3 /* Purpose: Object code, part 2 */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (get_object_level(o_ptr) > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((artifact_p(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_aware_p(o_ptr);
769 #ifndef SCRIPT_OBJ_KIND
770 /* Fully aware of the effects */
771 k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773 /* Fully aware of the effects */
775 #endif /* SCRIPT_OBJ_KIND */
777 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
778 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
782 char o_name[MAX_NLEN];
785 object_copy(q_ptr, o_ptr);
788 object_desc(o_name, q_ptr, TRUE, 0);
790 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
796 * Something has been "sampled"
798 void object_tried(object_type *o_ptr)
800 #ifndef SCRIPT_OBJ_KIND
801 /* Mark it as tried (even if "aware") */
802 k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
805 #endif /* SCRIPT_OBJ_KIND */
810 * Return the "value" of an "unknown" item
811 * Make a guess at the value of non-aware items
813 static s32b object_value_base(object_type *o_ptr)
815 /* Aware item -- use template cost */
816 if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
818 /* Analyze the type */
823 case TV_FOOD: return (5L);
825 /* Un-aware Potions */
826 case TV_POTION: return (20L);
828 /* Un-aware Scrolls */
829 case TV_SCROLL: return (20L);
831 /* Un-aware Staffs */
832 case TV_STAFF: return (70L);
835 case TV_WAND: return (50L);
838 case TV_ROD: return (90L);
841 case TV_RING: return (45L);
843 /* Un-aware Amulets */
844 case TV_AMULET: return (45L);
846 /* Figurines, relative to monster level */
849 int level = r_info[o_ptr->pval].level;
850 if (level < 20) return level*50L;
851 else if (level < 30) return 1000+(level-20)*150L;
852 else if (level < 40) return 2500+(level-30)*350L;
853 else if (level < 50) return 6000+(level-40)*800L;
854 else return 14000+(level-50)*2000L;
859 if (!o_ptr->pval) return 1000L;
860 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
863 /* Paranoia -- Oops */
868 /* Return the value of the flags the object has... */
869 s32b flag_cost(object_type * o_ptr, int plusses)
872 u32b flgs[TR_FLAG_SIZE];
877 object_flags(o_ptr, flgs);
881 artifact_type *a_ptr = &a_info[o_ptr->name1];
883 for (i = 0; i < TR_FLAG_SIZE; i++)
884 flgs[i] &= ~(a_ptr->flags[i]);
888 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
890 object_kind *k_ptr = &k_info[o_ptr->k_idx];
892 for (i = 0; i < TR_FLAG_SIZE; i++)
893 flgs[i] &= ~(k_ptr->flags[i]);
898 ego_item_type *e_ptr = &e_info[o_ptr->name2];
900 for (i = 0; i < TR_FLAG_SIZE; i++)
901 flgs[i] &= ~(e_ptr->flags[i]);
904 else if (o_ptr->art_name)
910 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
911 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
912 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
913 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
914 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
915 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
916 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
917 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
918 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
919 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
920 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
921 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
922 total += (10000 + (2500 * plusses));
923 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
924 total += (10000 + (2500 * plusses));
925 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
929 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
930 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
931 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
932 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
933 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
934 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
935 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
936 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
937 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
938 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
939 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
940 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
941 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
942 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
943 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
944 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
945 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
946 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
947 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
948 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
949 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
951 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
952 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
953 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
954 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
955 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
956 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
957 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
958 total += (tmp_cost * count);
960 if (have_flag(flgs, TR_SUST_STR)) total += 850;
961 if (have_flag(flgs, TR_SUST_INT)) total += 850;
962 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
963 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
964 if (have_flag(flgs, TR_SUST_CON)) total += 850;
965 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
966 if (have_flag(flgs, TR_RIDING)) total += 0;
967 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
968 if (have_flag(flgs, TR_THROW)) total += 5000;
969 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
970 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
974 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
975 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
976 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
977 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
978 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
979 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
980 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
981 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
982 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
983 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
984 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
985 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
986 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
987 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
988 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
989 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
990 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
991 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
992 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
993 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
994 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
995 total += (tmp_cost * count);
997 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
998 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
999 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1000 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1001 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1002 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1003 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1004 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1005 if (have_flag(flgs, TR_FEATHER)) total += 1250;
1006 if (have_flag(flgs, TR_LITE)) total += 1250;
1007 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1008 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1009 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1010 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1011 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1012 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1013 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1014 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1015 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1016 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1017 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1018 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1019 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1020 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1021 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1022 if (have_flag(flgs, TR_REGEN)) total += 2500;
1023 if (have_flag(flgs, TR_WARNING)) total += 2000;
1024 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1025 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1026 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1027 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1028 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1029 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1030 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1031 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1032 if (have_flag(flgs, TR_TELEPORT))
1034 if (cursed_p(o_ptr))
1039 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1040 if (have_flag(flgs, TR_BLESSED)) total += 750;
1041 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1042 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1043 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1045 /* Also, give some extra for activatable powers... */
1046 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1048 int type = o_ptr->xtra2;
1050 if (type == ACT_SUNLIGHT) total += 250;
1051 else if (type == ACT_BO_MISS_1) total += 250;
1052 else if (type == ACT_BA_POIS_1) total += 300;
1053 else if (type == ACT_BO_ELEC_1) total += 250;
1054 else if (type == ACT_BO_ACID_1) total += 250;
1055 else if (type == ACT_BO_COLD_1) total += 250;
1056 else if (type == ACT_BO_FIRE_1) total += 250;
1057 else if (type == ACT_BA_COLD_1) total += 750;
1058 else if (type == ACT_BA_FIRE_1) total += 1000;
1059 else if (type == ACT_DRAIN_1) total += 500;
1060 else if (type == ACT_BA_COLD_2) total += 1250;
1061 else if (type == ACT_BA_ELEC_2) total += 1500;
1062 else if (type == ACT_DRAIN_2) total += 750;
1063 else if (type == ACT_VAMPIRE_1) total += 1000;
1064 else if (type == ACT_BO_MISS_2) total += 1000;
1065 else if (type == ACT_BA_FIRE_2) total += 1750;
1066 else if (type == ACT_BA_COLD_3) total += 2500;
1067 else if (type == ACT_BA_ELEC_3) total += 2500;
1068 else if (type == ACT_WHIRLWIND) total += 7500;
1069 else if (type == ACT_VAMPIRE_2) total += 2500;
1070 else if (type == ACT_CALL_CHAOS) total += 5000;
1071 else if (type == ACT_ROCKET) total += 5000;
1072 else if (type == ACT_DISP_EVIL) total += 4000;
1073 else if (type == ACT_DISP_GOOD) total += 3500;
1074 else if (type == ACT_BA_MISS_3) total += 5000;
1075 else if (type == ACT_CONFUSE) total += 500;
1076 else if (type == ACT_SLEEP) total += 750;
1077 else if (type == ACT_QUAKE) total += 600;
1078 else if (type == ACT_TERROR) total += 2500;
1079 else if (type == ACT_TELE_AWAY) total += 2000;
1080 else if (type == ACT_BANISH_EVIL) total += 2000;
1081 else if (type == ACT_GENOCIDE) total += 10000;
1082 else if (type == ACT_MASS_GENO) total += 10000;
1083 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1084 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1085 else if (type == ACT_CHARM_OTHER) total += 10000;
1086 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1087 else if (type == ACT_CHARM_OTHERS) total += 17500;
1088 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1089 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1090 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1091 else if (type == ACT_SUMMON_DEMON) total += 20000;
1092 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1093 else if (type == ACT_CURE_LW) total += 500;
1094 else if (type == ACT_CURE_MW) total += 750;
1095 else if (type == ACT_CURE_POISON) total += 1000;
1096 else if (type == ACT_REST_LIFE) total += 7500;
1097 else if (type == ACT_REST_ALL) total += 15000;
1098 else if (type == ACT_CURE_700) total += 10000;
1099 else if (type == ACT_CURE_1000) total += 15000;
1100 else if (type == ACT_ESP) total += 1500;
1101 else if (type == ACT_BERSERK) total += 800;
1102 else if (type == ACT_PROT_EVIL) total += 5000;
1103 else if (type == ACT_RESIST_ALL) total += 5000;
1104 else if (type == ACT_SPEED) total += 15000;
1105 else if (type == ACT_XTRA_SPEED) total += 25000;
1106 else if (type == ACT_WRAITH) total += 25000;
1107 else if (type == ACT_INVULN) total += 25000;
1108 else if (type == ACT_LIGHT) total += 150;
1109 else if (type == ACT_MAP_LIGHT) total += 500;
1110 else if (type == ACT_DETECT_ALL) total += 1000;
1111 else if (type == ACT_DETECT_XTRA) total += 12500;
1112 else if (type == ACT_ID_FULL) total += 10000;
1113 else if (type == ACT_ID_PLAIN) total += 1250;
1114 else if (type == ACT_RUNE_EXPLO) total += 4000;
1115 else if (type == ACT_RUNE_PROT) total += 10000;
1116 else if (type == ACT_SATIATE) total += 2000;
1117 else if (type == ACT_DEST_DOOR) total += 100;
1118 else if (type == ACT_STONE_MUD) total += 1000;
1119 else if (type == ACT_RECHARGE) total += 1000;
1120 else if (type == ACT_ALCHEMY) total += 10000;
1121 else if (type == ACT_DIM_DOOR) total += 10000;
1122 else if (type == ACT_TELEPORT) total += 2000;
1123 else if (type == ACT_RECALL) total += 7500;
1131 * Return the "real" price of a "known" item, not including discounts
1133 * Wand and staffs get cost for each charge
1135 * Armor is worth an extra 100 gold per bonus point to armor class.
1137 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1139 * Missiles are only worth 5 gold per bonus point, since they
1140 * usually appear in groups of 20, and we want the player to get
1141 * the same amount of cash for any "equivalent" item. Note that
1142 * missiles never have any of the "pval" flags, and in fact, they
1143 * only have a few of the available flags, primarily of the "slay"
1144 * and "brand" and "ignore" variety.
1146 * Armor with a negative armor bonus is worthless.
1147 * Weapons with negative hit+damage bonuses are worthless.
1149 * Every wearable item with a "pval" bonus is worth extra (see below).
1151 s32b object_value_real(object_type *o_ptr)
1155 u32b flgs[TR_FLAG_SIZE];
1157 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1160 /* Hack -- "worthless" items */
1161 if (!get_object_cost(o_ptr)) return (0L);
1164 value = get_object_cost(o_ptr);
1166 /* Extract some flags */
1167 object_flags(o_ptr, flgs);
1172 artifact_type *a_ptr = &a_info[o_ptr->name1];
1174 /* Hack -- "worthless" artifacts */
1175 if (!a_ptr->cost) return (0L);
1177 /* Hack -- Use the artifact cost instead */
1178 value = a_ptr->cost;
1179 value += flag_cost(o_ptr, o_ptr->pval);
1184 else if (o_ptr->name2)
1186 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1188 /* Hack -- "worthless" ego-items */
1189 if (!e_ptr->cost) return (0L);
1191 /* Hack -- Reward the ego-item with a bonus */
1192 value += e_ptr->cost;
1193 value += flag_cost(o_ptr, o_ptr->pval);
1201 for (i = 0; i < TR_FLAG_SIZE; i++)
1202 if (o_ptr->art_flags[i]) flag = TRUE;
1204 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1208 /* Analyze pval bonus */
1209 switch (o_ptr->tval)
1232 /* Hack -- Negative "pval" is always bad */
1233 if (o_ptr->pval < 0) return (0L);
1236 if (!o_ptr->pval) break;
1238 /* Give credit for stat bonuses */
1239 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1240 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1241 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1242 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1243 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1244 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1246 /* Give credit for stealth and searching */
1247 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1248 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1249 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1251 /* Give credit for infra-vision and tunneling */
1252 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1253 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1255 /* Give credit for extra attacks */
1256 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1258 /* Give credit for speed bonus */
1259 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1266 /* Analyze the item */
1267 switch (o_ptr->tval)
1272 /* Pay extra for charges, depending on standard number of
1273 * charges. Handle new-style wands correctly. -LM-
1275 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1282 /* Pay extra for charges, depending on standard number of
1285 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1295 /* Hack -- negative bonuses are bad */
1296 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1298 /* Give credit for bonuses */
1299 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1316 /* Hack -- negative armor bonus */
1317 if (o_ptr->to_a < 0) return (0L);
1319 /* Give credit for bonuses */
1320 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1333 /* Hack -- negative hit/damage bonuses */
1334 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1336 /* Factor in the bonuses */
1337 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1339 /* Hack -- Factor in extra damage dice and sides */
1340 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1341 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1352 /* Hack -- negative hit/damage bonuses */
1353 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1355 /* Factor in the bonuses */
1356 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1358 /* Hack -- Factor in extra damage dice and sides */
1359 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1360 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1366 /* Figurines, relative to monster level */
1369 int level = r_info[o_ptr->pval].level;
1370 if (level < 20) value = level*50L;
1371 else if (level < 30) value = 1000+(level-20)*150L;
1372 else if (level < 40) value = 2500+(level-30)*350L;
1373 else if (level < 50) value = 6000+(level-40)*800L;
1374 else value = 14000+(level-50)*2000L;
1380 if (!o_ptr->pval) value = 1000L;
1381 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1387 if (!o_ptr->pval) value = 0L;
1392 /* Return the value */
1398 * Return the price of an item including plusses (and charges)
1400 * This function returns the "value" of the given item (qty one)
1402 * Never notice "unknown" bonuses or properties, including "curses",
1403 * since that would give the player information he did not have.
1405 * Note that discounted items stay discounted forever, even if
1406 * the discount is "forgotten" by the player via memory loss.
1408 s32b object_value(object_type *o_ptr)
1413 /* Unknown items -- acquire a base value */
1414 if (object_known_p(o_ptr))
1416 /* Broken items -- worthless */
1417 if (broken_p(o_ptr)) return (0L);
1419 /* Cursed items -- worthless */
1420 if (cursed_p(o_ptr)) return (0L);
1422 /* Real value (see above) */
1423 value = object_value_real(o_ptr);
1426 /* Known items -- acquire the actual value */
1429 /* Hack -- Felt broken items */
1430 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1432 /* Hack -- Felt cursed items */
1433 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1435 /* Base value (see above) */
1436 value = object_value_base(o_ptr);
1440 /* Apply discount (if any) */
1441 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1444 /* Return the final value */
1450 * Determines whether an object can be destroyed, and makes fake inscription.
1452 bool can_player_destroy_object(object_type *o_ptr)
1454 /* Artifacts cannot be destroyed */
1455 if (artifact_p(o_ptr) || o_ptr->art_name)
1457 byte feel = FEEL_SPECIAL;
1459 /* Hack -- Handle icky artifacts */
1460 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1462 /* Hack -- inscribe the artifact */
1463 o_ptr->feeling = feel;
1465 /* We have "felt" it (again) */
1466 o_ptr->ident |= (IDENT_SENSE);
1468 /* Combine the pack */
1469 p_ptr->notice |= (PN_COMBINE);
1472 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1483 * Distribute charges of rods or wands.
1485 * o_ptr = source item
1486 * q_ptr = target item, must be of the same type as o_ptr
1487 * amt = number of items that are transfered
1489 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1492 * Hack -- If rods or wands are dropped, the total maximum timeout or
1493 * charges need to be allocated between the two stacks. If all the items
1494 * are being dropped, it makes for a neater message to leave the original
1495 * stack's pval alone. -LM-
1497 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1499 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1500 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1502 /* Hack -- Rods also need to have their timeouts distributed. The
1503 * dropped stack will accept all time remaining to charge up to its
1506 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1508 if (q_ptr->pval > o_ptr->timeout)
1509 q_ptr->timeout = o_ptr->timeout;
1511 q_ptr->timeout = q_ptr->pval;
1513 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1518 void reduce_charges(object_type *o_ptr, int amt)
1521 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1522 * charges of the stack needs to be reduced, unless all the items are
1523 * being destroyed. -LM-
1525 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1526 (amt < o_ptr->number))
1528 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1534 * Determine if an item can "absorb" a second item
1536 * See "object_absorb()" for the actual "absorption" code.
