6193 (o_ptr->tval != REALM2_BOOK)) continue;
6195 /* Objects sort by decreasing type */
6196 if (o_ptr->tval > j_ptr->tval) break;
6197 if (o_ptr->tval < j_ptr->tval) continue;
6199 /* Non-aware (flavored) items always come last */
6200 if (!object_is_aware(o_ptr)) continue;
6201 if (!object_is_aware(j_ptr)) break;
6203 /* Objects sort by increasing sval */
6204 if (o_ptr->sval < j_ptr->sval) break;
6205 if (o_ptr->sval > j_ptr->sval) continue;
6207 /* Unidentified objects always come last */
6208 if (!object_is_known(o_ptr)) continue;
6209 if (!object_is_known(j_ptr)) break;
6211 /* Hack: otherwise identical rods sort by
6212 increasing recharge time --dsb */
6213 if (o_ptr->tval == TV_ROD)
6215 if (o_ptr->pval < j_ptr->pval) break;
6216 if (o_ptr->pval > j_ptr->pval) continue;
6219 /* Determine the "value" of the pack item */
6220 j_value = object_value(j_ptr);
6224 /* Objects sort by decreasing value */
6225 if (o_value > j_value) break;
6226 if (o_value < j_value) continue;
6229 /* Never move down */
6230 if (j >= i) continue;
6235 /* Get local object */
6238 /* Save a copy of the moving item */
6239 object_copy(q_ptr, &inventory[i]);
6241 /* Slide the objects */
6242 for (k = i; k > j; k--)
6244 /* Slide the item */
6245 object_copy(&inventory[k], &inventory[k-1]);
6248 /* Insert the moving item */
6249 object_copy(&inventory[j], q_ptr);
6252 p_ptr->window |= (PW_INVEN);
6257 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6259 if (flag) msg_print("You reorder some items in your pack.");
6266 * Hack -- display an object kind in the current window
6268 * Include list of usable spells for readible books
6270 void display_koff(int k_idx)
6279 char o_name[MAX_NLEN];
6282 /* Erase the window */
6283 for (y = 0; y < Term->hgt; y++)
6285 /* Erase the line */
6286 Term_erase(0, y, 255);
6292 /* Get local object */
6295 /* Prepare the object */
6296 object_prep(q_ptr, k_idx);
6299 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6301 /* Mention the object name */
6302 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6304 /* Access the item's sval */
6306 use_realm = tval2realm(q_ptr->tval);
6308 /* Warriors are illiterate */
6309 if (p_ptr->realm1 || p_ptr->realm2)
6311 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6315 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6316 if (!is_magic(use_realm)) return;
6317 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6320 /* Display spells in readible books */
6326 /* Extract spells */
6327 for (spell = 0; spell < 32; spell++)
6329 /* Check for this spell */
6330 if (fake_spell_flags[sval] & (1L << spell))
6332 /* Collect this spell */
6333 spells[num++] = spell;
6338 print_spells(0, spells, num, 2, 0, use_realm);
6342 /* Choose one of items that have warning flag */
6343 object_type *choose_warning_item(void)
6346 int choices[INVEN_TOTAL - INVEN_RARM];
6349 /* Paranoia -- Player has no warning ability */
6350 if (!p_ptr->warning) return NULL;
6352 /* Search Inventory */
6353 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6355 u32b flgs[TR_FLAG_SIZE];
6356 object_type *o_ptr = &inventory[i];
6358 object_flags(o_ptr, flgs);
6359 if (have_flag(flgs, TR_WARNING))
6361 choices[number] = i;
6366 /* Choice one of them */
6367 return number ? &inventory[choices[randint0(number)]] : NULL;
6370 /* Calculate spell damages */
6371 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6373 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6374 int rlev = r_ptr->level;
6375 bool ignore_wraith_form = FALSE;
6377 if (limit) dam = (dam > limit) ? limit : dam;
6379 /* Vulnerability, resistance and immunity */
6383 if (p_ptr->immune_elec)
6386 ignore_wraith_form = TRUE;
6390 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6391 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6392 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6393 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6394 if (IS_OPPOSE_ELEC())
6395 dam = (dam + 2) / 3;
6400 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6401 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6405 if (p_ptr->immune_acid)
6408 ignore_wraith_form = TRUE;
6412 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6413 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6414 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6415 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6421 if (p_ptr->immune_cold)
6424 ignore_wraith_form = TRUE;
6428 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6429 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6430 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6431 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6436 if (p_ptr->immune_fire)
6439 ignore_wraith_form = TRUE;
6443 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6444 if (prace_is_(RACE_ENT)) dam += dam / 3;
6445 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6446 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6447 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6452 ignore_wraith_form = TRUE;
6456 if (!p_ptr->blind &&
6457 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6458 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6461 ignore_wraith_form = TRUE;
6466 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6467 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6468 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6471 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6472 * "dam *= 2;" for later "dam /= 2"
6474 if (p_ptr->wraith_form) dam *= 2;
6478 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6481 ignore_wraith_form = TRUE;
6483 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6487 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6491 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6495 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6499 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6503 if (prace_is_(RACE_SPECTRE))
6506 ignore_wraith_form = TRUE;
6508 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6512 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6516 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6520 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6524 if (p_ptr->ffall) dam = (dam * 2) / 3;
6528 if (p_ptr->resist_shard) dam /= 2;
6532 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6533 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6537 if (p_ptr->mimic_form)
