3 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¼ÂÁõ / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
19 * @brief ¾²¾å¡¢¥â¥ó¥¹¥¿¡¼½ê»ý¤Ç¥¹¥¿¥Ã¥¯¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤òºï½ü¤·¥¹¥¿¥Ã¥¯¤òÊä´°¤¹¤ë / Excise a dungeon object from any stacks
20 * @param o_idx ºï½üÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
23 void excise_object_idx(int o_idx)
27 s16b this_o_idx, next_o_idx = 0;
33 j_ptr = &o_list[o_idx];
36 if (j_ptr->held_m_idx)
41 m_ptr = &m_list[j_ptr->held_m_idx];
43 /* Scan all objects in the grid */
44 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
49 o_ptr = &o_list[this_o_idx];
51 /* Acquire next object */
52 next_o_idx = o_ptr->next_o_idx;
55 if (this_o_idx == o_idx)
60 /* Remove from list */
61 m_ptr->hold_o_idx = next_o_idx;
70 k_ptr = &o_list[prev_o_idx];
72 /* Remove from list */
73 k_ptr->next_o_idx = next_o_idx;
76 /* Forget next pointer */
77 o_ptr->next_o_idx = 0;
84 prev_o_idx = this_o_idx;
99 /* Scan all objects in the grid */
100 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
105 o_ptr = &o_list[this_o_idx];
107 /* Acquire next object */
108 next_o_idx = o_ptr->next_o_idx;
111 if (this_o_idx == o_idx)
116 /* Remove from list */
117 c_ptr->o_idx = next_o_idx;
125 /* Previous object */
126 k_ptr = &o_list[prev_o_idx];
128 /* Remove from list */
129 k_ptr->next_o_idx = next_o_idx;
132 /* Forget next pointer */
133 o_ptr->next_o_idx = 0;
139 /* Save prev_o_idx */
140 prev_o_idx = this_o_idx;
146 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤òºï½ü¤¹¤ë /
147 * Delete a dungeon object
148 * @param o_idx ºï½üÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
151 * Handle "stacks" of objects correctly.
153 void delete_object_idx(int o_idx)
158 excise_object_idx(o_idx);
161 j_ptr = &o_list[o_idx];
164 if (!(j_ptr->held_m_idx))
176 /* Wipe the object */
185 * @brief ¥Õ¥í¥¢¤Ë¥Þ¥¹¤ËÍî¤Á¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤òÁ´¤Æºï½ü¤¹¤ë / Deletes all objects at given location
186 * Delete a dungeon object
187 * @param y ºï½ü¤·¤¿¥Õ¥í¥¢¥Þ¥¹¤ÎYºÂɸ
188 * @param x ºï½ü¤·¤¿¥Õ¥í¥¢¥Þ¥¹¤ÎXºÂɸ
191 void delete_object(int y, int x)
195 s16b this_o_idx, next_o_idx = 0;
198 /* Refuse "illegal" locations */
199 if (!in_bounds(y, x)) return;
205 /* Scan all objects in the grid */
206 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
211 o_ptr = &o_list[this_o_idx];
213 /* Acquire next object */
214 next_o_idx = o_ptr->next_o_idx;
216 /* Wipe the object */
223 /* Objects are gone */
232 * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎó¤ËÂФ·»ØÄêÈϰϤΥª¥Ö¥¸¥§¥¯¥È¤òÀ°Íý¤·¤ÆID¤Î¼ã¤¤½ç¤Ë´ó¤»¤ë /
233 * Move an object from index i1 to index i2 in the object list
234 * @param i1 À°Íý¤·¤¿¤¤ÇÛÎó¤Î»ÏÅÀ
235 * @param i2 À°Íý¤·¤¿¤¤ÇÛÎó¤Î½ªÅÀ
238 static void compact_objects_aux(int i1, int i2)
248 if (i1 == i2) return;
252 for (i = 1; i < o_max; i++)
257 /* Skip "dead" objects */
258 if (!o_ptr->k_idx) continue;
260 /* Repair "next" pointers */
261 if (o_ptr->next_o_idx == i1)
264 o_ptr->next_o_idx = i2;
274 if (o_ptr->held_m_idx)
278 /* Acquire monster */
279 m_ptr = &m_list[o_ptr->held_m_idx];
282 if (m_ptr->hold_o_idx == i1)
285 m_ptr->hold_o_idx = i2;
294 /* Acquire location */
302 if (c_ptr->o_idx == i1)
311 o_list[i2] = o_list[i1];
319 * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎ󤫤éÍ¥ÀèÅÙ¤ÎÄ㤤¤â¤Î¤òºï½ü¤·¡¢¥Ç¡¼¥¿¤ò°µ½Ì¤¹¤ë¡£ /
320 * Compact and Reorder the object list.
321 * @size ºÇÄã¤Ç¤â¸º¤é¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¿ô¤Î¿å½à
324 * ¡Ê´í¸±¤Ê¤Î¤Ç»ÈÍѤˤÏÃí°Õ¤¹¤ë¤³¤È¡Ë
325 * This function can be very dangerous, use with caution!\n
327 * When actually "compacting" objects, we base the saving throw on a\n
328 * combination of object level, distance from player, and current\n
331 * After "compacting" (if needed), we "reorder" the objects into a more\n
332 * compact order, and we reset the allocation info, and the "live" array.\n
334 void compact_objects(int size)
336 int i, y, x, num, cnt;
337 int cur_lev, cur_dis, chance;
346 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
348 msg_print("Compacting objects...");
353 p_ptr->redraw |= (PR_MAP);
356 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
360 /* Compact at least 'size' objects */
361 for (num = 0, cnt = 1; num < size; cnt++)
363 /* Get more vicious each iteration */
366 /* Get closer each iteration */
367 cur_dis = 5 * (20 - cnt);
369 /* Examine the objects */
370 for (i = 1; i < o_max; i++)
374 /* Skip dead objects */
375 if (!o_ptr->k_idx) continue;
377 /* Hack -- High level objects start out "immune" */
378 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
381 if (o_ptr->held_m_idx)
385 /* Acquire monster */
386 m_ptr = &m_list[o_ptr->held_m_idx];
388 /* Get the location */
392 /* Monsters protect their objects */
393 if (randint0(100) < 90) continue;
399 /* Get the location */
404 /* Nearby objects start out "immune" */
405 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
410 /* Hack -- only compact artifacts in emergencies */
411 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
412 (cnt < 1000)) chance = 100;
414 /* Apply the saving throw */
415 if (randint0(100) < chance) continue;
417 /* Delete the object */
418 delete_object_idx(i);
426 /* Excise dead objects (backwards!) */
427 for (i = o_max - 1; i >= 1; i--)
431 /* Skip real objects */
432 if (o_ptr->k_idx) continue;
434 /* Move last object into open hole */
435 compact_objects_aux(o_max - 1, i);
437 /* Compress "o_max" */
444 * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎó¤ò½é´ü²½¤¹¤ë /
445 * Delete all the items when player leaves the level
446 * @note we do NOT visually reflect these (irrelevant) changes
448 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
449 * and the "m_ptr->next_o_idx" field for every monster, since
450 * we know we are clearing every object. Technically, we only
451 * clear those fields for grids/monsters containing objects,
452 * and we clear it once for every such object.
455 void wipe_o_list(void)
459 /* Delete the existing objects */
460 for (i = 1; i < o_max; i++)
462 object_type *o_ptr = &o_list[i];
464 /* Skip dead objects */
465 if (!o_ptr->k_idx) continue;
467 /* Mega-Hack -- preserve artifacts */
468 if (!character_dungeon || preserve_mode)
470 /* Hack -- Preserve unknown artifacts */
471 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
473 /* Mega-Hack -- Preserve the artifact */
474 a_info[o_ptr->name1].cur_num = 0;
479 if (o_ptr->held_m_idx)
484 m_ptr = &m_list[o_ptr->held_m_idx];
486 /* Hack -- see above */
487 m_ptr->hold_o_idx = 0;
495 /* Access location */
502 /* Hack -- see above */
506 /* Wipe the object */
519 * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎ󤫤é¶õ¤¤ò¼èÆÀ¤¹¤ë /
520 * Acquires and returns the index of a "free" object.
521 * @return ³«¤¤¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥ÈÍ×ÁǤÎID
523 * This routine should almost never fail, but in case it does,
524 * we must be sure to handle "failure" of this routine.
531 /* Initial allocation */
532 if (o_max < max_o_idx)
537 /* Expand object array */
543 /* Use this object */
548 /* Recycle dead objects */
549 for (i = 1; i < o_max; i++)
556 /* Skip live objects */
557 if (o_ptr->k_idx) continue;
562 /* Use this object */
567 /* Warn the player (except during dungeon creation) */
569 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
571 if (character_dungeon) msg_print("Too many objects!");
581 * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÀ¸À®¥Æ¡¼¥Ö¥ë¤ËÀ¸À®À©Ìó¤ò²Ã¤¨¤ë /
582 * Apply a "object restriction function" to the "object allocation table"
583 * @return ¾ï¤Ë0¤òÊÖ¤¹¡£
584 * @details À¸À®¤ÎÀ©Ìó¤Ï¥°¥í¡¼¥Ð¥ë¤Îget_obj_num_hook´Ø¿ô¥Ý¥¤¥ó¥¿¤Ç²Ã¤¨¤ë
586 static errr get_obj_num_prep(void)
591 alloc_entry *table = alloc_kind_table;
593 /* Scan the allocation table */
594 for (i = 0; i < alloc_kind_size; i++)
596 /* Accept objects which pass the restriction, if any */
597 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
599 /* Accept this object */
600 table[i].prob2 = table[i].prob1;
603 /* Do not use this object */
606 /* Decline this object */
617 * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÀ¸À®¥Æ¡¼¥Ö¥ë¤«¤é¥¢¥¤¥Æ¥à¤ò¼èÆÀ¤¹¤ë /
618 * Choose an object kind that seems "appropriate" to the given level
620 * @return Áª¤Ð¤ì¤¿¥ª¥Ö¥¸¥§¥¯¥È¥Ù¡¼¥¹ID
622 * This function uses the "prob2" field of the "object allocation table",\n
623 * and various local information, to calculate the "prob3" field of the\n
624 * same table, which is then used to choose an "appropriate" object, in\n
625 * a relatively efficient manner.\n
627 * It is (slightly) more likely to acquire an object of the given level\n
628 * than one of a lower level. This is done by choosing several objects\n
629 * appropriate to the given level and keeping the "hardest" one.\n
631 * Note that if no objects are "appropriate", then this function will\n
632 * fail, and return zero, but this should *almost* never happen.\n
634 s16b get_obj_num(int level)
640 alloc_entry *table = alloc_kind_table;
642 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
645 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
647 /* Occasional "boost" */
648 if (one_in_(GREAT_OBJ))
650 /* What a bizarre calculation */
651 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
658 /* Process probabilities */
659 for (i = 0; i < alloc_kind_size; i++)
661 /* Objects are sorted by depth */
662 if (table[i].level > level) break;
667 /* Access the index */
668 k_idx = table[i].index;
670 /* Access the actual kind */
671 k_ptr = &k_info[k_idx];
673 /* Hack -- prevent embedded chests */
674 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
677 table[i].prob3 = table[i].prob2;
680 total += table[i].prob3;
683 /* No legal objects */
684 if (total <= 0) return (0);
688 value = randint0(total);
690 /* Find the object */
691 for (i = 0; i < alloc_kind_size; i++)
693 /* Found the entry */
694 if (value < table[i].prob3) break;
697 value = value - table[i].prob3;
704 /* Try for a "better" object once (50%) or twice (10%) */
711 value = randint0(total);
713 /* Find the object */
714 for (i = 0; i < alloc_kind_size; i++)
716 /* Found the entry */
717 if (value < table[i].prob3) break;
720 value = value - table[i].prob3;
723 /* Keep the "best" one */
724 if (table[i].level < table[j].level) i = j;
727 /* Try for a "better" object twice (10%) */
734 value = randint0(total);
736 /* Find the object */
737 for (i = 0; i < alloc_kind_size; i++)
739 /* Found the entry */
740 if (value < table[i].prob3) break;
743 value = value - table[i].prob3;
746 /* Keep the "best" one */
747 if (table[i].level < table[j].level) i = j;
752 return (table[i].index);
757 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò´ÕÄêºÑ¤Ë¤¹¤ë /
758 * Known is true when the "attributes" of an object are "known".
759 * @param o_ptr ´ÕÄêºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
761 * These include tohit, todam, toac, cost, and pval (charges).\n
763 * Note that "knowing" an object gives you everything that an "awareness"\n
764 * gives you, and much more. In fact, the player is always "aware" of any\n
765 * item of which he has full "knowledge".\n
767 * But having full knowledge of, say, one "wand of wonder", does not, by\n
768 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
769 * It happens that most "identify" routines (including "buying from a shop")\n
770 * will make the player "aware" of the object as well as fully "know" it.\n
772 * This routine also removes any inscriptions generated by "feelings".\n
774 void object_known(object_type *o_ptr)
776 /* Remove "default inscriptions" */
777 o_ptr->feeling = FEEL_NONE;
779 /* Clear the "Felt" info */
780 o_ptr->ident &= ~(IDENT_SENSE);
782 /* Clear the "Empty" info */
783 o_ptr->ident &= ~(IDENT_EMPTY);
785 /* Now we know about the item */
786 o_ptr->ident |= (IDENT_KNOWN);
790 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¡ö´ÕÄê¡öºÑ¤Ë¤¹¤ë /
791 * The player is now aware of the effects of the given object.
792 * @param o_ptr ¡ö´ÕÄê¡öºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
795 void object_aware(object_type *o_ptr)
797 bool mihanmei = !object_is_aware(o_ptr);
799 /* Fully aware of the effects */
800 k_info[o_ptr->k_idx].aware = TRUE;
802 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
803 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
807 char o_name[MAX_NLEN];
810 object_copy(q_ptr, o_ptr);
813 object_desc(o_name, q_ptr, OD_NAME_ONLY);
815 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
821 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò»î¹ÔºÑ¤Ë¤¹¤ë /
822 * Something has been "sampled"
823 * @param o_ptr »î¹ÔºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
826 void object_tried(object_type *o_ptr)
828 /* Mark it as tried (even if "aware") */
829 k_info[o_ptr->k_idx].tried = TRUE;
834 * @brief ̤´ÕÄê¤Ê¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Î´ðËܲÁ³Ê¤òÊÖ¤¹ /
835 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
836 * @param o_ptr ̤´ÕÄê²Á³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
837 * @return ¥ª¥Ö¥¸¥§¥¯¥È¤Î̤´ÕÄê²Á³Ê
839 static s32b object_value_base(object_type *o_ptr)
841 /* Aware item -- use template cost */
842 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
844 /* Analyze the type */
849 case TV_FOOD: return (5L);
851 /* Un-aware Potions */
852 case TV_POTION: return (20L);
854 /* Un-aware Scrolls */
855 case TV_SCROLL: return (20L);
857 /* Un-aware Staffs */
858 case TV_STAFF: return (70L);
861 case TV_WAND: return (50L);
864 case TV_ROD: return (90L);
867 case TV_RING: return (45L);
869 /* Un-aware Amulets */
870 case TV_AMULET: return (45L);
872 /* Figurines, relative to monster level */
875 int level = r_info[o_ptr->pval].level;
876 if (level < 20) return level*50L;
877 else if (level < 30) return 1000+(level-20)*150L;
878 else if (level < 40) return 2500+(level-30)*350L;
879 else if (level < 50) return 6000+(level-40)*800L;
880 else return 14000+(level-50)*2000L;
884 if (!o_ptr->pval) return 1000L;
885 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
888 /* Paranoia -- Oops */
894 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Õ¥é¥°Îफ¤é²Á³Ê¤ò»»½Ð¤¹¤ë /
895 * Return the value of the flags the object has...
896 * @param o_ptr ¥Õ¥é¥°²Á³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
897 * @param plusses ¥Õ¥é¥°¤ËÍ¿¤¨¤ë²Á³Ê¤Î´ðËܽŤß
898 * @return ¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Õ¥é¥°²Á³Ê
900 s32b flag_cost(object_type *o_ptr, int plusses)
903 u32b flgs[TR_FLAG_SIZE];
907 object_kind *k_ptr = &k_info[o_ptr->k_idx];
909 object_flags(o_ptr, flgs);
912 * Exclude fixed flags of the base item.
913 * pval bonuses of base item will be treated later.