1538 * If permitted, we allow staffs (if they are known to have equal charges
1539 * and both are either known or confirmed empty) and wands (if both are
1540 * either known or confirmed empty) and rods (in all cases) to combine.
1541 * Staffs will unstack (if necessary) when they are used, but wands and
1542 * rods will only unstack if one is dropped. -LM-
1544 * If permitted, we allow weapons/armor to stack, if fully "known".
1546 * Missiles will combine if both stacks have the same "known" status.
1547 * This is done to make unidentified stacks of missiles useful.
1549 * Food, potions, scrolls, and "easy know" items always stack.
1551 * Chests, and activatable items, never stack (for various reasons).
1555 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1557 #define MAX_STACK_SIZE 99
1561 * Determine if an item can partly absorb a second item.
1562 * Return maximum number of stack.
1564 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1568 /* Default maximum number of stack */
1569 int max_num = MAX_STACK_SIZE;
1571 /* Require identical object types */
1572 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1575 /* Analyze the items */
1576 switch (o_ptr->tval)
1578 /* Chests and Statues*/
1589 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1590 if (o_ptr->pval != j_ptr->pval) return 0;
1594 /* Figurines and Corpses*/
1599 if (o_ptr->pval != j_ptr->pval) return 0;
1605 /* Food and Potions and Scrolls */
1617 /* Require either knowledge or known empty for both staffs. */
1618 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1619 !object_known_p(o_ptr)) ||
1620 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1621 !object_known_p(j_ptr))) return 0;
1623 /* Require identical charges, since staffs are bulky. */
1624 if (o_ptr->pval != j_ptr->pval) return 0;
1633 /* Require either knowledge or known empty for both wands. */
1634 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1635 !object_known_p(o_ptr)) ||
1636 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1637 !object_known_p(j_ptr))) return 0;
1639 /* Wand charges combine in O&ZAngband. */
1645 /* Staffs and Wands and Rods */
1648 /* Prevent overflaw of timeout */
1649 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1655 /* Weapons and Armor */
1671 /* Require permission */
1672 if (!stack_allow_items) return 0;
1677 /* Rings, Amulets, Lites */
1682 /* Require full knowledge of both items */
1683 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1693 /* Require identical knowledge of both items */
1694 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1696 /* Require identical "bonuses" */
1697 if (o_ptr->to_h != j_ptr->to_h) return 0;
1698 if (o_ptr->to_d != j_ptr->to_d) return 0;
1699 if (o_ptr->to_a != j_ptr->to_a) return 0;
1701 /* Require identical "pval" code */
1702 if (o_ptr->pval != j_ptr->pval) return 0;
1704 /* Require identical "artifact" names */
1705 if (o_ptr->name1 != j_ptr->name1) return 0;
1707 /* Random artifacts never stack */
1708 if (o_ptr->art_name || j_ptr->art_name) return 0;
1710 /* Require identical "ego-item" names */
1711 if (o_ptr->name2 != j_ptr->name2) return 0;
1713 /* Require identical added essence */
1714 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1715 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1717 /* Hack -- Never stack "powerful" items */
1718 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1720 /* Hack -- Never stack recharging items */
1721 if (o_ptr->timeout || j_ptr->timeout) return 0;
1723 /* Require identical "values" */
1724 if (o_ptr->ac != j_ptr->ac) return 0;
1725 if (o_ptr->dd != j_ptr->dd) return 0;
1726 if (o_ptr->ds != j_ptr->ds) return 0;
1735 /* Require knowledge */
1736 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1744 /* Hack -- Identical art_flags! */
1745 for (i = 0; i < TR_FLAG_SIZE; i++)
1746 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1748 /* Hack -- Require identical "cursed" status */
1749 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1751 /* Hack -- Require identical "broken" status */
1752 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1755 /* Hack -- require semi-matching "inscriptions" */
1756 if (o_ptr->inscription && j_ptr->inscription &&
1757 (o_ptr->inscription != j_ptr->inscription))
1760 /* Hack -- normally require matching "inscriptions" */
1761 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1763 /* Hack -- normally require matching "discounts" */
1764 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1767 /* They match, so they must be similar */
1772 * Determine if an item can absorb a second item.
1774 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1776 int total = o_ptr->number + j_ptr->number;
1779 /* Are these objects similar? */
1780 max_num = object_similar_part(o_ptr, j_ptr);
1782 /* Return if not similar */
1783 if (!max_num) return FALSE;
1785 /* Maximal "stacking" limit */
1786 if (total > max_num) return (0);
1789 /* They match, so they must be similar */
1796 * Allow one item to "absorb" another, assuming they are similar
1798 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1800 int max_num = object_similar_part(o_ptr, j_ptr);
1801 int total = o_ptr->number + j_ptr->number;
1802 int diff = (total > max_num) ? total - max_num : 0;
1804 /* Combine quantity, lose excess items */
1805 o_ptr->number = (total > max_num) ? max_num : total;
1807 /* Hack -- blend "known" status */
1808 if (object_known_p(j_ptr)) object_known(o_ptr);
1810 /* Hack -- clear "storebought" if only one has it */
1811 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1812 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1814 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1815 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1818 /* Hack -- blend "mental" status */
1819 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1821 /* Hack -- blend "inscriptions" */
1822 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1824 /* Hack -- blend "feelings" */
1825 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1827 /* Hack -- could average discounts XXX XXX XXX */
1828 /* Hack -- save largest discount XXX XXX XXX */
1829 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1831 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1832 if (o_ptr->tval == TV_ROD)
1834 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1835 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1838 /* Hack -- if wands are stacking, combine the charges. -LM- */
1839 if (o_ptr->tval == TV_WAND)
1841 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1847 * Find the index of the object_kind with the given tval and sval
1849 s16b lookup_kind(int tval, int sval)
1856 for (k = 1; k < max_k_idx; k++)
1858 object_kind *k_ptr = &k_info[k];
1860 /* Require correct tval */
1861 if (k_ptr->tval != tval) continue;
1864 if (k_ptr->sval == sval) return (k);
1866 /* Ignore illegal items */
1867 if (sval != SV_ANY) continue;
1869 /* Apply the randomizer */
1870 if (!one_in_(++num)) continue;
1872 /* Use this value */
1876 /* Return this choice */
1885 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1887 msg_format("No object (%d,%d)", tval, sval);
1898 * Wipe an object clean.
1900 void object_wipe(object_type *o_ptr)
1902 /* Wipe the structure */
1903 (void)WIPE(o_ptr, object_type);
1908 * Prepare an object based on an existing object
1910 void object_copy(object_type *o_ptr, object_type *j_ptr)
1912 /* Copy the structure */
1913 COPY(o_ptr, j_ptr, object_type);
1918 * Prepare an object based on an object kind.
1920 void object_prep(object_type *o_ptr, int k_idx)
1922 object_kind *k_ptr = &k_info[k_idx];
1924 /* Clear the record */
1927 /* Save the kind index */
1928 o_ptr->k_idx = k_idx;
1930 /* Efficiency -- tval/sval */
1931 o_ptr->tval = k_ptr->tval;
1932 o_ptr->sval = k_ptr->sval;
1934 /* Default "pval" */
1935 o_ptr->pval = k_ptr->pval;
1937 /* Default number */
1940 /* Default weight */
1941 o_ptr->weight = k_ptr->weight;
1944 o_ptr->to_h = k_ptr->to_h;
1945 o_ptr->to_d = k_ptr->to_d;
1946 o_ptr->to_a = k_ptr->to_a;
1949 o_ptr->ac = k_ptr->ac;
1950 o_ptr->dd = k_ptr->dd;
1951 o_ptr->ds = k_ptr->ds;
1953 /* Hack -- worthless items are always "broken" */
1954 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1956 /* Hack -- cursed items are always "cursed" */
1957 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1958 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1959 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1960 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1961 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1962 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1967 * Help determine an "enchantment bonus" for an object.
1969 * To avoid floating point but still provide a smooth distribution of bonuses,
1970 * we simply round the results of division in such a way as to "average" the
1971 * correct floating point value.
1973 * This function has been changed. It uses "randnor()" to choose values from
1974 * a normal distribution, whose mean moves from zero towards the max as the
1975 * level increases, and whose standard deviation is equal to 1/4 of the max,
1976 * and whose values are forced to lie between zero and the max, inclusive.
1978 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1979 * rare to get the "full" enchantment on an object, even a deep levels.
1981 * It is always possible (albeit unlikely) to get the "full" enchantment.
1983 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1985 * N 0 1 2 3 4 5 6 7 8 9 10
1986 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1987 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1988 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1989 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1990 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1991 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1992 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1993 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1994 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1995 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1996 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1997 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1998 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1999 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
2000 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
2001 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
2002 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
2003 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
2005 s16b m_bonus(int max, int level)
2007 int bonus, stand, extra, value;
2010 /* Paranoia -- enforce maximal "level" */
2011 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2014 /* The "bonus" moves towards the max */
2015 bonus = ((max * level) / MAX_DEPTH);
2017 /* Hack -- determine fraction of error */
2018 extra = ((max * level) % MAX_DEPTH);
2020 /* Hack -- simulate floating point computations */
2021 if (randint0(MAX_DEPTH) < extra) bonus++;
2024 /* The "stand" is equal to one quarter of the max */
2027 /* Hack -- determine fraction of error */
2030 /* Hack -- simulate floating point computations */
2031 if (randint0(4) < extra) stand++;
2034 /* Choose an "interesting" value */
2035 value = randnor(bonus, stand);
2037 /* Enforce the minimum value */
2038 if (value < 0) return (0);
2040 /* Enforce the maximum value */
2041 if (value > max) return (max);
2049 * Cheat -- describe a created object for the user
2051 static void object_mention(object_type *o_ptr)
2053 char o_name[MAX_NLEN];
2056 object_desc_store(o_name, o_ptr, FALSE, 0);
2059 if (artifact_p(o_ptr))
2063 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2065 msg_format("Artifact (%s)", o_name);
2070 /* Random Artifact */
2071 else if (o_ptr->art_name)
2074 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2076 msg_print("Random artifact");
2082 else if (ego_item_p(o_ptr))
2086 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2088 msg_format("Ego-item (%s)", o_name);
2098 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2100 msg_format("Object (%s)", o_name);
2108 * Mega-Hack -- Attempt to create one of the "Special Objects"
2110 * We are only called from "make_object()", and we assume that
2111 * "apply_magic()" is called immediately after we return.
2113 * Note -- see "make_artifact()" and "apply_magic()"
2115 static bool make_artifact_special(object_type *o_ptr)
2121 /* No artifacts in the town */
2122 if (!dun_level) return (FALSE);
2125 if (get_obj_num_hook) return (FALSE);
2127 /* Check the artifact list (just the "specials") */
2128 for (i = 0; i < max_a_idx; i++)
2130 artifact_type *a_ptr = &a_info[i];
2132 /* Skip "empty" artifacts */
2133 if (!a_ptr->name) continue;
2135 /* Cannot make an artifact twice */
2136 if (a_ptr->cur_num) continue;
2138 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2139 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2141 /* XXX XXX Enforce minimum "depth" (loosely) */
2142 if (a_ptr->level > dun_level)
2144 /* Acquire the "out-of-depth factor" */
2145 int d = (a_ptr->level - dun_level) * 2;
2147 /* Roll for out-of-depth creation */
2148 if (!one_in_(d)) continue;
2151 /* Artifact "rarity roll" */
2152 if (!one_in_(a_ptr->rarity)) continue;
2154 /* Find the base object */
2155 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2157 /* XXX XXX Enforce minimum "object" level (loosely) */
2158 if (k_info[k_idx].level > object_level)
2160 /* Acquire the "out-of-depth factor" */
2161 int d = (k_info[k_idx].level - object_level) * 5;
2163 /* Roll for out-of-depth creation */
2164 if (!one_in_(d)) continue;
2167 /* Assign the template */
2168 object_prep(o_ptr, k_idx);
2170 /* Mega-Hack -- mark the item as an artifact */
2173 /* Hack: Some artifacts get random extra powers */
2174 random_artifact_resistance(o_ptr, a_ptr);
2186 * Attempt to change an object into an artifact
2188 * This routine should only be called by "apply_magic()"
2190 * Note -- see "make_artifact_special()" and "apply_magic()"
2192 static bool make_artifact(object_type *o_ptr)
2197 /* No artifacts in the town */
2198 if (!dun_level) return (FALSE);
2200 /* Paranoia -- no "plural" artifacts */
2201 if (o_ptr->number != 1) return (FALSE);
2203 /* Check the artifact list (skip the "specials") */
2204 for (i = 0; i < max_a_idx; i++)
2206 artifact_type *a_ptr = &a_info[i];
2208 /* Skip "empty" items */
2209 if (!a_ptr->name) continue;
2211 /* Cannot make an artifact twice */
2212 if (a_ptr->cur_num) continue;
2214 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2216 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2218 /* Must have the correct fields */
2219 if (a_ptr->tval != o_ptr->tval) continue;
2220 if (a_ptr->sval != o_ptr->sval) continue;