6539 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6542 ignore_wraith_form = TRUE;
6547 switch (p_ptr->prace)
6556 ignore_wraith_form = TRUE;
6563 if (p_ptr->align > 10) dam /= 2;
6564 else if (p_ptr->align < -10) dam *= 2;
6568 if (p_ptr->align > 10) dam *= 2;
6572 case GF_BRAIN_SMASH:
6573 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6576 ignore_wraith_form = TRUE;
6584 if (100 + rlev / 2 <= p_ptr->skill_sav)
6587 ignore_wraith_form = TRUE;
6592 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6595 ignore_wraith_form = TRUE;
6600 if (p_ptr->wraith_form && !ignore_wraith_form)
6606 if (dam > *max) *max = dam;
6609 /* Calculate blow damages */
6610 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6612 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6614 bool check_wraith_form = TRUE;
6616 if (blow_ptr->method != RBM_EXPLODE)
6618 int ac = p_ptr->ac + p_ptr->to_a;
6620 switch (blow_ptr->effect)
6624 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6625 dam = MAX(dam, tmp_dam * 2);
6631 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6635 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6637 check_wraith_form = FALSE;
6641 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6643 check_wraith_form = FALSE;
6647 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6649 check_wraith_form = FALSE;
6653 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6655 check_wraith_form = FALSE;
6660 check_wraith_form = FALSE;
6664 if (check_wraith_form && p_ptr->wraith_form)
6672 dam = (dam + 1) / 2;
6673 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6680 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6681 bool process_warning(int xx, int yy)
6685 char o_name[MAX_NLEN];
6687 #define WARNING_AWARE_RANGE 12
6689 static int old_damage = 0;
6691 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6693 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6696 monster_type *m_ptr;
6697 monster_race *r_ptr;
6699 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6701 c_ptr = &cave[my][mx];
6703 if (!c_ptr->m_idx) continue;
6705 m_ptr = &m_list[c_ptr->m_idx];
6707 if (m_ptr->csleep) continue;
6708 if (!is_hostile(m_ptr)) continue;
6710 r_ptr = &r_info[m_ptr->r_idx];
6712 /* Monster spells (only powerful ones)*/
6713 if (projectable(my, mx, yy, xx))
6715 int breath_dam_div3 = m_ptr->hp / 3;
6716 int breath_dam_div6 = m_ptr->hp / 6;
6717 u32b f4 = r_ptr->flags4;
6718 u32b f5 = r_ptr->flags5;
6719 u32b f6 = r_ptr->flags6;
6721 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6723 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6724 int storm_dam = rlev * 4 + 150;
6725 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6727 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6728 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6729 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6730 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6731 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6732 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6734 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6735 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6736 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6737 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6738 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6739 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6740 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6741 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6742 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6743 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6744 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6745 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6746 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6747 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6748 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6749 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6750 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6751 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6752 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6753 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6754 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6755 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6756 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6759 /* Monster melee attacks */
6760 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6762 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6766 for (m = 0; m < 4; m++)
6768 /* Skip non-attacks */
6769 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6771 /* Extract the attack info */
6772 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6773 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6775 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6779 /* Contribution from this monster */
6780 dam_max += dam_max0;
6784 /* Prevent excessive warning */
6785 if (dam_max > old_damage)
6787 old_damage = dam_max * 3 / 2;
6789 if (dam_max > p_ptr->chp / 2)
6791 object_type *o_ptr = choose_warning_item();
6793 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6795 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6796 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6798 else strcpy(o_name, "body"); /* Warning ability without item */
6799 msg_format("Your %s pulsates sharply!", o_name);
6803 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6805 return get_check("Really want to go ahead? ");
6809 else old_damage = old_damage / 2;
6811 c_ptr = &cave[yy][xx];
6812 if (((!easy_disarm && is_trap(c_ptr->feat))
6813 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6815 object_type *o_ptr = choose_warning_item();
6817 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6819 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6820 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6822 else strcpy(o_name, "body"); /* Warning ability without item */
6823 msg_format("Your %s pulsates!", o_name);
6827 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6829 return get_check("Really want to go ahead? ");
6837 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6839 switch (o_ptr->tval)
6852 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6861 * A structure for smithing
6864 int add; /* TR flag number or special essence id */
6865 cptr add_name; /* Name of this ability */
6866 int type; /* Menu number */
6867 int essence; /* Index for carrying essences */
