4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Object code, part 2 */
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (get_object_level(o_ptr) > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((artifact_p(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_aware_p(o_ptr);
769 #ifndef SCRIPT_OBJ_KIND
770 /* Fully aware of the effects */
771 k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773 /* Fully aware of the effects */
775 #endif /* SCRIPT_OBJ_KIND */
777 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
778 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
782 char o_name[MAX_NLEN];
785 object_copy(q_ptr, o_ptr);
788 object_desc(o_name, q_ptr, TRUE, 0);
790 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
796 * Something has been "sampled"
798 void object_tried(object_type *o_ptr)
800 #ifndef SCRIPT_OBJ_KIND
801 /* Mark it as tried (even if "aware") */
802 k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
805 #endif /* SCRIPT_OBJ_KIND */
810 * Return the "value" of an "unknown" item
811 * Make a guess at the value of non-aware items
813 static s32b object_value_base(object_type *o_ptr)
815 /* Aware item -- use template cost */
816 if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
818 /* Analyze the type */
823 case TV_FOOD: return (5L);
825 /* Un-aware Potions */
826 case TV_POTION: return (20L);
828 /* Un-aware Scrolls */
829 case TV_SCROLL: return (20L);
831 /* Un-aware Staffs */
832 case TV_STAFF: return (70L);
835 case TV_WAND: return (50L);
838 case TV_ROD: return (90L);
841 case TV_RING: return (45L);
843 /* Un-aware Amulets */
844 case TV_AMULET: return (45L);
846 /* Figurines, relative to monster level */
849 int level = r_info[o_ptr->pval].level;
850 if (level < 20) return level*50L;
851 else if (level < 30) return 1000+(level-20)*150L;
852 else if (level < 40) return 2500+(level-30)*350L;
853 else if (level < 50) return 6000+(level-40)*800L;
854 else return 14000+(level-50)*2000L;
858 if (!o_ptr->pval) return 1000L;
859 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
862 /* Paranoia -- Oops */
867 /* Return the value of the flags the object has... */
868 s32b flag_cost(object_type * o_ptr, int plusses)
871 u32b flgs[TR_FLAG_SIZE];
876 object_flags(o_ptr, flgs);
880 artifact_type *a_ptr = &a_info[o_ptr->name1];
882 for (i = 0; i < TR_FLAG_SIZE; i++)
883 flgs[i] &= ~(a_ptr->flags[i]);
887 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
889 object_kind *k_ptr = &k_info[o_ptr->k_idx];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(k_ptr->flags[i]);
897 ego_item_type *e_ptr = &e_info[o_ptr->name2];
899 for (i = 0; i < TR_FLAG_SIZE; i++)
900 flgs[i] &= ~(e_ptr->flags[i]);
903 else if (o_ptr->art_name)
909 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
910 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
911 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
912 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
913 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
914 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
915 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
916 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
917 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
918 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
919 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
920 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
921 total += (10000 + (2500 * plusses));
922 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
923 total += (10000 + (2500 * plusses));
924 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
928 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
929 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
930 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
931 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
932 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
933 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
934 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
935 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
936 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
937 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
938 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
940 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
941 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
942 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
943 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
944 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
945 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
946 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
947 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
948 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
950 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
951 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
952 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
953 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
954 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
955 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
956 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
957 total += (tmp_cost * count);
959 if (have_flag(flgs, TR_SUST_STR)) total += 850;
960 if (have_flag(flgs, TR_SUST_INT)) total += 850;
961 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
962 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
963 if (have_flag(flgs, TR_SUST_CON)) total += 850;
964 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
965 if (have_flag(flgs, TR_RIDING)) total += 0;
966 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
967 if (have_flag(flgs, TR_THROW)) total += 5000;
968 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
969 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
973 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
974 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
975 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
976 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
977 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
978 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
979 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
980 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
981 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
982 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
983 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
984 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
985 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
986 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
987 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
988 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
989 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
990 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
991 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
992 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
993 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
994 total += (tmp_cost * count);
996 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
997 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
998 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
999 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1000 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1001 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1002 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1003 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1004 if (have_flag(flgs, TR_FEATHER)) total += 1250;
1005 if (have_flag(flgs, TR_LITE)) total += 1250;
1006 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1007 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1008 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1009 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1010 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1011 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1012 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1013 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1014 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1015 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1016 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1017 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1018 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1019 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1020 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1021 if (have_flag(flgs, TR_REGEN)) total += 2500;
1022 if (have_flag(flgs, TR_WARNING)) total += 2000;
1023 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1024 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1025 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1026 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1027 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1028 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1029 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1030 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1031 if (have_flag(flgs, TR_TELEPORT))
1033 if (cursed_p(o_ptr))
1038 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1039 if (have_flag(flgs, TR_BLESSED)) total += 750;
1040 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1041 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1042 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1044 /* Also, give some extra for activatable powers... */
1045 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1047 int type = o_ptr->xtra2;
1049 if (type == ACT_SUNLIGHT) total += 250;
1050 else if (type == ACT_BO_MISS_1) total += 250;
1051 else if (type == ACT_BA_POIS_1) total += 300;
1052 else if (type == ACT_BO_ELEC_1) total += 250;
1053 else if (type == ACT_BO_ACID_1) total += 250;
1054 else if (type == ACT_BO_COLD_1) total += 250;
1055 else if (type == ACT_BO_FIRE_1) total += 250;
1056 else if (type == ACT_BA_COLD_1) total += 750;
1057 else if (type == ACT_BA_FIRE_1) total += 1000;
1058 else if (type == ACT_DRAIN_1) total += 500;
1059 else if (type == ACT_BA_COLD_2) total += 1250;
1060 else if (type == ACT_BA_ELEC_2) total += 1500;
1061 else if (type == ACT_DRAIN_2) total += 750;
1062 else if (type == ACT_VAMPIRE_1) total += 1000;
1063 else if (type == ACT_BO_MISS_2) total += 1000;
1064 else if (type == ACT_BA_FIRE_2) total += 1750;
1065 else if (type == ACT_BA_COLD_3) total += 2500;
1066 else if (type == ACT_BA_ELEC_3) total += 2500;
1067 else if (type == ACT_WHIRLWIND) total += 7500;
1068 else if (type == ACT_VAMPIRE_2) total += 2500;
1069 else if (type == ACT_CALL_CHAOS) total += 5000;
1070 else if (type == ACT_ROCKET) total += 5000;
1071 else if (type == ACT_DISP_EVIL) total += 4000;
1072 else if (type == ACT_DISP_GOOD) total += 3500;
1073 else if (type == ACT_BA_MISS_3) total += 5000;
1074 else if (type == ACT_CONFUSE) total += 500;
1075 else if (type == ACT_SLEEP) total += 750;
1076 else if (type == ACT_QUAKE) total += 600;
1077 else if (type == ACT_TERROR) total += 2500;
1078 else if (type == ACT_TELE_AWAY) total += 2000;
1079 else if (type == ACT_BANISH_EVIL) total += 2000;
1080 else if (type == ACT_GENOCIDE) total += 10000;
1081 else if (type == ACT_MASS_GENO) total += 10000;
1082 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1083 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1084 else if (type == ACT_CHARM_OTHER) total += 10000;
1085 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1086 else if (type == ACT_CHARM_OTHERS) total += 17500;
1087 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1088 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1089 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1090 else if (type == ACT_SUMMON_DEMON) total += 20000;
1091 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1092 else if (type == ACT_CURE_LW) total += 500;
1093 else if (type == ACT_CURE_MW) total += 750;
1094 else if (type == ACT_CURE_POISON) total += 1000;
1095 else if (type == ACT_REST_LIFE) total += 7500;
1096 else if (type == ACT_REST_ALL) total += 15000;
1097 else if (type == ACT_CURE_700) total += 10000;
1098 else if (type == ACT_CURE_1000) total += 15000;
1099 else if (type == ACT_ESP) total += 1500;
1100 else if (type == ACT_BERSERK) total += 800;
1101 else if (type == ACT_PROT_EVIL) total += 5000;
1102 else if (type == ACT_RESIST_ALL) total += 5000;
1103 else if (type == ACT_SPEED) total += 15000;
1104 else if (type == ACT_XTRA_SPEED) total += 25000;
1105 else if (type == ACT_WRAITH) total += 25000;
1106 else if (type == ACT_INVULN) total += 25000;
1107 else if (type == ACT_LIGHT) total += 150;
1108 else if (type == ACT_MAP_LIGHT) total += 500;
1109 else if (type == ACT_DETECT_ALL) total += 1000;
1110 else if (type == ACT_DETECT_XTRA) total += 12500;
1111 else if (type == ACT_ID_FULL) total += 10000;
1112 else if (type == ACT_ID_PLAIN) total += 1250;
1113 else if (type == ACT_RUNE_EXPLO) total += 4000;
1114 else if (type == ACT_RUNE_PROT) total += 10000;
1115 else if (type == ACT_SATIATE) total += 2000;
1116 else if (type == ACT_DEST_DOOR) total += 100;
1117 else if (type == ACT_STONE_MUD) total += 1000;
1118 else if (type == ACT_RECHARGE) total += 1000;
1119 else if (type == ACT_ALCHEMY) total += 10000;
1120 else if (type == ACT_DIM_DOOR) total += 10000;
1121 else if (type == ACT_TELEPORT) total += 2000;
1122 else if (type == ACT_RECALL) total += 7500;
1130 * Return the "real" price of a "known" item, not including discounts
1132 * Wand and staffs get cost for each charge
1134 * Armor is worth an extra 100 gold per bonus point to armor class.