915 for (i = 0; i < TR_FLAG_SIZE; i++)
916 flgs[i] &= ~(k_ptr->flags[i]);
918 /* Exclude fixed flags of the fixed artifact. */
919 if (object_is_fixed_artifact(o_ptr))
921 artifact_type *a_ptr = &a_info[o_ptr->name1];
923 for (i = 0; i < TR_FLAG_SIZE; i++)
924 flgs[i] &= ~(a_ptr->flags[i]);
927 /* Exclude fixed flags of the ego-item. */
928 else if (object_is_ego(o_ptr))
930 ego_item_type *e_ptr = &e_info[o_ptr->name2];
932 for (i = 0; i < TR_FLAG_SIZE; i++)
933 flgs[i] &= ~(e_ptr->flags[i]);
938 * Calucurate values of remaining flags
940 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
941 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
942 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
943 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
944 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
945 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
946 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
947 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
948 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
949 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
950 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
951 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
952 total += (10000 + (2500 * plusses));
953 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
954 total += (10000 + (2500 * plusses));
958 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
959 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
960 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
961 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
962 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
963 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
964 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
965 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
966 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
967 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
968 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
969 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
970 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
971 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
972 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
973 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
974 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
975 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
976 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
977 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
978 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
980 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
981 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
982 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
983 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
984 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
985 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
986 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
987 total += (tmp_cost * count);
989 if (have_flag(flgs, TR_SUST_STR)) total += 850;
990 if (have_flag(flgs, TR_SUST_INT)) total += 850;
991 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
992 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
993 if (have_flag(flgs, TR_SUST_CON)) total += 850;
994 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
995 if (have_flag(flgs, TR_RIDING)) total += 0;
996 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
997 if (have_flag(flgs, TR_THROW)) total += 5000;
998 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
999 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
1003 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1004 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1005 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1006 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1007 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1008 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1009 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1010 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1011 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1012 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1013 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1014 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1015 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1016 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1017 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1018 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1019 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1020 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1021 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1022 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1023 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1024 total += (tmp_cost * count);
1026 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1027 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1028 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1029 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1030 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1031 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1032 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1033 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1034 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1035 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1036 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1037 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1038 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1039 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1040 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1041 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1042 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1043 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1044 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1045 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1046 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1047 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1048 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1049 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1050 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1051 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1052 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1053 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1054 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1055 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1056 if (have_flag(flgs, TR_REGEN)) total += 2500;
1057 if (have_flag(flgs, TR_WARNING)) total += 2000;
1058 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1059 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1060 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1061 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1062 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1063 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1064 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1065 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1066 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1067 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1068 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1069 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1070 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1071 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1072 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1073 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1074 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1075 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1076 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1077 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1078 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1079 if (have_flag(flgs, TR_TELEPORT))
1081 if (object_is_cursed(o_ptr))
1086 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1087 if (have_flag(flgs, TR_BLESSED)) total += 750;
1088 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1089 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1090 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1091 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1092 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1094 /* Also, give some extra for activatable powers... */
1095 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1097 const activation_type* const act_ptr = find_activation_info(o_ptr);
1099 total += act_ptr->value;
1108 * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¿¿¤Î²Á³Ê¤ò»»½Ð¤¹¤ë /
1109 * Return the value of the flags the object has...
1110 * @param o_ptr ËܲÁ³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
1111 * @return ¥ª¥Ö¥¸¥§¥¯¥È¤ÎËܲÁ³Ê
1113 * Return the "real" price of a "known" item, not including discounts\n
1115 * Wand and staffs get cost for each charge\n
1117 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1119 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1121 * Missiles are only worth 5 gold per bonus point, since they\n
1122 * usually appear in groups of 20, and we want the player to get\n
1123 * the same amount of cash for any "equivalent" item. Note that\n
1124 * missiles never have any of the "pval" flags, and in fact, they\n
1125 * only have a few of the available flags, primarily of the "slay"\n
1126 * and "brand" and "ignore" variety.\n
1128 * Armor with a negative armor bonus is worthless.\n
1129 * Weapons with negative hit+damage bonuses are worthless.\n
1131 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1133 s32b object_value_real(object_type *o_ptr)
1137 u32b flgs[TR_FLAG_SIZE];
1139 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1142 /* Hack -- "worthless" items */
1143 if (!k_info[o_ptr->k_idx].cost) return (0L);
1146 value = k_info[o_ptr->k_idx].cost;
1148 /* Extract some flags */
1149 object_flags(o_ptr, flgs);
1152 if (object_is_fixed_artifact(o_ptr))
1154 artifact_type *a_ptr = &a_info[o_ptr->name1];
1156 /* Hack -- "worthless" artifacts */
1157 if (!a_ptr->cost) return (0L);
1159 /* Hack -- Use the artifact cost instead */
1160 value = a_ptr->cost;
1161 value += flag_cost(o_ptr, o_ptr->pval);
1163 /* Don't add pval bonuses etc. */
1168 else if (object_is_ego(o_ptr))
1170 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1172 /* Hack -- "worthless" ego-items */
1173 if (!e_ptr->cost) return (0L);
1175 /* Hack -- Reward the ego-item with a bonus */
1176 value += e_ptr->cost;
1177 value += flag_cost(o_ptr, o_ptr->pval);
1185 for (i = 0; i < TR_FLAG_SIZE; i++)
1186 if (o_ptr->art_flags[i]) flag = TRUE;
1188 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1191 /* Analyze pval bonus for normal object */
1192 switch (o_ptr->tval)
1215 if (!o_ptr->pval) break;
1217 /* Hack -- Negative "pval" is always bad */
1218 if (o_ptr->pval < 0) return (0L);
1220 /* Give credit for stat bonuses */
1221 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1222 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1223 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1224 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1225 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1226 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1228 /* Give credit for stealth and searching */
1229 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1230 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1231 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1233 /* Give credit for infra-vision and tunneling */
1234 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1235 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1237 /* Give credit for extra attacks */
1238 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1240 /* Give credit for speed bonus */
1241 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1247 /* Analyze the item */
1248 switch (o_ptr->tval)
1253 /* Pay extra for charges, depending on standard number of
1254 * charges. Handle new-style wands correctly. -LM-
1256 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1263 /* Pay extra for charges, depending on standard number of
1266 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1276 /* Hack -- negative bonuses are bad */
1277 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1279 /* Give credit for bonuses */
1280 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1297 /* Hack -- negative armor bonus */
1298 if (o_ptr->to_a < 0) return (0L);
1300 /* Give credit for bonuses */
1301 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1314 /* Hack -- negative hit/damage bonuses */
1315 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1317 /* Factor in the bonuses */
1318 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1320 /* Hack -- Factor in extra damage dice and sides */
1321 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1322 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
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) * 5L);
1339 /* Hack -- Factor in extra damage dice and sides */
1340 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1341 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1347 /* Figurines, relative to monster level */
1350 int level = r_info[o_ptr->pval].level;
1351 if (level < 20) value = level*50L;
1352 else if (level < 30) value = 1000+(level-20)*150L;
1353 else if (level < 40) value = 2500+(level-30)*350L;
1354 else if (level < 50) value = 6000+(level-40)*800L;
1355 else value = 14000+(level-50)*2000L;
1361 if (!o_ptr->pval) value = 1000L;
1362 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1368 if (!o_ptr->pval) value = 0L;
1373 /* Worthless object */
1374 if (value < 0) return 0L;
1376 /* Return the value */
1382 * @brief ¥ª¥Ö¥¸¥§¥¯¥È²Á³Ê»»½Ð¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
1383 * Return the price of an item including plusses (and charges)
1384 * @param o_ptr ȽÌÀ¤·¤Æ¤¤¤ë¸½²Á³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
1385 * @return ¥ª¥Ö¥¸¥§¥¯¥È¤ÎȽÌÀ¤·¤Æ¤¤¤ë¸½²Á³Ê
1387 * This function returns the "value" of the given item (qty one)\n
1389 * Never notice "unknown" bonuses or properties, including "curses",\n
1390 * since that would give the player information he did not have.\n
1392 * Note that discounted items stay discounted forever, even if\n
1393 * the discount is "forgotten" by the player via memory loss.\n
1395 s32b object_value(object_type *o_ptr)
1400 /* Unknown items -- acquire a base value */
1401 if (object_is_known(o_ptr))
1403 /* Broken items -- worthless */
1404 if (object_is_broken(o_ptr)) return (0L);
1406 /* Cursed items -- worthless */
1407 if (object_is_cursed(o_ptr)) return (0L);
1409 /* Real value (see above) */
1410 value = object_value_real(o_ptr);
1413 /* Known items -- acquire the actual value */
1416 /* Hack -- Felt broken items */
1417 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1419 /* Hack -- Felt cursed items */
1420 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1422 /* Base value (see above) */
1423 value = object_value_base(o_ptr);
1427 /* Apply discount (if any) */
1428 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1431 /* Return the final value */
1438 * @brief Ç˲õ²Äǽ¤Ê¥¢¥¤¥Æ¥à¤«¤òÊÖ¤¹ /
1439 * Determines whether an object can be destroyed, and makes fake inscription.
1440 * @param o_ptr Ç˲õ²Äǽ¤«¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
1441 * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬Ç˲õ²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
1443 bool can_player_destroy_object(object_type *o_ptr)
1445 /* Artifacts cannot be destroyed */
1446 if (!object_is_artifact(o_ptr)) return TRUE;
1448 /* If object is unidentified, makes fake inscription */
1449 if (!object_is_known(o_ptr))
1451 byte feel = FEEL_SPECIAL;
1453 /* Hack -- Handle icky artifacts */
1454 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1456 /* Hack -- inscribe the artifact */
1457 o_ptr->feeling = feel;
1459 /* We have "felt" it (again) */
1460 o_ptr->ident |= (IDENT_SENSE);
1462 /* Combine the pack */
1463 p_ptr->notice |= (PN_COMBINE);
1466 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1472 /* Identified artifact -- Nothing to do */
1478 * Distribute charges of rods or wands.
1480 * o_ptr = source item
1481 * q_ptr = target item, must be of the same type as o_ptr
1482 * amt = number of items that are transfered
1484 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1487 * Hack -- If rods or wands are dropped, the total maximum timeout or
1488 * charges need to be allocated between the two stacks. If all the items
1489 * are being dropped, it makes for a neater message to leave the original
1490 * stack's pval alone. -LM-
1492 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1494 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1495 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1497 /* Hack -- Rods also need to have their timeouts distributed. The
1498 * dropped stack will accept all time remaining to charge up to its
1501 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1503 if (q_ptr->pval > o_ptr->timeout)
1504 q_ptr->timeout = o_ptr->timeout;
1506 q_ptr->timeout = q_ptr->pval;
1508 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1513 void reduce_charges(object_type *o_ptr, int amt)
1516 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1517 * charges of the stack needs to be reduced, unless all the items are
1518 * being destroyed. -LM-
1520 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1521 (amt < o_ptr->number))
1523 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1529 * Determine if an item can "absorb" a second item
1531 * See "object_absorb()" for the actual "absorption" code.
1533 * If permitted, we allow staffs (if they are known to have equal charges
1534 * and both are either known or confirmed empty) and wands (if both are
1535 * either known or confirmed empty) and rods (in all cases) to combine.
1536 * Staffs will unstack (if necessary) when they are used, but wands and
1537 * rods will only unstack if one is dropped. -LM-
1539 * If permitted, we allow weapons/armor to stack, if fully "known".
1541 * Missiles will combine if both stacks have the same "known" status.
1542 * This is done to make unidentified stacks of missiles useful.
1544 * Food, potions, scrolls, and "easy know" items always stack.
1546 * Chests, and activatable items, never stack (for various reasons).
1550 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1552 #define MAX_STACK_SIZE 99
1556 * Determine if an item can partly absorb a second item.
1557 * Return maximum number of stack.
1559 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1563 /* Default maximum number of stack */
1564 int max_num = MAX_STACK_SIZE;
1566 /* Require identical object types */
1567 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1570 /* Analyze the items */
1571 switch (o_ptr->tval)
1573 /* Chests and Statues*/
1584 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1585 if (o_ptr->pval != j_ptr->pval) return 0;
1589 /* Figurines and Corpses*/
1594 if (o_ptr->pval != j_ptr->pval) return 0;
1600 /* Food and Potions and Scrolls */
1612 /* Require either knowledge or known empty for both staffs. */
1613 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1614 !object_is_known(o_ptr)) ||
1615 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1616 !object_is_known(j_ptr))) return 0;
1618 /* Require identical charges, since staffs are bulky. */
1619 if (o_ptr->pval != j_ptr->pval) return 0;
1628 /* Require either knowledge or known empty for both wands. */
1629 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1630 !object_is_known(o_ptr)) ||
1631 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1632 !object_is_known(j_ptr))) return 0;
1634 /* Wand charges combine in O&ZAngband. */
1640 /* Staffs and Wands and Rods */
1643 /* Prevent overflaw of timeout */
1644 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1650 /* Weapons and Armor */
1666 /* Rings, Amulets, Lites */
1672 /* Require full knowledge of both items */
1673 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1683 /* Require identical knowledge of both items */
1684 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1685 if (o_ptr->feeling != j_ptr->feeling) return 0;
1687 /* Require identical "bonuses" */
1688 if (o_ptr->to_h != j_ptr->to_h) return 0;
1689 if (o_ptr->to_d != j_ptr->to_d) return 0;
1690 if (o_ptr->to_a != j_ptr->to_a) return 0;
1692 /* Require identical "pval" code */
1693 if (o_ptr->pval != j_ptr->pval) return 0;
1695 /* Artifacts never stack */
1696 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1698 /* Require identical "ego-item" names */
1699 if (o_ptr->name2 != j_ptr->name2) return 0;
1701 /* Require identical added essence */
1702 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1703 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1705 /* Hack -- Never stack "powerful" items */
1706 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1708 /* Hack -- Never stack recharging items */
1709 if (o_ptr->timeout || j_ptr->timeout) return 0;
1711 /* Require identical "values" */
1712 if (o_ptr->ac != j_ptr->ac) return 0;
1713 if (o_ptr->dd != j_ptr->dd) return 0;
1714 if (o_ptr->ds != j_ptr->ds) return 0;
1723 /* Require knowledge */
1724 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1732 /* Hack -- Identical art_flags! */
1733 for (i = 0; i < TR_FLAG_SIZE; i++)
1734 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1736 /* Hack -- Require identical "cursed" status */
1737 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1739 /* Hack -- Require identical "broken" status */
1740 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1743 /* Hack -- require semi-matching "inscriptions" */
1744 if (o_ptr->inscription && j_ptr->inscription &&
1745 (o_ptr->inscription != j_ptr->inscription))
1748 /* Hack -- normally require matching "inscriptions" */
1749 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1751 /* Hack -- normally require matching "discounts" */
1752 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1755 /* They match, so they must be similar */
1760 * Determine if an item can absorb a second item.
1762 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1764 int total = o_ptr->number + j_ptr->number;
1767 /* Are these objects similar? */
1768 max_num = object_similar_part(o_ptr, j_ptr);
1770 /* Return if not similar */
1771 if (!max_num) return FALSE;
1773 /* Maximal "stacking" limit */
1774 if (total > max_num) return (0);
1777 /* They match, so they must be similar */
1784 * Allow one item to "absorb" another, assuming they are similar
1786 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1788 int max_num = object_similar_part(o_ptr, j_ptr);
1789 int total = o_ptr->number + j_ptr->number;
1790 int diff = (total > max_num) ? total - max_num : 0;
1792 /* Combine quantity, lose excess items */
1793 o_ptr->number = (total > max_num) ? max_num : total;
1795 /* Hack -- blend "known" status */
1796 if (object_is_known(j_ptr)) object_known(o_ptr);
1798 /* Hack -- clear "storebought" if only one has it */
1799 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1800 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1802 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1803 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1806 /* Hack -- blend "mental" status */
1807 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1809 /* Hack -- blend "inscriptions" */
1810 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1812 /* Hack -- blend "feelings" */
1813 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1815 /* Hack -- could average discounts XXX XXX XXX */
1816 /* Hack -- save largest discount XXX XXX XXX */
1817 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1819 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1820 if (o_ptr->tval == TV_ROD)
1822 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1823 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1826 /* Hack -- if wands are stacking, combine the charges. -LM- */
1827 if (o_ptr->tval == TV_WAND)
1829 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1835 * Find the index of the object_kind with the given tval and sval
1837 s16b lookup_kind(int tval, int sval)
1844 for (k = 1; k < max_k_idx; k++)
1846 object_kind *k_ptr = &k_info[k];
1848 /* Require correct tval */
1849 if (k_ptr->tval != tval) continue;
1852 if (k_ptr->sval == sval) return (k);
1854 /* Ignore illegal items */
1855 if (sval != SV_ANY) continue;
1857 /* Apply the randomizer */
1858 if (!one_in_(++num)) continue;
1860 /* Use this value */
1864 /* Return this choice */
1873 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1875 msg_format("No object (%d,%d)", tval, sval);
1886 * Wipe an object clean.
1888 void object_wipe(object_type *o_ptr)
1890 /* Wipe the structure */
1891 (void)WIPE(o_ptr, object_type);
1896 * Prepare an object based on an existing object
1898 void object_copy(object_type *o_ptr, object_type *j_ptr)
1900 /* Copy the structure */
1901 (void)COPY(o_ptr, j_ptr, object_type);
1906 * Prepare an object based on an object kind.
1908 void object_prep(object_type *o_ptr, int k_idx)
1910 object_kind *k_ptr = &k_info[k_idx];
1912 /* Clear the record */
1915 /* Save the kind index */
1916 o_ptr->k_idx = k_idx;
1918 /* Efficiency -- tval/sval */
1919 o_ptr->tval = k_ptr->tval;
1920 o_ptr->sval = k_ptr->sval;
1922 /* Default "pval" */
1923 o_ptr->pval = k_ptr->pval;
1925 /* Default number */
1928 /* Default weight */
1929 o_ptr->weight = k_ptr->weight;
1932 o_ptr->to_h = k_ptr->to_h;
1933 o_ptr->to_d = k_ptr->to_d;
1934 o_ptr->to_a = k_ptr->to_a;
1937 o_ptr->ac = k_ptr->ac;
1938 o_ptr->dd = k_ptr->dd;
1939 o_ptr->ds = k_ptr->ds;
1941 /* Default activation */
1942 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1944 /* Hack -- worthless items are always "broken" */
1945 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1947 /* Hack -- cursed items are always "cursed" */
1948 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1949 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1950 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1951 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1952 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1953 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1958 * Help determine an "enchantment bonus" for an object.