6868 int value; /* Needed value to add this ability */
6873 * Smithing type data for Weapon smith
6876 static essence_type essence_info[] =
6878 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6879 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6880 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6881 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6882 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6883 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6884 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6885 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6886 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6887 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6888 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6889 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6890 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6891 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6892 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6893 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6894 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6895 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6896 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6897 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6898 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6899 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6900 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6901 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6902 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6903 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6904 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6905 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6906 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6907 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6908 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6909 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6910 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6911 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6912 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6913 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6914 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6915 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6916 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6917 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6918 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6919 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6920 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6921 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6922 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6923 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6924 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6925 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6926 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6927 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6928 {TR_SH_FIRE, "", 0, -2, 0},
6929 {TR_SH_ELEC, "", 0, -2, 0},
6930 {TR_SH_COLD, "", 0, -2, 0},
6931 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6932 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6933 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6934 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6935 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6936 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6937 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6938 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6939 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6941 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6942 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6943 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6944 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6945 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6946 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6947 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6948 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6949 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6950 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6951 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6952 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6953 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6954 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6955 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6956 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6957 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6958 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6960 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6961 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6962 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6963 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6964 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6965 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6966 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6967 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6969 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6970 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6971 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6972 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6973 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6974 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6975 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6976 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6977 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6978 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6979 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6980 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6982 {-1, NULL, 0, -1, 0}
6985 static essence_type essence_info[] =
6987 {TR_STR, "strength", 4, TR_STR, 20},
6988 {TR_INT, "intelligence", 4, TR_INT, 20},
6989 {TR_WIS, "wisdom", 4, TR_WIS, 20},
6990 {TR_DEX, "dexterity", 4, TR_DEX, 20},
6991 {TR_CON, "constitution", 4, TR_CON, 20},
6992 {TR_CHR, "charisma", 4, TR_CHR, 20},
6993 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6994 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6995 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6996 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6997 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6998 {TR_SPEED, "speed", 4, TR_SPEED, 12},