2222 /* XXX XXX Enforce minimum "depth" (loosely) */
2223 if (a_ptr->level > dun_level)
2225 /* Acquire the "out-of-depth factor" */
2226 int d = (a_ptr->level - dun_level) * 2;
2228 /* Roll for out-of-depth creation */
2229 if (!one_in_(d)) continue;
2232 /* We must make the "rarity roll" */
2233 if (!one_in_(a_ptr->rarity)) continue;
2235 /* Hack -- mark the item as an artifact */
2238 /* Hack: Some artifacts get random extra powers */
2239 random_artifact_resistance(o_ptr, a_ptr);
2251 * Choose random ego type
2253 static byte get_random_ego(byte slot, bool good)
2256 ego_item_type *e_ptr;
2260 for (i = 1; i < max_e_idx; i++)
2264 if (e_ptr->slot == slot
2265 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2268 total += (255 / e_ptr->rarity);
2272 value = randint1(total);
2274 for (i = 1; i < max_e_idx; i++)
2278 if (e_ptr->slot == slot
2279 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2282 value -= (255 / e_ptr->rarity);
2283 if (value <= 0L) break;
2291 * Apply magic to an item known to be a "weapon"
2293 * Hack -- note special base damage dice boosting
2294 * Hack -- note special processing for weapon/digger
2295 * Hack -- note special rating boost for dragon scale mail
2297 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2299 int tohit1 = randint1(5) + m_bonus(5, level);
2300 int todam1 = randint1(5) + m_bonus(5, level);
2302 int tohit2 = m_bonus(10, level);
2303 int todam2 = m_bonus(10, level);
2305 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2307 tohit2 = (tohit2+1)/2;
2308 todam2 = (todam2+1)/2;
2315 o_ptr->to_h += tohit1;
2316 o_ptr->to_d += todam1;
2322 o_ptr->to_h += tohit2;
2323 o_ptr->to_d += todam2;
2331 o_ptr->to_h -= tohit1;
2332 o_ptr->to_d -= todam1;
2337 /* Penalize again */
2338 o_ptr->to_h -= tohit2;
2339 o_ptr->to_d -= todam2;
2342 /* Cursed (if "bad") */
2343 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2346 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2349 switch (o_ptr->tval)
2357 create_artifact(o_ptr, FALSE);
2359 /* Special Ego-item */
2360 o_ptr->name2 = EGO_DIGGING;
2364 else if (power < -1)
2366 /* Hack -- Horrible digging bonus */
2367 o_ptr->pval = 0 - (5 + randint1(5));
2373 /* Hack -- Reverse digging bonus */
2374 o_ptr->pval = 0 - (o_ptr->pval);
2390 create_artifact(o_ptr, FALSE);
2395 /* Roll for an ego-item */
2396 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2397 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2399 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2404 switch (o_ptr->name2)
2407 if (one_in_(4) && (level > 40))
2408 add_flag(o_ptr->art_flags, TR_BLOWS);
2412 add_flag(o_ptr->art_flags, TR_RES_POIS);
2414 add_flag(o_ptr->art_flags, TR_WARNING);
2416 case EGO_KILL_DRAGON:
2418 add_flag(o_ptr->art_flags, TR_RES_POIS);
2422 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2424 case EGO_SLAYING_WEAPON:
2425 if (one_in_(3)) /* double damage */
2433 while (one_in_(o_ptr->dd));
2439 while (one_in_(o_ptr->ds));
2444 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2446 if (o_ptr->tval == TV_SWORD && one_in_(3))
2448 add_flag(o_ptr->art_flags, TR_VORPAL);
2453 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2459 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2461 add_flag(o_ptr->art_flags, TR_DEX);
2463 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2466 o_ptr->pval = m_bonus(5, level) + 1;
2468 case EGO_EARTHQUAKES:
2469 if (one_in_(3) && (level > 60))
2470 add_flag(o_ptr->art_flags, TR_BLOWS);
2472 o_ptr->pval = m_bonus(3, level);
2476 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2480 if (!o_ptr->art_name)
2482 /* Hack -- Super-charge the damage dice */
2483 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2485 /* Hack -- Lower the damage dice */
2486 if (o_ptr->dd > 9) o_ptr->dd = 9;
2491 else if (power < -1)
2493 /* Roll for ego-item */
2494 if (randint0(MAX_DEPTH) < level)
2496 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2497 switch (o_ptr->name2)
2500 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2516 create_artifact(o_ptr, FALSE);
2519 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2533 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2535 switch (o_ptr->name2)
2537 case EGO_SLAYING_BOLT:
2542 /* Hack -- super-charge the damage dice */
2543 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2545 /* Hack -- restrict the damage dice */
2546 if (o_ptr->dd > 9) o_ptr->dd = 9;
2550 else if (power < -1)
2552 /* Roll for ego-item */
2553 if (randint0(MAX_DEPTH) < level)
2555 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2565 static void dragon_resist(object_type * o_ptr)
2570 one_dragon_ele_resistance(o_ptr);
2572 one_high_resistance(o_ptr);
2578 static void add_esp_strong(object_type *o_ptr)
2580 switch (randint1(3))
2582 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2583 case 2: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); break;
2584 case 3: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2589 static void add_esp_weak(object_type *o_ptr)
2592 int n = randint1(3);
2594 idx[0] = randint1(9);
2596 idx[1] = randint1(8);
2597 if (idx[1] >= idx[0]) idx[1]++;
2599 idx[2] = randint1(7);
2600 if (idx[2] >= idx[0]) idx[2]++;
2601 if (idx[2] >= idx[1]) idx[2]++;
2603 while (n--) switch (idx[n])
2605 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2606 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2607 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2608 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2609 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2610 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2611 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2612 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2613 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2619 * Apply magic to an item known to be "armor"
2621 * Hack -- note special processing for crown/helm
2622 * Hack -- note special processing for robe of permanence
2624 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2626 int toac1 = randint1(5) + m_bonus(5, level);
2628 int toac2 = m_bonus(10, level);
2634 o_ptr->to_a += toac1;
2640 o_ptr->to_a += toac2;
2648 o_ptr->to_a -= toac1;
2653 /* Penalize again */
2654 o_ptr->to_a -= toac2;
2657 /* Cursed (if "bad") */
2658 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2663 switch (o_ptr->tval)
2670 create_artifact(o_ptr, FALSE);
2672 /* Mention the item */
2673 if (cheat_peek) object_mention(o_ptr);
2684 /* Hack -- Try for "Robes of the Magi" */
2685 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2686 (o_ptr->sval == SV_ROBE) &&
2687 (randint0(100) < 15))
2691 o_ptr->name2 = EGO_YOIYAMI;
2692 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2693 o_ptr->sval = SV_YOIYAMI_ROBE;
2699 o_ptr->name2 = EGO_PERMANENCE;
2706 create_artifact(o_ptr, FALSE);
2712 bool okay_flag = TRUE;
2714 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2716 switch (o_ptr->name2)
2718 case EGO_RESISTANCE:
2720 add_flag(o_ptr->art_flags, TR_RES_POIS);
2725 if (o_ptr->tval != TV_HARD_ARMOR)
2732 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2733 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2735 add_flag(o_ptr->art_flags, TR_CON);
2751 if (o_ptr->sval == SV_DRAGON_SHIELD)
2756 /* Mention the item */
2757 if (cheat_peek) object_mention(o_ptr);
2758 dragon_resist(o_ptr);
2759 if (!one_in_(3)) break;
2767 create_artifact(o_ptr, FALSE);
2770 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2772 switch (o_ptr->name2)
2775 if (!one_in_(3)) one_high_resistance(o_ptr);
2776 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2778 case EGO_REFLECTION:
2779 if (o_ptr->sval == SV_SHIELD_OF_DEFLECTION)
2789 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2794 /* Mention the item */
2795 if (cheat_peek) object_mention(o_ptr);
2796 dragon_resist(o_ptr);
2797 if (!one_in_(3)) break;
2803 create_artifact(o_ptr, FALSE);
2806 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2810 else if (power < -1)
2812 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2820 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2825 /* Mention the item */
2826 if (cheat_peek) object_mention(o_ptr);
2827 dragon_resist(o_ptr);
2828 if (!one_in_(3)) break;
2835 create_artifact(o_ptr, FALSE);
2838 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2840 switch (o_ptr->name2)
2842 case EGO_SLOW_DESCENT:
2845 one_high_resistance(o_ptr);
2851 else if (power < -1)
2853 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2866 create_artifact(o_ptr, FALSE);
2871 bool ok_flag = TRUE;
2872 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2874 switch (o_ptr->name2)
2877 add_esp_strong(o_ptr);
2878 add_esp_weak(o_ptr);
2882 case EGO_REGENERATION:
2883 case EGO_LORDLINESS:
2888 if (one_in_(2)) add_esp_strong(o_ptr);
2889 else add_esp_weak(o_ptr);
2892 default:/* not existing crown (wisdom,lite, etc...) */
2896 break; /* while (1) */
2902 else if (power < -1)
2904 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2912 if (o_ptr->sval == SV_DRAGON_HELM)
2917 /* Mention the item */
2918 if (cheat_peek) object_mention(o_ptr);
2919 dragon_resist(o_ptr);
2920 if (!one_in_(3)) break;
2928 create_artifact(o_ptr, FALSE);
2933 bool ok_flag = TRUE;
2934 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2936 switch (o_ptr->name2)
2938 case EGO_INTELLIGENCE:
2942 case EGO_INFRAVISION:
2947 if (one_in_(2)) add_esp_strong(o_ptr);
2948 else add_esp_weak(o_ptr);
2951 default:/* not existing helm (Magi, Might, etc...)*/
2955 break; /* while (1) */
2960 else if (power < -1)
2962 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2974 create_artifact(o_ptr, FALSE);
2977 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2979 switch (o_ptr->name2)
2990 else if (power < -1)
2992 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3002 * Apply magic to an item known to be a "ring" or "amulet"
3004 * Hack -- note special rating boost for ring of speed
3005 * Hack -- note special rating boost for amulet of the magi
3006 * Hack -- note special "pval boost" code for ring of speed
3007 * Hack -- note that some items must be cursed (or blessed)
3009 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3011 /* Apply magic (good or bad) according to type */
3012 switch (o_ptr->tval)
3017 switch (o_ptr->sval)
3019 case SV_RING_ATTACKS:
3022 o_ptr->pval = m_bonus(2, level);
3023 if (one_in_(15)) o_ptr->pval++;
3024 if (o_ptr->pval < 1) o_ptr->pval = 1;
3030 o_ptr->ident |= (IDENT_BROKEN);
3033 o_ptr->curse_flags |= TRC_CURSED;
3036 o_ptr->pval = 0 - (o_ptr->pval);
3047 /* Strength, Constitution, Dexterity, Intelligence */
3053 o_ptr->pval = 1 + m_bonus(5, level);
3059 o_ptr->ident |= (IDENT_BROKEN);
3062 o_ptr->curse_flags |= TRC_CURSED;
3065 o_ptr->pval = 0 - (o_ptr->pval);
3071 /* Ring of Speed! */
3074 /* Base speed (1 to 10) */
3075 o_ptr->pval = randint1(5) + m_bonus(5, level);
3077 /* Super-charge the ring */
3078 while (randint0(100) < 50) o_ptr->pval++;
3084 o_ptr->ident |= (IDENT_BROKEN);
3087 o_ptr->curse_flags |= TRC_CURSED;
3090 o_ptr->pval = 0 - (o_ptr->pval);
3098 /* Mention the item */
3099 if (cheat_peek) object_mention(o_ptr);
3104 case SV_RING_LORDLY:
3108 one_lordly_high_resistance(o_ptr);
3112 /* Bonus to armor class */
3113 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3118 case SV_RING_WARNING:
3120 if (one_in_(3)) one_low_esp(o_ptr);
3125 case SV_RING_SEARCHING:
3127 /* Bonus to searching */
3128 o_ptr->pval = 1 + m_bonus(5, level);
3134 o_ptr->ident |= (IDENT_BROKEN);
3137 o_ptr->curse_flags |= TRC_CURSED;
3140 o_ptr->pval = 0 - (o_ptr->pval);
3146 /* Flames, Acid, Ice */
3147 case SV_RING_FLAMES:
3152 /* Bonus to armor class */
3153 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3157 /* Weakness, Stupidity */
3158 case SV_RING_WEAKNESS:
3159 case SV_RING_STUPIDITY:
3162 o_ptr->ident |= (IDENT_BROKEN);
3165 o_ptr->curse_flags |= TRC_CURSED;
3168 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3169 if (power > 0) power = 0 - power;
3174 /* WOE, Stupidity */
3178 o_ptr->ident |= (IDENT_BROKEN);
3181 o_ptr->curse_flags |= TRC_CURSED;
3184 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3185 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3186 if (power > 0) power = 0 - power;
3191 /* Ring of damage */
3192 case SV_RING_DAMAGE:
3194 /* Bonus to damage */
3195 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3201 o_ptr->ident |= (IDENT_BROKEN);
3204 o_ptr->curse_flags |= TRC_CURSED;
3207 o_ptr->to_d = 0 - o_ptr->to_d;
3213 /* Ring of Accuracy */
3214 case SV_RING_ACCURACY:
3217 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3223 o_ptr->ident |= (IDENT_BROKEN);
3226 o_ptr->curse_flags |= TRC_CURSED;
3229 o_ptr->to_h = 0 - o_ptr->to_h;
3235 /* Ring of Protection */
3236 case SV_RING_PROTECTION:
3238 /* Bonus to armor class */
3239 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3245 o_ptr->ident |= (IDENT_BROKEN);
3248 o_ptr->curse_flags |= TRC_CURSED;
3251 o_ptr->to_a = 0 - o_ptr->to_a;
3257 /* Ring of Slaying */
3258 case SV_RING_SLAYING:
3260 /* Bonus to damage and to hit */
3261 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3262 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3268 o_ptr->ident |= (IDENT_BROKEN);
3271 o_ptr->curse_flags |= TRC_CURSED;
3273 /* Reverse bonuses */
3274 o_ptr->to_h = 0 - o_ptr->to_h;
3275 o_ptr->to_d = 0 - o_ptr->to_d;
3281 case SV_RING_MUSCLE:
3283 o_ptr->pval = 1 + m_bonus(3, level);
3284 if (one_in_(4)) o_ptr->pval++;
3290 o_ptr->ident |= (IDENT_BROKEN);
3293 o_ptr->curse_flags |= TRC_CURSED;
3295 /* Reverse bonuses */
3296 o_ptr->pval = 0 - o_ptr->pval;
3301 case SV_RING_AGGRAVATION:
3304 o_ptr->ident |= (IDENT_BROKEN);
3307 o_ptr->curse_flags |= TRC_CURSED;
3309 if (power > 0) power = 0 - power;
3313 if (one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3315 o_ptr->pval = MIN(o_ptr->pval,4);
3316 /* Randart amulet */
3317 create_artifact(o_ptr, FALSE);
3319 else if ((power == 2) && one_in_(2))
3321 while(!o_ptr->name2)
3323 int tmp = m_bonus(10, level);
3324 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3325 switch(randint1(28))
3328 o_ptr->name2 = EGO_RING_THROW;
3331 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3332 o_ptr->name2 = EGO_RING_REGEN;
3335 if (have_flag(k_ptr->flags, TR_LITE)) break;
3336 o_ptr->name2 = EGO_RING_LITE;
3339 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3340 o_ptr->name2 = EGO_RING_TELEPORT;
3343 if (o_ptr->to_h) break;
3344 o_ptr->name2 = EGO_RING_TO_H;
3347 if (o_ptr->to_d) break;
3348 o_ptr->name2 = EGO_RING_TO_D;
3351 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3352 o_ptr->name2 = EGO_RING_SLAY;
3355 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3356 o_ptr->name2 = EGO_RING_WIZARD;
3359 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3360 o_ptr->name2 = EGO_RING_HERO;