1960 * To avoid floating point but still provide a smooth distribution of bonuses,
1961 * we simply round the results of division in such a way as to "average" the
1962 * correct floating point value.
1964 * This function has been changed. It uses "randnor()" to choose values from
1965 * a normal distribution, whose mean moves from zero towards the max as the
1966 * level increases, and whose standard deviation is equal to 1/4 of the max,
1967 * and whose values are forced to lie between zero and the max, inclusive.
1969 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1970 * rare to get the "full" enchantment on an object, even a deep levels.
1972 * It is always possible (albeit unlikely) to get the "full" enchantment.
1974 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1976 * N 0 1 2 3 4 5 6 7 8 9 10
1977 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1978 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1979 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1980 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1981 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1982 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1983 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1984 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1985 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1986 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1987 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1988 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1989 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1990 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1991 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1992 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1993 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1994 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1996 s16b m_bonus(int max, int level)
1998 int bonus, stand, extra, value;
2001 /* Paranoia -- enforce maximal "level" */
2002 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2005 /* The "bonus" moves towards the max */
2006 bonus = ((max * level) / MAX_DEPTH);
2008 /* Hack -- determine fraction of error */
2009 extra = ((max * level) % MAX_DEPTH);
2011 /* Hack -- simulate floating point computations */
2012 if (randint0(MAX_DEPTH) < extra) bonus++;
2015 /* The "stand" is equal to one quarter of the max */
2018 /* Hack -- determine fraction of error */
2021 /* Hack -- simulate floating point computations */
2022 if (randint0(4) < extra) stand++;
2025 /* Choose an "interesting" value */
2026 value = randnor(bonus, stand);
2028 /* Enforce the minimum value */
2029 if (value < 0) return (0);
2031 /* Enforce the maximum value */
2032 if (value > max) return (max);
2040 * Cheat -- describe a created object for the user
2042 static void object_mention(object_type *o_ptr)
2044 char o_name[MAX_NLEN];
2047 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
2050 if (object_is_fixed_artifact(o_ptr))
2054 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2056 msg_format("Artifact (%s)", o_name);
2061 /* Random Artifact */
2062 else if (o_ptr->art_name)
2065 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2067 msg_print("Random artifact");
2073 else if (object_is_ego(o_ptr))
2077 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2079 msg_format("Ego-item (%s)", o_name);
2089 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2091 msg_format("Object (%s)", o_name);
2099 * Mega-Hack -- Attempt to create one of the "Special Objects"
2101 * We are only called from "make_object()", and we assume that
2102 * "apply_magic()" is called immediately after we return.
2104 * Note -- see "make_artifact()" and "apply_magic()"
2106 static bool make_artifact_special(object_type *o_ptr)
2112 /* No artifacts in the town */
2113 if (!dun_level) return (FALSE);
2116 if (get_obj_num_hook) return (FALSE);
2118 /* Check the artifact list (just the "specials") */
2119 for (i = 0; i < max_a_idx; i++)
2121 artifact_type *a_ptr = &a_info[i];
2123 /* Skip "empty" artifacts */
2124 if (!a_ptr->name) continue;
2126 /* Cannot make an artifact twice */
2127 if (a_ptr->cur_num) continue;
2129 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2130 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2132 /* XXX XXX Enforce minimum "depth" (loosely) */
2133 if (a_ptr->level > dun_level)
2135 /* Acquire the "out-of-depth factor" */
2136 int d = (a_ptr->level - dun_level) * 2;
2138 /* Roll for out-of-depth creation */
2139 if (!one_in_(d)) continue;
2142 /* Artifact "rarity roll" */
2143 if (!one_in_(a_ptr->rarity)) continue;
2145 /* Find the base object */
2146 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2148 /* XXX XXX Enforce minimum "object" level (loosely) */
2149 if (k_info[k_idx].level > object_level)
2151 /* Acquire the "out-of-depth factor" */
2152 int d = (k_info[k_idx].level - object_level) * 5;
2154 /* Roll for out-of-depth creation */
2155 if (!one_in_(d)) continue;
2158 /* Assign the template */
2159 object_prep(o_ptr, k_idx);
2161 /* Mega-Hack -- mark the item as an artifact */
2164 /* Hack: Some artifacts get random extra powers */
2165 random_artifact_resistance(o_ptr, a_ptr);
2177 * Attempt to change an object into an artifact
2179 * This routine should only be called by "apply_magic()"
2181 * Note -- see "make_artifact_special()" and "apply_magic()"
2183 static bool make_artifact(object_type *o_ptr)
2188 /* No artifacts in the town */
2189 if (!dun_level) return (FALSE);
2191 /* Paranoia -- no "plural" artifacts */
2192 if (o_ptr->number != 1) return (FALSE);
2194 /* Check the artifact list (skip the "specials") */
2195 for (i = 0; i < max_a_idx; i++)
2197 artifact_type *a_ptr = &a_info[i];
2199 /* Skip "empty" items */
2200 if (!a_ptr->name) continue;
2202 /* Cannot make an artifact twice */
2203 if (a_ptr->cur_num) continue;
2205 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2207 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2209 /* Must have the correct fields */
2210 if (a_ptr->tval != o_ptr->tval) continue;
2211 if (a_ptr->sval != o_ptr->sval) continue;
2213 /* XXX XXX Enforce minimum "depth" (loosely) */
2214 if (a_ptr->level > dun_level)
2216 /* Acquire the "out-of-depth factor" */
2217 int d = (a_ptr->level - dun_level) * 2;
2219 /* Roll for out-of-depth creation */
2220 if (!one_in_(d)) continue;
2223 /* We must make the "rarity roll" */
2224 if (!one_in_(a_ptr->rarity)) continue;
2226 /* Hack -- mark the item as an artifact */
2229 /* Hack: Some artifacts get random extra powers */
2230 random_artifact_resistance(o_ptr, a_ptr);
2242 * Choose random ego type
2244 static byte get_random_ego(byte slot, bool good)
2247 ego_item_type *e_ptr;
2251 for (i = 1; i < max_e_idx; i++)
2255 if (e_ptr->slot == slot
2256 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2259 total += (255 / e_ptr->rarity);
2263 value = randint1(total);
2265 for (i = 1; i < max_e_idx; i++)
2269 if (e_ptr->slot == slot
2270 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2273 value -= (255 / e_ptr->rarity);
2274 if (value <= 0L) break;
2282 * Apply magic to an item known to be a "weapon"
2284 * Hack -- note special base damage dice boosting
2285 * Hack -- note special processing for weapon/digger
2287 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2289 int tohit1 = randint1(5) + m_bonus(5, level);
2290 int todam1 = randint1(5) + m_bonus(5, level);
2292 int tohit2 = m_bonus(10, level);
2293 int todam2 = m_bonus(10, level);
2295 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2297 tohit2 = (tohit2+1)/2;
2298 todam2 = (todam2+1)/2;
2305 o_ptr->to_h += tohit1;
2306 o_ptr->to_d += todam1;
2312 o_ptr->to_h += tohit2;
2313 o_ptr->to_d += todam2;
2321 o_ptr->to_h -= tohit1;
2322 o_ptr->to_d -= todam1;
2327 /* Penalize again */
2328 o_ptr->to_h -= tohit2;
2329 o_ptr->to_d -= todam2;
2332 /* Cursed (if "bad") */
2333 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2336 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2339 switch (o_ptr->tval)
2346 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2347 create_artifact(o_ptr, FALSE);
2349 /* Special Ego-item */
2350 o_ptr->name2 = EGO_DIGGING;
2354 else if (power < -1)
2356 /* Hack -- Horrible digging bonus */
2357 o_ptr->pval = 0 - (5 + randint1(5));
2363 /* Hack -- Reverse digging bonus */
2364 o_ptr->pval = 0 - (o_ptr->pval);
2378 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2380 create_artifact(o_ptr, FALSE);
2385 /* Roll for an ego-item */
2386 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2387 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2389 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2391 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2396 switch (o_ptr->name2)
2399 if (one_in_(4) && (level > 40))
2400 add_flag(o_ptr->art_flags, TR_BLOWS);
2404 add_flag(o_ptr->art_flags, TR_RES_POIS);
2406 add_flag(o_ptr->art_flags, TR_WARNING);
2408 case EGO_KILL_DRAGON:
2410 add_flag(o_ptr->art_flags, TR_RES_POIS);
2414 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2416 case EGO_SLAYING_WEAPON:
2417 if (one_in_(3)) /* double damage */
2425 while (one_in_(o_ptr->dd));
2431 while (one_in_(o_ptr->ds));
2436 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2438 if (o_ptr->tval == TV_SWORD && one_in_(3))
2440 add_flag(o_ptr->art_flags, TR_VORPAL);
2445 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2451 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2453 add_flag(o_ptr->art_flags, TR_DEX);
2455 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2458 o_ptr->pval = m_bonus(5, level) + 1;
2460 case EGO_EARTHQUAKES:
2461 if (one_in_(3) && (level > 60))
2462 add_flag(o_ptr->art_flags, TR_BLOWS);
2464 o_ptr->pval = m_bonus(3, level);
2468 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2472 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2474 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2476 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2477 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2480 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2481 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2482 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2483 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2487 if (!o_ptr->art_name)
2489 /* Hack -- Super-charge the damage dice */
2490 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2492 /* Hack -- Lower the damage dice */
2493 if (o_ptr->dd > 9) o_ptr->dd = 9;
2498 else if (power < -1)
2500 /* Roll for ego-item */
2501 if (randint0(MAX_DEPTH) < level)
2505 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2506 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2512 switch (o_ptr->name2)
2515 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2516 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2518 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2519 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2520 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2521 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2522 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2523 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2537 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2539 create_artifact(o_ptr, FALSE);
2542 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2556 if (power > 2) /* power > 2 is debug only */
2558 create_artifact(o_ptr, FALSE);
2562 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2564 switch (o_ptr->name2)
2566 case EGO_SLAYING_BOLT:
2571 /* Hack -- super-charge the damage dice */
2572 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2574 /* Hack -- restrict the damage dice */
2575 if (o_ptr->dd > 9) o_ptr->dd = 9;
2579 else if (power < -1)
2581 /* Roll for ego-item */
2582 if (randint0(MAX_DEPTH) < level)
2584 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2594 static void dragon_resist(object_type * o_ptr)
2599 one_dragon_ele_resistance(o_ptr);
2601 one_high_resistance(o_ptr);
2607 static bool add_esp_strong(object_type *o_ptr)
2609 bool nonliv = FALSE;
2611 switch (randint1(3))
2613 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2614 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2615 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2622 static void add_esp_weak(object_type *o_ptr, bool extra)
2625 u32b weak_esp_list[] = {
2637 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2638 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2640 /* Add unduplicated weak esp flags randomly */
2641 for (i = 0; i < add_count; ++ i)
2643 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2645 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2646 weak_esp_list[choice] = weak_esp_list[i];
2652 * Apply magic to an item known to be "armor"
2654 * Hack -- note special processing for crown/helm
2655 * Hack -- note special processing for robe of permanence
2657 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2659 int toac1 = randint1(5) + m_bonus(5, level);
2661 int toac2 = m_bonus(10, level);
2667 o_ptr->to_a += toac1;
2673 o_ptr->to_a += toac2;
2681 o_ptr->to_a -= toac1;
2686 /* Penalize again */
2687 o_ptr->to_a -= toac2;
2690 /* Cursed (if "bad") */
2691 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2696 switch (o_ptr->tval)
2700 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2701 create_artifact(o_ptr, FALSE);
2703 /* Mention the item */
2704 if (cheat_peek) object_mention(o_ptr);
2715 /* Hack -- Try for "Robes of the Magi" */
2716 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2717 (o_ptr->sval == SV_ROBE) &&
2718 (randint0(100) < 15))
2722 o_ptr->name2 = EGO_YOIYAMI;
2723 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2724 o_ptr->sval = SV_YOIYAMI_ROBE;
2730 o_ptr->name2 = EGO_PERMANENCE;
2735 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2737 create_artifact(o_ptr, FALSE);
2743 bool okay_flag = TRUE;
2745 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2747 switch (o_ptr->name2)
2750 if (o_ptr->tval != TV_HARD_ARMOR)
2756 if (o_ptr->tval != TV_SOFT_ARMOR)
2768 switch (o_ptr->name2)
2770 case EGO_RESISTANCE:
2772 add_flag(o_ptr->art_flags, TR_RES_POIS);
2775 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2776 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2780 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2782 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2784 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2785 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2787 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2788 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2789 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2790 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2791 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2792 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2793 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2794 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2797 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2798 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2799 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2800 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2801 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2802 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2815 if (o_ptr->sval == SV_DRAGON_SHIELD)
2817 /* Mention the item */
2818 if (cheat_peek) object_mention(o_ptr);
2819 dragon_resist(o_ptr);
2820 if (!one_in_(3)) break;
2826 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2828 create_artifact(o_ptr, FALSE);
2834 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2835 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2836 && o_ptr->name2 == EGO_S_DWARVEN)
2843 switch (o_ptr->name2)
2846 if (!one_in_(3)) one_high_resistance(o_ptr);
2847 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2849 case EGO_REFLECTION:
2850 if (o_ptr->sval == SV_MIRROR_SHIELD)
2855 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2856 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2865 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2867 /* Mention the item */
2868 if (cheat_peek) object_mention(o_ptr);
2869 dragon_resist(o_ptr);
2870 if (!one_in_(3)) break;
2874 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2876 create_artifact(o_ptr, FALSE);
2879 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2883 else if (power < -1)
2885 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2893 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2895 /* Mention the item */
2896 if (cheat_peek) object_mention(o_ptr);
2897 dragon_resist(o_ptr);
2898 if (!one_in_(3)) break;
2903 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2905 create_artifact(o_ptr, FALSE);
2908 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2910 switch (o_ptr->name2)
2912 case EGO_SLOW_DESCENT:
2915 one_high_resistance(o_ptr);
2921 else if (power < -1)
2923 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2934 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2936 create_artifact(o_ptr, FALSE);
2941 bool ok_flag = TRUE;
2942 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2944 switch (o_ptr->name2)
2947 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2948 else add_esp_weak(o_ptr, FALSE);
2952 case EGO_REGENERATION:
2953 case EGO_LORDLINESS:
2959 if (one_in_(2)) add_esp_strong(o_ptr);
2960 else add_esp_weak(o_ptr, FALSE);
2963 default:/* not existing crown (wisdom,lite, etc...) */
2967 break; /* while (1) */
2973 else if (power < -1)
2977 bool ok_flag = TRUE;
2978 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2980 switch (o_ptr->name2)
2982 case EGO_ANCIENT_CURSE:
2983 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2984 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2985 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2986 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2987 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2988 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2992 break; /* while (1) */
3001 if (o_ptr->sval == SV_DRAGON_HELM)
3003 /* Mention the item */
3004 if (cheat_peek) object_mention(o_ptr);
3005 dragon_resist(o_ptr);
3006 if (!one_in_(3)) break;
3012 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3014 create_artifact(o_ptr, FALSE);
3019 bool ok_flag = TRUE;
3020 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3022 switch (o_ptr->name2)
3024 case EGO_BRILLIANCE:
3026 case EGO_INFRAVISION:
3027 case EGO_H_PROTECTION:
3032 if (one_in_(2)) add_esp_strong(o_ptr);
3033 else add_esp_weak(o_ptr, FALSE);
3037 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
3038 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
3041 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3043 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3045 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3046 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3048 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3049 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
3050 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
3051 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3052 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3053 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3054 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3055 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3057 default:/* not existing helm (Magi, Might, etc...)*/
3061 break; /* while (1) */
3066 else if (power < -1)