6999 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7000 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7001 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7002 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7003 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7004 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7005 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7006 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7007 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7008 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7009 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7010 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7011 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7012 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7013 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7014 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7015 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7016 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7017 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7018 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7019 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7020 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7021 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7022 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7023 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7024 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7025 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7026 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7027 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7028 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7029 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7030 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7031 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7032 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7033 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7034 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7035 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7036 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7037 {TR_SH_FIRE, "", 0, -2, 0},
7038 {TR_SH_ELEC, "", 0, -2, 0},
7039 {TR_SH_COLD, "", 0, -2, 0},
7040 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7041 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7042 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
7043 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7044 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7045 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7046 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7047 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7048 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7050 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7051 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7052 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7053 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7054 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7055 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7056 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7057 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7058 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7059 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7060 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7061 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7062 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7063 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7064 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7065 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7066 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7067 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7069 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7070 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7071 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7072 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7073 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7074 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7075 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7076 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7078 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7079 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7080 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7081 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7082 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7083 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7084 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7085 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7086 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7087 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7088 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7089 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7091 {-1, NULL, 0, -1, 0}
7097 * Essense names for Weapon smith
7100 static cptr essence_name[] =
7203 static cptr essence_name[] =
7306 static void display_essence(void)
7311 for (i = 1; i < 22; i++)
7316 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7318 prt("Essence Num Essence Num Essence Num ", 1, 8);
7320 for (i = 0; essence_name[i]; i++)
7322 if (!essence_name[i][0]) continue;
7323 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7327 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7329 prt("List of all essences you have.", 0, 0);
7336 static void drain_essence(void)
7338 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7341 bool observe = FALSE;
7342 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7343 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7346 byte iy, ix, marked, number;
7347 s16b next_o_idx, weight;
7349 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7352 item_tester_hook = object_is_weapon_armour_ammo;
7353 item_tester_no_ryoute = TRUE;
7357 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7358 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7360 q = "Extract from which item? ";
7361 s = "You have nothing you can extract from.";
7364 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7366 /* Get the item (in the pack) */
7369 o_ptr = &inventory[item];