3363 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3364 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3365 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3366 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3369 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3370 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;
3371 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3372 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3373 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3376 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3377 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;
3378 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3379 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3380 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3383 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3384 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;
3385 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3386 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3389 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3390 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;
3391 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3392 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3394 case 21: case 22: case 23: case 24: case 25: case 26:
3395 switch (o_ptr->sval)
3398 if (!one_in_(3)) break;
3399 o_ptr->name2 = EGO_RING_D_SPEED;
3401 case SV_RING_DAMAGE:
3402 case SV_RING_ACCURACY:
3403 case SV_RING_SLAYING:
3404 if (one_in_(2)) break;
3405 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3408 o_ptr->name2 = EGO_RING_BERSERKER;
3409 o_ptr->to_h -= 2+randint1(4);
3410 o_ptr->to_d += 2+randint1(4);
3413 case SV_RING_PROTECTION:
3414 o_ptr->name2 = EGO_RING_SUPER_AC;
3415 o_ptr->to_a += 7 + m_bonus(5, level);
3417 case SV_RING_RES_FEAR:
3418 o_ptr->name2 = EGO_RING_HERO;
3421 if (one_in_(2)) break;
3422 o_ptr->name2 = EGO_RING_HUNTER;
3424 case SV_RING_SEARCHING:
3425 o_ptr->name2 = EGO_RING_STEALTH;
3427 case SV_RING_TELEPORTATION:
3428 o_ptr->name2 = EGO_RING_TELE_AWAY;
3430 case SV_RING_RES_BLINDNESS:
3432 o_ptr->name2 = EGO_RING_RES_LITE;
3434 o_ptr->name2 = EGO_RING_RES_DARK;
3436 case SV_RING_LORDLY:
3437 if (!one_in_(20)) break;
3438 one_lordly_high_resistance(o_ptr);
3439 one_lordly_high_resistance(o_ptr);
3440 o_ptr->name2 = EGO_RING_TRUE;
3442 case SV_RING_SUSTAIN:
3443 if (!one_in_(4)) break;
3444 o_ptr->name2 = EGO_RING_RES_TIME;
3446 case SV_RING_FLAMES:
3447 if (!one_in_(2)) break;
3448 o_ptr->name2 = EGO_RING_DRAGON_F;
3451 if (!one_in_(2)) break;
3452 o_ptr->name2 = EGO_RING_DRAGON_C;
3454 case SV_RING_WARNING:
3455 if (!one_in_(2)) break;
3456 o_ptr->name2 = EGO_RING_M_DETECT;
3465 o_ptr->curse_flags = 0L;
3467 else if ((power == -2) && one_in_(2))
3469 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3470 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3471 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3472 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3473 o_ptr->art_flags[0] = 0;
3474 o_ptr->art_flags[1] = 0;
3475 while(!o_ptr->name2)
3477 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3481 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3482 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3485 o_ptr->name2 = EGO_RING_NO_MELEE;
3488 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3489 o_ptr->name2 = EGO_RING_AGGRAVATE;
3492 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3493 o_ptr->name2 = EGO_RING_TY_CURSE;
3496 o_ptr->name2 = EGO_RING_ALBINO;
3501 o_ptr->ident |= (IDENT_BROKEN);
3504 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3512 switch (o_ptr->sval)
3514 /* Amulet of wisdom/charisma */
3515 case SV_AMULET_INTELLIGENCE:
3516 case SV_AMULET_WISDOM:
3517 case SV_AMULET_CHARISMA:
3519 o_ptr->pval = 1 + m_bonus(5, level);
3525 o_ptr->ident |= (IDENT_BROKEN);
3528 o_ptr->curse_flags |= (TRC_CURSED);
3530 /* Reverse bonuses */
3531 o_ptr->pval = 0 - o_ptr->pval;
3537 /* Amulet of brilliance */
3538 case SV_AMULET_BRILLIANCE:
3540 o_ptr->pval = 1 + m_bonus(3, level);
3541 if (one_in_(4)) o_ptr->pval++;
3547 o_ptr->ident |= (IDENT_BROKEN);
3550 o_ptr->curse_flags |= (TRC_CURSED);
3552 /* Reverse bonuses */
3553 o_ptr->pval = 0 - o_ptr->pval;
3559 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3563 o_ptr->curse_flags |= (TRC_CURSED);
3568 case SV_AMULET_RESISTANCE:
3570 if (one_in_(5)) one_high_resistance(o_ptr);
3571 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3575 /* Amulet of searching */
3576 case SV_AMULET_SEARCHING:
3578 o_ptr->pval = randint1(2) + m_bonus(4, level);
3584 o_ptr->ident |= (IDENT_BROKEN);
3587 o_ptr->curse_flags |= (TRC_CURSED);
3589 /* Reverse bonuses */
3590 o_ptr->pval = 0 - (o_ptr->pval);
3596 /* Amulet of the Magi -- never cursed */
3597 case SV_AMULET_THE_MAGI:
3599 o_ptr->pval = randint1(5) + m_bonus(5, level);
3600 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3602 /* gain one low ESP */
3603 add_esp_weak(o_ptr);
3605 /* Boost the rating */
3608 /* Mention the item */
3609 if (cheat_peek) object_mention(o_ptr);
3614 /* Amulet of Doom -- always cursed */
3615 case SV_AMULET_DOOM:
3618 o_ptr->ident |= (IDENT_BROKEN);
3621 o_ptr->curse_flags |= (TRC_CURSED);
3624 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3625 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3626 if (power > 0) power = 0 - power;
3631 case SV_AMULET_MAGIC_MASTERY:
3633 o_ptr->pval = 1 + m_bonus(4, level);
3639 o_ptr->ident |= (IDENT_BROKEN);
3642 o_ptr->curse_flags |= (TRC_CURSED);
3644 /* Reverse bonuses */
3645 o_ptr->pval = 0 - o_ptr->pval;
3651 if (one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3653 o_ptr->pval = MIN(o_ptr->pval,4);
3654 /* Randart amulet */
3655 create_artifact(o_ptr, FALSE);
3657 else if ((power == 2) && one_in_(2))
3659 while(!o_ptr->name2)
3661 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3662 switch(randint1(21))
3665 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3666 o_ptr->name2 = EGO_AMU_SLOW_D;
3669 if (o_ptr->pval) break;
3670 o_ptr->name2 = EGO_AMU_INFRA;
3673 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3674 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3677 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3678 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3681 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3682 o_ptr->name2 = EGO_AMU_LEVITATION;
3684 case 10: case 11: case 21:
3685 o_ptr->name2 = EGO_AMU_AC;
3688 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3689 if (m_bonus(10, level) > 8)
3690 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3692 o_ptr->name2 = EGO_AMU_RES_FIRE;
3695 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3696 if (m_bonus(10, level) > 8)
3697 o_ptr->name2 = EGO_AMU_RES_COLD_;
3699 o_ptr->name2 = EGO_AMU_RES_COLD;
3702 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3703 if (m_bonus(10, level) > 8)
3704 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3706 o_ptr->name2 = EGO_AMU_RES_ELEC;
3709 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3710 if (m_bonus(10, level) > 8)
3711 o_ptr->name2 = EGO_AMU_RES_ACID_;
3713 o_ptr->name2 = EGO_AMU_RES_ACID;
3715 case 16: case 17: case 18: case 19: case 20:
3716 switch (o_ptr->sval)
3718 case SV_AMULET_TELEPORT:
3719 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3720 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3721 else o_ptr->name2 = EGO_AMU_TELEPORT;
3723 case SV_AMULET_RESIST_ACID:
3724 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3726 case SV_AMULET_SEARCHING:
3727 o_ptr->name2 = EGO_AMU_STEALTH;
3729 case SV_AMULET_BRILLIANCE:
3730 if (!one_in_(3)) break;
3731 o_ptr->name2 = EGO_AMU_IDENT;
3733 case SV_AMULET_CHARISMA:
3734 if (!one_in_(3)) break;
3735 o_ptr->name2 = EGO_AMU_CHARM;
3737 case SV_AMULET_THE_MAGI:
3738 if (one_in_(2)) break;
3739 o_ptr->name2 = EGO_AMU_GREAT;
3741 case SV_AMULET_RESISTANCE:
3742 if (!one_in_(5)) break;
3743 o_ptr->name2 = EGO_AMU_DEFENDER;
3745 case SV_AMULET_TELEPATHY:
3746 if (!one_in_(3)) break;
3747 o_ptr->name2 = EGO_AMU_DETECTION;
3753 o_ptr->curse_flags = 0L;
3755 else if ((power == -2) && one_in_(2))
3757 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3758 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3759 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3760 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3761 o_ptr->art_flags[0] = 0;
3762 o_ptr->art_flags[1] = 0;
3763 while(!o_ptr->name2)
3765 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3769 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3770 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3773 o_ptr->name2 = EGO_AMU_FOOL;
3776 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3777 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3780 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3781 o_ptr->name2 = EGO_AMU_TY_CURSE;
3784 o_ptr->name2 = EGO_AMU_NAIVETY;
3789 o_ptr->ident |= (IDENT_BROKEN);
3792 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3801 * Hack -- help pick an item type
3803 static bool item_monster_okay(int r_idx)
3805 monster_race *r_ptr = &r_info[r_idx];
3808 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3809 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3810 if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3811 if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3812 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3813 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3821 * Apply magic to an item known to be "boring"
3823 * Hack -- note the special code for various items
3825 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3827 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3832 /* Apply magic (good or bad) according to type */
3833 switch (o_ptr->tval)
3842 o_ptr->ident |= (IDENT_BROKEN);
3845 o_ptr->curse_flags |= (TRC_CURSED);
3852 o_ptr->xtra4 = o_ptr->pval;
3858 /* Hack -- Torches -- random fuel */
3859 if (o_ptr->sval == SV_LITE_TORCH)
3861 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3865 /* Hack -- Lanterns -- random fuel */
3866 if (o_ptr->sval == SV_LITE_LANTERN)
3868 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3872 if ((power == 2) || ((power == 1) && one_in_(3)))
3874 while (!o_ptr->name2)
3878 bool okay_flag = TRUE;
3880 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3882 switch (o_ptr->name2)
3885 if (o_ptr->sval == SV_LITE_FEANOR)
3893 else if (power == -2)
3895 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3897 switch (o_ptr->name2)
3899 case EGO_LITE_DARKNESS:
3911 /* The wand or staff gets a number of initial charges equal
3912 * to between 1/2 (+1) and the full object kind's pval. -LM-
3914 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3920 /* Transfer the pval. -LM- */
3921 o_ptr->pval = k_ptr->pval;
3928 object_aware(o_ptr);
3929 object_known(o_ptr);
3938 monster_race *r_ptr;
3940 /* Pick a random non-unique monster race */
3943 i = randint1(max_r_idx - 1);
3945 if (!item_monster_okay(i)) continue;
3946 if (i == MON_TSUCHINOKO) continue;
3950 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3952 /* Ignore dead monsters */
3953 if (!r_ptr->rarity) continue;
3955 /* Prefer less out-of-depth monsters */
3956 if (randint0(check)) continue;
3963 /* Some figurines are cursed */
3964 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3969 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3971 msg_format("Figurine of %s, depth +%d%s",
3974 r_name + r_ptr->name, check - 1,
3975 !cursed_p(o_ptr) ? "" : " {cursed}");
3988 monster_race *r_ptr;
3990 if (o_ptr->sval == SV_SKELETON)
3992 match = RF9_DROP_SKELETON;
3994 else if (o_ptr->sval == SV_CORPSE)
3996 match = RF9_DROP_CORPSE;
3999 /* Hack -- Remove the monster restriction */
4000 get_mon_num_prep(item_monster_okay, NULL);
4002 /* Pick a random non-unique monster race */
4005 i = get_mon_num(dun_level);
4009 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4011 /* Ignore dead monsters */
4012 if (!r_ptr->rarity) continue;
4014 /* Ignore corpseless monsters */
4015 if (!(r_ptr->flags9 & match)) continue;
4017 /* Prefer less out-of-depth monsters */
4018 if (randint0(check)) continue;
4028 msg_format("%s¤Î»àÂÎ,¿¼¤µ +%d",
4030 msg_format("Corpse of %s, depth +%d",
4033 r_name + r_ptr->name, check - 1);
4036 object_aware(o_ptr);
4037 object_known(o_ptr);
4045 monster_race *r_ptr;
4047 /* Pick a random monster race */
4050 i = randint1(max_r_idx - 1);
4054 /* Ignore dead monsters */
4055 if (!r_ptr->rarity) continue;
4065 msg_format("%s¤ÎÁü,", r_name + r_ptr->name);
4067 msg_format("Statue of %s", r_name + r_ptr->name);
4071 object_aware(o_ptr);
4072 object_known(o_ptr);
4079 byte obj_level = get_object_level(o_ptr);
4081 /* Hack -- skip ruined chests */
4082 if (obj_level <= 0) break;
4084 /* Hack -- pick a "difficulty" */
4085 o_ptr->pval = randint1(obj_level);
4086 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4088 o_ptr->xtra3 = dun_level + 5;
4090 /* Never exceed "difficulty" of 55 to 59 */
4091 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4100 * Complete the "creation" of an object by applying "magic" to the item
4102 * This includes not only rolling for random bonuses, but also putting the
4103 * finishing touches on ego-items and artifacts, giving charges to wands and
4104 * staffs, giving fuel to lites, and placing traps on chests.
4106 * In particular, note that "Instant Artifacts", if "created" by an external
4107 * routine, must pass through this function to complete the actual creation.
4109 * The base "chance" of the item being "good" increases with the "level"
4110 * parameter, which is usually derived from the dungeon level, being equal
4111 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4112 * the object is guaranteed to be "good". If an object is "good", then
4113 * the chance that the object will be "great" (ego-item or artifact), also
4114 * increases with the "level", being equal to half the level, plus 5, up to
4115 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4116 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4118 * If the object is not "good", there is a chance it will be "cursed", and
4119 * if it is "cursed", there is a chance it will be "broken". These chances
4120 * are related to the "good" / "great" chances above.
4122 * Otherwise "normal" rings and amulets will be "good" half the time and
4123 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4125 * If "okay" is true, and the object is going to be "great", then there is
4126 * a chance that an artifact will be created. This is true even if both the
4127 * "good" and "great" arguments are false. As a total hack, if "great" is
4128 * true, then the item gets 3 extra "attempts" to become an artifact.