1136 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1138 * Missiles are only worth 5 gold per bonus point, since they
1139 * usually appear in groups of 20, and we want the player to get
1140 * the same amount of cash for any "equivalent" item. Note that
1141 * missiles never have any of the "pval" flags, and in fact, they
1142 * only have a few of the available flags, primarily of the "slay"
1143 * and "brand" and "ignore" variety.
1145 * Armor with a negative armor bonus is worthless.
1146 * Weapons with negative hit+damage bonuses are worthless.
1148 * Every wearable item with a "pval" bonus is worth extra (see below).
1150 s32b object_value_real(object_type *o_ptr)
1154 u32b flgs[TR_FLAG_SIZE];
1156 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1159 /* Hack -- "worthless" items */
1160 if (!get_object_cost(o_ptr)) return (0L);
1163 value = get_object_cost(o_ptr);
1165 /* Extract some flags */
1166 object_flags(o_ptr, flgs);
1171 artifact_type *a_ptr = &a_info[o_ptr->name1];
1173 /* Hack -- "worthless" artifacts */
1174 if (!a_ptr->cost) return (0L);
1176 /* Hack -- Use the artifact cost instead */
1177 value = a_ptr->cost;
1178 value += flag_cost(o_ptr, o_ptr->pval);
1183 else if (o_ptr->name2)
1185 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1187 /* Hack -- "worthless" ego-items */
1188 if (!e_ptr->cost) return (0L);
1190 /* Hack -- Reward the ego-item with a bonus */
1191 value += e_ptr->cost;
1192 value += flag_cost(o_ptr, o_ptr->pval);
1200 for (i = 0; i < TR_FLAG_SIZE; i++)
1201 if (o_ptr->art_flags[i]) flag = TRUE;
1203 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1207 /* Analyze pval bonus */
1208 switch (o_ptr->tval)
1231 /* Hack -- Negative "pval" is always bad */
1232 if (o_ptr->pval < 0) return (0L);
1235 if (!o_ptr->pval) break;
1237 /* Give credit for stat bonuses */
1238 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1239 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1240 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1241 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1242 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1243 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1245 /* Give credit for stealth and searching */
1246 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1247 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1248 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1250 /* Give credit for infra-vision and tunneling */
1251 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1252 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1254 /* Give credit for extra attacks */
1255 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1257 /* Give credit for speed bonus */
1258 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1265 /* Analyze the item */
1266 switch (o_ptr->tval)
1271 /* Pay extra for charges, depending on standard number of
1272 * charges. Handle new-style wands correctly. -LM-
1274 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1281 /* Pay extra for charges, depending on standard number of
1284 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1294 /* Hack -- negative bonuses are bad */
1295 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1297 /* Give credit for bonuses */
1298 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1315 /* Hack -- negative armor bonus */
1316 if (o_ptr->to_a < 0) return (0L);
1318 /* Give credit for bonuses */
1319 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1332 /* Hack -- negative hit/damage bonuses */
1333 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1335 /* Factor in the bonuses */
1336 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1338 /* Hack -- Factor in extra damage dice and sides */
1339 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1340 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1351 /* Hack -- negative hit/damage bonuses */
1352 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1354 /* Factor in the bonuses */
1355 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1357 /* Hack -- Factor in extra damage dice and sides */
1358 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1359 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1365 /* Figurines, relative to monster level */
1368 int level = r_info[o_ptr->pval].level;
1369 if (level < 20) value = level*50L;
1370 else if (level < 30) value = 1000+(level-20)*150L;
1371 else if (level < 40) value = 2500+(level-30)*350L;
1372 else if (level < 50) value = 6000+(level-40)*800L;
1373 else value = 14000+(level-50)*2000L;
1379 if (!o_ptr->pval) value = 1000L;
1380 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1386 if (!o_ptr->pval) value = 0L;
1391 /* Return the value */
1397 * Return the price of an item including plusses (and charges)
1399 * This function returns the "value" of the given item (qty one)
1401 * Never notice "unknown" bonuses or properties, including "curses",
1402 * since that would give the player information he did not have.
1404 * Note that discounted items stay discounted forever, even if
1405 * the discount is "forgotten" by the player via memory loss.
1407 s32b object_value(object_type *o_ptr)
1412 /* Unknown items -- acquire a base value */
1413 if (object_known_p(o_ptr))
1415 /* Broken items -- worthless */
1416 if (broken_p(o_ptr)) return (0L);
1418 /* Cursed items -- worthless */
1419 if (cursed_p(o_ptr)) return (0L);
1421 /* Real value (see above) */
1422 value = object_value_real(o_ptr);
1425 /* Known items -- acquire the actual value */
1428 /* Hack -- Felt broken items */
1429 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1431 /* Hack -- Felt cursed items */
1432 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1434 /* Base value (see above) */
1435 value = object_value_base(o_ptr);
1439 /* Apply discount (if any) */
1440 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1443 /* Return the final value */
1449 * Determines whether an object can be destroyed, and makes fake inscription.
1451 bool can_player_destroy_object(object_type *o_ptr)
1453 /* Artifacts cannot be destroyed */
1454 if (artifact_p(o_ptr) || o_ptr->art_name)
1456 byte feel = FEEL_SPECIAL;
1458 /* Hack -- Handle icky artifacts */
1459 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1461 /* Hack -- inscribe the artifact */
1462 o_ptr->feeling = feel;
1464 /* We have "felt" it (again) */
1465 o_ptr->ident |= (IDENT_SENSE);
1467 /* Combine the pack */
1468 p_ptr->notice |= (PN_COMBINE);
1471 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1482 * Distribute charges of rods or wands.
1484 * o_ptr = source item
1485 * q_ptr = target item, must be of the same type as o_ptr
1486 * amt = number of items that are transfered
1488 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1491 * Hack -- If rods or wands are dropped, the total maximum timeout or
1492 * charges need to be allocated between the two stacks. If all the items
1493 * are being dropped, it makes for a neater message to leave the original
1494 * stack's pval alone. -LM-
1496 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1498 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1499 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1501 /* Hack -- Rods also need to have their timeouts distributed. The
1502 * dropped stack will accept all time remaining to charge up to its
1505 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1507 if (q_ptr->pval > o_ptr->timeout)
1508 q_ptr->timeout = o_ptr->timeout;
1510 q_ptr->timeout = q_ptr->pval;
1512 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1517 void reduce_charges(object_type *o_ptr, int amt)
1520 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1521 * charges of the stack needs to be reduced, unless all the items are
1522 * being destroyed. -LM-
1524 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1525 (amt < o_ptr->number))
1527 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1533 * Determine if an item can "absorb" a second item
1535 * See "object_absorb()" for the actual "absorption" code.
1537 * If permitted, we allow staffs (if they are known to have equal charges
1538 * and both are either known or confirmed empty) and wands (if both are
1539 * either known or confirmed empty) and rods (in all cases) to combine.
1540 * Staffs will unstack (if necessary) when they are used, but wands and
1541 * rods will only unstack if one is dropped. -LM-
1543 * If permitted, we allow weapons/armor to stack, if fully "known".
1545 * Missiles will combine if both stacks have the same "known" status.
1546 * This is done to make unidentified stacks of missiles useful.
1548 * Food, potions, scrolls, and "easy know" items always stack.
1550 * Chests, and activatable items, never stack (for various reasons).
1554 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1556 #define MAX_STACK_SIZE 99
1560 * Determine if an item can partly absorb a second item.
1561 * Return maximum number of stack.
1563 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1567 /* Default maximum number of stack */
1568 int max_num = MAX_STACK_SIZE;
1570 /* Require identical object types */
1571 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1574 /* Analyze the items */
1575 switch (o_ptr->tval)
1577 /* Chests and Statues*/
1588 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1589 if (o_ptr->pval != j_ptr->pval) return 0;
1593 /* Figurines and Corpses*/
1598 if (o_ptr->pval != j_ptr->pval) return 0;
1604 /* Food and Potions and Scrolls */
1616 /* Require either knowledge or known empty for both staffs. */
1617 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1618 !object_known_p(o_ptr)) ||
1619 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1620 !object_known_p(j_ptr))) return 0;
1622 /* Require identical charges, since staffs are bulky. */
1623 if (o_ptr->pval != j_ptr->pval) return 0;
1632 /* Require either knowledge or known empty for both wands. */
1633 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1634 !object_known_p(o_ptr)) ||
1635 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1636 !object_known_p(j_ptr))) return 0;
1638 /* Wand charges combine in O&ZAngband. */
1644 /* Staffs and Wands and Rods */
1647 /* Prevent overflaw of timeout */
1648 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1654 /* Weapons and Armor */
1670 /* Require permission */
1671 if (!stack_allow_items) return 0;
1676 /* Rings, Amulets, Lites */
1681 /* Require full knowledge of both items */
1682 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1692 /* Require identical knowledge of both items */
1693 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1695 /* Require identical "bonuses" */
1696 if (o_ptr->to_h != j_ptr->to_h) return 0;
1697 if (o_ptr->to_d != j_ptr->to_d) return 0;
1698 if (o_ptr->to_a != j_ptr->to_a) return 0;
1700 /* Require identical "pval" code */
1701 if (o_ptr->pval != j_ptr->pval) return 0;
1703 /* Require identical "artifact" names */
1704 if (o_ptr->name1 != j_ptr->name1) return 0;
1706 /* Random artifacts never stack */
1707 if (o_ptr->art_name || j_ptr->art_name) return 0;
1709 /* Require identical "ego-item" names */
1710 if (o_ptr->name2 != j_ptr->name2) return 0;
1712 /* Require identical added essence */
1713 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1714 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1716 /* Hack -- Never stack "powerful" items */
1717 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1719 /* Hack -- Never stack recharging items */
1720 if (o_ptr->timeout || j_ptr->timeout) return 0;
1722 /* Require identical "values" */
1723 if (o_ptr->ac != j_ptr->ac) return 0;
1724 if (o_ptr->dd != j_ptr->dd) return 0;
1725 if (o_ptr->ds != j_ptr->ds) return 0;
1734 /* Require knowledge */
1735 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1743 /* Hack -- Identical art_flags! */
1744 for (i = 0; i < TR_FLAG_SIZE; i++)
1745 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1747 /* Hack -- Require identical "cursed" status */
1748 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1750 /* Hack -- Require identical "broken" status */
1751 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1754 /* Hack -- require semi-matching "inscriptions" */
1755 if (o_ptr->inscription && j_ptr->inscription &&
1756 (o_ptr->inscription != j_ptr->inscription))
1759 /* Hack -- normally require matching "inscriptions" */
1760 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1762 /* Hack -- normally require matching "discounts" */
1763 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1766 /* They match, so they must be similar */
1771 * Determine if an item can absorb a second item.