7372 /* Get the item (on the floor) */
7375 o_ptr = &o_list[0 - item];
7378 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7380 char o_name[MAX_NLEN];
7381 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7383 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7385 if (!get_check(format("Really extract from %s? ", o_name))) return;
7391 object_flags(o_ptr, old_flgs);
7392 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7393 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7394 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7395 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7396 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7397 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7398 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7399 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7400 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7402 old_to_a = o_ptr->to_a;
7404 old_to_h = o_ptr->to_h;
7405 old_to_d = o_ptr->to_d;
7408 old_pval = o_ptr->pval;
7409 old_name2 = o_ptr->name2;
7410 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7411 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7412 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7413 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7414 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7418 next_o_idx = o_ptr->next_o_idx;
7419 marked = o_ptr->marked;
7420 weight = o_ptr->weight;
7421 number = o_ptr->number;
7423 object_prep(o_ptr, o_ptr->k_idx);
7427 o_ptr->next_o_idx=next_o_idx;
7428 o_ptr->marked=marked;
7429 o_ptr->number = number;
7430 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7431 o_ptr->ident |= (IDENT_MENTAL);
7432 object_aware(o_ptr);
7433 object_known(o_ptr);
7435 object_flags(o_ptr, new_flgs);
7437 for (i = 0; essence_info[i].add_name; i++)
7439 essence_type *es_ptr = &essence_info[i];
7442 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7443 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7445 if (es_ptr->add < TR_FLAG_MAX &&
7446 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7447 have_flag(old_flgs, es_ptr->add))
7451 drain_value[es_ptr->essence] += 10 * pval;
7453 else if (es_ptr->essence != -2)
7455 drain_value[es_ptr->essence] += 10;
7457 else if (es_ptr->add == TR_SH_FIRE)
7459 drain_value[TR_BRAND_FIRE] += 10;
7460 drain_value[TR_RES_FIRE] += 10;
7462 else if (es_ptr->add == TR_SH_ELEC)
7464 drain_value[TR_BRAND_ELEC] += 10;
7465 drain_value[TR_RES_ELEC] += 10;
7467 else if (es_ptr->add == TR_SH_COLD)
7469 drain_value[TR_BRAND_COLD] += 10;
7470 drain_value[TR_RES_COLD] += 10;
7475 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7477 drain_value[TR_INT] += 5;
7478 drain_value[TR_WIS] += 5;
7480 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7482 drain_value[TR_BRAND_POIS] += 5;
7483 drain_value[TR_BRAND_ACID] += 5;
7484 drain_value[TR_BRAND_ELEC] += 5;
7485 drain_value[TR_BRAND_FIRE] += 5;
7486 drain_value[TR_BRAND_COLD] += 5;
7488 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7490 drain_value[TR_INT] += 10;
7492 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7494 drain_value[TR_STR] += 10;
7496 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7498 drain_value[TR_DEX] += 10;
7500 if (old_name2 == EGO_2WEAPON)
7502 drain_value[TR_DEX] += 20;
7504 if (object_is_weapon_ammo(o_ptr))
7506 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7508 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7510 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7511 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7512 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7513 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7515 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7517 drain_value[i] *= number;
7518 drain_value[i] = drain_value[i] * dec / 4;
7519 drain_value[i] = MAX(drain_value[i], 0);
7520 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7529 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7531 msg_print("You were not able to extract any essence.");
7537 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7539 msg_print("Extracted essences:");
7541 for (i = 0; essence_name[i]; i++)
7543 if (!essence_name[i][0]) continue;
7544 if (!drain_value[i]) continue;
7546 p_ptr->magic_num1[i] += drain_value[i];
7547 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7549 msg_format("%s...%d", essence_name[i], drain_value[i]);
7553 /* Combine the pack */
7554 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7557 p_ptr->window |= (PW_INVEN);
7562 static int choose_essence(void)
7566 int menu_line = (use_menu ? 1 : 0);
7569 cptr menu_name[] = {
7579 cptr menu_name[] = {
7589 const int mode_max = 7;
7592 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7595 #endif /* ALLOW_REPEAT */
7604 for (i = 0; i < mode_max; i++)
7606 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7607 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7609 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7610 prt("Choose from menu.", 0, 0);
7629 menu_line += mode_max - 1;
7638 if (menu_line > mode_max) menu_line -= mode_max;
7649 for (i = 0; i < mode_max; i++)
7650 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7653 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7655 if (!get_com("Command :", &choice, TRUE))
7662 if (isupper(choice)) choice = tolower(choice);
7664 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7665 mode = (int)choice - 'a' + 1;
7672 #endif /* ALLOW_REPEAT */
7676 static void add_essence(int mode)
7678 int item, max_num = 0;
7687 char o_name[MAX_NLEN];
7689 essence_type *es_ptr;
7691 int menu_line = (use_menu ? 1 : 0);
7693 for (i = 0; essence_info[i].add_name; i++)
7695 es_ptr = &essence_info[i];
7697 if (es_ptr->type != mode) continue;
7702 if (!repeat_pull(&i) || i<0 || i>=max_num)
7704 #endif /* ALLOW_REPEAT */
7707 /* Nothing chosen yet */
7713 /* Build a prompt */
7715 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7717 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7719 if (use_menu) screen_save();
7721 /* Get a spell from the user */
7723 choice = (always_show_list || use_menu) ? ESCAPE:1;
7727 if( choice==ESCAPE ) choice = ' ';
7728 else if( !get_com(out_val, &choice, FALSE) )break;
7730 if (use_menu && choice != ' ')
7744 menu_line += (max_num-1);
7767 menu_line = max_num;
7781 if (menu_line > max_num) menu_line -= max_num;
7783 /* Request redraw */
7784 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7787 if (!redraw || use_menu)