4130 void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great, bool curse)
4133 int i, rolls, f1, f2, power;
4135 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4137 /* Maximum "level" for various things */
4138 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4140 /* Base chance of being "good" */
4143 /* Maximal chance of being "good" */
4144 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4146 /* Base chance of being "great" */
4149 /* Maximal chance of being "great" */
4150 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4151 f2 = d_info[dungeon_type].obj_great;
4153 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4158 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4167 /* Roll for "good" */
4168 if (good || magik(f1))
4173 /* Roll for "great" */
4174 if (great || magik(f2)) power = 2;
4177 /* Roll for "cursed" */
4180 /* Assume "cursed" */
4183 /* Roll for "broken" */
4184 if (magik(f2)) power = -2;
4190 /* Assume 'cursed' */
4195 /* Everything else gets more badly cursed */
4202 /* Assume no rolls */
4205 /* Get one roll if excellent */
4206 if (power >= 2) rolls = 1;
4208 /* Hack -- Get four rolls if forced great */
4209 if (great) rolls = 4;
4211 /* Hack -- Get no rolls if not allowed */
4212 if (!okay || o_ptr->name1) rolls = 0;
4214 /* Roll for artifacts if allowed */
4215 for (i = 0; i < rolls; i++)
4217 /* Roll for an artifact */
4218 if (make_artifact(o_ptr)) break;
4219 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4221 if (make_artifact(o_ptr)) break;
4226 /* Hack -- analyze artifacts */
4229 artifact_type *a_ptr = &a_info[o_ptr->name1];
4231 /* Hack -- Mark the artifact as "created" */
4234 /* Hack -- Memorize location of artifact in saved floors */
4235 if (character_dungeon)
4236 a_ptr->floor_id = p_ptr->floor_id;
4238 /* Extract the other fields */
4239 o_ptr->pval = a_ptr->pval;
4240 o_ptr->ac = a_ptr->ac;
4241 o_ptr->dd = a_ptr->dd;
4242 o_ptr->ds = a_ptr->ds;
4243 o_ptr->to_a = a_ptr->to_a;
4244 o_ptr->to_h = a_ptr->to_h;
4245 o_ptr->to_d = a_ptr->to_d;
4246 o_ptr->weight = a_ptr->weight;
4248 /* Hack -- extract the "broken" flag */
4249 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4251 /* Hack -- extract the "cursed" flag */
4252 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4253 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4254 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4255 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4256 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4257 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4259 /* Mega-Hack -- increase the rating */
4262 /* Mega-Hack -- increase the rating again */
4263 if (a_ptr->cost > 50000L) rating += 10;
4265 /* Mega-Hack -- increase the rating again */
4266 if (a_ptr->cost > 100000L) rating += 10;
4268 /* Set the good item flag */
4269 good_item_flag = TRUE;
4271 /* Cheat -- peek at the item */
4272 if (cheat_peek) object_mention(o_ptr);
4280 switch (o_ptr->tval)
4289 if (power) a_m_aux_1(o_ptr, lev, power);
4295 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4301 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4315 /* Elven Cloak and Black Clothes ... */
4316 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4317 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4318 o_ptr->pval = randint1(4);
4322 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4323 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4324 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4325 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4326 a_m_aux_2(o_ptr, lev, power);
4328 if (power) a_m_aux_2(o_ptr, lev, power);
4336 if (!power && (randint0(100) < 50)) power = -1;
4337 a_m_aux_3(o_ptr, lev, power);
4343 a_m_aux_4(o_ptr, lev, power);
4348 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4349 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4350 (p_ptr->pseikaku == SEIKAKU_SEXY))
4353 add_flag(o_ptr->art_flags, TR_STR);
4354 add_flag(o_ptr->art_flags, TR_INT);
4355 add_flag(o_ptr->art_flags, TR_WIS);
4356 add_flag(o_ptr->art_flags, TR_DEX);
4357 add_flag(o_ptr->art_flags, TR_CON);
4358 add_flag(o_ptr->art_flags, TR_CHR);
4361 if (o_ptr->art_name) rating += 30;
4363 /* Hack -- analyze ego-items */
4364 else if (o_ptr->name2)
4366 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4368 /* Hack -- acquire "broken" flag */
4369 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4371 /* Hack -- acquire "cursed" flag */
4372 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4373 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4374 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4375 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4376 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4377 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4379 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4380 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4381 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4382 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4383 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4384 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4385 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4387 /* Hack -- apply extra penalties if needed */
4388 if (cursed_p(o_ptr) || broken_p(o_ptr))
4390 /* Hack -- obtain bonuses */
4391 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4392 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4393 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4395 /* Hack -- obtain pval */
4396 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4399 /* Hack -- apply extra bonuses if needed */
4402 /* Hack -- obtain bonuses */
4403 if (e_ptr->max_to_h)
4405 if (e_ptr->max_to_h > 127)
4406 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4407 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4409 if (e_ptr->max_to_d)
4411 if (e_ptr->max_to_d > 127)
4412 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4413 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4415 if (e_ptr->max_to_a)
4417 if (e_ptr->max_to_a > 127)
4418 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4419 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4422 /* Hack -- obtain pval */
4423 if (e_ptr->max_pval)
4425 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4428 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4430 else if (o_ptr->name2 == EGO_ATTACKS)
4432 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4433 if (o_ptr->pval > 3) o_ptr->pval = 3;
4434 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4435 o_ptr->pval += randint1(2);
4437 else if (o_ptr->name2 == EGO_BAT)
4439 o_ptr->pval = randint1(e_ptr->max_pval);
4440 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4444 o_ptr->pval += randint1(e_ptr->max_pval);
4447 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4449 o_ptr->pval = randint1(o_ptr->pval);
4451 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4455 /* Hack -- apply rating bonus */
4456 rating += e_ptr->rating;
4458 /* Cheat -- describe the item */
4459 if (cheat_peek) object_mention(o_ptr);
4465 /* Examine real objects */
4468 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4470 /* Hack -- acquire "broken" flag */
4471 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4473 /* Hack -- acquire "cursed" flag */
4474 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4475 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4476 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4477 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4478 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4479 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4485 * Hack -- determine if a template is "good"
4487 static bool kind_is_good(int k_idx)
4489 object_kind *k_ptr = &k_info[k_idx];
4491 /* Analyze the item type */
4492 switch (k_ptr->tval)
4494 /* Armor -- Good unless damaged */
4505 if (k_ptr->to_a < 0) return (FALSE);
4509 /* Weapons -- Good unless damaged */
4516 if (k_ptr->to_h < 0) return (FALSE);
4517 if (k_ptr->to_d < 0) return (FALSE);
4521 /* Ammo -- Arrows/Bolts are good */
4528 /* Books -- High level books are good (except Arcane books) */
4530 case TV_SORCERY_BOOK:
4531 case TV_NATURE_BOOK:
4535 case TV_ENCHANT_BOOK:
4536 case TV_DAEMON_BOOK:
4537 case TV_CRUSADE_BOOK:
4539 case TV_HISSATSU_BOOK:
4541 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4545 /* Rings -- Rings of Speed are good */
4548 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4549 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4553 /* Amulets -- Amulets of the Magi and Resistance are good */
4556 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4557 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4562 /* Assume not good */
4568 * Attempt to make an object (normal or good/great)
4570 * This routine plays nasty games to generate the "special artifacts".
4572 * This routine uses "object_level" for the "generation level".
4574 * We assume that the given object has been "wiped".
4576 bool make_object(object_type *j_ptr, bool good, bool great)
4582 /* Chance of "special object" */
4583 prob = (good ? 10 : 1000);
4585 /* Base level for the object */
4586 base = (good ? (object_level + 10) : object_level);
4589 /* Generate a special object, or a normal object */
4590 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4597 /* Activate restriction */
4598 get_obj_num_hook = kind_is_good;
4600 /* Prepare allocation table */
4604 /* Pick a random object */
4605 k_idx = get_obj_num(base);
4608 if (get_obj_num_hook)
4610 /* Clear restriction */
4611 get_obj_num_hook = NULL;
4613 /* Prepare allocation table */
4617 /* Handle failure */
4618 if (!k_idx) return (FALSE);
4620 /* Prepare the object */
4621 object_prep(j_ptr, k_idx);
4624 /* Apply magic (allow artifacts) */
4625 apply_magic(j_ptr, object_level, TRUE, good, great, FALSE);
4627 /* Hack -- generate multiple spikes/missiles */
4628 switch (j_ptr->tval)
4636 j_ptr->number = (byte)damroll(6, 7);
4640 obj_level = get_object_level(j_ptr);
4641 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4643 /* Notice "okay" out-of-depth objects */
4644 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4645 (obj_level > dun_level))
4647 /* Rating increase */
4648 rating += (obj_level - dun_level);
4650 /* Cheat -- peek at items */
4651 if (cheat_peek) object_mention(j_ptr);
4660 * Attempt to place an object (normal or good/great) at the given location.
4662 * This routine plays nasty games to generate the "special artifacts".
4664 * This routine uses "object_level" for the "generation level".
4666 * This routine requires a clean floor grid destination.
4668 void place_object(int y, int x, bool good, bool great)
4678 /* Paranoia -- check bounds */
4679 if (!in_bounds(y, x)) return;
4681 /* Require clean floor space */
4682 if (!cave_clean_bold(y, x)) return;
4685 /* Get local object */
4688 /* Wipe the object */
4691 /* Make an object (if possible) */
4692 if (!make_object(q_ptr, good, great)) return;
4695 /* Make an object */
4703 /* Acquire object */
4704 o_ptr = &o_list[o_idx];
4706 /* Structure Copy */
4707 object_copy(o_ptr, q_ptr);
4714 c_ptr = &cave[y][x];
4717 o_ptr->next_o_idx = c_ptr->o_idx;
4719 /* Place the object */
4720 c_ptr->o_idx = o_idx;
4730 /* Hack -- Preserve artifacts */
4733 a_info[q_ptr->name1].cur_num = 0;
4740 * Make a treasure object
4742 * The location must be a legal, clean, floor grid.
4744 bool make_gold(object_type *j_ptr)
4751 /* Hack -- Pick a Treasure variety */
4752 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4754 /* Apply "extra" magic */
4755 if (one_in_(GREAT_OBJ))
4757 i += randint1(object_level + 1);
4760 /* Hack -- Creeping Coins only generate "themselves" */
4761 if (coin_type) i = coin_type;
4763 /* Do not create "illegal" Treasure Types */
4764 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4766 /* Prepare a gold object */
4767 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4769 /* Hack -- Base coin cost */
4770 base = k_info[OBJ_GOLD_LIST+i].cost;
4772 /* Determine how much the treasure is "worth" */
4773 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4781 * Places a treasure (Gold or Gems) at given location
4783 * The location must be a legal, clean, floor grid.
4785 void place_gold(int y, int x)
4795 /* Paranoia -- check bounds */
4796 if (!in_bounds(y, x)) return;
4798 /* Require clean floor space */
4799 if (!cave_clean_bold(y, x)) return;
4802 /* Get local object */
4805 /* Wipe the object */
4808 /* Make some gold */
4809 if (!make_gold(q_ptr)) return;
4812 /* Make an object */
4820 /* Acquire object */
4821 o_ptr = &o_list[o_idx];
4823 /* Copy the object */
4824 object_copy(o_ptr, q_ptr);
4831 c_ptr = &cave[y][x];
4834 o_ptr->next_o_idx = c_ptr->o_idx;
4836 /* Place the object */
4837 c_ptr->o_idx = o_idx;
4849 * Let an object fall to the ground at or near a location.
4851 * The initial location is assumed to be "in_bounds()".
4853 * This function takes a parameter "chance". This is the percentage
4854 * chance that the item will "disappear" instead of drop. If the object
4855 * has been thrown, then this is the chance of disappearance on contact.
4857 * Hack -- this function uses "chance" to determine if it should produce
4858 * some form of "description" of the drop event (under the player).
4860 * We check several locations to see if we can find a location at which
4861 * the object can combine, stack, or be placed. Artifacts will try very
4862 * hard to be placed, including "teleporting" to a useful grid if needed.
4864 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4875 s16b this_o_idx, next_o_idx = 0;
4879 char o_name[MAX_NLEN];
4884 bool plural = FALSE;
4887 /* Extract plural */
4888 if (j_ptr->number != 1) plural = TRUE;
4890 /* Describe object */
4891 object_desc(o_name, j_ptr, FALSE, 0);
4894 /* Handle normal "breakage" */
4895 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4899 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4901 msg_format("The %s disappear%s.",
4902 o_name, (plural ? "" : "s"));
4908 if (p_ptr->wizard) msg_print("(ÇË»)");
4910 if (p_ptr->wizard) msg_print("(breakage)");
4929 /* Scan local grids */
4930 for (dy = -3; dy <= 3; dy++)
4932 /* Scan local grids */
4933 for (dx = -3; dx <= 3; dx++)
4937 /* Calculate actual distance */
4938 d = (dy * dy) + (dx * dx);
4940 /* Ignore distant grids */
4941 if (d > 10) continue;
4947 /* Skip illegal grids */
4948 if (!in_bounds(ty, tx)) continue;
4950 /* Require line of sight */
4951 if (!los(y, x, ty, tx)) continue;
4954 c_ptr = &cave[ty][tx];
4956 /* Require floor space */
4957 if ((c_ptr->feat != FEAT_FLOOR) &&
4958 (c_ptr->feat != FEAT_SHAL_WATER) &&
4959 (c_ptr->feat != FEAT_GRASS) &&
4960 (c_ptr->feat != FEAT_DIRT) &&
4961 (c_ptr->feat != FEAT_FLOWER) &&
4962 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4963 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4964 (c_ptr->feat != FEAT_TREES)) continue;
4965 if (c_ptr->info & (CAVE_OBJECT)) continue;
4970 /* Scan objects in that grid */
4971 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4975 /* Acquire object */
4976 o_ptr = &o_list[this_o_idx];
4978 /* Acquire next object */
4979 next_o_idx = o_ptr->next_o_idx;
4981 /* Check for possible combination */
4982 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4988 /* Add new object */
4992 if (k > 99) continue;
4994 /* Calculate score */
4995 s = 1000 - (d + k * 5);
4997 /* Skip bad values */
4998 if (s < bs) continue;
5000 /* New best value */
5003 /* Apply the randomizer to equivalent values */
5004 if ((++bn >= 2) && !one_in_(bn)) continue;
5019 /* Handle lack of space */
5020 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5024 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5026 msg_format("The %s disappear%s.",
5027 o_name, (plural ? "" : "s"));
5033 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5035 if (p_ptr->wizard) msg_print("(no floor space)");
5045 for (i = 0; !flag; i++)
5050 ty = rand_spread(by, 1);
5051 tx = rand_spread(bx, 1);
5054 /* Random locations */
5057 ty = randint0(cur_hgt);
5058 tx = randint0(cur_wid);
5062 c_ptr = &cave[ty][tx];
5064 /* Require floor space (or shallow terrain) -KMW- */
5065 if ((c_ptr->feat != FEAT_FLOOR) &&
5066 (c_ptr->feat != FEAT_SHAL_WATER) &&
5067 (c_ptr->feat != FEAT_GRASS) &&
5068 (c_ptr->feat != FEAT_DIRT) &&
5069 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5071 /* Bounce to that location */
5075 /* Require floor space */
5076 if (!cave_clean_bold(by, bx)) continue;
5084 c_ptr = &cave[by][bx];
5086 /* Scan objects in that grid for combination */
5087 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5091 /* Acquire object */
5092 o_ptr = &o_list[this_o_idx];
5094 /* Acquire next object */
5095 next_o_idx = o_ptr->next_o_idx;
5097 /* Check for combination */
5098 if (object_similar(o_ptr, j_ptr))
5100 /* Combine the items */
5101 object_absorb(o_ptr, j_ptr);
5111 /* Get new object */
5112 if (!done) o_idx = o_pop();
5115 if (!done && !o_idx)
5119 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5121 msg_format("The %s disappear%s.",
5122 o_name, (plural ? "" : "s"));
5128 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5130 if (p_ptr->wizard) msg_print("(too many objects)");
5134 /* Hack -- Preserve artifacts */
5137 a_info[j_ptr->name1].cur_num = 0;
5147 /* Structure copy */
5148 object_copy(&o_list[o_idx], j_ptr);
5150 /* Access new object */
5151 j_ptr = &o_list[o_idx];
5158 j_ptr->held_m_idx = 0;
5161 j_ptr->next_o_idx = c_ptr->o_idx;
5163 /* Place the object */
5164 c_ptr->o_idx = o_idx;
5179 /* Mega-Hack -- no message if "dropped" by player */
5180 /* Message when an object falls under the player */
5181 if (chance && (by == py) && (bx == px))
5184 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5186 msg_print("You feel something roll beneath your feet.");
5199 * Scatter some "great" objects near the player
5201 void acquirement(int y1, int x1, int num, bool great, bool known)
5204 object_type object_type_body;
5209 /* Get local object */
5210 i_ptr = &object_type_body;
5212 /* Wipe the object */
5215 /* Make a good (or great) object (if possible) */
5216 if (!make_object(i_ptr, TRUE, great)) continue;
5220 object_aware(i_ptr);
5221 object_known(i_ptr);
5224 /* Drop the object */
5225 (void)drop_near(i_ptr, -1, y1, x1);
5230 #define MAX_TRAPS 18
5232 static int trap_num[MAX_TRAPS] =
5236 FEAT_TRAP_SPIKED_PIT,
5237 FEAT_TRAP_POISON_PIT,
5258 * XXX XXX XXX This routine should be redone to reflect trap "level".
5259 * That is, it does not make sense to have spiked pits at 50 feet.
5260 * Actually, it is not this routine, but the "trap instantiation"
5261 * code, which should also check for "trap doors" on quest levels.
5263 byte choose_random_trap(void)
5270 /* Hack -- pick a trap */
5271 feat = trap_num[randint0(MAX_TRAPS)];
5273 /* Accept non-trapdoors */
5274 if (feat != FEAT_TRAP_TRAPDOOR) break;
5276 /* Hack -- no trap doors on special levels */
5277 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5279 /* Hack -- no trap doors on the deepest level */
5280 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5289 * Disclose an invisible trap
5291 void disclose_grid(int y, int x)
5293 cave_type *c_ptr = &cave[y][x];
5296 if (!c_ptr->mimic) return;
5298 /* No longer hidden */
5310 * Places a random trap at the given location.
5312 * The location must be a legal, naked, floor grid.
5314 * Note that all traps start out as "invisible" and "untyped", and then
5315 * when they are "discovered" (by detecting them or setting them off),
5316 * the trap is "instantiated" as a visible, "typed", trap.