1773 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1775 int total = o_ptr->number + j_ptr->number;
1778 /* Are these objects similar? */
1779 max_num = object_similar_part(o_ptr, j_ptr);
1781 /* Return if not similar */
1782 if (!max_num) return FALSE;
1784 /* Maximal "stacking" limit */
1785 if (total > max_num) return (0);
1788 /* They match, so they must be similar */
1795 * Allow one item to "absorb" another, assuming they are similar
1797 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1799 int max_num = object_similar_part(o_ptr, j_ptr);
1800 int total = o_ptr->number + j_ptr->number;
1801 int diff = (total > max_num) ? total - max_num : 0;
1803 /* Combine quantity, lose excess items */
1804 o_ptr->number = (total > max_num) ? max_num : total;
1806 /* Hack -- blend "known" status */
1807 if (object_known_p(j_ptr)) object_known(o_ptr);
1809 /* Hack -- clear "storebought" if only one has it */
1810 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1811 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1813 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1814 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1817 /* Hack -- blend "mental" status */
1818 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1820 /* Hack -- blend "inscriptions" */
1821 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1823 /* Hack -- blend "feelings" */
1824 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1826 /* Hack -- could average discounts XXX XXX XXX */
1827 /* Hack -- save largest discount XXX XXX XXX */
1828 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1830 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1831 if (o_ptr->tval == TV_ROD)
1833 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1834 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1837 /* Hack -- if wands are stacking, combine the charges. -LM- */
1838 if (o_ptr->tval == TV_WAND)
1840 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1846 * Find the index of the object_kind with the given tval and sval
1848 s16b lookup_kind(int tval, int sval)
1855 for (k = 1; k < max_k_idx; k++)
1857 object_kind *k_ptr = &k_info[k];
1859 /* Require correct tval */
1860 if (k_ptr->tval != tval) continue;
1863 if (k_ptr->sval == sval) return (k);
1865 /* Ignore illegal items */
1866 if (sval != SV_ANY) continue;
1868 /* Apply the randomizer */
1869 if (!one_in_(++num)) continue;
1871 /* Use this value */
1875 /* Return this choice */
1884 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1886 msg_format("No object (%d,%d)", tval, sval);
1897 * Wipe an object clean.
1899 void object_wipe(object_type *o_ptr)
1901 /* Wipe the structure */
1902 (void)WIPE(o_ptr, object_type);
1907 * Prepare an object based on an existing object
1909 void object_copy(object_type *o_ptr, object_type *j_ptr)
1911 /* Copy the structure */
1912 COPY(o_ptr, j_ptr, object_type);
1917 * Prepare an object based on an object kind.
1919 void object_prep(object_type *o_ptr, int k_idx)
1921 object_kind *k_ptr = &k_info[k_idx];
1923 /* Clear the record */
1926 /* Save the kind index */
1927 o_ptr->k_idx = k_idx;
1929 /* Efficiency -- tval/sval */
1930 o_ptr->tval = k_ptr->tval;
1931 o_ptr->sval = k_ptr->sval;
1933 /* Default "pval" */
1934 o_ptr->pval = k_ptr->pval;
1936 /* Default number */
1939 /* Default weight */
1940 o_ptr->weight = k_ptr->weight;
1943 o_ptr->to_h = k_ptr->to_h;
1944 o_ptr->to_d = k_ptr->to_d;
1945 o_ptr->to_a = k_ptr->to_a;
1948 o_ptr->ac = k_ptr->ac;
1949 o_ptr->dd = k_ptr->dd;
1950 o_ptr->ds = k_ptr->ds;
1952 /* Hack -- worthless items are always "broken" */
1953 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1955 /* Hack -- cursed items are always "cursed" */
1956 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1957 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1958 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1959 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1960 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1961 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1966 * Help determine an "enchantment bonus" for an object.
1968 * To avoid floating point but still provide a smooth distribution of bonuses,
1969 * we simply round the results of division in such a way as to "average" the
1970 * correct floating point value.
1972 * This function has been changed. It uses "randnor()" to choose values from
1973 * a normal distribution, whose mean moves from zero towards the max as the
1974 * level increases, and whose standard deviation is equal to 1/4 of the max,
1975 * and whose values are forced to lie between zero and the max, inclusive.
1977 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1978 * rare to get the "full" enchantment on an object, even a deep levels.
1980 * It is always possible (albeit unlikely) to get the "full" enchantment.
1982 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1984 * N 0 1 2 3 4 5 6 7 8 9 10
1985 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1986 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1987 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1988 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1989 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1990 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1991 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1992 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1993 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1994 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1995 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1996 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1997 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1998 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1999 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
2000 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
2001 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
2002 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
2004 s16b m_bonus(int max, int level)
2006 int bonus, stand, extra, value;
2009 /* Paranoia -- enforce maximal "level" */
2010 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2013 /* The "bonus" moves towards the max */
2014 bonus = ((max * level) / MAX_DEPTH);
2016 /* Hack -- determine fraction of error */
2017 extra = ((max * level) % MAX_DEPTH);
2019 /* Hack -- simulate floating point computations */
2020 if (randint0(MAX_DEPTH) < extra) bonus++;
2023 /* The "stand" is equal to one quarter of the max */
2026 /* Hack -- determine fraction of error */
2029 /* Hack -- simulate floating point computations */
2030 if (randint0(4) < extra) stand++;
2033 /* Choose an "interesting" value */
2034 value = randnor(bonus, stand);
2036 /* Enforce the minimum value */
2037 if (value < 0) return (0);
2039 /* Enforce the maximum value */
2040 if (value > max) return (max);
2048 * Cheat -- describe a created object for the user
2050 static void object_mention(object_type *o_ptr)
2052 char o_name[MAX_NLEN];
2055 object_desc_store(o_name, o_ptr, FALSE, 0);
2058 if (artifact_p(o_ptr))
2062 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2064 msg_format("Artifact (%s)", o_name);
2069 /* Random Artifact */
2070 else if (o_ptr->art_name)
2073 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2075 msg_print("Random artifact");
2081 else if (ego_item_p(o_ptr))
2085 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2087 msg_format("Ego-item (%s)", o_name);
2097 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2099 msg_format("Object (%s)", o_name);
2107 * Mega-Hack -- Attempt to create one of the "Special Objects"
2109 * We are only called from "make_object()", and we assume that
2110 * "apply_magic()" is called immediately after we return.