3070 bool ok_flag = TRUE;
3071 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3073 switch (o_ptr->name2)
3075 case EGO_ANCIENT_CURSE:
3079 break; /* while (1) */
3090 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3092 create_artifact(o_ptr, FALSE);
3095 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3097 switch (o_ptr->name2)
3106 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3107 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3108 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3109 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3116 else if (power < -1)
3118 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3128 * Apply magic to an item known to be a "ring" or "amulet"
3130 * Hack -- note special "pval boost" code for ring of speed
3131 * Hack -- note that some items must be cursed (or blessed)
3133 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3135 /* Apply magic (good or bad) according to type */
3136 switch (o_ptr->tval)
3141 switch (o_ptr->sval)
3143 case SV_RING_ATTACKS:
3146 o_ptr->pval = m_bonus(2, level);
3147 if (one_in_(15)) o_ptr->pval++;
3148 if (o_ptr->pval < 1) o_ptr->pval = 1;
3154 o_ptr->ident |= (IDENT_BROKEN);
3157 o_ptr->curse_flags |= TRC_CURSED;
3160 o_ptr->pval = 0 - (o_ptr->pval);
3171 /* Strength, Constitution, Dexterity, Intelligence */
3177 o_ptr->pval = 1 + m_bonus(5, level);
3183 o_ptr->ident |= (IDENT_BROKEN);
3186 o_ptr->curse_flags |= TRC_CURSED;
3189 o_ptr->pval = 0 - (o_ptr->pval);
3195 /* Ring of Speed! */
3198 /* Base speed (1 to 10) */
3199 o_ptr->pval = randint1(5) + m_bonus(5, level);
3201 /* Super-charge the ring */
3202 while (randint0(100) < 50) o_ptr->pval++;
3208 o_ptr->ident |= (IDENT_BROKEN);
3211 o_ptr->curse_flags |= TRC_CURSED;
3214 o_ptr->pval = 0 - (o_ptr->pval);
3219 /* Mention the item */
3220 if (cheat_peek) object_mention(o_ptr);
3225 case SV_RING_LORDLY:
3229 one_lordly_high_resistance(o_ptr);
3233 /* Bonus to armor class */
3234 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3238 case SV_RING_WARNING:
3240 if (one_in_(3)) one_low_esp(o_ptr);
3245 case SV_RING_SEARCHING:
3247 /* Bonus to searching */
3248 o_ptr->pval = 1 + m_bonus(5, level);
3254 o_ptr->ident |= (IDENT_BROKEN);
3257 o_ptr->curse_flags |= TRC_CURSED;
3260 o_ptr->pval = 0 - (o_ptr->pval);
3266 /* Flames, Acid, Ice */
3267 case SV_RING_FLAMES:
3272 /* Bonus to armor class */
3273 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3277 /* Weakness, Stupidity */
3278 case SV_RING_WEAKNESS:
3279 case SV_RING_STUPIDITY:
3282 o_ptr->ident |= (IDENT_BROKEN);
3285 o_ptr->curse_flags |= TRC_CURSED;
3288 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3289 if (power > 0) power = 0 - power;
3294 /* WOE, Stupidity */
3298 o_ptr->ident |= (IDENT_BROKEN);
3301 o_ptr->curse_flags |= TRC_CURSED;
3304 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3305 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3306 if (power > 0) power = 0 - power;
3311 /* Ring of damage */
3312 case SV_RING_DAMAGE:
3314 /* Bonus to damage */
3315 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3321 o_ptr->ident |= (IDENT_BROKEN);
3324 o_ptr->curse_flags |= TRC_CURSED;
3327 o_ptr->to_d = 0 - o_ptr->to_d;
3333 /* Ring of Accuracy */
3334 case SV_RING_ACCURACY:
3337 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3343 o_ptr->ident |= (IDENT_BROKEN);
3346 o_ptr->curse_flags |= TRC_CURSED;
3349 o_ptr->to_h = 0 - o_ptr->to_h;
3355 /* Ring of Protection */
3356 case SV_RING_PROTECTION:
3358 /* Bonus to armor class */
3359 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3365 o_ptr->ident |= (IDENT_BROKEN);
3368 o_ptr->curse_flags |= TRC_CURSED;
3371 o_ptr->to_a = 0 - o_ptr->to_a;
3377 /* Ring of Slaying */
3378 case SV_RING_SLAYING:
3380 /* Bonus to damage and to hit */
3381 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3382 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3388 o_ptr->ident |= (IDENT_BROKEN);
3391 o_ptr->curse_flags |= TRC_CURSED;
3393 /* Reverse bonuses */
3394 o_ptr->to_h = 0 - o_ptr->to_h;
3395 o_ptr->to_d = 0 - o_ptr->to_d;
3401 case SV_RING_MUSCLE:
3403 o_ptr->pval = 1 + m_bonus(3, level);
3404 if (one_in_(4)) o_ptr->pval++;
3410 o_ptr->ident |= (IDENT_BROKEN);
3413 o_ptr->curse_flags |= TRC_CURSED;
3415 /* Reverse bonuses */
3416 o_ptr->pval = 0 - o_ptr->pval;
3421 case SV_RING_AGGRAVATION:
3424 o_ptr->ident |= (IDENT_BROKEN);
3427 o_ptr->curse_flags |= TRC_CURSED;
3429 if (power > 0) power = 0 - power;
3433 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3434 || (power > 2)) /* power > 2 is debug only */
3436 o_ptr->pval = MIN(o_ptr->pval, 4);
3437 /* Randart amulet */
3438 create_artifact(o_ptr, FALSE);
3440 else if ((power == 2) && one_in_(2))
3442 while(!o_ptr->name2)
3444 int tmp = m_bonus(10, level);
3445 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3446 switch(randint1(28))
3449 o_ptr->name2 = EGO_RING_THROW;
3452 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3453 o_ptr->name2 = EGO_RING_REGEN;
3456 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3457 o_ptr->name2 = EGO_RING_LITE;
3460 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3461 o_ptr->name2 = EGO_RING_TELEPORT;
3464 if (o_ptr->to_h) break;
3465 o_ptr->name2 = EGO_RING_TO_H;
3468 if (o_ptr->to_d) break;
3469 o_ptr->name2 = EGO_RING_TO_D;
3472 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3473 o_ptr->name2 = EGO_RING_SLAY;
3476 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3477 o_ptr->name2 = EGO_RING_WIZARD;
3480 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3481 o_ptr->name2 = EGO_RING_HERO;
3484 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3485 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3486 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3487 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3490 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3491 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;
3492 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3493 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3494 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3497 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3498 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;
3499 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3500 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3501 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3504 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3505 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;
3506 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3507 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3510 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3511 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;
3512 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3513 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3515 case 21: case 22: case 23: case 24: case 25: case 26:
3516 switch (o_ptr->sval)
3519 if (!one_in_(3)) break;
3520 o_ptr->name2 = EGO_RING_D_SPEED;
3522 case SV_RING_DAMAGE:
3523 case SV_RING_ACCURACY:
3524 case SV_RING_SLAYING:
3525 if (one_in_(2)) break;
3526 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3529 o_ptr->name2 = EGO_RING_BERSERKER;
3530 o_ptr->to_h -= 2+randint1(4);
3531 o_ptr->to_d += 2+randint1(4);
3534 case SV_RING_PROTECTION:
3535 o_ptr->name2 = EGO_RING_SUPER_AC;
3536 o_ptr->to_a += 7 + m_bonus(5, level);
3538 case SV_RING_RES_FEAR:
3539 o_ptr->name2 = EGO_RING_HERO;
3542 if (one_in_(2)) break;
3543 o_ptr->name2 = EGO_RING_HUNTER;
3545 case SV_RING_SEARCHING:
3546 o_ptr->name2 = EGO_RING_STEALTH;
3548 case SV_RING_TELEPORTATION:
3549 o_ptr->name2 = EGO_RING_TELE_AWAY;
3551 case SV_RING_RES_BLINDNESS:
3553 o_ptr->name2 = EGO_RING_RES_LITE;
3555 o_ptr->name2 = EGO_RING_RES_DARK;
3557 case SV_RING_LORDLY:
3558 if (!one_in_(20)) break;
3559 one_lordly_high_resistance(o_ptr);
3560 one_lordly_high_resistance(o_ptr);
3561 o_ptr->name2 = EGO_RING_TRUE;
3563 case SV_RING_SUSTAIN:
3564 if (!one_in_(4)) break;
3565 o_ptr->name2 = EGO_RING_RES_TIME;
3567 case SV_RING_FLAMES:
3568 if (!one_in_(2)) break;
3569 o_ptr->name2 = EGO_RING_DRAGON_F;
3572 if (!one_in_(2)) break;
3573 o_ptr->name2 = EGO_RING_DRAGON_C;
3575 case SV_RING_WARNING:
3576 if (!one_in_(2)) break;
3577 o_ptr->name2 = EGO_RING_M_DETECT;
3586 o_ptr->curse_flags = 0L;
3588 else if ((power == -2) && one_in_(2))
3590 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3591 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3592 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3593 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3594 o_ptr->art_flags[0] = 0;
3595 o_ptr->art_flags[1] = 0;
3596 while(!o_ptr->name2)
3598 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3602 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3603 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3606 o_ptr->name2 = EGO_RING_NO_MELEE;
3609 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3610 o_ptr->name2 = EGO_RING_AGGRAVATE;
3613 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3614 o_ptr->name2 = EGO_RING_TY_CURSE;
3617 o_ptr->name2 = EGO_RING_ALBINO;
3622 o_ptr->ident |= (IDENT_BROKEN);
3625 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3633 switch (o_ptr->sval)
3635 /* Amulet of wisdom/charisma */
3636 case SV_AMULET_INTELLIGENCE:
3637 case SV_AMULET_WISDOM:
3638 case SV_AMULET_CHARISMA:
3640 o_ptr->pval = 1 + m_bonus(5, level);
3646 o_ptr->ident |= (IDENT_BROKEN);
3649 o_ptr->curse_flags |= (TRC_CURSED);
3651 /* Reverse bonuses */
3652 o_ptr->pval = 0 - o_ptr->pval;
3658 /* Amulet of brilliance */
3659 case SV_AMULET_BRILLIANCE:
3661 o_ptr->pval = 1 + m_bonus(3, level);
3662 if (one_in_(4)) o_ptr->pval++;
3668 o_ptr->ident |= (IDENT_BROKEN);
3671 o_ptr->curse_flags |= (TRC_CURSED);
3673 /* Reverse bonuses */
3674 o_ptr->pval = 0 - o_ptr->pval;
3680 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3684 o_ptr->curse_flags |= (TRC_CURSED);
3689 case SV_AMULET_RESISTANCE:
3691 if (one_in_(5)) one_high_resistance(o_ptr);
3692 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3696 /* Amulet of searching */
3697 case SV_AMULET_SEARCHING:
3699 o_ptr->pval = randint1(2) + m_bonus(4, level);
3705 o_ptr->ident |= (IDENT_BROKEN);
3708 o_ptr->curse_flags |= (TRC_CURSED);
3710 /* Reverse bonuses */
3711 o_ptr->pval = 0 - (o_ptr->pval);
3717 /* Amulet of the Magi -- never cursed */
3718 case SV_AMULET_THE_MAGI:
3720 o_ptr->pval = randint1(5) + m_bonus(5, level);
3721 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3723 /* gain one low ESP */
3724 add_esp_weak(o_ptr, FALSE);
3726 /* Mention the item */
3727 if (cheat_peek) object_mention(o_ptr);
3732 /* Amulet of Doom -- always cursed */
3733 case SV_AMULET_DOOM:
3736 o_ptr->ident |= (IDENT_BROKEN);
3739 o_ptr->curse_flags |= (TRC_CURSED);
3742 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3743 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3744 if (power > 0) power = 0 - power;
3749 case SV_AMULET_MAGIC_MASTERY:
3751 o_ptr->pval = 1 + m_bonus(4, level);
3757 o_ptr->ident |= (IDENT_BROKEN);
3760 o_ptr->curse_flags |= (TRC_CURSED);
3762 /* Reverse bonuses */
3763 o_ptr->pval = 0 - o_ptr->pval;
3769 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3770 || (power > 2)) /* power > 2 is debug only */
3772 o_ptr->pval = MIN(o_ptr->pval, 4);
3773 /* Randart amulet */
3774 create_artifact(o_ptr, FALSE);
3776 else if ((power == 2) && one_in_(2))
3778 while(!o_ptr->name2)
3780 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3781 switch(randint1(21))
3784 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3785 o_ptr->name2 = EGO_AMU_SLOW_D;
3788 if (o_ptr->pval) break;
3789 o_ptr->name2 = EGO_AMU_INFRA;
3792 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3793 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3796 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3797 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3800 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3801 o_ptr->name2 = EGO_AMU_LEVITATION;
3803 case 10: case 11: case 21:
3804 o_ptr->name2 = EGO_AMU_AC;
3807 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3808 if (m_bonus(10, level) > 8)
3809 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3811 o_ptr->name2 = EGO_AMU_RES_FIRE;
3814 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3815 if (m_bonus(10, level) > 8)
3816 o_ptr->name2 = EGO_AMU_RES_COLD_;
3818 o_ptr->name2 = EGO_AMU_RES_COLD;
3821 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3822 if (m_bonus(10, level) > 8)
3823 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3825 o_ptr->name2 = EGO_AMU_RES_ELEC;
3828 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3829 if (m_bonus(10, level) > 8)
3830 o_ptr->name2 = EGO_AMU_RES_ACID_;
3832 o_ptr->name2 = EGO_AMU_RES_ACID;
3834 case 16: case 17: case 18: case 19: case 20:
3835 switch (o_ptr->sval)
3837 case SV_AMULET_TELEPORT:
3838 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3839 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3840 else o_ptr->name2 = EGO_AMU_TELEPORT;
3842 case SV_AMULET_RESIST_ACID:
3843 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3845 case SV_AMULET_SEARCHING:
3846 o_ptr->name2 = EGO_AMU_STEALTH;
3848 case SV_AMULET_BRILLIANCE:
3849 if (!one_in_(3)) break;
3850 o_ptr->name2 = EGO_AMU_IDENT;
3852 case SV_AMULET_CHARISMA:
3853 if (!one_in_(3)) break;
3854 o_ptr->name2 = EGO_AMU_CHARM;
3856 case SV_AMULET_THE_MAGI:
3857 if (one_in_(2)) break;
3858 o_ptr->name2 = EGO_AMU_GREAT;
3860 case SV_AMULET_RESISTANCE:
3861 if (!one_in_(5)) break;
3862 o_ptr->name2 = EGO_AMU_DEFENDER;
3864 case SV_AMULET_TELEPATHY:
3865 if (!one_in_(3)) break;
3866 o_ptr->name2 = EGO_AMU_DETECTION;
3872 o_ptr->curse_flags = 0L;
3874 else if ((power == -2) && one_in_(2))
3876 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3877 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3878 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3879 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3880 o_ptr->art_flags[0] = 0;
3881 o_ptr->art_flags[1] = 0;
3882 while(!o_ptr->name2)
3884 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3888 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3889 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3892 o_ptr->name2 = EGO_AMU_FOOL;
3895 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3896 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3899 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3900 o_ptr->name2 = EGO_AMU_TY_CURSE;
3903 o_ptr->name2 = EGO_AMU_NAIVETY;
3908 o_ptr->ident |= (IDENT_BROKEN);
3911 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3920 * Hack -- help pick an item type
3922 static bool item_monster_okay(int r_idx)
3924 monster_race *r_ptr = &r_info[r_idx];
3927 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3928 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3929 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3930 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3931 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3932 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3940 * Apply magic to an item known to be "boring"
3942 * Hack -- note the special code for various items
3944 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3946 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3951 /* Apply magic (good or bad) according to type */
3952 switch (o_ptr->tval)
3961 o_ptr->ident |= (IDENT_BROKEN);
3964 o_ptr->curse_flags |= (TRC_CURSED);
3971 o_ptr->xtra4 = o_ptr->pval;
3977 /* Hack -- Torches -- random fuel */
3978 if (o_ptr->sval == SV_LITE_TORCH)
3980 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3984 /* Hack -- Lanterns -- random fuel */
3985 if (o_ptr->sval == SV_LITE_LANTERN)
3987 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3991 if (power > 2) /* power > 2 is debug only */
3993 create_artifact(o_ptr, FALSE);
3995 else if ((power == 2) || ((power == 1) && one_in_(3)))
3997 while (!o_ptr->name2)
4001 bool okay_flag = TRUE;
4003 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4005 switch (o_ptr->name2)
4008 if (o_ptr->sval == SV_LITE_FEANOR)
4016 else if (power == -2)
4018 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4020 switch (o_ptr->name2)
4022 case EGO_LITE_DARKNESS:
4025 if (o_ptr->sval == SV_LITE_TORCH)
4027 add_flag(o_ptr->art_flags, TR_LITE_M1);
4029 else if (o_ptr->sval == SV_LITE_LANTERN)
4031 add_flag(o_ptr->art_flags, TR_LITE_M2);
4033 else if (o_ptr->sval == SV_LITE_FEANOR)
4035 add_flag(o_ptr->art_flags, TR_LITE_M3);
4047 /* The wand or staff gets a number of initial charges equal
4048 * to between 1/2 (+1) and the full object kind's pval. -LM-
4050 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4056 /* Transfer the pval. -LM- */
4057 o_ptr->pval = k_ptr->pval;
4064 object_aware(o_ptr);
4065 object_known(o_ptr);
4074 monster_race *r_ptr;
4076 /* Pick a random non-unique monster race */
4079 i = randint1(max_r_idx - 1);
4081 if (!item_monster_okay(i)) continue;
4082 if (i == MON_TSUCHINOKO) continue;
4086 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4088 /* Ignore dead monsters */
4089 if (!r_ptr->rarity) continue;
4091 /* Ignore uncommon monsters */
4092 if (r_ptr->rarity > 100) continue;
4094 /* Prefer less out-of-depth monsters */
4095 if (randint0(check)) continue;
4102 /* Some figurines are cursed */
4103 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4108 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
4110 msg_format("Figurine of %s, depth +%d%s",
4113 r_name + r_ptr->name, check - 1,
4114 !object_is_cursed(o_ptr) ? "" : " {cursed}");
4127 monster_race *r_ptr;
4129 if (o_ptr->sval == SV_SKELETON)
4131 match = RF9_DROP_SKELETON;
4133 else if (o_ptr->sval == SV_CORPSE)
4135 match = RF9_DROP_CORPSE;
4138 /* Hack -- Remove the monster restriction */
4139 get_mon_num_prep(item_monster_okay, NULL);
4141 /* Pick a random non-unique monster race */
4144 i = get_mon_num(dun_level);
4148 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4150 /* Ignore dead monsters */
4151 if (!r_ptr->rarity) continue;
4153 /* Ignore corpseless monsters */
4154 if (!(r_ptr->flags9 & match)) continue;
4156 /* Prefer less out-of-depth monsters */
4157 if (randint0(check)) continue;
4167 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4169 msg_format("Corpse of %s, depth +%d",
4172 r_name + r_ptr->name, check - 1);
4175 object_aware(o_ptr);
4176 object_known(o_ptr);
4184 monster_race *r_ptr;
4186 /* Pick a random monster race */
4189 i = randint1(max_r_idx - 1);
4193 /* Ignore dead monsters */
4194 if (!r_ptr->rarity) continue;
4204 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4206 msg_format("Statue of %s", r_name + r_ptr->name);
4210 object_aware(o_ptr);
4211 object_known(o_ptr);
4218 byte obj_level = k_info[o_ptr->k_idx].level;
4220 /* Hack -- skip ruined chests */
4221 if (obj_level <= 0) break;
4223 /* Hack -- pick a "difficulty" */
4224 o_ptr->pval = randint1(obj_level);
4225 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4227 o_ptr->xtra3 = dun_level + 5;
4229 /* Never exceed "difficulty" of 55 to 59 */
4230 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4239 * Complete the "creation" of an object by applying "magic" to the item
4241 * This includes not only rolling for random bonuses, but also putting the
4242 * finishing touches on ego-items and artifacts, giving charges to wands and
4243 * staffs, giving fuel to lites, and placing traps on chests.