5318 void place_trap(int y, int x)
5320 cave_type *c_ptr = &cave[y][x];
5322 /* Paranoia -- verify location */
5323 if (!in_bounds(y, x)) return;
5325 /* Require empty, clean, floor grid */
5326 if (!cave_naked_bold(y, x)) return;
5328 /* Place an invisible trap */
5329 c_ptr->mimic = c_ptr->feat;
5330 c_ptr->feat = choose_random_trap();
5335 * Describe the charges on an item in the inventory.
5337 void inven_item_charges(int item)
5339 object_type *o_ptr = &inventory[item];
5341 /* Require staff/wand */
5342 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5344 /* Require known item */
5345 if (!object_known_p(o_ptr)) return;
5348 if (o_ptr->pval <= 0)
5350 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5354 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5357 /* Multiple charges */
5358 if (o_ptr->pval != 1)
5360 /* Print a message */
5361 msg_format("You have %d charges remaining.", o_ptr->pval);
5367 /* Print a message */
5368 msg_format("You have %d charge remaining.", o_ptr->pval);
5376 * Describe an item in the inventory.
5378 void inven_item_describe(int item)
5380 object_type *o_ptr = &inventory[item];
5381 char o_name[MAX_NLEN];
5383 /* Get a description */
5384 object_desc(o_name, o_ptr, TRUE, 3);
5386 /* Print a message */
5388 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5389 if (o_ptr->number <= 0)
5391 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5392 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5396 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5397 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5400 msg_format("You have %s.", o_name);
5407 * Increase the "number" of an item in the inventory
5409 void inven_item_increase(int item, int num)
5411 object_type *o_ptr = &inventory[item];
5414 num += o_ptr->number;
5417 if (num > 255) num = 255;
5418 else if (num < 0) num = 0;
5421 num -= o_ptr->number;
5423 /* Change the number and weight */
5426 /* Add the number */
5427 o_ptr->number += num;
5429 /* Add the weight */
5430 p_ptr->total_weight += (num * o_ptr->weight);
5432 /* Recalculate bonuses */
5433 p_ptr->update |= (PU_BONUS);
5435 /* Recalculate mana XXX */
5436 p_ptr->update |= (PU_MANA);
5438 /* Combine the pack */
5439 p_ptr->notice |= (PN_COMBINE);
5442 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5448 * Erase an inventory slot if it has no more items
5450 void inven_item_optimize(int item)
5452 object_type *o_ptr = &inventory[item];
5454 /* Only optimize real items */
5455 if (!o_ptr->k_idx) return;
5457 /* Only optimize empty items */
5458 if (o_ptr->number) return;
5460 /* The item is in the pack */
5461 if (item < INVEN_RARM)
5468 /* Slide everything down */
5469 for (i = item; i < INVEN_PACK; i++)
5471 /* Structure copy */
5472 inventory[i] = inventory[i+1];
5475 /* Erase the "final" slot */
5476 object_wipe(&inventory[i]);
5479 p_ptr->window |= (PW_INVEN);
5482 /* The item is being wielded */
5488 /* Erase the empty slot */
5489 object_wipe(&inventory[item]);
5491 /* Recalculate bonuses */
5492 p_ptr->update |= (PU_BONUS);
5494 /* Recalculate torch */
5495 p_ptr->update |= (PU_TORCH);
5497 /* Recalculate mana XXX */
5498 p_ptr->update |= (PU_MANA);
5501 p_ptr->window |= (PW_EQUIP);
5505 p_ptr->window |= (PW_SPELL);
5510 * Describe the charges on an item on the floor.
5512 void floor_item_charges(int item)
5514 object_type *o_ptr = &o_list[item];
5516 /* Require staff/wand */
5517 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5519 /* Require known item */
5520 if (!object_known_p(o_ptr)) return;
5523 if (o_ptr->pval <= 0)
5525 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5529 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5532 /* Multiple charges */
5533 if (o_ptr->pval != 1)
5535 /* Print a message */
5536 msg_format("There are %d charges remaining.", o_ptr->pval);
5542 /* Print a message */
5543 msg_format("There is %d charge remaining.", o_ptr->pval);
5551 * Describe an item in the inventory.
5553 void floor_item_describe(int item)
5555 object_type *o_ptr = &o_list[item];
5556 char o_name[MAX_NLEN];
5558 /* Get a description */
5559 object_desc(o_name, o_ptr, TRUE, 3);
5561 /* Print a message */
5563 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5564 if (o_ptr->number <= 0)
5566 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5570 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5573 msg_format("You see %s.", o_name);
5580 * Increase the "number" of an item on the floor
5582 void floor_item_increase(int item, int num)
5584 object_type *o_ptr = &o_list[item];
5587 num += o_ptr->number;
5590 if (num > 255) num = 255;
5591 else if (num < 0) num = 0;
5594 num -= o_ptr->number;
5596 /* Change the number */
5597 o_ptr->number += num;
5602 * Optimize an item on the floor (destroy "empty" items)
5604 void floor_item_optimize(int item)
5606 object_type *o_ptr = &o_list[item];
5608 /* Paranoia -- be sure it exists */
5609 if (!o_ptr->k_idx) return;
5611 /* Only optimize empty items */
5612 if (o_ptr->number) return;
5614 /* Delete the object */
5615 delete_object_idx(item);
5620 * Check if we have space for an item in the pack without overflow
5622 bool inven_carry_okay(object_type *o_ptr)
5627 if (inven_cnt < INVEN_PACK) return (TRUE);
5630 for (j = 0; j < INVEN_PACK; j++)
5632 object_type *j_ptr = &inventory[j];
5634 /* Skip non-objects */
5635 if (!j_ptr->k_idx) continue;
5637 /* Check if the two items can be combined */
5638 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5647 * Add an item to the players inventory, and return the slot used.
5649 * If the new item can combine with an existing item in the inventory,
5650 * it will do so, using "object_similar()" and "object_absorb()", else,
5651 * the item will be placed into the "proper" location in the inventory.
5653 * This function can be used to "over-fill" the player's pack, but only
5654 * once, and such an action must trigger the "overflow" code immediately.
5655 * Note that when the pack is being "over-filled", the new item must be
5656 * placed into the "overflow" slot, and the "overflow" must take place
5657 * before the pack is reordered, but (optionally) after the pack is
5658 * combined. This may be tricky. See "dungeon.c" for info.
5660 * Note that this code must remove any location/stack information
5661 * from the object once it is placed into the inventory.
5663 s16b inven_carry(object_type *o_ptr)
5671 /* Check for combining */
5672 for (j = 0; j < INVEN_PACK; j++)
5674 j_ptr = &inventory[j];
5676 /* Skip non-objects */
5677 if (!j_ptr->k_idx) continue;
5679 /* Hack -- track last item */
5682 /* Check if the two items can be combined */
5683 if (object_similar(j_ptr, o_ptr))
5685 /* Combine the items */
5686 object_absorb(j_ptr, o_ptr);
5688 /* Increase the weight */
5689 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5691 /* Recalculate bonuses */
5692 p_ptr->update |= (PU_BONUS);
5695 p_ptr->window |= (PW_INVEN);
5704 if (inven_cnt > INVEN_PACK) return (-1);
5706 /* Find an empty slot */
5707 for (j = 0; j <= INVEN_PACK; j++)
5709 j_ptr = &inventory[j];
5711 /* Use it if found */
5712 if (!j_ptr->k_idx) break;
5719 /* Reorder the pack */
5722 s32b o_value, j_value;
5724 /* Get the "value" of the item */
5725 o_value = object_value(o_ptr);
5727 /* Scan every occupied slot */
5728 for (j = 0; j < INVEN_PACK; j++)
5730 j_ptr = &inventory[j];
5732 /* Use empty slots */
5733 if (!j_ptr->k_idx) break;
5735 /* Hack -- readable books always come first */
5736 if ((o_ptr->tval == REALM1_BOOK) &&
5737 (j_ptr->tval != REALM1_BOOK)) break;
5738 if ((j_ptr->tval == REALM1_BOOK) &&
5739 (o_ptr->tval != REALM1_BOOK)) continue;
5741 if ((o_ptr->tval == REALM2_BOOK) &&
5742 (j_ptr->tval != REALM2_BOOK)) break;
5743 if ((j_ptr->tval == REALM2_BOOK) &&
5744 (o_ptr->tval != REALM2_BOOK)) continue;
5746 /* Objects sort by decreasing type */
5747 if (o_ptr->tval > j_ptr->tval) break;
5748 if (o_ptr->tval < j_ptr->tval) continue;
5750 /* Non-aware (flavored) items always come last */
5751 if (!object_aware_p(o_ptr)) continue;
5752 if (!object_aware_p(j_ptr)) break;
5754 /* Objects sort by increasing sval */
5755 if (o_ptr->sval < j_ptr->sval) break;
5756 if (o_ptr->sval > j_ptr->sval) continue;
5758 /* Unidentified objects always come last */
5759 if (!object_known_p(o_ptr)) continue;
5760 if (!object_known_p(j_ptr)) break;
5762 /* Hack: otherwise identical rods sort by
5763 increasing recharge time --dsb */
5764 if (o_ptr->tval == TV_ROD)
5766 if (o_ptr->pval < j_ptr->pval) break;
5767 if (o_ptr->pval > j_ptr->pval) continue;
5770 /* Determine the "value" of the pack item */
5771 j_value = object_value(j_ptr);
5773 /* Objects sort by decreasing value */
5774 if (o_value > j_value) break;
5775 if (o_value < j_value) continue;
5782 for (k = n; k >= i; k--)
5784 /* Hack -- Slide the item */
5785 object_copy(&inventory[k+1], &inventory[k]);
5788 /* Wipe the empty slot */
5789 object_wipe(&inventory[i]);
5794 object_copy(&inventory[i], o_ptr);
5796 /* Access new object */
5797 j_ptr = &inventory[i];
5800 j_ptr->next_o_idx = 0;
5802 /* Forget monster */
5803 j_ptr->held_m_idx = 0;
5805 /* Forget location */
5806 j_ptr->iy = j_ptr->ix = 0;
5808 /* No longer marked */
5811 /* Increase the weight */
5812 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5814 /* Count the items */
5817 /* Recalculate bonuses */
5818 p_ptr->update |= (PU_BONUS);
5820 /* Combine and Reorder pack */
5821 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5824 p_ptr->window |= (PW_INVEN);
5826 /* Return the slot */
5832 * Take off (some of) a non-cursed equipment item
5834 * Note that only one item at a time can be wielded per slot.
5836 * Note that taking off an item when "full" may cause that item
5837 * to fall to the ground.
5839 * Return the inventory slot into which the item is placed.
5841 s16b inven_takeoff(int item, int amt)
5852 char o_name[MAX_NLEN];
5855 /* Get the item to take off */
5856 o_ptr = &inventory[item];
5859 if (amt <= 0) return (-1);
5862 if (amt > o_ptr->number) amt = o_ptr->number;
5864 /* Get local object */
5867 /* Obtain a local object */
5868 object_copy(q_ptr, o_ptr);
5870 /* Modify quantity */
5871 q_ptr->number = amt;
5873 /* Describe the object */
5874 object_desc(o_name, q_ptr, TRUE, 3);
5876 /* Took off weapon */
5877 if (item == INVEN_RARM)
5880 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5882 act = "You were wielding";
5888 else if (item == INVEN_BOW)
5891 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5893 act = "You were holding";
5898 /* Took off light */
5899 else if (item == INVEN_LITE)
5902 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5904 act = "You were holding";
5909 /* Took off something */
5913 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5915 act = "You were wearing";
5920 /* Modify, Optimize */
5921 inven_item_increase(item, -amt);
5922 inven_item_optimize(item);
5924 /* Carry the object */
5925 slot = inven_carry(q_ptr);
5929 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5931 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5941 * Drop (some of) a non-cursed inventory/equipment item
5943 * The object will be dropped "near" the current location
5945 void inven_drop(int item, int amt)
5952 char o_name[MAX_NLEN];
5955 /* Access original object */
5956 o_ptr = &inventory[item];
5959 if (amt <= 0) return;
5962 if (amt > o_ptr->number) amt = o_ptr->number;
5965 /* Take off equipment */
5966 if (item >= INVEN_RARM)
5968 /* Take off first */
5969 item = inven_takeoff(item, amt);
5971 /* Access original object */
5972 o_ptr = &inventory[item];
5976 /* Get local object */
5979 /* Obtain local object */
5980 object_copy(q_ptr, o_ptr);
5982 /* Distribute charges of wands or rods */
5983 distribute_charges(o_ptr, q_ptr, amt);
5985 /* Modify quantity */
5986 q_ptr->number = amt;
5988 /* Describe local object */
5989 object_desc(o_name, q_ptr, TRUE, 3);
5993 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5995 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5999 /* Drop it near the player */
6000 (void)drop_near(q_ptr, 0, py, px);
6002 /* Modify, Describe, Optimize */
6003 inven_item_increase(item, -amt);
6004 inven_item_describe(item);
6005 inven_item_optimize(item);
6010 * Combine items in the pack
6012 * Note special handling of the "overflow" slot
6014 void combine_pack(void)
6022 /* Combine the pack (backwards) */
6023 for (i = INVEN_PACK; i > 0; i--)
6026 o_ptr = &inventory[i];
6028 /* Skip empty items */
6029 if (!o_ptr->k_idx) continue;
6031 /* Scan the items above that item */
6032 for (j = 0; j < i; j++)
6037 j_ptr = &inventory[j];
6039 /* Skip empty items */
6040 if (!j_ptr->k_idx) continue;
6043 * Get maximum number of the stack if these
6044 * are similar, get zero otherwise.