2112 * Note -- see "make_artifact()" and "apply_magic()"
2114 static bool make_artifact_special(object_type *o_ptr)
2120 /* No artifacts in the town */
2121 if (!dun_level) return (FALSE);
2124 if (get_obj_num_hook) return (FALSE);
2126 /* Check the artifact list (just the "specials") */
2127 for (i = 0; i < max_a_idx; i++)
2129 artifact_type *a_ptr = &a_info[i];
2131 /* Skip "empty" artifacts */
2132 if (!a_ptr->name) continue;
2134 /* Cannot make an artifact twice */
2135 if (a_ptr->cur_num) continue;
2137 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2138 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2140 /* XXX XXX Enforce minimum "depth" (loosely) */
2141 if (a_ptr->level > dun_level)
2143 /* Acquire the "out-of-depth factor" */
2144 int d = (a_ptr->level - dun_level) * 2;
2146 /* Roll for out-of-depth creation */
2147 if (!one_in_(d)) continue;
2150 /* Artifact "rarity roll" */
2151 if (!one_in_(a_ptr->rarity)) continue;
2153 /* Find the base object */
2154 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2156 /* XXX XXX Enforce minimum "object" level (loosely) */
2157 if (k_info[k_idx].level > object_level)
2159 /* Acquire the "out-of-depth factor" */
2160 int d = (k_info[k_idx].level - object_level) * 5;
2162 /* Roll for out-of-depth creation */
2163 if (!one_in_(d)) continue;
2166 /* Assign the template */
2167 object_prep(o_ptr, k_idx);
2169 /* Mega-Hack -- mark the item as an artifact */
2172 /* Hack: Some artifacts get random extra powers */
2173 random_artifact_resistance(o_ptr, a_ptr);
2185 * Attempt to change an object into an artifact
2187 * This routine should only be called by "apply_magic()"
2189 * Note -- see "make_artifact_special()" and "apply_magic()"
2191 static bool make_artifact(object_type *o_ptr)
2196 /* No artifacts in the town */
2197 if (!dun_level) return (FALSE);
2199 /* Paranoia -- no "plural" artifacts */
2200 if (o_ptr->number != 1) return (FALSE);
2202 /* Check the artifact list (skip the "specials") */
2203 for (i = 0; i < max_a_idx; i++)
2205 artifact_type *a_ptr = &a_info[i];
2207 /* Skip "empty" items */
2208 if (!a_ptr->name) continue;
2210 /* Cannot make an artifact twice */
2211 if (a_ptr->cur_num) continue;
2213 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2215 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2217 /* Must have the correct fields */
2218 if (a_ptr->tval != o_ptr->tval) continue;
2219 if (a_ptr->sval != o_ptr->sval) continue;
2221 /* XXX XXX Enforce minimum "depth" (loosely) */
2222 if (a_ptr->level > dun_level)
2224 /* Acquire the "out-of-depth factor" */
2225 int d = (a_ptr->level - dun_level) * 2;
2227 /* Roll for out-of-depth creation */
2228 if (!one_in_(d)) continue;
2231 /* We must make the "rarity roll" */
2232 if (!one_in_(a_ptr->rarity)) continue;
2234 /* Hack -- mark the item as an artifact */
2237 /* Hack: Some artifacts get random extra powers */
2238 random_artifact_resistance(o_ptr, a_ptr);
2250 * Choose random ego type
2252 static byte get_random_ego(byte slot, bool good)
2255 ego_item_type *e_ptr;
2259 for (i = 1; i < max_e_idx; i++)
2263 if (e_ptr->slot == slot
2264 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2267 total += (255 / e_ptr->rarity);
2271 value = randint1(total);
2273 for (i = 1; i < max_e_idx; i++)
2277 if (e_ptr->slot == slot
2278 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2281 value -= (255 / e_ptr->rarity);
2282 if (value <= 0L) break;
2290 * Apply magic to an item known to be a "weapon"
2292 * Hack -- note special base damage dice boosting
2293 * Hack -- note special processing for weapon/digger
2294 * Hack -- note special rating boost for dragon scale mail
2296 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2298 int tohit1 = randint1(5) + m_bonus(5, level);
2299 int todam1 = randint1(5) + m_bonus(5, level);
2301 int tohit2 = m_bonus(10, level);
2302 int todam2 = m_bonus(10, level);
2304 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2306 tohit2 = (tohit2+1)/2;
2307 todam2 = (todam2+1)/2;
2314 o_ptr->to_h += tohit1;
2315 o_ptr->to_d += todam1;
2321 o_ptr->to_h += tohit2;
2322 o_ptr->to_d += todam2;
2330 o_ptr->to_h -= tohit1;
2331 o_ptr->to_d -= todam1;
2336 /* Penalize again */
2337 o_ptr->to_h -= tohit2;
2338 o_ptr->to_d -= todam2;
2341 /* Cursed (if "bad") */
2342 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2345 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2348 switch (o_ptr->tval)
2356 create_artifact(o_ptr, FALSE);
2358 /* Special Ego-item */
2359 o_ptr->name2 = EGO_DIGGING;
2363 else if (power < -1)
2365 /* Hack -- Horrible digging bonus */
2366 o_ptr->pval = 0 - (5 + randint1(5));
2372 /* Hack -- Reverse digging bonus */
2373 o_ptr->pval = 0 - (o_ptr->pval);
2389 create_artifact(o_ptr, FALSE);
2394 /* Roll for an ego-item */
2395 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2396 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2398 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2403 switch (o_ptr->name2)
2406 if (one_in_(4) && (level > 40))
2407 add_flag(o_ptr->art_flags, TR_BLOWS);
2411 add_flag(o_ptr->art_flags, TR_RES_POIS);
2413 add_flag(o_ptr->art_flags, TR_WARNING);
2415 case EGO_KILL_DRAGON:
2417 add_flag(o_ptr->art_flags, TR_RES_POIS);
2421 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2423 case EGO_SLAYING_WEAPON:
2424 if (one_in_(3)) /* double damage */
2432 while (one_in_(o_ptr->dd));
2438 while (one_in_(o_ptr->ds));
2443 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2445 if (o_ptr->tval == TV_SWORD && one_in_(3))
2447 add_flag(o_ptr->art_flags, TR_VORPAL);
2452 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2458 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2460 add_flag(o_ptr->art_flags, TR_DEX);
2462 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2465 o_ptr->pval = m_bonus(5, level) + 1;
2467 case EGO_EARTHQUAKES:
2468 if (one_in_(3) && (level > 60))
2469 add_flag(o_ptr->art_flags, TR_BLOWS);
2471 o_ptr->pval = m_bonus(3, level);
2475 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2479 if (!o_ptr->art_name)
2481 /* Hack -- Super-charge the damage dice */
2482 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2484 /* Hack -- Lower the damage dice */
2485 if (o_ptr->dd > 9) o_ptr->dd = 9;
2490 else if (power < -1)
2492 /* Roll for ego-item */
2493 if (randint0(MAX_DEPTH) < level)
2495 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2496 switch (o_ptr->name2)
2499 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2515 create_artifact(o_ptr, FALSE);
2518 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2532 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2534 switch (o_ptr->name2)
2536 case EGO_SLAYING_BOLT:
2541 /* Hack -- super-charge the damage dice */
2542 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2544 /* Hack -- restrict the damage dice */
2545 if (o_ptr->dd > 9) o_ptr->dd = 9;
2549 else if (power < -1)
2551 /* Roll for ego-item */
2552 if (randint0(MAX_DEPTH) < level)
2554 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2564 static void dragon_resist(object_type * o_ptr)
2569 one_dragon_ele_resistance(o_ptr);
2571 one_high_resistance(o_ptr);
2577 static bool add_esp_strong(object_type *o_ptr)
2579 bool nonliv = FALSE;
2581 switch (randint1(3))
2583 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2584 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2585 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2592 #define MAX_ESP_WEAK 9
2593 static void add_esp_weak(object_type *o_ptr, bool extra)
2596 int idx[MAX_ESP_WEAK];
2597 int flg[MAX_ESP_WEAK];
2598 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2599 int left = MAX_ESP_WEAK;
2601 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2603 /* Shuffle esp flags */
2604 for (i = 0; i < n; i++)
2606 int k = randint0(left--);
2612 flg[k] = flg[k + 1];
2617 while (n--) switch (idx[n])
2619 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2620 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2621 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2622 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2623 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2624 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2625 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2626 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2627 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2633 * Apply magic to an item known to be "armor"
2635 * Hack -- note special processing for crown/helm
2636 * Hack -- note special processing for robe of permanence
2638 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2640 int toac1 = randint1(5) + m_bonus(5, level);
2642 int toac2 = m_bonus(10, level);
2648 o_ptr->to_a += toac1;
2654 o_ptr->to_a += toac2;
2662 o_ptr->to_a -= toac1;
2667 /* Penalize again */
2668 o_ptr->to_a -= toac2;
2671 /* Cursed (if "bad") */
2672 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2677 switch (o_ptr->tval)
2684 create_artifact(o_ptr, FALSE);
2686 /* Mention the item */
2687 if (cheat_peek) object_mention(o_ptr);
2698 /* Hack -- Try for "Robes of the Magi" */
2699 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2700 (o_ptr->sval == SV_ROBE) &&
2701 (randint0(100) < 15))
2705 o_ptr->name2 = EGO_YOIYAMI;
2706 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2707 o_ptr->sval = SV_YOIYAMI_ROBE;
2713 o_ptr->name2 = EGO_PERMANENCE;
2720 create_artifact(o_ptr, FALSE);
2726 bool okay_flag = TRUE;
2728 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2730 switch (o_ptr->name2)
2732 case EGO_RESISTANCE:
2734 add_flag(o_ptr->art_flags, TR_RES_POIS);
2739 if (o_ptr->tval != TV_HARD_ARMOR)
2746 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2747 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2749 add_flag(o_ptr->art_flags, TR_CON);
2765 if (o_ptr->sval == SV_DRAGON_SHIELD)
2770 /* Mention the item */
2771 if (cheat_peek) object_mention(o_ptr);
2772 dragon_resist(o_ptr);
2773 if (!one_in_(3)) break;
2781 create_artifact(o_ptr, FALSE);
2784 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2786 switch (o_ptr->name2)
2789 if (!one_in_(3)) one_high_resistance(o_ptr);
2790 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2792 case EGO_REFLECTION:
2793 if (o_ptr->sval == SV_MIRROR_SHIELD)