7791 char dummy[80], dummy2[80];
7799 /* Save the screen */
7800 if (!use_menu) screen_save();
7802 for (y = 1; y < 24; y++)
7805 /* Print header(s) */
7807 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7810 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7813 for (ctr = 0; ctr < max_num; ctr++)
7815 es_ptr = &essence_info[num[ctr]];
7819 if (ctr == (menu_line-1))
7821 strcpy(dummy, "¡Õ ");
7823 strcpy(dummy, "> ");
7825 else strcpy(dummy, " ");
7828 /* letter/number for power selection */
7831 sprintf(dummy, "%c) ",I2A(ctr));
7834 strcat(dummy, es_ptr->add_name);
7839 if (es_ptr->essence != -1)
7841 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7842 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7848 case ESSENCE_SH_FIRE:
7850 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7852 strcat(dummy, "(brand fire + res.fire)");
7854 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7855 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7857 case ESSENCE_SH_ELEC:
7859 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7861 strcat(dummy, "(brand elec. + res. elec.)");
7863 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7864 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7866 case ESSENCE_SH_COLD:
7868 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7870 strcat(dummy, "(brand cold + res. cold)");
7872 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7873 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7875 case ESSENCE_RESISTANCE:
7877 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7879 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7881 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7882 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7883 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7884 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7886 case ESSENCE_SUSTAIN:
7888 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7890 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7892 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7893 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7894 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7895 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7900 if (!able[ctr]) col = TERM_RED;
7902 if (es_ptr->essence != -1)
7904 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7908 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7911 c_prt(col, dummy2, ctr+2, x);
7921 /* Restore the screen */
7932 ask = (isupper(choice));
7935 if (ask) choice = tolower(choice);
7937 /* Extract request */
7938 i = (islower(choice) ? A2I(choice) : -1);
7941 /* Totally Illegal */
7942 if ((i < 0) || (i >= max_num) || !able[i])
7955 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7957 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7960 /* Belay that order */
7961 if (!get_check(tmp_val)) continue;
7968 /* Restore the screen */
7969 if (redraw) screen_load();
7976 #endif /* ALLOW_REPEAT */
7978 es_ptr = &essence_info[num[i]];
7980 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7981 item_tester_tval = TV_GLOVES;
7982 else if (mode == 1 || mode == 5)
7983 item_tester_hook = item_tester_hook_melee_ammo;
7984 else if (es_ptr->add == ESSENCE_ATTACK)
7985 item_tester_hook = object_allow_enchant_weapon;
7986 else if (es_ptr->add == ESSENCE_AC)
7987 item_tester_hook = object_is_armour;
7989 item_tester_hook = object_is_weapon_armour_ammo;
7990 item_tester_no_ryoute = TRUE;
7994 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7995 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7997 q = "Improve which item? ";
7998 s = "You have nothing to improve.";
8001 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8003 /* Get the item (in the pack) */
8006 o_ptr = &inventory[item];
8009 /* Get the item (on the floor) */
8012 o_ptr = &o_list[0 - item];
8015 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8018 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8020 msg_print("This item is no more able to be improved.");
8025 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8027 use_essence = es_ptr->value;
8028 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8029 if (o_ptr->number > 1)
8031 use_essence *= o_ptr->number;
8033 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8035 msg_format("It will take %d essences.",use_essence);
8040 if (es_ptr->essence != -1)
8042 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8045 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8047 msg_print("You don't have enough essences.");
8051 if (is_pval_flag(es_ptr->add))
8053 if (o_ptr->pval < 0)
8056 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8058 msg_print("You cannot increase magic number of this item.");
8062 else if (es_ptr->add == TR_BLOWS)
8064 if (o_ptr->pval > 1)
8067 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8069 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8075 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8077 msg_format("It will take %d essences.", use_essence);
8080 else if (o_ptr->pval > 0)
8082 use_essence *= o_ptr->pval;
8084 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8086 msg_format("It will take %d essences.", use_essence);
8094 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8097 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8099 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8101 strcpy(tmp_val, "1");
8103 if (!get_string(tmp, tmp_val, 1)) return;
8104 pval = atoi(tmp_val);
8105 if (pval > limit) pval = limit;
8106 else if (pval < 1) pval = 1;
8107 o_ptr->pval += pval;
8108 use_essence *= pval;
8110 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8112 msg_format("It will take %d essences.", use_essence);
8116 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8119 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8121 msg_print("You don't have enough essences.");
8126 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8130 int get_to_h, get_to_d;
8132 strcpy(tmp_val, "1");
8134 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8136 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8138 val = atoi(tmp_val);
8139 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8140 else if (val < 1) val = 1;
8143 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8145 msg_format("It will take %d essences.", use_essence);