4245 * In particular, note that "Instant Artifacts", if "created" by an external
4246 * routine, must pass through this function to complete the actual creation.
4248 * The base "chance" of the item being "good" increases with the "level"
4249 * parameter, which is usually derived from the dungeon level, being equal
4250 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4251 * the object is guaranteed to be "good". If an object is "good", then
4252 * the chance that the object will be "great" (ego-item or artifact), also
4253 * increases with the "level", being equal to half the level, plus 5, up to
4254 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4255 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4257 * If the object is not "good", there is a chance it will be "cursed", and
4258 * if it is "cursed", there is a chance it will be "broken". These chances
4259 * are related to the "good" / "great" chances above.
4261 * Otherwise "normal" rings and amulets will be "good" half the time and
4262 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4264 * If "okay" is true, and the object is going to be "great", then there is
4265 * a chance that an artifact will be created. This is true even if both the
4266 * "good" and "great" arguments are false. As a total hack, if "great" is
4267 * true, then the item gets 3 extra "attempts" to become an artifact.
4269 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4271 int i, rolls, f1, f2, power;
4273 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4275 /* Maximum "level" for various things */
4276 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4278 /* Base chance of being "good" */
4281 /* Maximal chance of being "good" */
4282 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4284 /* Base chance of being "great" */
4287 /* Maximal chance of being "great" */
4288 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4289 f2 = d_info[dungeon_type].obj_great;
4291 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4296 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4305 /* Roll for "good" */
4306 if ((mode & AM_GOOD) || magik(f1))
4311 /* Roll for "great" */
4312 if ((mode & AM_GREAT) || magik(f2))
4316 /* Roll for "special" */
4317 if (mode & AM_SPECIAL) power = 3;
4321 /* Roll for "cursed" */
4324 /* Assume "cursed" */
4327 /* Roll for "broken" */
4328 if (magik(f2)) power = -2;
4332 if (mode & AM_CURSED)
4334 /* Assume 'cursed' */
4339 /* Everything else gets more badly cursed */
4346 /* Assume no rolls */
4349 /* Get one roll if excellent */
4350 if (power >= 2) rolls = 1;
4352 /* Hack -- Get four rolls if forced great or special */
4353 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4355 /* Hack -- Get no rolls if not allowed */
4356 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4358 /* Roll for artifacts if allowed */
4359 for (i = 0; i < rolls; i++)
4361 /* Roll for an artifact */
4362 if (make_artifact(o_ptr)) break;
4363 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4365 if (make_artifact(o_ptr)) break;
4370 /* Hack -- analyze artifacts */
4371 if (object_is_fixed_artifact(o_ptr))
4373 artifact_type *a_ptr = &a_info[o_ptr->name1];
4375 /* Hack -- Mark the artifact as "created" */
4378 /* Hack -- Memorize location of artifact in saved floors */
4379 if (character_dungeon)
4380 a_ptr->floor_id = p_ptr->floor_id;
4382 /* Extract the other fields */
4383 o_ptr->pval = a_ptr->pval;
4384 o_ptr->ac = a_ptr->ac;
4385 o_ptr->dd = a_ptr->dd;
4386 o_ptr->ds = a_ptr->ds;
4387 o_ptr->to_a = a_ptr->to_a;
4388 o_ptr->to_h = a_ptr->to_h;
4389 o_ptr->to_d = a_ptr->to_d;
4390 o_ptr->weight = a_ptr->weight;
4391 o_ptr->xtra2 = a_ptr->act_idx;
4393 if (o_ptr->name1 == ART_MILIM)
4395 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4401 /* Hack -- extract the "broken" flag */
4402 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4404 /* Hack -- extract the "cursed" flag */
4405 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4406 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4407 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4408 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4409 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4410 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4413 /* Cheat -- peek at the item */
4414 if (cheat_peek) object_mention(o_ptr);
4422 switch (o_ptr->tval)
4431 if (power) a_m_aux_1(o_ptr, lev, power);
4437 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4443 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4457 /* Elven Cloak and Black Clothes ... */
4458 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4459 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4460 o_ptr->pval = randint1(4);
4464 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4465 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4466 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4467 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4468 a_m_aux_2(o_ptr, lev, power);
4470 if (power) a_m_aux_2(o_ptr, lev, power);
4478 if (!power && (randint0(100) < 50)) power = -1;
4479 a_m_aux_3(o_ptr, lev, power);
4485 a_m_aux_4(o_ptr, lev, power);
4490 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4491 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4492 (p_ptr->pseikaku == SEIKAKU_SEXY))
4495 add_flag(o_ptr->art_flags, TR_STR);
4496 add_flag(o_ptr->art_flags, TR_INT);
4497 add_flag(o_ptr->art_flags, TR_WIS);
4498 add_flag(o_ptr->art_flags, TR_DEX);
4499 add_flag(o_ptr->art_flags, TR_CON);
4500 add_flag(o_ptr->art_flags, TR_CHR);
4503 /* Hack -- analyze ego-items */
4504 if (object_is_ego(o_ptr))
4506 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4508 /* Hack -- acquire "broken" flag */
4509 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4511 /* Hack -- acquire "cursed" flag */
4512 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4513 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4514 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4515 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4516 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4517 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4519 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4520 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4521 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4522 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4523 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4524 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4525 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4526 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4532 while (one_in_(o_ptr->dd));
4534 if (o_ptr->dd > 9) o_ptr->dd = 9;
4537 /* Hack -- apply activatin index if needed */
4538 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4540 /* Hack -- apply extra penalties if needed */
4541 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4543 /* Hack -- obtain bonuses */
4544 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4545 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4546 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4548 /* Hack -- obtain pval */
4549 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4552 /* Hack -- apply extra bonuses if needed */
4555 /* Hack -- obtain bonuses */
4556 if (e_ptr->max_to_h)
4558 if (e_ptr->max_to_h > 127)
4559 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4560 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4562 if (e_ptr->max_to_d)
4564 if (e_ptr->max_to_d > 127)
4565 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4566 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4568 if (e_ptr->max_to_a)
4570 if (e_ptr->max_to_a > 127)
4571 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4572 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4575 /* Accuracy ego must have high to_h */
4576 if(o_ptr->name2 == EGO_ACCURACY)
4578 while(o_ptr->to_h < o_ptr->to_d + 10)
4583 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4586 /* Accuracy ego must have high to_h */
4587 if(o_ptr->name2 == EGO_VELOCITY)
4589 while(o_ptr->to_d < o_ptr->to_h + 10)
4594 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4597 /* Protection ego must have high to_a */
4598 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4600 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4603 /* Hack -- obtain pval */
4604 if (e_ptr->max_pval)
4606 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4609 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4611 else if (o_ptr->name2 == EGO_DEMON)
4613 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4615 o_ptr->pval += randint1(2);
4619 o_ptr->pval += randint1(e_ptr->max_pval);
4622 else if (o_ptr->name2 == EGO_ATTACKS)
4624 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4625 if (o_ptr->pval > 3) o_ptr->pval = 3;
4626 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4627 o_ptr->pval += randint1(2);
4629 else if (o_ptr->name2 == EGO_BAT)
4631 o_ptr->pval = randint1(e_ptr->max_pval);
4632 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4634 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4636 o_ptr->pval = randint1(e_ptr->max_pval);
4640 o_ptr->pval += randint1(e_ptr->max_pval);
4645 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4647 o_ptr->pval = randint1(o_ptr->pval);
4649 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4653 /* Cheat -- describe the item */
4654 if (cheat_peek) object_mention(o_ptr);
4660 /* Examine real objects */
4663 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4665 /* Hack -- acquire "broken" flag */
4666 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4668 /* Hack -- acquire "cursed" flag */
4669 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4670 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4671 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4672 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4673 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4674 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4680 * Hack -- determine if a template is "good"
4682 static bool kind_is_good(int k_idx)
4684 object_kind *k_ptr = &k_info[k_idx];
4686 /* Analyze the item type */
4687 switch (k_ptr->tval)
4689 /* Armor -- Good unless damaged */
4700 if (k_ptr->to_a < 0) return (FALSE);
4704 /* Weapons -- Good unless damaged */
4711 if (k_ptr->to_h < 0) return (FALSE);
4712 if (k_ptr->to_d < 0) return (FALSE);
4716 /* Ammo -- Arrows/Bolts are good */
4723 /* Books -- High level books are good (except Arcane books) */
4725 case TV_SORCERY_BOOK:
4726 case TV_NATURE_BOOK:
4731 case TV_DAEMON_BOOK:
4732 case TV_CRUSADE_BOOK:
4734 case TV_HISSATSU_BOOK:
4737 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4741 /* Rings -- Rings of Speed are good */
4744 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4745 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4749 /* Amulets -- Amulets of the Magi and Resistance are good */
4752 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4753 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4758 /* Assume not good */
4764 * Attempt to make an object (normal or good/great)
4766 * This routine plays nasty games to generate the "special artifacts".
4768 * This routine uses "object_level" for the "generation level".
4770 * We assume that the given object has been "wiped".
4772 bool make_object(object_type *j_ptr, u32b mode)
4778 /* Chance of "special object" */
4779 prob = ((mode & AM_GOOD) ? 10 : 1000);
4781 /* Base level for the object */
4782 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4785 /* Generate a special object, or a normal object */
4786 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4791 if ((mode & AM_GOOD) && !get_obj_num_hook)
4793 /* Activate restriction (if already specified, use that) */
4794 get_obj_num_hook = kind_is_good;
4797 /* Restricted objects - prepare allocation table */
4798 if (get_obj_num_hook) get_obj_num_prep();
4800 /* Pick a random object */
4801 k_idx = get_obj_num(base);
4803 /* Restricted objects */
4804 if (get_obj_num_hook)
4806 /* Clear restriction */
4807 get_obj_num_hook = NULL;
4809 /* Reset allocation table to default */
4813 /* Handle failure */
4814 if (!k_idx) return (FALSE);
4816 /* Prepare the object */
4817 object_prep(j_ptr, k_idx);
4820 /* Apply magic (allow artifacts) */
4821 apply_magic(j_ptr, object_level, mode);
4823 /* Hack -- generate multiple spikes/missiles */
4824 switch (j_ptr->tval)
4832 j_ptr->number = (byte)damroll(6, 7);
4836 obj_level = k_info[j_ptr->k_idx].level;
4837 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4839 /* Notice "okay" out-of-depth objects */
4840 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4841 (obj_level > dun_level))
4843 /* Cheat -- peek at items */
4844 if (cheat_peek) object_mention(j_ptr);
4853 * Attempt to place an object (normal or good/great) at the given location.
4855 * This routine plays nasty games to generate the "special artifacts".
4857 * This routine uses "object_level" for the "generation level".
4859 * This routine requires a clean floor grid destination.
4861 void place_object(int y, int x, u32b mode)
4866 cave_type *c_ptr = &cave[y][x];
4872 /* Paranoia -- check bounds */
4873 if (!in_bounds(y, x)) return;
4875 /* Require floor space */
4876 if (!cave_drop_bold(y, x)) return;
4878 /* Avoid stacking on other objects */
4879 if (c_ptr->o_idx) return;
4882 /* Get local object */
4885 /* Wipe the object */
4888 /* Make an object (if possible) */
4889 if (!make_object(q_ptr, mode)) return;
4892 /* Make an object */
4900 /* Acquire object */
4901 o_ptr = &o_list[o_idx];
4903 /* Structure Copy */
4904 object_copy(o_ptr, q_ptr);
4911 o_ptr->next_o_idx = c_ptr->o_idx;
4913 /* Place the object */
4914 c_ptr->o_idx = o_idx;
4924 /* Hack -- Preserve artifacts */
4925 if (object_is_fixed_artifact(q_ptr))
4927 a_info[q_ptr->name1].cur_num = 0;
4934 * Make a treasure object
4936 * The location must be a legal, clean, floor grid.
4938 bool make_gold(object_type *j_ptr)
4945 /* Hack -- Pick a Treasure variety */
4946 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4948 /* Apply "extra" magic */
4949 if (one_in_(GREAT_OBJ))
4951 i += randint1(object_level + 1);
4954 /* Hack -- Creeping Coins only generate "themselves" */
4955 if (coin_type) i = coin_type;
4957 /* Do not create "illegal" Treasure Types */
4958 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4960 /* Prepare a gold object */
4961 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4963 /* Hack -- Base coin cost */
4964 base = k_info[OBJ_GOLD_LIST+i].cost;
4966 /* Determine how much the treasure is "worth" */
4967 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4975 * Places a treasure (Gold or Gems) at given location
4977 * The location must be a legal, clean, floor grid.
4979 void place_gold(int y, int x)
4984 cave_type *c_ptr = &cave[y][x];
4991 /* Paranoia -- check bounds */
4992 if (!in_bounds(y, x)) return;
4994 /* Require floor space */
4995 if (!cave_drop_bold(y, x)) return;
4997 /* Avoid stacking on other objects */
4998 if (c_ptr->o_idx) return;
5001 /* Get local object */
5004 /* Wipe the object */
5007 /* Make some gold */
5008 if (!make_gold(q_ptr)) return;
5011 /* Make an object */
5019 /* Acquire object */
5020 o_ptr = &o_list[o_idx];
5022 /* Copy the object */
5023 object_copy(o_ptr, q_ptr);
5030 o_ptr->next_o_idx = c_ptr->o_idx;
5032 /* Place the object */
5033 c_ptr->o_idx = o_idx;
5045 * Let an object fall to the ground at or near a location.
5047 * The initial location is assumed to be "in_bounds()".
5049 * This function takes a parameter "chance". This is the percentage
5050 * chance that the item will "disappear" instead of drop. If the object
5051 * has been thrown, then this is the chance of disappearance on contact.
5053 * Hack -- this function uses "chance" to determine if it should produce
5054 * some form of "description" of the drop event (under the player).
5056 * We check several locations to see if we can find a location at which
5057 * the object can combine, stack, or be placed. Artifacts will try very
5058 * hard to be placed, including "teleporting" to a useful grid if needed.