2803 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2808 /* Mention the item */
2809 if (cheat_peek) object_mention(o_ptr);
2810 dragon_resist(o_ptr);
2811 if (!one_in_(3)) break;
2817 create_artifact(o_ptr, FALSE);
2820 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2824 else if (power < -1)
2826 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2834 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2839 /* Mention the item */
2840 if (cheat_peek) object_mention(o_ptr);
2841 dragon_resist(o_ptr);
2842 if (!one_in_(3)) break;
2849 create_artifact(o_ptr, FALSE);
2852 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2854 switch (o_ptr->name2)
2856 case EGO_SLOW_DESCENT:
2859 one_high_resistance(o_ptr);
2865 else if (power < -1)
2867 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2880 create_artifact(o_ptr, FALSE);
2885 bool ok_flag = TRUE;
2886 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2888 switch (o_ptr->name2)
2891 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2892 else add_esp_weak(o_ptr, FALSE);
2896 case EGO_REGENERATION:
2897 case EGO_LORDLINESS:
2902 if (one_in_(2)) add_esp_strong(o_ptr);
2903 else add_esp_weak(o_ptr, FALSE);
2906 default:/* not existing crown (wisdom,lite, etc...) */
2910 break; /* while (1) */
2916 else if (power < -1)
2918 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2926 if (o_ptr->sval == SV_DRAGON_HELM)
2931 /* Mention the item */
2932 if (cheat_peek) object_mention(o_ptr);
2933 dragon_resist(o_ptr);
2934 if (!one_in_(3)) break;
2942 create_artifact(o_ptr, FALSE);
2947 bool ok_flag = TRUE;
2948 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2950 switch (o_ptr->name2)
2952 case EGO_INTELLIGENCE:
2956 case EGO_INFRAVISION:
2961 if (one_in_(2)) add_esp_strong(o_ptr);
2962 else add_esp_weak(o_ptr, FALSE);
2965 default:/* not existing helm (Magi, Might, etc...)*/
2969 break; /* while (1) */
2974 else if (power < -1)
2976 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2988 create_artifact(o_ptr, FALSE);
2991 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2993 switch (o_ptr->name2)
3004 else if (power < -1)
3006 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3016 * Apply magic to an item known to be a "ring" or "amulet"
3018 * Hack -- note special rating boost for ring of speed
3019 * Hack -- note special rating boost for amulet of the magi
3020 * Hack -- note special "pval boost" code for ring of speed
3021 * Hack -- note that some items must be cursed (or blessed)
3023 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3025 /* Apply magic (good or bad) according to type */
3026 switch (o_ptr->tval)
3031 switch (o_ptr->sval)
3033 case SV_RING_ATTACKS:
3036 o_ptr->pval = m_bonus(2, level);
3037 if (one_in_(15)) o_ptr->pval++;
3038 if (o_ptr->pval < 1) o_ptr->pval = 1;
3044 o_ptr->ident |= (IDENT_BROKEN);
3047 o_ptr->curse_flags |= TRC_CURSED;
3050 o_ptr->pval = 0 - (o_ptr->pval);
3061 /* Strength, Constitution, Dexterity, Intelligence */
3067 o_ptr->pval = 1 + m_bonus(5, level);
3073 o_ptr->ident |= (IDENT_BROKEN);
3076 o_ptr->curse_flags |= TRC_CURSED;
3079 o_ptr->pval = 0 - (o_ptr->pval);
3085 /* Ring of Speed! */
3088 /* Base speed (1 to 10) */
3089 o_ptr->pval = randint1(5) + m_bonus(5, level);
3091 /* Super-charge the ring */
3092 while (randint0(100) < 50) o_ptr->pval++;
3098 o_ptr->ident |= (IDENT_BROKEN);
3101 o_ptr->curse_flags |= TRC_CURSED;
3104 o_ptr->pval = 0 - (o_ptr->pval);
3112 /* Mention the item */
3113 if (cheat_peek) object_mention(o_ptr);
3118 case SV_RING_LORDLY:
3122 one_lordly_high_resistance(o_ptr);
3126 /* Bonus to armor class */
3127 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3132 case SV_RING_WARNING:
3134 if (one_in_(3)) one_low_esp(o_ptr);
3139 case SV_RING_SEARCHING:
3141 /* Bonus to searching */
3142 o_ptr->pval = 1 + m_bonus(5, level);
3148 o_ptr->ident |= (IDENT_BROKEN);
3151 o_ptr->curse_flags |= TRC_CURSED;
3154 o_ptr->pval = 0 - (o_ptr->pval);
3160 /* Flames, Acid, Ice */
3161 case SV_RING_FLAMES:
3166 /* Bonus to armor class */
3167 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3171 /* Weakness, Stupidity */
3172 case SV_RING_WEAKNESS:
3173 case SV_RING_STUPIDITY:
3176 o_ptr->ident |= (IDENT_BROKEN);
3179 o_ptr->curse_flags |= TRC_CURSED;
3182 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3183 if (power > 0) power = 0 - power;
3188 /* WOE, Stupidity */
3192 o_ptr->ident |= (IDENT_BROKEN);
3195 o_ptr->curse_flags |= TRC_CURSED;
3198 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3199 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3200 if (power > 0) power = 0 - power;
3205 /* Ring of damage */
3206 case SV_RING_DAMAGE:
3208 /* Bonus to damage */
3209 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3215 o_ptr->ident |= (IDENT_BROKEN);
3218 o_ptr->curse_flags |= TRC_CURSED;
3221 o_ptr->to_d = 0 - o_ptr->to_d;
3227 /* Ring of Accuracy */
3228 case SV_RING_ACCURACY:
3231 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3237 o_ptr->ident |= (IDENT_BROKEN);
3240 o_ptr->curse_flags |= TRC_CURSED;
3243 o_ptr->to_h = 0 - o_ptr->to_h;
3249 /* Ring of Protection */
3250 case SV_RING_PROTECTION:
3252 /* Bonus to armor class */
3253 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3259 o_ptr->ident |= (IDENT_BROKEN);
3262 o_ptr->curse_flags |= TRC_CURSED;
3265 o_ptr->to_a = 0 - o_ptr->to_a;
3271 /* Ring of Slaying */
3272 case SV_RING_SLAYING:
3274 /* Bonus to damage and to hit */
3275 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3276 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3282 o_ptr->ident |= (IDENT_BROKEN);
3285 o_ptr->curse_flags |= TRC_CURSED;
3287 /* Reverse bonuses */
3288 o_ptr->to_h = 0 - o_ptr->to_h;
3289 o_ptr->to_d = 0 - o_ptr->to_d;
3295 case SV_RING_MUSCLE:
3297 o_ptr->pval = 1 + m_bonus(3, level);
3298 if (one_in_(4)) o_ptr->pval++;
3304 o_ptr->ident |= (IDENT_BROKEN);
3307 o_ptr->curse_flags |= TRC_CURSED;
3309 /* Reverse bonuses */
3310 o_ptr->pval = 0 - o_ptr->pval;
3315 case SV_RING_AGGRAVATION:
3318 o_ptr->ident |= (IDENT_BROKEN);
3321 o_ptr->curse_flags |= TRC_CURSED;
3323 if (power > 0) power = 0 - power;
3327 if (one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3329 o_ptr->pval = MIN(o_ptr->pval,4);
3330 /* Randart amulet */
3331 create_artifact(o_ptr, FALSE);
3333 else if ((power == 2) && one_in_(2))
3335 while(!o_ptr->name2)
3337 int tmp = m_bonus(10, level);
3338 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3339 switch(randint1(28))
3342 o_ptr->name2 = EGO_RING_THROW;
3345 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3346 o_ptr->name2 = EGO_RING_REGEN;
3349 if (have_flag(k_ptr->flags, TR_LITE)) break;
3350 o_ptr->name2 = EGO_RING_LITE;
3353 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3354 o_ptr->name2 = EGO_RING_TELEPORT;
3357 if (o_ptr->to_h) break;
3358 o_ptr->name2 = EGO_RING_TO_H;
3361 if (o_ptr->to_d) break;
3362 o_ptr->name2 = EGO_RING_TO_D;
3365 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3366 o_ptr->name2 = EGO_RING_SLAY;
3369 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3370 o_ptr->name2 = EGO_RING_WIZARD;
3373 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3374 o_ptr->name2 = EGO_RING_HERO;
3377 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3378 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3379 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3380 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3383 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3384 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;
3385 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3386 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3387 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3390 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3391 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;
3392 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3393 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3394 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3397 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3398 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;
3399 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3400 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3403 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3404 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;
3405 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3406 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3408 case 21: case 22: case 23: case 24: case 25: case 26:
3409 switch (o_ptr->sval)
3412 if (!one_in_(3)) break;
3413 o_ptr->name2 = EGO_RING_D_SPEED;
3415 case SV_RING_DAMAGE:
3416 case SV_RING_ACCURACY:
3417 case SV_RING_SLAYING:
3418 if (one_in_(2)) break;
3419 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3422 o_ptr->name2 = EGO_RING_BERSERKER;
3423 o_ptr->to_h -= 2+randint1(4);
3424 o_ptr->to_d += 2+randint1(4);
3427 case SV_RING_PROTECTION:
3428 o_ptr->name2 = EGO_RING_SUPER_AC;
3429 o_ptr->to_a += 7 + m_bonus(5, level);
3431 case SV_RING_RES_FEAR:
3432 o_ptr->name2 = EGO_RING_HERO;
3435 if (one_in_(2)) break;
3436 o_ptr->name2 = EGO_RING_HUNTER;
3438 case SV_RING_SEARCHING:
3439 o_ptr->name2 = EGO_RING_STEALTH;
3441 case SV_RING_TELEPORTATION:
3442 o_ptr->name2 = EGO_RING_TELE_AWAY;
3444 case SV_RING_RES_BLINDNESS:
3446 o_ptr->name2 = EGO_RING_RES_LITE;
3448 o_ptr->name2 = EGO_RING_RES_DARK;
3450 case SV_RING_LORDLY:
3451 if (!one_in_(20)) break;
3452 one_lordly_high_resistance(o_ptr);
3453 one_lordly_high_resistance(o_ptr);
3454 o_ptr->name2 = EGO_RING_TRUE;
3456 case SV_RING_SUSTAIN:
3457 if (!one_in_(4)) break;
3458 o_ptr->name2 = EGO_RING_RES_TIME;
3460 case SV_RING_FLAMES:
3461 if (!one_in_(2)) break;
3462 o_ptr->name2 = EGO_RING_DRAGON_F;
3465 if (!one_in_(2)) break;
3466 o_ptr->name2 = EGO_RING_DRAGON_C;
3468 case SV_RING_WARNING:
3469 if (!one_in_(2)) break;
3470 o_ptr->name2 = EGO_RING_M_DETECT;
3479 o_ptr->curse_flags = 0L;
3481 else if ((power == -2) && one_in_(2))
3483 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3484 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3485 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3486 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3487 o_ptr->art_flags[0] = 0;
3488 o_ptr->art_flags[1] = 0;
3489 while(!o_ptr->name2)