6046 max_num = object_similar_part(j_ptr, o_ptr);
6048 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6049 if (max_num && j_ptr->number < max_num)
6051 if (o_ptr->number + j_ptr->number <= max_num)
6056 /* Add together the item counts */
6057 object_absorb(j_ptr, o_ptr);
6059 /* One object is gone */
6062 /* Slide everything down */
6063 for (k = i; k < INVEN_PACK; k++)
6065 /* Structure copy */
6066 inventory[k] = inventory[k+1];
6069 /* Erase the "final" slot */
6070 object_wipe(&inventory[k]);
6074 int old_num = o_ptr->number;
6075 int remain = j_ptr->number + o_ptr->number - max_num;
6077 o_ptr->number -= remain;
6079 /* Add together the item counts */
6080 object_absorb(j_ptr, o_ptr);
6082 o_ptr->number = remain;
6084 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6085 if (o_ptr->tval == TV_ROD)
6087 o_ptr->pval = o_ptr->pval * remain / old_num;
6088 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6091 /* Hack -- if wands are stacking, combine the charges. -LM- */
6092 if (o_ptr->tval == TV_WAND)
6094 o_ptr->pval = o_ptr->pval * remain / old_num;
6099 p_ptr->window |= (PW_INVEN);
6109 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6111 if (flag) msg_print("You combine some items in your pack.");
6117 * Reorder items in the pack
6119 * Note special handling of the "overflow" slot
6121 void reorder_pack(void)
6133 /* Re-order the pack (forwards) */
6134 for (i = 0; i < INVEN_PACK; i++)
6136 /* Mega-Hack -- allow "proper" over-flow */
6137 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6140 o_ptr = &inventory[i];
6142 /* Skip empty slots */
6143 if (!o_ptr->k_idx) continue;
6145 /* Get the "value" of the item */
6146 o_value = object_value(o_ptr);
6148 /* Scan every occupied slot */
6149 for (j = 0; j < INVEN_PACK; j++)
6151 /* Get the item already there */
6152 j_ptr = &inventory[j];
6154 /* Use empty slots */
6155 if (!j_ptr->k_idx) break;
6157 /* Hack -- readable books always come first */
6158 if ((o_ptr->tval == REALM1_BOOK) &&
6159 (j_ptr->tval != REALM1_BOOK)) break;
6160 if ((j_ptr->tval == REALM1_BOOK) &&
6161 (o_ptr->tval != REALM1_BOOK)) continue;
6163 if ((o_ptr->tval == REALM2_BOOK) &&
6164 (j_ptr->tval != REALM2_BOOK)) break;
6165 if ((j_ptr->tval == REALM2_BOOK) &&
6166 (o_ptr->tval != REALM2_BOOK)) continue;
6168 /* Objects sort by decreasing type */
6169 if (o_ptr->tval > j_ptr->tval) break;
6170 if (o_ptr->tval < j_ptr->tval) continue;
6172 /* Non-aware (flavored) items always come last */
6173 if (!object_aware_p(o_ptr)) continue;
6174 if (!object_aware_p(j_ptr)) break;
6176 /* Objects sort by increasing sval */
6177 if (o_ptr->sval < j_ptr->sval) break;
6178 if (o_ptr->sval > j_ptr->sval) continue;
6180 /* Unidentified objects always come last */
6181 if (!object_known_p(o_ptr)) continue;
6182 if (!object_known_p(j_ptr)) break;
6184 /* Hack: otherwise identical rods sort by
6185 increasing recharge time --dsb */
6186 if (o_ptr->tval == TV_ROD)
6188 if (o_ptr->pval < j_ptr->pval) break;
6189 if (o_ptr->pval > j_ptr->pval) continue;
6192 /* Determine the "value" of the pack item */
6193 j_value = object_value(j_ptr);
6197 /* Objects sort by decreasing value */
6198 if (o_value > j_value) break;
6199 if (o_value < j_value) continue;
6202 /* Never move down */
6203 if (j >= i) continue;
6208 /* Get local object */
6211 /* Save a copy of the moving item */
6212 object_copy(q_ptr, &inventory[i]);
6214 /* Slide the objects */
6215 for (k = i; k > j; k--)
6217 /* Slide the item */
6218 object_copy(&inventory[k], &inventory[k-1]);
6221 /* Insert the moving item */
6222 object_copy(&inventory[j], q_ptr);
6225 p_ptr->window |= (PW_INVEN);
6230 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6232 if (flag) msg_print("You reorder some items in your pack.");
6239 * Hack -- display an object kind in the current window
6241 * Include list of usable spells for readible books
6243 void display_koff(int k_idx)
6250 char o_name[MAX_NLEN];
6253 /* Erase the window */
6254 for (y = 0; y < Term->hgt; y++)
6256 /* Erase the line */
6257 Term_erase(0, y, 255);
6263 /* Get local object */
6266 /* Prepare the object */
6267 object_prep(q_ptr, k_idx);
6270 object_desc_store(o_name, q_ptr, FALSE, 0);
6272 /* Mention the object name */
6273 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6275 /* Warriors are illiterate */
6276 if (!(p_ptr->realm1 || p_ptr->realm2)) return;
6278 /* Display spells in readible books */
6279 if ((q_ptr->tval == REALM1_BOOK) ||
6280 (q_ptr->tval == REALM2_BOOK))
6288 /* Access the item's sval */
6291 /* Extract spells */
6292 for (spell = 0; spell < 32; spell++)
6294 /* Check for this spell */
6295 if (fake_spell_flags[sval] & (1L << spell))
6297 /* Collect this spell */
6298 spells[num++] = spell;
6303 print_spells(0, spells, num, 2, 0,
6304 (q_ptr->tval == REALM1_BOOK ? p_ptr->realm1 : p_ptr->realm2));
6308 /* Choose one of items that have warning flag */
6309 object_type *choose_warning_item(void)
6312 int choices[INVEN_TOTAL-INVEN_RARM];
6315 /* Paranoia -- Player has no warning-item */
6316 if (!p_ptr->warning) return (NULL);
6318 /* Search Inventry */
6319 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6321 u32b flgs[TR_FLAG_SIZE];
6322 object_type *o_ptr = &inventory[i];
6324 object_flags(o_ptr, flgs);
6325 if (have_flag(flgs, TR_WARNING))
6327 choices[number] = i;
6332 /* Choice one of them */
6333 return (&inventory[choices[randint0(number)]]);
6336 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6337 bool process_frakir(int xx, int yy)
6341 char o_name[MAX_NLEN];
6343 #define FRAKIR_AWARE_RANGE 12
6345 static int old_damage = 0;
6347 for (mx = xx-FRAKIR_AWARE_RANGE; mx < xx+FRAKIR_AWARE_RANGE+1; mx++)
6349 for (my = yy-FRAKIR_AWARE_RANGE; my < yy+FRAKIR_AWARE_RANGE+1; my++)
6352 monster_type *m_ptr;
6353 monster_race *r_ptr;
6357 if (!in_bounds(my,mx) || (distance(my,mx,yy,xx)>FRAKIR_AWARE_RANGE)) continue;
6359 c_ptr = &cave[my][mx];
6361 if (!c_ptr->m_idx) continue;
6363 m_ptr = &m_list[c_ptr->m_idx];
6364 r_ptr = &r_info[m_ptr->r_idx];
6370 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6372 if (m_ptr->csleep) continue;
6373 if (is_pet(m_ptr)) continue;
6375 /* Monster spells (only powerful ones)*/
6376 if(projectable(my,mx,yy,xx))
6379 #define DAMCALC(f,val,max,im,vln,res,resx,resy,op,opx,opy,dmax) \
6380 if (f){ int dam = (val)>(max)? (max):(val); \
6382 if (vln) dam *= 2; \
6383 if (res) {dam = (dam * resx) / resy;} \
6384 if (op) {dam = (dam * opx) / opy;} \
6385 if (dam>dmax) dmax = dam; \
6388 DAMCALC(f4 & (RF4_BR_FIRE), m_ptr->hp / 3, 1600,
6389 p_ptr->immune_fire, p_ptr->muta3 & MUT3_VULN_ELEM,
6390 p_ptr->resist_fire, 1, 3,
6391 p_ptr->oppose_fire, 1, 3, dam_max0);
6393 DAMCALC(f4 & (RF4_BR_COLD), m_ptr->hp / 3, 1600,
6394 p_ptr->immune_cold, p_ptr->muta3 & MUT3_VULN_ELEM,
6395 p_ptr->resist_cold, 1, 3,
6396 p_ptr->oppose_cold, 1, 3, dam_max0);
6398 DAMCALC(f4 & (RF4_BR_ELEC), m_ptr->hp / 3, 1600,
6399 p_ptr->immune_elec, p_ptr->muta3 & MUT3_VULN_ELEM,
6400 p_ptr->resist_elec, 1, 3,
6401 p_ptr->oppose_elec, 1, 3, dam_max0);
6403 DAMCALC(f4 & (RF4_BR_ACID), m_ptr->hp / 3, 1600,
6404 p_ptr->immune_acid, p_ptr->muta3 & MUT3_VULN_ELEM,
6405 p_ptr->resist_acid, 1, 3,
6406 p_ptr->oppose_acid, 1, 3, dam_max0);
6408 DAMCALC(f4 & (RF4_BR_POIS), m_ptr->hp / 3, 800,
6410 p_ptr->resist_pois, 1, 3,
6411 p_ptr->oppose_pois, 1, 3, dam_max0);
6414 DAMCALC(f4 & (RF4_BR_NETH), m_ptr->hp / 6, 550, FALSE , FALSE,
6415 p_ptr->resist_neth, 6, 9, FALSE, 1, 1, dam_max0);
6417 DAMCALC(f4 & (RF4_BR_LITE), m_ptr->hp / 6, 400, FALSE , FALSE,
6418 p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6420 DAMCALC(f4 & (RF4_BR_DARK), m_ptr->hp / 6, 400, FALSE , FALSE,
6421 p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6423 DAMCALC(f4 & (RF4_BR_CONF), m_ptr->hp / 6, 450, FALSE , FALSE,
6424 p_ptr->resist_conf, 5, 9, FALSE, 1, 1, dam_max0);
6426 DAMCALC(f4 & (RF4_BR_SOUN), m_ptr->hp / 6, 450, FALSE , FALSE,
6427 p_ptr->resist_sound, 5, 9, FALSE, 1, 1, dam_max0);
6429 DAMCALC(f4 & (RF4_BR_CHAO), m_ptr->hp / 6, 600, FALSE , FALSE,
6430 p_ptr->resist_chaos, 6, 9, FALSE, 1, 1, dam_max0);
6432 DAMCALC(f4 & (RF4_BR_DISE), m_ptr->hp / 6, 500, FALSE , FALSE,
6433 p_ptr->resist_disen, 6, 9, FALSE, 1, 1, dam_max0);
6435 DAMCALC(f4 & (RF4_BR_NEXU), m_ptr->hp / 3, 250, FALSE , FALSE,
6436 p_ptr->resist_nexus, 6, 9, FALSE, 1, 1, dam_max0);
6438 DAMCALC(f4 & (RF4_BR_TIME), m_ptr->hp / 3, 150, FALSE , FALSE,
6439 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6441 DAMCALC(f4 & (RF4_BR_INER), m_ptr->hp / 6, 200, FALSE , FALSE,
6442 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6444 DAMCALC(f4 & (RF4_BR_GRAV), m_ptr->hp / 3, 200, FALSE , FALSE,
6445 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6447 DAMCALC(f4 & (RF4_BR_SHAR), m_ptr->hp / 6, 500, FALSE , FALSE,
6448 p_ptr->resist_shard, 6, 9, FALSE, 1, 1, dam_max0);
6450 DAMCALC(f4 & (RF4_BR_PLAS), m_ptr->hp / 6, 150, FALSE , FALSE,
6451 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6453 DAMCALC(f4 & (RF4_BR_WALL), m_ptr->hp / 6, 200, FALSE , FALSE,
6454 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6456 DAMCALC(f4 & (RF4_BR_MANA), m_ptr->hp / 3, 250, FALSE , FALSE,
6457 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6459 DAMCALC(f4 & (RF4_BR_NUKE), m_ptr->hp / 3, 800, FALSE , FALSE,
6460 p_ptr->resist_pois, 2, 5,
6461 p_ptr->oppose_pois, 2, 5, dam_max0);
6463 DAMCALC(f4 & (RF4_BR_DISI), m_ptr->hp / 3, 300, FALSE , FALSE,
6464 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6467 DAMCALC(f4 & (RF4_ROCKET), m_ptr->hp / 4, 800, FALSE , FALSE,
6468 p_ptr->resist_shard, 1, 2, FALSE, 1, 1, dam_max0);
6470 DAMCALC(f5 & (RF5_BA_MANA), rlev*4 + 150, 9999, FALSE , FALSE,
6471 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6473 DAMCALC(f5 & (RF5_BA_DARK), rlev*4 + 150, 9999, FALSE , FALSE,
6474 p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6476 DAMCALC(f5 & (RF5_BA_LITE), rlev*4 + 150, 9999, FALSE , FALSE,
6477 p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6480 DAMCALC(f6 & (RF6_HAND_DOOM), p_ptr->chp*6/10, 9999, FALSE , FALSE,
6481 FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6485 /* Monster melee attacks */
6486 if(mx <= xx+1 && mx >= xx-1 && my <=yy+1 && my >= yy-1)
6490 for (m = 0; m < 4; m++)
6494 /* Skip non-attacks */
6495 if (!r_ptr->blow[m].method) continue;
6497 /* Extract the attack info */
6498 d1 = r_ptr->blow[m].d_dice;
6499 d2 = r_ptr->blow[m].d_side;
6503 if(dam_melee>dam_max0)dam_max0=dam_melee;
6506 /* Contribution from this monster */
6511 /* Prevent excessive warning */
6512 if(dam_max > old_damage)
6514 old_damage=dam_max * 3 / 2;
6516 if (dam_max>(p_ptr->chp)/2)
6518 object_type *o_ptr = choose_warning_item();
6520 object_desc(o_name, o_ptr, FALSE, 0);
6522 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6524 msg_format("Your %s pulsates sharply!", o_name);
6528 return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6530 return (get_check("Realy want to go ahead? "));
6534 else old_damage = old_damage/2;
6536 c_ptr = &cave[yy][xx];
6537 if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6538 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6540 object_type *o_ptr = choose_warning_item();
6542 object_desc(o_name, o_ptr, FALSE, 0);
6544 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6546 msg_format("Your %s pulsates!", o_name);
6550 return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6552 return (get_check("Realy want to go ahead? "));
6559 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6561 switch (o_ptr->tval)
6574 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6583 * A structure for smithing
6586 int add; /* TR flag number or special essence id */
6587 cptr add_name; /* Name of this ability */
6588 int type; /* Menu number */
6589 int essence; /* Index for carrying essences */
6590 int value; /* Needed value to add this ability */
6595 * Smithing type data for Weapon smith
6598 static essence_type essence_info[] =
6600 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6601 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6602 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6603 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6604 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6605 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6606 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6607 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6608 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6609 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6610 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6611 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6612 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6613 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6614 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6615 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6616 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6617 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6618 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6619 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6620 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6621 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6622 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6623 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6624 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6625 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6626 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6627 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6628 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6629 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6630 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6631 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6632 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6633 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6634 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6635 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6636 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6637 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6638 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6639 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6640 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6641 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6642 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6643 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6644 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6645 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6646 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6647 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6648 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6649 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6650 {TR_SH_FIRE, "", 0, -2, 0},
6651 {TR_SH_ELEC, "", 0, -2, 0},
6652 {TR_SH_COLD, "", 0, -2, 0},
6653 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6654 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6655 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6656 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6657 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6658 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6659 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6660 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6661 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6663 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6664 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6665 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6666 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6667 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6668 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6669 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6670 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6671 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6672 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6673 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6674 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6675 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6676 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6677 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6678 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6679 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6680 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6682 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6683 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6684 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6685 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6686 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6687 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6688 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6689 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6691 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6692 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6693 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6694 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6695 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6696 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6697 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6698 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6699 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6700 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6701 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6702 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6704 {-1, NULL, 0, -1, 0}
6707 static essence_type essence_info[] =
6709 {TR_STR, "strength", 4, TR_STR, 20},
6710 {TR_INT, "intelligence", 4, TR_INT, 20},
6711 {TR_WIS, "wisdom", 4, TR_WIS, 20},
6712 {TR_DEX, "dexterity", 4, TR_DEX, 20},
6713 {TR_CON, "constitution", 4, TR_CON, 20},
6714 {TR_CHR, "charisma", 4, TR_CHR, 20},
6715 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6716 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6717 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6718 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6719 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6720 {TR_SPEED, "speed", 4, TR_SPEED, 12},
6721 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
6722 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
6723 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
6724 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
6725 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
6726 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
6727 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
6728 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
6729 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
6730 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
6731 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
6732 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
6733 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
6734 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
6735 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
6736 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
6737 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
6738 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
6739 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
6740 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
6741 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
6742 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
6743 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
6744 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
6745 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
6746 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
6747 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
6748 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
6749 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
6750 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
6751 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
6752 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
6753 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
6754 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
6755 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
6756 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
6757 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
6758 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
6759 {TR_SH_FIRE, "", 0, -2, 0},
6760 {TR_SH_ELEC, "", 0, -2, 0},
6761 {TR_SH_COLD, "", 0, -2, 0},
6762 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
6763 {TR_WARNING, "warning", 3, TR_WARNING, 20},
6764 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
6765 {TR_LITE, "permanent light", 3, TR_LITE, 15},
6766 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
6767 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
6768 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
6769 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
6770 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
6772 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
6773 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
6774 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
6775 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
6776 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
6777 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
6778 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
6779 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
6780 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
6781 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
6782 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
6783 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
6784 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