5060 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
5071 s16b this_o_idx, next_o_idx = 0;
5075 char o_name[MAX_NLEN];
5081 /* Extract plural */
5082 bool plural = (j_ptr->number != 1);
5085 /* Describe object */
5086 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5089 /* Handle normal "breakage" */
5090 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5094 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5096 msg_format("The %s disappear%s.",
5097 o_name, (plural ? "" : "s"));
5103 if (p_ptr->wizard) msg_print("(ÇË»)");
5105 if (p_ptr->wizard) msg_print("(breakage)");
5124 /* Scan local grids */
5125 for (dy = -3; dy <= 3; dy++)
5127 /* Scan local grids */
5128 for (dx = -3; dx <= 3; dx++)
5132 /* Calculate actual distance */
5133 d = (dy * dy) + (dx * dx);
5135 /* Ignore distant grids */
5136 if (d > 10) continue;
5142 /* Skip illegal grids */
5143 if (!in_bounds(ty, tx)) continue;
5145 /* Require line of projection */
5146 if (!projectable(y, x, ty, tx)) continue;
5149 c_ptr = &cave[ty][tx];
5151 /* Require floor space */
5152 if (!cave_drop_bold(ty, tx)) continue;
5157 /* Scan objects in that grid */
5158 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5162 /* Acquire object */
5163 o_ptr = &o_list[this_o_idx];
5165 /* Acquire next object */
5166 next_o_idx = o_ptr->next_o_idx;
5168 /* Check for possible combination */
5169 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5175 /* Add new object */
5179 if (k > 99) continue;
5181 /* Calculate score */
5182 s = 1000 - (d + k * 5);
5184 /* Skip bad values */
5185 if (s < bs) continue;
5187 /* New best value */
5190 /* Apply the randomizer to equivalent values */
5191 if ((++bn >= 2) && !one_in_(bn)) continue;
5206 /* Handle lack of space */
5207 if (!flag && !object_is_artifact(j_ptr))
5211 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5213 msg_format("The %s disappear%s.",
5214 o_name, (plural ? "" : "s"));
5220 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5222 if (p_ptr->wizard) msg_print("(no floor space)");
5232 for (i = 0; !flag && (i < 1000); i++)
5235 ty = rand_spread(by, 1);
5236 tx = rand_spread(bx, 1);
5238 /* Verify location */
5239 if (!in_bounds(ty, tx)) continue;
5241 /* Bounce to that location */
5245 /* Require floor space */
5246 if (!cave_drop_bold(by, bx)) continue;
5255 int candidates = 0, pick;
5257 for (ty = 1; ty < cur_hgt - 1; ty++)
5259 for (tx = 1; tx < cur_wid - 1; tx++)
5261 /* A valid space found */
5262 if (cave_drop_bold(ty, tx)) candidates++;
5266 /* No valid place! */
5271 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5273 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5278 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5280 if (p_ptr->wizard) msg_print("(no floor space)");
5283 /* Mega-Hack -- preserve artifacts */
5286 /* Hack -- Preserve unknown artifacts */
5287 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5289 /* Mega-Hack -- Preserve the artifact */
5290 a_info[j_ptr->name1].cur_num = 0;
5298 /* Choose a random one */
5299 pick = randint1(candidates);
5301 for (ty = 1; ty < cur_hgt - 1; ty++)
5303 for (tx = 1; tx < cur_wid - 1; tx++)
5305 if (cave_drop_bold(ty, tx))
5309 /* Is this a picked one? */
5323 c_ptr = &cave[by][bx];
5325 /* Scan objects in that grid for combination */
5326 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5330 /* Acquire object */
5331 o_ptr = &o_list[this_o_idx];
5333 /* Acquire next object */
5334 next_o_idx = o_ptr->next_o_idx;
5336 /* Check for combination */
5337 if (object_similar(o_ptr, j_ptr))
5339 /* Combine the items */
5340 object_absorb(o_ptr, j_ptr);
5350 /* Get new object */
5351 if (!done) o_idx = o_pop();
5354 if (!done && !o_idx)
5358 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5360 msg_format("The %s disappear%s.",
5361 o_name, (plural ? "" : "s"));
5367 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5369 if (p_ptr->wizard) msg_print("(too many objects)");
5373 /* Hack -- Preserve artifacts */
5374 if (object_is_fixed_artifact(j_ptr))
5376 a_info[j_ptr->name1].cur_num = 0;
5386 /* Structure copy */
5387 object_copy(&o_list[o_idx], j_ptr);
5389 /* Access new object */
5390 j_ptr = &o_list[o_idx];
5397 j_ptr->held_m_idx = 0;
5400 j_ptr->next_o_idx = c_ptr->o_idx;
5402 /* Place the object */
5403 c_ptr->o_idx = o_idx;
5418 /* Mega-Hack -- no message if "dropped" by player */
5419 /* Message when an object falls under the player */
5420 if (chance && player_bold(by, bx))
5423 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5425 msg_print("You feel something roll beneath your feet.");
5438 * Scatter some "great" objects near the player
5440 void acquirement(int y1, int x1, int num, bool great, bool special, bool known)
5443 object_type object_type_body;
5444 u32b mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5449 /* Get local object */
5450 i_ptr = &object_type_body;
5452 /* Wipe the object */
5455 /* Make a good (or great) object (if possible) */
5456 if (!make_object(i_ptr, mode)) continue;
5460 object_aware(i_ptr);
5461 object_known(i_ptr);
5464 /* Drop the object */
5465 (void)drop_near(i_ptr, -1, y1, x1);
5470 * Scatter some "amusing" objects near the player
5473 #define AMS_NOTHING 0x00 /* No restriction */
5474 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5475 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5476 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5477 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5487 amuse_type amuse_info[] =
5489 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5490 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5491 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5492 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5493 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5494 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5495 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5496 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5497 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5498 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5499 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5500 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5501 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5506 void amusement(int y1, int x1, int num, bool known)
5509 object_type object_type_body;
5512 for (n = 0; amuse_info[n].tval != 0; n++)
5514 t += amuse_info[n].prob;
5520 int i, k_idx, a_idx = 0;
5521 int r = randint0(t);
5522 bool insta_art, fixed_art;
5526 r -= amuse_info[i].prob;
5530 /* Get local object */
5531 i_ptr = &object_type_body;
5533 /* Wipe the object */
5536 /* Wipe the object */
5537 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5539 /* Paranoia - reroll if nothing */
5540 if (!k_idx) continue;
5542 /* Search an artifact index if need */
5543 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5544 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5546 if (insta_art || fixed_art)
5548 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5550 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5551 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5552 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5553 if (a_info[a_idx].cur_num > 0) continue;
5557 if (a_idx >= max_a_idx) continue;
5560 /* Make an object (if possible) */
5561 object_prep(i_ptr, k_idx);
5562 if (a_idx) i_ptr->name1 = a_idx;
5563 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5565 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5567 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5570 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5571 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5575 object_aware(i_ptr);
5576 object_known(i_ptr);
5579 /* Paranoia - reroll if nothing */
5580 if (!(i_ptr->k_idx)) continue;
5582 /* Drop the object */
5583 (void)drop_near(i_ptr, -1, y1, x1);
5590 #define MAX_NORMAL_TRAPS 18
5592 /* See init_feat_variables() in init2.c */
5593 static s16b normal_traps[MAX_NORMAL_TRAPS];
5596 * Initialize arrays for normal traps
5598 void init_normal_traps(void)
5602 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5603 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5604 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5605 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5606 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5607 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5608 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5609 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5610 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5611 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5612 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5613 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5614 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5615 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5616 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5617 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5618 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5619 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5625 * XXX XXX XXX This routine should be redone to reflect trap "level".
5626 * That is, it does not make sense to have spiked pits at 50 feet.
5627 * Actually, it is not this routine, but the "trap instantiation"
5628 * code, which should also check for "trap doors" on quest levels.
5630 s16b choose_random_trap(void)
5637 /* Hack -- pick a trap */
5638 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5640 /* Accept non-trapdoors */
5641 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5643 /* Hack -- no trap doors on special levels */
5644 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5646 /* Hack -- no trap doors on the deepest level */
5647 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5656 * Disclose an invisible trap
5658 void disclose_grid(int y, int x)
5660 cave_type *c_ptr = &cave[y][x];
5662 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5664 /* No longer hidden */
5665 cave_alter_feat(y, x, FF_SECRET);
5667 else if (c_ptr->mimic)
5669 /* No longer hidden */
5682 * Places a random trap at the given location.
5684 * The location must be a legal, naked, floor grid.
5686 * Note that all traps start out as "invisible" and "untyped", and then
5687 * when they are "discovered" (by detecting them or setting them off),
5688 * the trap is "instantiated" as a visible, "typed", trap.
5690 void place_trap(int y, int x)
5692 cave_type *c_ptr = &cave[y][x];
5694 /* Paranoia -- verify location */
5695 if (!in_bounds(y, x)) return;
5697 /* Require empty, clean, floor grid */
5698 if (!cave_clean_bold(y, x)) return;
5700 /* Place an invisible trap */
5701 c_ptr->mimic = c_ptr->feat;
5702 c_ptr->feat = choose_random_trap();
5707 * Describe the charges on an item in the inventory.
5709 void inven_item_charges(int item)
5711 object_type *o_ptr = &inventory[item];
5713 /* Require staff/wand */
5714 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5716 /* Require known item */
5717 if (!object_is_known(o_ptr)) return;
5720 if (o_ptr->pval <= 0)
5722 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5726 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5729 /* Multiple charges */
5730 if (o_ptr->pval != 1)
5732 /* Print a message */
5733 msg_format("You have %d charges remaining.", o_ptr->pval);
5739 /* Print a message */
5740 msg_format("You have %d charge remaining.", o_ptr->pval);
5748 * Describe an item in the inventory.
5750 void inven_item_describe(int item)
5752 object_type *o_ptr = &inventory[item];
5753 char o_name[MAX_NLEN];
5755 /* Get a description */
5756 object_desc(o_name, o_ptr, 0);
5758 /* Print a message */
5760 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5761 if (o_ptr->number <= 0)
5763 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5764 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5768 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5769 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5772 msg_format("You have %s.", o_name);
5779 * Increase the "number" of an item in the inventory
5781 void inven_item_increase(int item, int num)
5783 object_type *o_ptr = &inventory[item];
5786 num += o_ptr->number;
5789 if (num > 255) num = 255;
5790 else if (num < 0) num = 0;
5793 num -= o_ptr->number;
5795 /* Change the number and weight */
5798 /* Add the number */
5799 o_ptr->number += num;
5801 /* Add the weight */
5802 p_ptr->total_weight += (num * o_ptr->weight);
5804 /* Recalculate bonuses */
5805 p_ptr->update |= (PU_BONUS);
5807 /* Recalculate mana XXX */
5808 p_ptr->update |= (PU_MANA);
5810 /* Combine the pack */
5811 p_ptr->notice |= (PN_COMBINE);
5814 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5816 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5817 if (!o_ptr->number && p_ptr->ele_attack)
5819 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5821 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5823 /* Clear all temporary elemental brands */
5824 set_ele_attack(0, 0);
5833 * Erase an inventory slot if it has no more items
5835 void inven_item_optimize(int item)
5837 object_type *o_ptr = &inventory[item];
5839 /* Only optimize real items */
5840 if (!o_ptr->k_idx) return;
5842 /* Only optimize empty items */
5843 if (o_ptr->number) return;
5845 /* The item is in the pack */
5846 if (item < INVEN_RARM)
5853 /* Slide everything down */
5854 for (i = item; i < INVEN_PACK; i++)
5856 /* Structure copy */
5857 inventory[i] = inventory[i+1];
5860 /* Erase the "final" slot */
5861 object_wipe(&inventory[i]);
5864 p_ptr->window |= (PW_INVEN);
5867 /* The item is being wielded */
5873 /* Erase the empty slot */
5874 object_wipe(&inventory[item]);
5876 /* Recalculate bonuses */
5877 p_ptr->update |= (PU_BONUS);
5879 /* Recalculate torch */
5880 p_ptr->update |= (PU_TORCH);
5882 /* Recalculate mana XXX */
5883 p_ptr->update |= (PU_MANA);
5886 p_ptr->window |= (PW_EQUIP);
5890 p_ptr->window |= (PW_SPELL);
5895 * Describe the charges on an item on the floor.
5897 void floor_item_charges(int item)
5899 object_type *o_ptr = &o_list[item];
5901 /* Require staff/wand */
5902 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5904 /* Require known item */
5905 if (!object_is_known(o_ptr)) return;
5908 if (o_ptr->pval <= 0)
5910 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5914 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5917 /* Multiple charges */
5918 if (o_ptr->pval != 1)
5920 /* Print a message */
5921 msg_format("There are %d charges remaining.", o_ptr->pval);
5927 /* Print a message */
5928 msg_format("There is %d charge remaining.", o_ptr->pval);
5936 * Describe an item in the inventory.
5938 void floor_item_describe(int item)
5940 object_type *o_ptr = &o_list[item];
5941 char o_name[MAX_NLEN];
5943 /* Get a description */
5944 object_desc(o_name, o_ptr, 0);
5946 /* Print a message */
5948 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5949 if (o_ptr->number <= 0)
5951 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5955 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5958 msg_format("You see %s.", o_name);
5965 * Increase the "number" of an item on the floor
5967 void floor_item_increase(int item, int num)
5969 object_type *o_ptr = &o_list[item];
5972 num += o_ptr->number;
5975 if (num > 255) num = 255;
5976 else if (num < 0) num = 0;
5979 num -= o_ptr->number;
5981 /* Change the number */
5982 o_ptr->number += num;
5987 * Optimize an item on the floor (destroy "empty" items)
5989 void floor_item_optimize(int item)
5991 object_type *o_ptr = &o_list[item];
5993 /* Paranoia -- be sure it exists */
5994 if (!o_ptr->k_idx) return;
5996 /* Only optimize empty items */
5997 if (o_ptr->number) return;
5999 /* Delete the object */
6000 delete_object_idx(item);
6005 * Check if we have space for an item in the pack without overflow
6007 bool inven_carry_okay(object_type *o_ptr)
6012 if (inven_cnt < INVEN_PACK) return (TRUE);
6015 for (j = 0; j < INVEN_PACK; j++)
6017 object_type *j_ptr = &inventory[j];
6019 /* Skip non-objects */
6020 if (!j_ptr->k_idx) continue;
6022 /* Check if the two items can be combined */
6023 if (object_similar(j_ptr, o_ptr)) return (TRUE);
6031 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
6035 /* Use empty slots */
6036 if (!j_ptr->k_idx) return TRUE;
6038 /* Hack -- readable books always come first */
6039 if ((o_ptr->tval == REALM1_BOOK) &&
6040 (j_ptr->tval != REALM1_BOOK)) return TRUE;
6041 if ((j_ptr->tval == REALM1_BOOK) &&
6042 (o_ptr->tval != REALM1_BOOK)) return FALSE;
6044 if ((o_ptr->tval == REALM2_BOOK) &&
6045 (j_ptr->tval != REALM2_BOOK)) return TRUE;
6046 if ((j_ptr->tval == REALM2_BOOK) &&
6047 (o_ptr->tval != REALM2_BOOK)) return FALSE;
6049 /* Objects sort by decreasing type */
6050 if (o_ptr->tval > j_ptr->tval) return TRUE;
6051 if (o_ptr->tval < j_ptr->tval) return FALSE;
6053 /* Non-aware (flavored) items always come last */
6054 /* Can happen in the home */
6055 if (!object_is_aware(o_ptr)) return FALSE;
6056 if (!object_is_aware(j_ptr)) return TRUE;
6058 /* Objects sort by increasing sval */
6059 if (o_ptr->sval < j_ptr->sval) return TRUE;
6060 if (o_ptr->sval > j_ptr->sval) return FALSE;
6062 /* Unidentified objects always come last */
6063 /* Objects in the home can be unknown */
6064 if (!object_is_known(o_ptr)) return FALSE;
6065 if (!object_is_known(j_ptr)) return TRUE;
6067 /* Fixed artifacts, random artifacts and ego items */
6068 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
6069 else if (o_ptr->art_name) o_type = 2;
6070 else if (object_is_ego(o_ptr)) o_type = 1;
6073 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
6074 else if (j_ptr->art_name) j_type = 2;
6075 else if (object_is_ego(j_ptr)) j_type = 1;
6078 if (o_type < j_type) return TRUE;
6079 if (o_type > j_type) return FALSE;
6081 switch (o_ptr->tval)
6087 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
6088 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
6094 /* Objects sort by increasing hit/damage bonuses */
6095 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
6096 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
6099 /* Hack: otherwise identical rods sort by
6100 increasing recharge time --dsb */
6102 if (o_ptr->pval < j_ptr->pval) return TRUE;
6103 if (o_ptr->pval > j_ptr->pval) return FALSE;
6107 /* Objects sort by decreasing value */
6108 return o_value > object_value(j_ptr);
6113 * Add an item to the players inventory, and return the slot used.
6115 * If the new item can combine with an existing item in the inventory,
6116 * it will do so, using "object_similar()" and "object_absorb()", else,
6117 * the item will be placed into the "proper" location in the inventory.
6119 * This function can be used to "over-fill" the player's pack, but only
6120 * once, and such an action must trigger the "overflow" code immediately.
6121 * Note that when the pack is being "over-filled", the new item must be
6122 * placed into the "overflow" slot, and the "overflow" must take place
6123 * before the pack is reordered, but (optionally) after the pack is
6124 * combined. This may be tricky. See "dungeon.c" for info.
6126 * Note that this code must remove any location/stack information
6127 * from the object once it is placed into the inventory.