3491 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3495 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3496 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3499 o_ptr->name2 = EGO_RING_NO_MELEE;
3502 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3503 o_ptr->name2 = EGO_RING_AGGRAVATE;
3506 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3507 o_ptr->name2 = EGO_RING_TY_CURSE;
3510 o_ptr->name2 = EGO_RING_ALBINO;
3515 o_ptr->ident |= (IDENT_BROKEN);
3518 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3526 switch (o_ptr->sval)
3528 /* Amulet of wisdom/charisma */
3529 case SV_AMULET_INTELLIGENCE:
3530 case SV_AMULET_WISDOM:
3531 case SV_AMULET_CHARISMA:
3533 o_ptr->pval = 1 + m_bonus(5, level);
3539 o_ptr->ident |= (IDENT_BROKEN);
3542 o_ptr->curse_flags |= (TRC_CURSED);
3544 /* Reverse bonuses */
3545 o_ptr->pval = 0 - o_ptr->pval;
3551 /* Amulet of brilliance */
3552 case SV_AMULET_BRILLIANCE:
3554 o_ptr->pval = 1 + m_bonus(3, level);
3555 if (one_in_(4)) o_ptr->pval++;
3561 o_ptr->ident |= (IDENT_BROKEN);
3564 o_ptr->curse_flags |= (TRC_CURSED);
3566 /* Reverse bonuses */
3567 o_ptr->pval = 0 - o_ptr->pval;
3573 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3577 o_ptr->curse_flags |= (TRC_CURSED);
3582 case SV_AMULET_RESISTANCE:
3584 if (one_in_(5)) one_high_resistance(o_ptr);
3585 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3589 /* Amulet of searching */
3590 case SV_AMULET_SEARCHING:
3592 o_ptr->pval = randint1(2) + m_bonus(4, level);
3598 o_ptr->ident |= (IDENT_BROKEN);
3601 o_ptr->curse_flags |= (TRC_CURSED);
3603 /* Reverse bonuses */
3604 o_ptr->pval = 0 - (o_ptr->pval);
3610 /* Amulet of the Magi -- never cursed */
3611 case SV_AMULET_THE_MAGI:
3613 o_ptr->pval = randint1(5) + m_bonus(5, level);
3614 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3616 /* gain one low ESP */
3617 add_esp_weak(o_ptr, FALSE);
3619 /* Boost the rating */
3622 /* Mention the item */
3623 if (cheat_peek) object_mention(o_ptr);
3628 /* Amulet of Doom -- always cursed */
3629 case SV_AMULET_DOOM:
3632 o_ptr->ident |= (IDENT_BROKEN);
3635 o_ptr->curse_flags |= (TRC_CURSED);
3638 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3639 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3640 if (power > 0) power = 0 - power;
3645 case SV_AMULET_MAGIC_MASTERY:
3647 o_ptr->pval = 1 + m_bonus(4, level);
3653 o_ptr->ident |= (IDENT_BROKEN);
3656 o_ptr->curse_flags |= (TRC_CURSED);
3658 /* Reverse bonuses */
3659 o_ptr->pval = 0 - o_ptr->pval;
3665 if (one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3667 o_ptr->pval = MIN(o_ptr->pval,4);
3668 /* Randart amulet */
3669 create_artifact(o_ptr, FALSE);
3671 else if ((power == 2) && one_in_(2))
3673 while(!o_ptr->name2)
3675 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3676 switch(randint1(21))
3679 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3680 o_ptr->name2 = EGO_AMU_SLOW_D;
3683 if (o_ptr->pval) break;
3684 o_ptr->name2 = EGO_AMU_INFRA;
3687 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3688 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3691 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3692 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3695 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3696 o_ptr->name2 = EGO_AMU_LEVITATION;
3698 case 10: case 11: case 21:
3699 o_ptr->name2 = EGO_AMU_AC;
3702 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3703 if (m_bonus(10, level) > 8)
3704 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3706 o_ptr->name2 = EGO_AMU_RES_FIRE;
3709 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3710 if (m_bonus(10, level) > 8)
3711 o_ptr->name2 = EGO_AMU_RES_COLD_;
3713 o_ptr->name2 = EGO_AMU_RES_COLD;
3716 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3717 if (m_bonus(10, level) > 8)
3718 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3720 o_ptr->name2 = EGO_AMU_RES_ELEC;
3723 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3724 if (m_bonus(10, level) > 8)
3725 o_ptr->name2 = EGO_AMU_RES_ACID_;
3727 o_ptr->name2 = EGO_AMU_RES_ACID;
3729 case 16: case 17: case 18: case 19: case 20:
3730 switch (o_ptr->sval)
3732 case SV_AMULET_TELEPORT:
3733 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3734 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3735 else o_ptr->name2 = EGO_AMU_TELEPORT;
3737 case SV_AMULET_RESIST_ACID:
3738 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3740 case SV_AMULET_SEARCHING:
3741 o_ptr->name2 = EGO_AMU_STEALTH;
3743 case SV_AMULET_BRILLIANCE:
3744 if (!one_in_(3)) break;
3745 o_ptr->name2 = EGO_AMU_IDENT;
3747 case SV_AMULET_CHARISMA:
3748 if (!one_in_(3)) break;
3749 o_ptr->name2 = EGO_AMU_CHARM;
3751 case SV_AMULET_THE_MAGI:
3752 if (one_in_(2)) break;
3753 o_ptr->name2 = EGO_AMU_GREAT;
3755 case SV_AMULET_RESISTANCE:
3756 if (!one_in_(5)) break;
3757 o_ptr->name2 = EGO_AMU_DEFENDER;
3759 case SV_AMULET_TELEPATHY:
3760 if (!one_in_(3)) break;
3761 o_ptr->name2 = EGO_AMU_DETECTION;
3767 o_ptr->curse_flags = 0L;
3769 else if ((power == -2) && one_in_(2))
3771 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3772 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3773 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3774 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3775 o_ptr->art_flags[0] = 0;
3776 o_ptr->art_flags[1] = 0;
3777 while(!o_ptr->name2)
3779 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3783 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3784 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3787 o_ptr->name2 = EGO_AMU_FOOL;
3790 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3791 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3794 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3795 o_ptr->name2 = EGO_AMU_TY_CURSE;
3798 o_ptr->name2 = EGO_AMU_NAIVETY;
3803 o_ptr->ident |= (IDENT_BROKEN);
3806 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3815 * Hack -- help pick an item type
3817 static bool item_monster_okay(int r_idx)
3819 monster_race *r_ptr = &r_info[r_idx];
3822 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3823 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3824 if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3825 if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3826 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3827 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3835 * Apply magic to an item known to be "boring"
3837 * Hack -- note the special code for various items
3839 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3841 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3846 /* Apply magic (good or bad) according to type */
3847 switch (o_ptr->tval)
3856 o_ptr->ident |= (IDENT_BROKEN);
3859 o_ptr->curse_flags |= (TRC_CURSED);
3866 o_ptr->xtra4 = o_ptr->pval;
3872 /* Hack -- Torches -- random fuel */
3873 if (o_ptr->sval == SV_LITE_TORCH)
3875 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3879 /* Hack -- Lanterns -- random fuel */
3880 if (o_ptr->sval == SV_LITE_LANTERN)
3882 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3886 if ((power == 2) || ((power == 1) && one_in_(3)))
3888 while (!o_ptr->name2)
3892 bool okay_flag = TRUE;
3894 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3896 switch (o_ptr->name2)
3899 if (o_ptr->sval == SV_LITE_FEANOR)
3907 else if (power == -2)
3909 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3911 switch (o_ptr->name2)
3913 case EGO_LITE_DARKNESS:
3925 /* The wand or staff gets a number of initial charges equal
3926 * to between 1/2 (+1) and the full object kind's pval. -LM-
3928 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3934 /* Transfer the pval. -LM- */
3935 o_ptr->pval = k_ptr->pval;
3942 object_aware(o_ptr);
3943 object_known(o_ptr);
3952 monster_race *r_ptr;
3954 /* Pick a random non-unique monster race */
3957 i = randint1(max_r_idx - 1);
3959 if (!item_monster_okay(i)) continue;
3960 if (i == MON_TSUCHINOKO) continue;
3964 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3966 /* Ignore dead monsters */
3967 if (!r_ptr->rarity) continue;
3969 /* Prefer less out-of-depth monsters */
3970 if (randint0(check)) continue;
3977 /* Some figurines are cursed */
3978 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3983 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3985 msg_format("Figurine of %s, depth +%d%s",
3988 r_name + r_ptr->name, check - 1,
3989 !cursed_p(o_ptr) ? "" : " {cursed}");
4002 monster_race *r_ptr;
4004 if (o_ptr->sval == SV_SKELETON)
4006 match = RF9_DROP_SKELETON;
4008 else if (o_ptr->sval == SV_CORPSE)
4010 match = RF9_DROP_CORPSE;
4013 /* Hack -- Remove the monster restriction */
4014 get_mon_num_prep(item_monster_okay, NULL);
4016 /* Pick a random non-unique monster race */
4019 i = get_mon_num(dun_level);
4023 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4025 /* Ignore dead monsters */
4026 if (!r_ptr->rarity) continue;
4028 /* Ignore corpseless monsters */
4029 if (!(r_ptr->flags9 & match)) continue;
4031 /* Prefer less out-of-depth monsters */
4032 if (randint0(check)) continue;
4042 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4044 msg_format("Corpse of %s, depth +%d",
4047 r_name + r_ptr->name, check - 1);
4050 object_aware(o_ptr);
4051 object_known(o_ptr);
4059 monster_race *r_ptr;
4061 /* Pick a random monster race */
4064 i = randint1(max_r_idx - 1);
4068 /* Ignore dead monsters */
4069 if (!r_ptr->rarity) continue;
4079 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4081 msg_format("Statue of %s", r_name + r_ptr->name);
4085 object_aware(o_ptr);
4086 object_known(o_ptr);
4093 byte obj_level = get_object_level(o_ptr);
4095 /* Hack -- skip ruined chests */
4096 if (obj_level <= 0) break;
4098 /* Hack -- pick a "difficulty" */
4099 o_ptr->pval = randint1(obj_level);
4100 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4102 o_ptr->xtra3 = dun_level + 5;
4104 /* Never exceed "difficulty" of 55 to 59 */
4105 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4114 * Complete the "creation" of an object by applying "magic" to the item
4116 * This includes not only rolling for random bonuses, but also putting the
4117 * finishing touches on ego-items and artifacts, giving charges to wands and
4118 * staffs, giving fuel to lites, and placing traps on chests.