6785 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
6786 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
6787 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
6788 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
6789 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
6791 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
6792 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
6793 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
6794 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
6795 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
6796 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
6797 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
6798 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
6800 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
6801 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
6802 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
6803 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
6804 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
6805 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
6806 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
6807 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
6808 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
6809 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
6810 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
6811 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
6813 {-1, NULL, 0, -1, 0}
6819 * Essense names for Weapon smith
6822 static cptr essence_name[] =
6925 static cptr essence_name[] =
7028 static void display_essence(void)
7033 for (i = 1; i < 22; i++)
7038 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7040 prt("Essence Num Essence Num Essence Num ", 1, 8);
7042 for (i = 0; essence_name[i]; i++)
7044 if (!essence_name[i][0]) continue;
7045 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7049 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7051 prt("List of all essences you have.", 0, 0);
7058 static void drain_essence(void)
7060 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7063 bool observe = FALSE;
7064 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7065 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7068 byte iy, ix, marked, number;
7069 s16b next_o_idx, weight;
7071 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7074 item_tester_hook = item_tester_hook_weapon_armour;
7075 item_tester_no_ryoute = TRUE;
7079 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7080 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7082 q = "Extract from which item? ";
7083 s = "You have nothing you can extract from.";
7086 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7088 /* Get the item (in the pack) */
7091 o_ptr = &inventory[item];
7094 /* Get the item (on the floor) */
7097 o_ptr = &o_list[0 - item];
7100 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7101 char o_name[MAX_NLEN];
7102 object_desc(o_name, o_ptr, FALSE, 0);
7104 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7106 if (!get_check(format("Really extract from %s? ", o_name))) return;
7112 object_flags(o_ptr, old_flgs);
7113 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7114 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7115 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7116 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7117 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7118 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7119 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7120 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7121 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7123 old_to_a = o_ptr->to_a;
7125 old_to_h = o_ptr->to_h;
7126 old_to_d = o_ptr->to_d;
7129 old_pval = o_ptr->pval;
7130 old_name2 = o_ptr->name2;
7131 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7132 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7133 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7134 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7135 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7139 next_o_idx = o_ptr->next_o_idx;
7140 marked = o_ptr->marked;
7141 weight = o_ptr->weight;
7142 number = o_ptr->number;
7144 object_prep(o_ptr, o_ptr->k_idx);
7148 o_ptr->next_o_idx=next_o_idx;
7149 o_ptr->marked=marked;
7150 o_ptr->number = number;
7151 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7152 o_ptr->ident |= (IDENT_MENTAL);
7153 object_aware(o_ptr);
7154 object_known(o_ptr);
7156 object_flags(o_ptr, new_flgs);
7158 for (i = 0; essence_info[i].add_name; i++)
7160 essence_type *es_ptr = &essence_info[i];
7163 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7164 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7166 if (es_ptr->add < TR_FLAG_MAX &&
7167 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7168 have_flag(old_flgs, es_ptr->add))
7172 drain_value[es_ptr->essence] += 10 * pval;
7174 else if (es_ptr->essence != -2)
7176 drain_value[es_ptr->essence] += 10;
7178 else if (es_ptr->add == TR_SH_FIRE)
7180 drain_value[TR_BRAND_FIRE] += 10;
7181 drain_value[TR_RES_FIRE] += 10;
7183 else if (es_ptr->add == TR_SH_ELEC)
7185 drain_value[TR_BRAND_ELEC] += 10;
7186 drain_value[TR_RES_ELEC] += 10;
7188 else if (es_ptr->add == TR_SH_COLD)
7190 drain_value[TR_BRAND_COLD] += 10;
7191 drain_value[TR_RES_COLD] += 10;
7196 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7198 drain_value[TR_INT] += 5;
7199 drain_value[TR_WIS] += 5;
7201 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7203 drain_value[TR_BRAND_POIS] += 5;
7204 drain_value[TR_BRAND_ACID] += 5;
7205 drain_value[TR_BRAND_ELEC] += 5;
7206 drain_value[TR_BRAND_FIRE] += 5;
7207 drain_value[TR_BRAND_COLD] += 5;
7209 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7211 drain_value[TR_INT] += 10;
7213 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7215 drain_value[TR_STR] += 10;
7217 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7219 drain_value[TR_DEX] += 10;
7221 if (old_name2 == EGO_2WEAPON)
7223 drain_value[TR_DEX] += 20;
7225 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7227 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7229 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7231 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7232 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7233 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7234 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7236 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7238 drain_value[i] *= number;
7239 drain_value[i] = drain_value[i] * dec / 4;
7240 drain_value[i] = MAX(drain_value[i], 0);
7241 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7250 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7252 msg_print("You were not able to extract any essence.");
7258 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7260 msg_print("Extracted essences:");
7262 for (i = 0; essence_name[i]; i++)
7264 if (!essence_name[i][0]) continue;
7265 if (!drain_value[i]) continue;
7267 p_ptr->magic_num1[i] += drain_value[i];
7268 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7270 msg_format("%s...%d", essence_name[i], drain_value[i]);
7274 /* Combine the pack */
7275 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7278 p_ptr->window |= (PW_INVEN);
7283 static int choose_essence(void)
7287 int menu_line = (use_menu ? 1 : 0);
7290 cptr menu_name[] = {
7300 cptr menu_name[] = {
7310 const int mode_max = 7;
7313 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7316 #endif /* ALLOW_REPEAT */
7325 for (i = 0; i < mode_max; i++)
7327 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7328 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7330 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7331 prt("Choose from menu.", 0, 0);
7350 menu_line += mode_max - 1;
7359 if (menu_line > mode_max) menu_line -= mode_max;
7370 for (i = 0; i < mode_max; i++)
7371 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7374 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7376 if (!get_com("Command :", &choice, TRUE))
7383 if (isupper(choice)) choice = tolower(choice);
7385 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7386 mode = (int)choice - 'a' + 1;
7393 #endif /* ALLOW_REPEAT */
7397 static void add_essence(int mode)
7399 int item, max_num = 0;
7408 char o_name[MAX_NLEN];
7410 essence_type *es_ptr;
7412 int menu_line = (use_menu ? 1 : 0);
7414 for (i = 0; essence_info[i].add_name; i++)
7416 es_ptr = &essence_info[i];
7418 if (es_ptr->type != mode) continue;
7423 if (!repeat_pull(&i) || i<0 || i>=max_num)
7425 #endif /* ALLOW_REPEAT */
7428 /* Nothing chosen yet */
7434 /* Build a prompt */
7436 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7438 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7440 if (use_menu) screen_save();
7442 /* Get a spell from the user */
7444 choice = (always_show_list || use_menu) ? ESCAPE:1;
7448 if( choice==ESCAPE ) choice = ' ';
7449 else if( !get_com(out_val, &choice, FALSE) )break;
7451 if (use_menu && choice != ' ')
7466 menu_line += (max_num-1);
7489 menu_line = max_num;
7503 if (menu_line > max_num) menu_line -= max_num;
7505 /* Request redraw */
7506 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7509 if (!redraw || use_menu)
7513 char dummy[80], dummy2[80];
7521 /* Save the screen */
7522 if (!use_menu) screen_save();
7524 for (y = 1; y < 24; y++)
7527 /* Print header(s) */
7529 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7532 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7535 for (ctr = 0; ctr < max_num; ctr++)
7537 es_ptr = &essence_info[num[ctr]];
7541 if (ctr == (menu_line-1))
7543 strcpy(dummy, "¡Õ ");
7545 strcpy(dummy, "> ");
7547 else strcpy(dummy, " ");
7550 /* letter/number for power selection */
7553 sprintf(dummy, "%c) ",I2A(ctr));
7556 strcat(dummy, es_ptr->add_name);
7561 if (es_ptr->essence != -1)
7563 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7564 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7570 case ESSENCE_SH_FIRE:
7572 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7574 strcat(dummy, "(brand fire + res.fire)");
7576 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7577 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7579 case ESSENCE_SH_ELEC:
7581 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7583 strcat(dummy, "(brand elec. + res. elec.)");
7585 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7586 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7588 case ESSENCE_SH_COLD:
7590 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7592 strcat(dummy, "(brand cold + res. cold)");
7594 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7595 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7597 case ESSENCE_RESISTANCE:
7599 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7601 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7603 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7604 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7605 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7606 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7608 case ESSENCE_SUSTAIN:
7610 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7612 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7614 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7615 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7616 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7617 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7622 if (!able[ctr]) col = TERM_RED;
7624 if (es_ptr->essence != -1)
7626 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7630 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7633 c_prt(col, dummy2, ctr+2, x);
7643 /* Restore the screen */
7654 ask = (isupper(choice));
7657 if (ask) choice = tolower(choice);
7659 /* Extract request */
7660 i = (islower(choice) ? A2I(choice) : -1);
7663 /* Totally Illegal */
7664 if ((i < 0) || (i >= max_num) || !able[i])
7677 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7679 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7682 /* Belay that order */
7683 if (!get_check(tmp_val)) continue;
7690 /* Restore the screen */
7691 if (redraw) screen_load();
7698 #endif /* ALLOW_REPEAT */
7700 es_ptr = &essence_info[num[i]];
7702 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7703 item_tester_tval = TV_GLOVES;
7705 item_tester_hook = item_tester_hook_melee_ammo;
7706 else if (es_ptr->add == ESSENCE_ATTACK)
7707 item_tester_hook = item_tester_hook_weapon;
7708 else if (es_ptr->add == ESSENCE_AC)
7709 item_tester_hook = item_tester_hook_armour;
7711 item_tester_hook = item_tester_hook_weapon_armour;
7712 item_tester_no_ryoute = TRUE;
7716 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7717 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7719 q = "Improve which item? ";
7720 s = "You have nothing to improve.";
7723 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7725 /* Get the item (in the pack) */
7728 o_ptr = &inventory[item];
7731 /* Get the item (on the floor) */
7734 o_ptr = &o_list[0 - item];
7737 if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7740 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
7742 msg_print("This item is no more able to be improved");
7747 object_desc(o_name, o_ptr, FALSE, 0);
7749 use_essence = es_ptr->value;
7750 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7751 if (o_ptr->number > 1)
7753 use_essence *= o_ptr->number;
7755 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7757 msg_format("It will take %d essences.",use_essence);
7762 if (es_ptr->essence != -1)
7764 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7767 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7769 msg_print("You don't have enough essences.");
7773 if (is_pval_flag(es_ptr->add))
7775 if (es_ptr->add == TR_BLOWS)
7777 if (o_ptr->pval > 1)
7780 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7782 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7787 else if (o_ptr->pval)
7789 use_essence *= o_ptr->pval;
7791 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7793 msg_format("It will take %d essences.",use_essence);
7801 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
7805 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
7807 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
7809 strcpy(tmp_val, "1");
7811 if (!get_string(tmp, tmp_val, 1)) return;
7812 pval = atoi(tmp_val);
7813 if (pval > limit) pval = limit;
7814 else if (pval < 1) pval = 1;
7816 use_essence *= pval;
7818 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7820 msg_format("It will take %d essences.",use_essence);
7823 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7826 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7828 msg_print("You don't have enough essences.");
7833 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7837 int get_to_h, get_to_d;
7839 strcpy(tmp_val, "1");
7841 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7843 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7845 val = atoi(tmp_val);
7846 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
7847 else if (val < 1) val = 1;
7850 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7852 msg_format("It will take %d essences.",use_essence);
7854 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7857 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7859 msg_print("You don't have enough essences");
7863 get_to_h = ((val+1)/2+randint0(val/2+1));
7864 get_to_d = ((val+1)/2+randint0(val/2+1));
7865 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
7866 o_ptr->to_h += get_to_h;
7867 o_ptr->to_d += get_to_d;
7869 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
7870 if (es_ptr->add == ESSENCE_ATTACK)
7872 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
7875 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7877 msg_print("You failed to enchant.");
7884 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
7885 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
7888 else if (es_ptr->add == ESSENCE_AC)
7890 if (o_ptr->to_a >= p_ptr->lev/5+5)
7893 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7895 msg_print("You failed to enchant.");
7902 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
7907 o_ptr->xtra3 = es_ptr->add + 1;
7912 bool success = TRUE;
7916 case ESSENCE_SH_FIRE:
7917 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
7922 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
7923 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
7925 case ESSENCE_SH_ELEC:
7926 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
7931 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
7932 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
7934 case ESSENCE_SH_COLD:
7935 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
7940 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
7941 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
7943 case ESSENCE_RESISTANCE:
7944 case ESSENCE_SUSTAIN:
7945 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))
7950 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
7951 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
7952 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
7953 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
7959 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7961 msg_print("You don't have enough essences");
7965 if (es_ptr->add == ESSENCE_SUSTAIN)
7967 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
7968 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
7969 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
7970 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
7974 o_ptr->xtra3 = es_ptr->add + 1;
7981 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
7983 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
7986 /* Combine the pack */
7987 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7990 p_ptr->window |= (PW_INVEN);
7994 static bool item_tester_hook_kaji(object_type *o_ptr)
7996 switch (o_ptr->tval)
8016 if (o_ptr->xtra3) return (TRUE);
8024 static void erase_essence(void)
8029 char o_name[MAX_NLEN];
8030 u32b flgs[TR_FLAG_SIZE];
8032 item_tester_hook = item_tester_hook_kaji;
8036 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8037 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8039 q = "Remove from which item? ";
8040 s = "You have nothing to remove essence.";
8043 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8045 /* Get the item (in the pack) */
8048 o_ptr = &inventory[item];
8051 /* Get the item (on the floor) */
8054 o_ptr = &o_list[0 - item];
8057 object_desc(o_name, o_ptr, FALSE, 0);
8059 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡©[%s]", o_name))) return;
8061 if (!get_check(format("Are you sure?[%s]", o_name))) return;
8066 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8068 o_ptr->to_h -= (o_ptr->xtra4>>8);
8069 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8073 object_flags(o_ptr, flgs);
8074 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8076 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8078 msg_print("You removed all essence you have added");
8081 /* Combine the pack */
8082 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8085 p_ptr->window |= (PW_INVEN);
8088 void do_cmd_kaji(bool only_browse)
8093 int menu_line = (use_menu ? 1 : 0);
8097 if (p_ptr->confused)
8100 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8102 msg_print("You are too confused!");
8110 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8112 msg_print("You are blind!");
8120 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8122 msg_print("You are hullcinating!");
8130 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8132 #endif /* ALLOW_REPEAT */
8134 if (only_browse) screen_save();
8136 if (!only_browse) screen_save();
8142 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8143 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8144 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8145 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8146 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8147 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8149 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8150 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8151 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8152 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8153 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8154 prt(format("Choose command from menu."), 0, 0);
8181 if (menu_line > 5) menu_line -= 5;
8190 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8191 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8192 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8193 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8194 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8195 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8197 prt(" a) List essences", 2, 14);
8198 prt(" b) Extract essence", 3, 14);
8199 prt(" c) Remove essence", 4, 14);
8200 prt(" d) Add essence", 5, 14);
8201 prt(" e) Enchant weapon/armor", 6, 14);
8202 if (!get_com("Command :", &choice, TRUE))
8239 /* Clear lines, position cursor (really should use strlen here) */
8240 Term_erase(14, 21, 255);
8241 Term_erase(14, 20, 255);
8242 Term_erase(14, 19, 255);
8243 Term_erase(14, 18, 255);
8244 Term_erase(14, 17, 255);
8245 Term_erase(14, 16, 255);
8247 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8248 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8250 prt(&temp[j], line, 15);
8255 if (!only_browse) screen_load();
8256 } while (only_browse);
8260 #endif /* ALLOW_REPEAT */
8264 case 1: display_essence();break;
8265 case 2: drain_essence();break;
8266 case 3: erase_essence();break;
8268 mode = choose_essence();
8273 case 5: add_essence(10);break;