6129 s16b inven_carry(object_type *o_ptr)
6137 /* Check for combining */
6138 for (j = 0; j < INVEN_PACK; j++)
6140 j_ptr = &inventory[j];
6142 /* Skip non-objects */
6143 if (!j_ptr->k_idx) continue;
6145 /* Hack -- track last item */
6148 /* Check if the two items can be combined */
6149 if (object_similar(j_ptr, o_ptr))
6151 /* Combine the items */
6152 object_absorb(j_ptr, o_ptr);
6154 /* Increase the weight */
6155 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6157 /* Recalculate bonuses */
6158 p_ptr->update |= (PU_BONUS);
6161 p_ptr->window |= (PW_INVEN);
6170 if (inven_cnt > INVEN_PACK) return (-1);
6172 /* Find an empty slot */
6173 for (j = 0; j <= INVEN_PACK; j++)
6175 j_ptr = &inventory[j];
6177 /* Use it if found */
6178 if (!j_ptr->k_idx) break;
6185 /* Reorder the pack */
6188 /* Get the "value" of the item */
6189 s32b o_value = object_value(o_ptr);
6191 /* Scan every occupied slot */
6192 for (j = 0; j < INVEN_PACK; j++)
6194 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6201 for (k = n; k >= i; k--)
6203 /* Hack -- Slide the item */
6204 object_copy(&inventory[k+1], &inventory[k]);
6207 /* Wipe the empty slot */
6208 object_wipe(&inventory[i]);
6213 object_copy(&inventory[i], o_ptr);
6215 /* Access new object */
6216 j_ptr = &inventory[i];
6219 j_ptr->next_o_idx = 0;
6221 /* Forget monster */
6222 j_ptr->held_m_idx = 0;
6224 /* Forget location */
6225 j_ptr->iy = j_ptr->ix = 0;
6227 /* Player touches it, and no longer marked */
6228 j_ptr->marked = OM_TOUCHED;
6230 /* Increase the weight */
6231 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6233 /* Count the items */
6236 /* Recalculate bonuses */
6237 p_ptr->update |= (PU_BONUS);
6239 /* Combine and Reorder pack */
6240 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6243 p_ptr->window |= (PW_INVEN);
6245 /* Return the slot */
6251 * Take off (some of) a non-cursed equipment item
6253 * Note that only one item at a time can be wielded per slot.
6255 * Note that taking off an item when "full" may cause that item
6256 * to fall to the ground.
6258 * Return the inventory slot into which the item is placed.
6260 s16b inven_takeoff(int item, int amt)
6271 char o_name[MAX_NLEN];
6274 /* Get the item to take off */
6275 o_ptr = &inventory[item];
6278 if (amt <= 0) return (-1);
6281 if (amt > o_ptr->number) amt = o_ptr->number;
6283 /* Get local object */
6286 /* Obtain a local object */
6287 object_copy(q_ptr, o_ptr);
6289 /* Modify quantity */
6290 q_ptr->number = amt;
6292 /* Describe the object */
6293 object_desc(o_name, q_ptr, 0);
6295 /* Took off weapon */
6296 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6297 object_is_melee_weapon(o_ptr))
6300 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6302 act = "You were wielding";
6308 else if (item == INVEN_BOW)
6311 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6313 act = "You were holding";
6318 /* Took off light */
6319 else if (item == INVEN_LITE)
6322 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6324 act = "You were holding";
6329 /* Took off something */
6333 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6335 act = "You were wearing";
6340 /* Modify, Optimize */
6341 inven_item_increase(item, -amt);
6342 inven_item_optimize(item);
6344 /* Carry the object */
6345 slot = inven_carry(q_ptr);
6349 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6351 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6361 * Drop (some of) a non-cursed inventory/equipment item
6363 * The object will be dropped "near" the current location
6365 void inven_drop(int item, int amt)
6372 char o_name[MAX_NLEN];
6375 /* Access original object */
6376 o_ptr = &inventory[item];
6379 if (amt <= 0) return;
6382 if (amt > o_ptr->number) amt = o_ptr->number;
6385 /* Take off equipment */
6386 if (item >= INVEN_RARM)
6388 /* Take off first */
6389 item = inven_takeoff(item, amt);
6391 /* Access original object */
6392 o_ptr = &inventory[item];
6396 /* Get local object */
6399 /* Obtain local object */
6400 object_copy(q_ptr, o_ptr);
6402 /* Distribute charges of wands or rods */
6403 distribute_charges(o_ptr, q_ptr, amt);
6405 /* Modify quantity */
6406 q_ptr->number = amt;
6408 /* Describe local object */
6409 object_desc(o_name, q_ptr, 0);
6413 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6415 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6419 /* Drop it near the player */
6420 (void)drop_near(q_ptr, 0, py, px);
6422 /* Modify, Describe, Optimize */
6423 inven_item_increase(item, -amt);
6424 inven_item_describe(item);
6425 inven_item_optimize(item);
6430 * Combine items in the pack
6432 * Note special handling of the "overflow" slot
6434 void combine_pack(void)
6439 bool flag = FALSE, combined;
6445 /* Combine the pack (backwards) */
6446 for (i = INVEN_PACK; i > 0; i--)
6449 o_ptr = &inventory[i];
6451 /* Skip empty items */
6452 if (!o_ptr->k_idx) continue;
6454 /* Scan the items above that item */
6455 for (j = 0; j < i; j++)
6460 j_ptr = &inventory[j];
6462 /* Skip empty items */
6463 if (!j_ptr->k_idx) continue;
6466 * Get maximum number of the stack if these
6467 * are similar, get zero otherwise.
6469 max_num = object_similar_part(j_ptr, o_ptr);
6471 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6472 if (max_num && j_ptr->number < max_num)
6474 if (o_ptr->number + j_ptr->number <= max_num)
6479 /* Add together the item counts */
6480 object_absorb(j_ptr, o_ptr);
6482 /* One object is gone */
6485 /* Slide everything down */
6486 for (k = i; k < INVEN_PACK; k++)
6488 /* Structure copy */
6489 inventory[k] = inventory[k+1];
6492 /* Erase the "final" slot */
6493 object_wipe(&inventory[k]);
6497 int old_num = o_ptr->number;
6498 int remain = j_ptr->number + o_ptr->number - max_num;
6500 o_ptr->number -= remain;
6502 /* Add together the item counts */
6503 object_absorb(j_ptr, o_ptr);
6505 o_ptr->number = remain;
6507 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6508 if (o_ptr->tval == TV_ROD)
6510 o_ptr->pval = o_ptr->pval * remain / old_num;
6511 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6514 /* Hack -- if wands are stacking, combine the charges. -LM- */
6515 if (o_ptr->tval == TV_WAND)
6517 o_ptr->pval = o_ptr->pval * remain / old_num;
6522 p_ptr->window |= (PW_INVEN);
6537 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6539 if (flag) msg_print("You combine some items in your pack.");
6545 * Reorder items in the pack
6547 * Note special handling of the "overflow" slot
6549 void reorder_pack(void)
6559 /* Re-order the pack (forwards) */
6560 for (i = 0; i < INVEN_PACK; i++)
6562 /* Mega-Hack -- allow "proper" over-flow */
6563 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6566 o_ptr = &inventory[i];
6568 /* Skip empty slots */
6569 if (!o_ptr->k_idx) continue;
6571 /* Get the "value" of the item */
6572 o_value = object_value(o_ptr);
6574 /* Scan every occupied slot */
6575 for (j = 0; j < INVEN_PACK; j++)
6577 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6580 /* Never move down */
6581 if (j >= i) continue;
6586 /* Get local object */
6589 /* Save a copy of the moving item */
6590 object_copy(q_ptr, &inventory[i]);
6592 /* Slide the objects */
6593 for (k = i; k > j; k--)
6595 /* Slide the item */
6596 object_copy(&inventory[k], &inventory[k-1]);
6599 /* Insert the moving item */
6600 object_copy(&inventory[j], q_ptr);
6603 p_ptr->window |= (PW_INVEN);
6608 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6610 if (flag) msg_print("You reorder some items in your pack.");
6617 * Hack -- display an object kind in the current window
6619 * Include list of usable spells for readible books
6621 void display_koff(int k_idx)
6630 char o_name[MAX_NLEN];
6633 /* Erase the window */
6634 for (y = 0; y < Term->hgt; y++)
6636 /* Erase the line */
6637 Term_erase(0, y, 255);
6643 /* Get local object */
6646 /* Prepare the object */
6647 object_prep(q_ptr, k_idx);
6650 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6652 /* Mention the object name */
6653 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6655 /* Access the item's sval */
6657 use_realm = tval2realm(q_ptr->tval);
6659 /* Warriors are illiterate */
6660 if (p_ptr->realm1 || p_ptr->realm2)
6662 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6666 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6667 if (!is_magic(use_realm)) return;
6668 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6671 /* Display spells in readible books */
6677 /* Extract spells */
6678 for (spell = 0; spell < 32; spell++)
6680 /* Check for this spell */
6681 if (fake_spell_flags[sval] & (1L << spell))
6683 /* Collect this spell */
6684 spells[num++] = spell;
6689 print_spells(0, spells, num, 2, 0, use_realm);
6693 /* Choose one of items that have warning flag */
6694 object_type *choose_warning_item(void)
6697 int choices[INVEN_TOTAL - INVEN_RARM];
6700 /* Paranoia -- Player has no warning ability */
6701 if (!p_ptr->warning) return NULL;
6703 /* Search Inventory */
6704 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6706 u32b flgs[TR_FLAG_SIZE];
6707 object_type *o_ptr = &inventory[i];
6709 object_flags(o_ptr, flgs);
6710 if (have_flag(flgs, TR_WARNING))
6712 choices[number] = i;
6717 /* Choice one of them */
6718 return number ? &inventory[choices[randint0(number)]] : NULL;
6721 /* Calculate spell damages */
6722 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6724 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6725 int rlev = r_ptr->level;
6726 bool ignore_wraith_form = FALSE;
6728 if (limit) dam = (dam > limit) ? limit : dam;
6730 /* Vulnerability, resistance and immunity */
6734 if (p_ptr->immune_elec)
6737 ignore_wraith_form = TRUE;
6741 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6742 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6743 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6744 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6745 if (IS_OPPOSE_ELEC())
6746 dam = (dam + 2) / 3;
6751 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6752 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6756 if (p_ptr->immune_acid)
6759 ignore_wraith_form = TRUE;
6763 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6764 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6765 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6766 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6772 if (p_ptr->immune_cold)
6775 ignore_wraith_form = TRUE;
6779 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6780 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6781 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6782 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6787 if (p_ptr->immune_fire)
6790 ignore_wraith_form = TRUE;
6794 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6795 if (prace_is_(RACE_ENT)) dam += dam / 3;
6796 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6797 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6798 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6803 ignore_wraith_form = TRUE;
6807 if (!p_ptr->blind &&
6808 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6809 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6812 ignore_wraith_form = TRUE;
6817 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6818 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6819 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6822 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6823 * "dam *= 2;" for later "dam /= 2"
6825 if (p_ptr->wraith_form) dam *= 2;
6829 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6832 ignore_wraith_form = TRUE;
6834 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6838 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6842 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6846 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6850 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6854 if (prace_is_(RACE_SPECTRE))
6857 ignore_wraith_form = TRUE;
6859 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6863 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6867 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6871 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6875 if (p_ptr->levitation) dam = (dam * 2) / 3;
6879 if (p_ptr->resist_shard) dam /= 2;
6883 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6884 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6888 if (p_ptr->mimic_form)
6890 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6893 ignore_wraith_form = TRUE;
6898 switch (p_ptr->prace)
6907 ignore_wraith_form = TRUE;
6914 if (p_ptr->align > 10) dam /= 2;
6915 else if (p_ptr->align < -10) dam *= 2;
6919 if (p_ptr->align > 10) dam *= 2;
6923 case GF_BRAIN_SMASH:
6924 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6927 ignore_wraith_form = TRUE;
6935 if (100 + rlev / 2 <= p_ptr->skill_sav)
6938 ignore_wraith_form = TRUE;
6943 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6946 ignore_wraith_form = TRUE;
6951 if (p_ptr->wraith_form && !ignore_wraith_form)
6957 if (dam > *max) *max = dam;
6960 /* Calculate blow damages */
6961 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6963 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6965 bool check_wraith_form = TRUE;
6967 if (blow_ptr->method != RBM_EXPLODE)
6969 int ac = p_ptr->ac + p_ptr->to_a;
6971 switch (blow_ptr->effect)
6975 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6976 dam = MAX(dam, tmp_dam * 2);
6982 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6986 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6988 check_wraith_form = FALSE;
6992 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6994 check_wraith_form = FALSE;
6998 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
7000 check_wraith_form = FALSE;
7004 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
7006 check_wraith_form = FALSE;
7011 check_wraith_form = FALSE;
7015 if (check_wraith_form && p_ptr->wraith_form)
7023 dam = (dam + 1) / 2;
7024 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
7031 /* Examine the grid (xx,yy) and warn the player if there are any danger */
7032 bool process_warning(int xx, int yy)
7036 char o_name[MAX_NLEN];
7038 #define WARNING_AWARE_RANGE 12
7040 static int old_damage = 0;
7042 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
7044 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
7047 monster_type *m_ptr;
7048 monster_race *r_ptr;
7050 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
7052 c_ptr = &cave[my][mx];
7054 if (!c_ptr->m_idx) continue;
7056 m_ptr = &m_list[c_ptr->m_idx];
7058 if (MON_CSLEEP(m_ptr)) continue;
7059 if (!is_hostile(m_ptr)) continue;
7061 r_ptr = &r_info[m_ptr->r_idx];
7063 /* Monster spells (only powerful ones)*/
7064 if (projectable(my, mx, yy, xx))
7066 int breath_dam_div3 = m_ptr->hp / 3;
7067 int breath_dam_div6 = m_ptr->hp / 6;
7068 u32b f4 = r_ptr->flags4;
7069 u32b f5 = r_ptr->flags5;
7070 u32b f6 = r_ptr->flags6;
7072 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
7074 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
7075 int storm_dam = rlev * 4 + 150;
7076 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
7078 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
7079 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
7080 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
7081 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
7082 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
7083 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
7085 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
7086 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
7087 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
7088 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
7089 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
7090 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
7091 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
7092 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
7093 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
7094 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
7095 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
7096 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
7097 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
7098 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
7099 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
7100 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
7101 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
7102 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
7103 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
7104 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
7105 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
7106 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
7107 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
7110 /* Monster melee attacks */
7111 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
7113 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
7117 for (m = 0; m < 4; m++)
7119 /* Skip non-attacks */
7120 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
7122 /* Extract the attack info */
7123 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
7124 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
7126 if (dam_melee > dam_max0) dam_max0 = dam_melee;
7130 /* Contribution from this monster */
7131 dam_max += dam_max0;
7135 /* Prevent excessive warning */
7136 if (dam_max > old_damage)
7138 old_damage = dam_max * 3 / 2;
7140 if (dam_max > p_ptr->chp / 2)
7142 object_type *o_ptr = choose_warning_item();
7144 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7146 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7147 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
7149 else strcpy(o_name, "body"); /* Warning ability without item */
7150 msg_format("Your %s pulsates sharply!", o_name);
7154 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7156 return get_check("Really want to go ahead? ");
7160 else old_damage = old_damage / 2;
7162 c_ptr = &cave[yy][xx];
7163 if (((!easy_disarm && is_trap(c_ptr->feat))
7164 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7166 object_type *o_ptr = choose_warning_item();
7168 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7170 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7171 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
7173 else strcpy(o_name, "body"); /* Warning ability without item */
7174 msg_format("Your %s pulsates!", o_name);
7178 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7180 return get_check("Really want to go ahead? ");
7188 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7190 switch (o_ptr->tval)
7203 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7212 * A structure for smithing
7215 int add; /* TR flag number or special essence id */
7216 cptr add_name; /* Name of this ability */
7217 int type; /* Menu number */
7218 int essence; /* Index for carrying essences */
7219 int value; /* Needed value to add this ability */
7224 * Smithing type data for Weapon smith
7227 static essence_type essence_info[] =
7229 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
7230 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
7231 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
7232 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
7233 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
7234 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
7235 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
7236 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
7237 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
7238 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
7239 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
7240 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
7241 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
7242 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
7243 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
7244 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
7245 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
7246 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
7247 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
7248 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
7249 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
7250 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7251 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
7252 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
7253 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
7254 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7255 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7256 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
7257 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
7258 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
7259 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
7260 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
7261 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
7262 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
7263 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
7264 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
7265 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
7266 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
7267 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
7268 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
7269 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
7270 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
7271 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
7272 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
7273 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7274 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7275 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7276 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7277 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7278 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7279 {TR_SH_FIRE, "", 0, -2, 0},
7280 {TR_SH_ELEC, "", 0, -2, 0},
7281 {TR_SH_COLD, "", 0, -2, 0},
7282 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7283 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7284 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7285 {TR_LITE_1, "±Êµ×¸÷¸»", 3, TR_LITE_1, 15},
7286 {TR_LITE_2, "", 0, -2, 0},
7287 {TR_LITE_3, "", 0, -2, 0},
7288 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7289 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7290 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7291 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7292 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7294 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7295 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7296 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7297 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7298 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7299 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7300 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7301 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7302 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7303 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7304 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7305 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7306 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7307 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7308 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7309 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7310 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7311 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7313 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7314 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7315 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7316 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7317 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7318 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7319 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7320 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7322 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7323 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7324 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7325 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7326 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7327 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7328 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7329 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7330 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7331 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7332 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7333 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7335 {-1, NULL, 0, -1, 0}
7338 static essence_type essence_info[] =
7340 {TR_STR, "strength", 4, TR_STR, 20},
7341 {TR_INT, "intelligence", 4, TR_INT, 20},
7342 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7343 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7344 {TR_CON, "constitution", 4, TR_CON, 20},
7345 {TR_CHR, "charisma", 4, TR_CHR, 20},
7346 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7347 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7348 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7349 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7350 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7351 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7352 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7353 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7354 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7355 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7356 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7357 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7358 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7359 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7360 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7361 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7362 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7363 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7364 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7365 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7366 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7367 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7368 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7369 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7370 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7371 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7372 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7373 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7374 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7375 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7376 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7377 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7378 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7379 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7380 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7381 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7382 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7383 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7384 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7385 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7386 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7387 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7388 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7389 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7390 {TR_SH_FIRE, "", 0, -2, 0},