4120 * In particular, note that "Instant Artifacts", if "created" by an external
4121 * routine, must pass through this function to complete the actual creation.
4123 * The base "chance" of the item being "good" increases with the "level"
4124 * parameter, which is usually derived from the dungeon level, being equal
4125 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4126 * the object is guaranteed to be "good". If an object is "good", then
4127 * the chance that the object will be "great" (ego-item or artifact), also
4128 * increases with the "level", being equal to half the level, plus 5, up to
4129 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4130 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4132 * If the object is not "good", there is a chance it will be "cursed", and
4133 * if it is "cursed", there is a chance it will be "broken". These chances
4134 * are related to the "good" / "great" chances above.
4136 * Otherwise "normal" rings and amulets will be "good" half the time and
4137 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4139 * If "okay" is true, and the object is going to be "great", then there is
4140 * a chance that an artifact will be created. This is true even if both the
4141 * "good" and "great" arguments are false. As a total hack, if "great" is
4142 * true, then the item gets 3 extra "attempts" to become an artifact.
4144 void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great, bool curse)
4147 int i, rolls, f1, f2, power;
4149 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4151 /* Maximum "level" for various things */
4152 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4154 /* Base chance of being "good" */
4157 /* Maximal chance of being "good" */
4158 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4160 /* Base chance of being "great" */
4163 /* Maximal chance of being "great" */
4164 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4165 f2 = d_info[dungeon_type].obj_great;
4167 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4172 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4181 /* Roll for "good" */
4182 if (good || magik(f1))
4187 /* Roll for "great" */
4188 if (great || magik(f2)) power = 2;
4191 /* Roll for "cursed" */
4194 /* Assume "cursed" */
4197 /* Roll for "broken" */
4198 if (magik(f2)) power = -2;
4204 /* Assume 'cursed' */
4209 /* Everything else gets more badly cursed */
4216 /* Assume no rolls */
4219 /* Get one roll if excellent */
4220 if (power >= 2) rolls = 1;
4222 /* Hack -- Get four rolls if forced great */
4223 if (great) rolls = 4;
4225 /* Hack -- Get no rolls if not allowed */
4226 if (!okay || o_ptr->name1) rolls = 0;
4228 /* Roll for artifacts if allowed */
4229 for (i = 0; i < rolls; i++)
4231 /* Roll for an artifact */
4232 if (make_artifact(o_ptr)) break;
4233 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4235 if (make_artifact(o_ptr)) break;
4240 /* Hack -- analyze artifacts */
4243 artifact_type *a_ptr = &a_info[o_ptr->name1];
4245 /* Hack -- Mark the artifact as "created" */
4248 /* Hack -- Memorize location of artifact in saved floors */
4249 if (character_dungeon)
4250 a_ptr->floor_id = p_ptr->floor_id;
4252 /* Extract the other fields */
4253 o_ptr->pval = a_ptr->pval;
4254 o_ptr->ac = a_ptr->ac;
4255 o_ptr->dd = a_ptr->dd;
4256 o_ptr->ds = a_ptr->ds;
4257 o_ptr->to_a = a_ptr->to_a;
4258 o_ptr->to_h = a_ptr->to_h;
4259 o_ptr->to_d = a_ptr->to_d;
4260 o_ptr->weight = a_ptr->weight;
4262 /* Hack -- extract the "broken" flag */
4263 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4265 /* Hack -- extract the "cursed" flag */
4266 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4267 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4268 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4269 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4270 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4271 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4273 /* Mega-Hack -- increase the rating */
4276 /* Mega-Hack -- increase the rating again */
4277 if (a_ptr->cost > 50000L) rating += 10;
4279 /* Mega-Hack -- increase the rating again */
4280 if (a_ptr->cost > 100000L) rating += 10;
4282 /* Set the good item flag */
4283 good_item_flag = TRUE;
4285 /* Cheat -- peek at the item */
4286 if (cheat_peek) object_mention(o_ptr);
4294 switch (o_ptr->tval)
4303 if (power) a_m_aux_1(o_ptr, lev, power);
4309 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4315 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4329 /* Elven Cloak and Black Clothes ... */
4330 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4331 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4332 o_ptr->pval = randint1(4);
4336 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4337 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4338 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4339 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4340 a_m_aux_2(o_ptr, lev, power);
4342 if (power) a_m_aux_2(o_ptr, lev, power);
4350 if (!power && (randint0(100) < 50)) power = -1;
4351 a_m_aux_3(o_ptr, lev, power);
4357 a_m_aux_4(o_ptr, lev, power);
4362 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4363 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4364 (p_ptr->pseikaku == SEIKAKU_SEXY))
4367 add_flag(o_ptr->art_flags, TR_STR);
4368 add_flag(o_ptr->art_flags, TR_INT);
4369 add_flag(o_ptr->art_flags, TR_WIS);
4370 add_flag(o_ptr->art_flags, TR_DEX);
4371 add_flag(o_ptr->art_flags, TR_CON);
4372 add_flag(o_ptr->art_flags, TR_CHR);
4375 if (o_ptr->art_name) rating += 30;
4377 /* Hack -- analyze ego-items */
4378 else if (o_ptr->name2)
4380 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4382 /* Hack -- acquire "broken" flag */
4383 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4385 /* Hack -- acquire "cursed" flag */
4386 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4387 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4388 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4389 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4390 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4391 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4393 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4394 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4395 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4396 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4397 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4398 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4399 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4401 /* Hack -- apply extra penalties if needed */
4402 if (cursed_p(o_ptr) || broken_p(o_ptr))
4404 /* Hack -- obtain bonuses */
4405 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4406 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4407 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4409 /* Hack -- obtain pval */
4410 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4413 /* Hack -- apply extra bonuses if needed */
4416 /* Hack -- obtain bonuses */
4417 if (e_ptr->max_to_h)
4419 if (e_ptr->max_to_h > 127)
4420 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4421 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4423 if (e_ptr->max_to_d)
4425 if (e_ptr->max_to_d > 127)
4426 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4427 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4429 if (e_ptr->max_to_a)
4431 if (e_ptr->max_to_a > 127)
4432 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4433 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4436 /* Hack -- obtain pval */
4437 if (e_ptr->max_pval)
4439 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4442 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4444 else if (o_ptr->name2 == EGO_ATTACKS)
4446 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4447 if (o_ptr->pval > 3) o_ptr->pval = 3;
4448 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4449 o_ptr->pval += randint1(2);
4451 else if (o_ptr->name2 == EGO_BAT)
4453 o_ptr->pval = randint1(e_ptr->max_pval);
4454 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4458 o_ptr->pval += randint1(e_ptr->max_pval);
4461 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4463 o_ptr->pval = randint1(o_ptr->pval);
4465 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4469 /* Hack -- apply rating bonus */
4470 rating += e_ptr->rating;
4472 /* Cheat -- describe the item */
4473 if (cheat_peek) object_mention(o_ptr);
4479 /* Examine real objects */
4482 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4484 /* Hack -- acquire "broken" flag */
4485 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4487 /* Hack -- acquire "cursed" flag */
4488 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4489 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4490 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4491 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4492 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4493 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4499 * Hack -- determine if a template is "good"
4501 static bool kind_is_good(int k_idx)
4503 object_kind *k_ptr = &k_info[k_idx];
4505 /* Analyze the item type */
4506 switch (k_ptr->tval)
4508 /* Armor -- Good unless damaged */
4519 if (k_ptr->to_a < 0) return (FALSE);
4523 /* Weapons -- Good unless damaged */
4530 if (k_ptr->to_h < 0) return (FALSE);
4531 if (k_ptr->to_d < 0) return (FALSE);
4535 /* Ammo -- Arrows/Bolts are good */
4542 /* Books -- High level books are good (except Arcane books) */
4544 case TV_SORCERY_BOOK:
4545 case TV_NATURE_BOOK:
4549 case TV_ENCHANT_BOOK:
4550 case TV_DAEMON_BOOK:
4551 case TV_CRUSADE_BOOK:
4553 case TV_HISSATSU_BOOK:
4555 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4559 /* Rings -- Rings of Speed are good */
4562 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4563 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4567 /* Amulets -- Amulets of the Magi and Resistance are good */
4570 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4571 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4576 /* Assume not good */
4582 * Attempt to make an object (normal or good/great)
4584 * This routine plays nasty games to generate the "special artifacts".