8147 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8150 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8152 msg_print("You don't have enough essences.");
8156 get_to_h = ((val+1)/2+randint0(val/2+1));
8157 get_to_d = ((val+1)/2+randint0(val/2+1));
8158 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8159 o_ptr->to_h += get_to_h;
8160 o_ptr->to_d += get_to_d;
8162 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8163 if (es_ptr->add == ESSENCE_ATTACK)
8165 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8168 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8170 msg_print("You failed to enchant.");
8177 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8178 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8181 else if (es_ptr->add == ESSENCE_AC)
8183 if (o_ptr->to_a >= p_ptr->lev/5+5)
8186 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8188 msg_print("You failed to enchant.");
8195 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8200 o_ptr->xtra3 = es_ptr->add + 1;
8205 bool success = TRUE;
8209 case ESSENCE_SH_FIRE:
8210 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8215 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8216 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8218 case ESSENCE_SH_ELEC:
8219 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8224 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8225 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8227 case ESSENCE_SH_COLD:
8228 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8233 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8234 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8236 case ESSENCE_RESISTANCE:
8237 case ESSENCE_SUSTAIN:
8238 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))
8243 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8244 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8245 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8246 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8252 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8254 msg_print("You don't have enough essences.");
8258 if (es_ptr->add == ESSENCE_SUSTAIN)
8260 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8261 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8262 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8263 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8267 o_ptr->xtra3 = es_ptr->add + 1;
8274 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8276 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8279 /* Combine the pack */
8280 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8283 p_ptr->window |= (PW_INVEN);
8287 static void erase_essence(void)
8292 char o_name[MAX_NLEN];
8293 u32b flgs[TR_FLAG_SIZE];
8295 item_tester_hook = object_is_smith;
8299 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8300 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8302 q = "Remove from which item? ";
8303 s = "You have nothing to remove essence.";
8306 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8308 /* Get the item (in the pack) */
8311 o_ptr = &inventory[item];
8314 /* Get the item (on the floor) */
8317 o_ptr = &o_list[0 - item];
8320 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8322 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8324 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8329 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8331 o_ptr->to_h -= (o_ptr->xtra4>>8);
8332 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8334 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8335 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8338 object_flags(o_ptr, flgs);
8339 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8341 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8343 msg_print("You removed all essence you have added.");
8346 /* Combine the pack */
8347 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8350 p_ptr->window |= (PW_INVEN);
8353 void do_cmd_kaji(bool only_browse)
8358 int menu_line = (use_menu ? 1 : 0);
8362 if (p_ptr->confused)
8365 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8367 msg_print("You are too confused!");
8375 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8377 msg_print("You are blind!");
8385 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8387 msg_print("You are hullcinating!");
8395 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8397 #endif /* ALLOW_REPEAT */
8399 if (only_browse) screen_save();
8401 if (!only_browse) screen_save();
8407 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8408 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8409 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8410 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8411 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8412 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8414 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8415 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8416 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8417 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8418 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8419 prt(format("Choose command from menu."), 0, 0);
8446 if (menu_line > 5) menu_line -= 5;
8455 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8456 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8457 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8458 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8459 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8460 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8462 prt(" a) List essences", 2, 14);
8463 prt(" b) Extract essence", 3, 14);
8464 prt(" c) Remove essence", 4, 14);
8465 prt(" d) Add essence", 5, 14);
8466 prt(" e) Enchant weapon/armor", 6, 14);
8467 if (!get_com("Command :", &choice, TRUE))
8504 /* Clear lines, position cursor (really should use strlen here) */
8505 Term_erase(14, 21, 255);
8506 Term_erase(14, 20, 255);
8507 Term_erase(14, 19, 255);
8508 Term_erase(14, 18, 255);
8509 Term_erase(14, 17, 255);
8510 Term_erase(14, 16, 255);
8512 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8513 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8515 prt(&temp[j], line, 15);
8520 if (!only_browse) screen_load();
8521 } while (only_browse);
8525 #endif /* ALLOW_REPEAT */
8529 case 1: display_essence();break;
8530 case 2: drain_essence();break;
8531 case 3: erase_essence();break;
8533 mode = choose_essence();
8538 case 5: add_essence(10);break;