7391 {TR_SH_ELEC, "", 0, -2, 0},
7392 {TR_SH_COLD, "", 0, -2, 0},
7393 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7394 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7395 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7396 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7397 {TR_LITE_2, "", 0, -2, 0},
7398 {TR_LITE_3, "", 0, -2, 0},
7399 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7400 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7401 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7402 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7403 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7405 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7406 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7407 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7408 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7409 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7410 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7411 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7412 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7413 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7414 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7415 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7416 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7417 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7418 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7419 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7420 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7421 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7422 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7424 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7425 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7426 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7427 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7428 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7429 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7430 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7431 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7433 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7434 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7435 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7436 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7437 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7438 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7439 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7440 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7441 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7442 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7443 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7444 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7446 {-1, NULL, 0, -1, 0}
7452 * Essense names for Weapon smith
7455 cptr essence_name[] =
7558 static cptr essence_name[] =
7661 static void display_essence(void)
7666 for (i = 1; i < 22; i++)
7671 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7673 prt("Essence Num Essence Num Essence Num ", 1, 8);
7675 for (i = 0; essence_name[i]; i++)
7677 if (!essence_name[i][0]) continue;
7678 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7682 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7684 prt("List of all essences you have.", 0, 0);
7691 static void drain_essence(void)
7693 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7696 bool observe = FALSE;
7697 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7698 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7701 byte iy, ix, marked, number;
7702 s16b next_o_idx, weight;
7704 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7707 item_tester_hook = object_is_weapon_armour_ammo;
7708 item_tester_no_ryoute = TRUE;
7712 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7713 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7715 q = "Extract from which item? ";
7716 s = "You have nothing you can extract from.";
7719 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7721 /* Get the item (in the pack) */
7724 o_ptr = &inventory[item];
7727 /* Get the item (on the floor) */
7730 o_ptr = &o_list[0 - item];
7733 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7735 char o_name[MAX_NLEN];
7736 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7738 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7740 if (!get_check(format("Really extract from %s? ", o_name))) return;
7746 object_flags(o_ptr, old_flgs);
7747 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7748 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7749 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7750 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7751 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7752 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7753 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7754 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7755 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7757 old_to_a = o_ptr->to_a;
7759 old_to_h = o_ptr->to_h;
7760 old_to_d = o_ptr->to_d;
7763 old_pval = o_ptr->pval;
7764 old_name2 = o_ptr->name2;
7765 old_timeout = o_ptr->timeout;
7766 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7767 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7768 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7769 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7770 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7771 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7772 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7773 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7774 if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7775 if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7776 if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7777 if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7778 if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7779 if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7780 if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7781 if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7782 if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7783 if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7784 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7788 next_o_idx = o_ptr->next_o_idx;
7789 marked = o_ptr->marked;
7790 weight = o_ptr->weight;
7791 number = o_ptr->number;
7793 object_prep(o_ptr, o_ptr->k_idx);
7797 o_ptr->next_o_idx=next_o_idx;
7798 o_ptr->marked=marked;
7799 o_ptr->number = number;
7800 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7801 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7802 o_ptr->ident |= (IDENT_MENTAL);
7803 object_aware(o_ptr);
7804 object_known(o_ptr);
7806 object_flags(o_ptr, new_flgs);
7808 for (i = 0; essence_info[i].add_name; i++)
7810 essence_type *es_ptr = &essence_info[i];
7813 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7814 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7816 if (es_ptr->add < TR_FLAG_MAX &&
7817 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7818 have_flag(old_flgs, es_ptr->add))
7822 drain_value[es_ptr->essence] += 10 * pval;
7824 else if (es_ptr->essence != -2)
7826 drain_value[es_ptr->essence] += 10;
7828 else if (es_ptr->add == TR_SH_FIRE)
7830 drain_value[TR_BRAND_FIRE] += 10;
7831 drain_value[TR_RES_FIRE] += 10;
7833 else if (es_ptr->add == TR_SH_ELEC)
7835 drain_value[TR_BRAND_ELEC] += 10;
7836 drain_value[TR_RES_ELEC] += 10;
7838 else if (es_ptr->add == TR_SH_COLD)
7840 drain_value[TR_BRAND_COLD] += 10;
7841 drain_value[TR_RES_COLD] += 10;
7843 else if (es_ptr->add == TR_LITE_2)
7845 drain_value[TR_LITE_1] += 20;
7847 else if (es_ptr->add == TR_LITE_3)
7849 drain_value[TR_LITE_1] += 30;
7854 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7856 drain_value[TR_INT] += 5;
7857 drain_value[TR_WIS] += 5;
7859 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7861 drain_value[TR_BRAND_POIS] += 5;
7862 drain_value[TR_BRAND_ACID] += 5;
7863 drain_value[TR_BRAND_ELEC] += 5;
7864 drain_value[TR_BRAND_FIRE] += 5;
7865 drain_value[TR_BRAND_COLD] += 5;
7867 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7869 drain_value[TR_INT] += 10;
7871 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7873 drain_value[TR_STR] += 10;
7875 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7877 drain_value[TR_DEX] += 10;
7879 if (old_name2 == EGO_2WEAPON)
7881 drain_value[TR_DEX] += 20;
7883 if (object_is_weapon_ammo(o_ptr))
7885 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7887 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7889 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7890 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7891 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7892 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7894 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7896 drain_value[i] *= number;
7897 drain_value[i] = drain_value[i] * dec / 4;
7898 drain_value[i] = MAX(drain_value[i], 0);
7899 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7907 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7911 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7913 for (i = 0; essence_name[i]; i++)
7915 if (!essence_name[i][0]) continue;
7916 if (!drain_value[i]) continue;
7918 p_ptr->magic_num1[i] += drain_value[i];
7919 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7921 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7925 /* Apply autodestroy/inscription to the drained item */
7926 autopick_alter_item(item, TRUE);
7928 /* Combine the pack */
7929 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7932 p_ptr->window |= (PW_INVEN);
7937 static int choose_essence(void)
7941 int menu_line = (use_menu ? 1 : 0);
7944 cptr menu_name[] = {
7954 cptr menu_name[] = {
7964 const int mode_max = 7;
7967 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7970 #endif /* ALLOW_REPEAT */
7979 for (i = 0; i < mode_max; i++)
7981 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7982 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7984 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7985 prt("Choose from menu.", 0, 0);
8004 menu_line += mode_max - 1;
8013 if (menu_line > mode_max) menu_line -= mode_max;
8024 for (i = 0; i < mode_max; i++)
8025 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
8028 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
8030 if (!get_com("Command :", &choice, TRUE))
8037 if (isupper(choice)) choice = tolower(choice);
8039 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
8040 mode = (int)choice - 'a' + 1;
8047 #endif /* ALLOW_REPEAT */
8051 static void add_essence(int mode)
8053 int item, max_num = 0;
8062 char o_name[MAX_NLEN];
8064 essence_type *es_ptr;
8066 int menu_line = (use_menu ? 1 : 0);
8068 for (i = 0; essence_info[i].add_name; i++)
8070 es_ptr = &essence_info[i];
8072 if (es_ptr->type != mode) continue;
8077 if (!repeat_pull(&i) || i<0 || i>=max_num)
8079 #endif /* ALLOW_REPEAT */
8082 /* Nothing chosen yet */
8088 /* Build a prompt */
8090 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
8092 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
8094 if (use_menu) screen_save();
8096 /* Get a spell from the user */
8098 choice = (always_show_list || use_menu) ? ESCAPE:1;
8102 if( choice==ESCAPE ) choice = ' ';
8103 else if( !get_com(out_val, &choice, FALSE) )break;
8105 if (use_menu && choice != ' ')
8119 menu_line += (max_num-1);
8142 menu_line = max_num;
8156 if (menu_line > max_num) menu_line -= max_num;
8158 /* Request redraw */
8159 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
8162 if (!redraw || use_menu)
8166 char dummy[80], dummy2[80];
8174 /* Save the screen */
8175 if (!use_menu) screen_save();
8177 for (y = 1; y < 24; y++)
8180 /* Print header(s) */
8182 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
8185 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
8188 for (ctr = 0; ctr < max_num; ctr++)
8190 es_ptr = &essence_info[num[ctr]];
8194 if (ctr == (menu_line-1))
8196 strcpy(dummy, "¡Õ ");
8198 strcpy(dummy, "> ");
8200 else strcpy(dummy, " ");
8203 /* letter/number for power selection */
8206 sprintf(dummy, "%c) ",I2A(ctr));
8209 strcat(dummy, es_ptr->add_name);
8214 if (es_ptr->essence != -1)
8216 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8217 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8223 case ESSENCE_SH_FIRE:
8225 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
8227 strcat(dummy, "(brand fire + res.fire)");
8229 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8230 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8232 case ESSENCE_SH_ELEC:
8234 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
8236 strcat(dummy, "(brand elec. + res. elec.)");
8238 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8239 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8241 case ESSENCE_SH_COLD:
8243 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
8245 strcat(dummy, "(brand cold + res. cold)");
8247 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8248 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8250 case ESSENCE_RESISTANCE:
8252 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8254 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8256 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8257 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8258 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8259 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8261 case ESSENCE_SUSTAIN:
8263 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8265 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8267 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8268 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8269 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8270 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8275 if (!able[ctr]) col = TERM_RED;
8277 if (es_ptr->essence != -1)
8279 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8283 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8286 c_prt(col, dummy2, ctr+2, x);
8296 /* Restore the screen */
8307 ask = (isupper(choice));
8310 if (ask) choice = tolower(choice);
8312 /* Extract request */
8313 i = (islower(choice) ? A2I(choice) : -1);
8316 /* Totally Illegal */
8317 if ((i < 0) || (i >= max_num) || !able[i])
8330 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8332 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8335 /* Belay that order */
8336 if (!get_check(tmp_val)) continue;
8343 /* Restore the screen */
8344 if (redraw) screen_load();
8351 #endif /* ALLOW_REPEAT */
8353 es_ptr = &essence_info[num[i]];
8355 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8356 item_tester_tval = TV_GLOVES;
8357 else if (mode == 1 || mode == 5)
8358 item_tester_hook = item_tester_hook_melee_ammo;
8359 else if (es_ptr->add == ESSENCE_ATTACK)
8360 item_tester_hook = object_allow_enchant_weapon;
8361 else if (es_ptr->add == ESSENCE_AC)
8362 item_tester_hook = object_is_armour;
8364 item_tester_hook = object_is_weapon_armour_ammo;
8365 item_tester_no_ryoute = TRUE;
8369 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8370 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8372 q = "Improve which item? ";
8373 s = "You have nothing to improve.";
8376 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8378 /* Get the item (in the pack) */
8381 o_ptr = &inventory[item];
8384 /* Get the item (on the floor) */
8387 o_ptr = &o_list[0 - item];
8390 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8393 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8395 msg_print("This item is no more able to be improved.");
8400 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8402 use_essence = es_ptr->value;
8403 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8404 if (o_ptr->number > 1)
8406 use_essence *= o_ptr->number;
8408 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8410 msg_format("It will take %d essences.",use_essence);
8415 if (es_ptr->essence != -1)
8417 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8420 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8422 msg_print("You don't have enough essences.");
8426 if (is_pval_flag(es_ptr->add))
8428 if (o_ptr->pval < 0)
8431 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8433 msg_print("You cannot increase magic number of this item.");
8437 else if (es_ptr->add == TR_BLOWS)
8439 if (o_ptr->pval > 1)
8442 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8444 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8450 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8452 msg_format("It will take %d essences.", use_essence);
8455 else if (o_ptr->pval > 0)
8457 use_essence *= o_ptr->pval;
8459 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8461 msg_format("It will take %d essences.", use_essence);
8469 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8472 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8474 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8476 strcpy(tmp_val, "1");
8478 if (!get_string(tmp, tmp_val, 1)) return;
8479 pval = atoi(tmp_val);
8480 if (pval > limit) pval = limit;
8481 else if (pval < 1) pval = 1;
8482 o_ptr->pval += pval;
8483 use_essence *= pval;
8485 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8487 msg_format("It will take %d essences.", use_essence);
8491 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8494 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8496 msg_print("You don't have enough essences.");
8501 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8505 int get_to_h, get_to_d;
8507 strcpy(tmp_val, "1");
8509 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8511 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8513 val = atoi(tmp_val);
8514 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8515 else if (val < 1) val = 1;
8518 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8520 msg_format("It will take %d essences.", use_essence);
8522 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8525 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8527 msg_print("You don't have enough essences.");
8531 get_to_h = ((val+1)/2+randint0(val/2+1));
8532 get_to_d = ((val+1)/2+randint0(val/2+1));
8533 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8534 o_ptr->to_h += get_to_h;
8535 o_ptr->to_d += get_to_d;
8537 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8538 if (es_ptr->add == ESSENCE_ATTACK)
8540 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8543 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8545 msg_print("You failed to enchant.");
8552 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8553 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8556 else if (es_ptr->add == ESSENCE_AC)
8558 if (o_ptr->to_a >= p_ptr->lev/5+5)
8561 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8563 msg_print("You failed to enchant.");
8570 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8575 o_ptr->xtra3 = es_ptr->add + 1;
8580 bool success = TRUE;
8584 case ESSENCE_SH_FIRE:
8585 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8590 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8591 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8593 case ESSENCE_SH_ELEC:
8594 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8599 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8600 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8602 case ESSENCE_SH_COLD:
8603 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8608 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8609 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8611 case ESSENCE_RESISTANCE:
8612 case ESSENCE_SUSTAIN:
8613 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))
8618 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8619 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8620 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8621 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8627 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8629 msg_print("You don't have enough essences.");
8633 if (es_ptr->add == ESSENCE_SUSTAIN)
8635 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8636 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8637 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8638 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8642 o_ptr->xtra3 = es_ptr->add + 1;
8649 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8651 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8654 /* Combine the pack */
8655 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8658 p_ptr->window |= (PW_INVEN);
8662 static void erase_essence(void)
8667 char o_name[MAX_NLEN];
8668 u32b flgs[TR_FLAG_SIZE];
8670 item_tester_hook = object_is_smith;
8674 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8675 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8677 q = "Remove from which item? ";
8678 s = "You have nothing to remove essence.";
8681 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8683 /* Get the item (in the pack) */
8686 o_ptr = &inventory[item];
8689 /* Get the item (on the floor) */
8692 o_ptr = &o_list[0 - item];
8695 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8697 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8699 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8704 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8706 o_ptr->to_h -= (o_ptr->xtra4>>8);
8707 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8709 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8710 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8713 object_flags(o_ptr, flgs);
8714 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8716 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8718 msg_print("You removed all essence you have added.");
8721 /* Combine the pack */
8722 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8725 p_ptr->window |= (PW_INVEN);
8728 void do_cmd_kaji(bool only_browse)
8733 int menu_line = (use_menu ? 1 : 0);
8737 if (p_ptr->confused)
8740 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8742 msg_print("You are too confused!");
8750 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8752 msg_print("You are blind!");
8760 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8762 msg_print("You are hallucinating!");
8770 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8772 #endif /* ALLOW_REPEAT */
8774 if (only_browse) screen_save();
8776 if (!only_browse) screen_save();
8782 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8783 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8784 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8785 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8786 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8787 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8789 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8790 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8791 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8792 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8793 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8794 prt(format("Choose command from menu."), 0, 0);
8821 if (menu_line > 5) menu_line -= 5;
8830 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8831 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8832 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8833 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8834 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8835 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8837 prt(" a) List essences", 2, 14);
8838 prt(" b) Extract essence", 3, 14);
8839 prt(" c) Remove essence", 4, 14);
8840 prt(" d) Add essence", 5, 14);
8841 prt(" e) Enchant weapon/armor", 6, 14);
8842 if (!get_com("Command :", &choice, TRUE))
8879 /* Clear lines, position cursor (really should use strlen here) */
8880 Term_erase(14, 21, 255);
8881 Term_erase(14, 20, 255);
8882 Term_erase(14, 19, 255);
8883 Term_erase(14, 18, 255);
8884 Term_erase(14, 17, 255);
8885 Term_erase(14, 16, 255);
8887 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8888 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8890 prt(&temp[j], line, 15);
8895 if (!only_browse) screen_load();
8896 } while (only_browse);
8900 #endif /* ALLOW_REPEAT */
8904 case 1: display_essence();break;
8905 case 2: drain_essence();break;
8906 case 3: erase_essence();break;
8908 mode = choose_essence();
8913 case 5: add_essence(10);break;
8919 * Torches have special abilities when they are flaming.
8921 void torch_flags(object_type *o_ptr, u32b *flgs)
8923 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8925 if (o_ptr->xtra4 > 0)
8927 add_flag(flgs, TR_BRAND_FIRE);
8928 add_flag(flgs, TR_KILL_UNDEAD);
8929 add_flag(flgs, TR_THROW);
8934 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8936 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8938 if (o_ptr->xtra4 > 0)
8946 void torch_lost_fuel(object_type *o_ptr)
8948 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8950 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8951 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;