4586 * This routine uses "object_level" for the "generation level".
4588 * We assume that the given object has been "wiped".
4590 bool make_object(object_type *j_ptr, bool good, bool great)
4596 /* Chance of "special object" */
4597 prob = (good ? 10 : 1000);
4599 /* Base level for the object */
4600 base = (good ? (object_level + 10) : object_level);
4603 /* Generate a special object, or a normal object */
4604 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4611 /* Activate restriction */
4612 get_obj_num_hook = kind_is_good;
4614 /* Prepare allocation table */
4618 /* Pick a random object */
4619 k_idx = get_obj_num(base);
4622 if (get_obj_num_hook)
4624 /* Clear restriction */
4625 get_obj_num_hook = NULL;
4627 /* Prepare allocation table */
4631 /* Handle failure */
4632 if (!k_idx) return (FALSE);
4634 /* Prepare the object */
4635 object_prep(j_ptr, k_idx);
4638 /* Apply magic (allow artifacts) */
4639 apply_magic(j_ptr, object_level, TRUE, good, great, FALSE);
4641 /* Hack -- generate multiple spikes/missiles */
4642 switch (j_ptr->tval)
4650 j_ptr->number = (byte)damroll(6, 7);
4654 obj_level = get_object_level(j_ptr);
4655 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4657 /* Notice "okay" out-of-depth objects */
4658 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4659 (obj_level > dun_level))
4661 /* Rating increase */
4662 rating += (obj_level - dun_level);
4664 /* Cheat -- peek at items */
4665 if (cheat_peek) object_mention(j_ptr);
4674 * Attempt to place an object (normal or good/great) at the given location.
4676 * This routine plays nasty games to generate the "special artifacts".
4678 * This routine uses "object_level" for the "generation level".
4680 * This routine requires a clean floor grid destination.
4682 void place_object(int y, int x, bool good, bool great)
4692 /* Paranoia -- check bounds */
4693 if (!in_bounds(y, x)) return;
4695 /* Require clean floor space */
4696 if (!cave_clean_bold(y, x)) return;
4699 /* Get local object */
4702 /* Wipe the object */
4705 /* Make an object (if possible) */
4706 if (!make_object(q_ptr, good, great)) return;
4709 /* Make an object */
4717 /* Acquire object */
4718 o_ptr = &o_list[o_idx];
4720 /* Structure Copy */
4721 object_copy(o_ptr, q_ptr);
4728 c_ptr = &cave[y][x];
4731 o_ptr->next_o_idx = c_ptr->o_idx;
4733 /* Place the object */
4734 c_ptr->o_idx = o_idx;
4744 /* Hack -- Preserve artifacts */
4747 a_info[q_ptr->name1].cur_num = 0;
4754 * Make a treasure object
4756 * The location must be a legal, clean, floor grid.
4758 bool make_gold(object_type *j_ptr)
4765 /* Hack -- Pick a Treasure variety */
4766 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4768 /* Apply "extra" magic */
4769 if (one_in_(GREAT_OBJ))
4771 i += randint1(object_level + 1);
4774 /* Hack -- Creeping Coins only generate "themselves" */
4775 if (coin_type) i = coin_type;
4777 /* Do not create "illegal" Treasure Types */
4778 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4780 /* Prepare a gold object */
4781 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4783 /* Hack -- Base coin cost */
4784 base = k_info[OBJ_GOLD_LIST+i].cost;
4786 /* Determine how much the treasure is "worth" */
4787 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4795 * Places a treasure (Gold or Gems) at given location
4797 * The location must be a legal, clean, floor grid.
4799 void place_gold(int y, int x)
4809 /* Paranoia -- check bounds */
4810 if (!in_bounds(y, x)) return;
4812 /* Require clean floor space */
4813 if (!cave_clean_bold(y, x)) return;
4816 /* Get local object */
4819 /* Wipe the object */
4822 /* Make some gold */
4823 if (!make_gold(q_ptr)) return;
4826 /* Make an object */
4834 /* Acquire object */
4835 o_ptr = &o_list[o_idx];
4837 /* Copy the object */
4838 object_copy(o_ptr, q_ptr);
4845 c_ptr = &cave[y][x];
4848 o_ptr->next_o_idx = c_ptr->o_idx;
4850 /* Place the object */
4851 c_ptr->o_idx = o_idx;
4863 * Let an object fall to the ground at or near a location.
4865 * The initial location is assumed to be "in_bounds()".
4867 * This function takes a parameter "chance". This is the percentage
4868 * chance that the item will "disappear" instead of drop. If the object
4869 * has been thrown, then this is the chance of disappearance on contact.
4871 * Hack -- this function uses "chance" to determine if it should produce
4872 * some form of "description" of the drop event (under the player).
4874 * We check several locations to see if we can find a location at which
4875 * the object can combine, stack, or be placed. Artifacts will try very
4876 * hard to be placed, including "teleporting" to a useful grid if needed.
4878 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4889 s16b this_o_idx, next_o_idx = 0;
4893 char o_name[MAX_NLEN];
4899 /* Extract plural */
4900 bool plural = (j_ptr->number != 1);
4903 /* Describe object */
4904 object_desc(o_name, j_ptr, FALSE, 0);
4907 /* Handle normal "breakage" */
4908 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4912 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4914 msg_format("The %s disappear%s.",
4915 o_name, (plural ? "" : "s"));
4921 if (p_ptr->wizard) msg_print("(ÇË»)");
4923 if (p_ptr->wizard) msg_print("(breakage)");
4942 /* Scan local grids */
4943 for (dy = -3; dy <= 3; dy++)
4945 /* Scan local grids */
4946 for (dx = -3; dx <= 3; dx++)
4950 /* Calculate actual distance */
4951 d = (dy * dy) + (dx * dx);
4953 /* Ignore distant grids */
4954 if (d > 10) continue;
4960 /* Skip illegal grids */
4961 if (!in_bounds(ty, tx)) continue;
4963 /* Require line of sight */
4964 if (!los(y, x, ty, tx)) continue;
4967 c_ptr = &cave[ty][tx];
4969 /* Require floor space */
4970 if ((c_ptr->feat != FEAT_FLOOR) &&
4971 (c_ptr->feat != FEAT_SHAL_WATER) &&
4972 (c_ptr->feat != FEAT_GRASS) &&
4973 (c_ptr->feat != FEAT_DIRT) &&
4974 (c_ptr->feat != FEAT_FLOWER) &&
4975 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4976 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4977 (c_ptr->feat != FEAT_TREES)) continue;
4978 if (c_ptr->info & (CAVE_OBJECT)) continue;
4983 /* Scan objects in that grid */
4984 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4988 /* Acquire object */
4989 o_ptr = &o_list[this_o_idx];
4991 /* Acquire next object */
4992 next_o_idx = o_ptr->next_o_idx;
4994 /* Check for possible combination */
4995 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5001 /* Add new object */
5005 if (k > 99) continue;
5007 /* Calculate score */
5008 s = 1000 - (d + k * 5);
5010 /* Skip bad values */
5011 if (s < bs) continue;
5013 /* New best value */
5016 /* Apply the randomizer to equivalent values */
5017 if ((++bn >= 2) && !one_in_(bn)) continue;
5032 /* Handle lack of space */
5033 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5037 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5039 msg_format("The %s disappear%s.",
5040 o_name, (plural ? "" : "s"));
5046 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5048 if (p_ptr->wizard) msg_print("(no floor space)");
5058 for (i = 0; !flag; i++)
5063 ty = rand_spread(by, 1);
5064 tx = rand_spread(bx, 1);
5067 /* Random locations */
5070 ty = randint0(cur_hgt);
5071 tx = randint0(cur_wid);
5075 c_ptr = &cave[ty][tx];
5077 /* Require floor space (or shallow terrain) -KMW- */
5078 if ((c_ptr->feat != FEAT_FLOOR) &&
5079 (c_ptr->feat != FEAT_SHAL_WATER) &&
5080 (c_ptr->feat != FEAT_GRASS) &&
5081 (c_ptr->feat != FEAT_DIRT) &&
5082 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5084 /* Bounce to that location */
5088 /* Require floor space */
5089 if (!cave_clean_bold(by, bx)) continue;
5097 c_ptr = &cave[by][bx];
5099 /* Scan objects in that grid for combination */
5100 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5104 /* Acquire object */
5105 o_ptr = &o_list[this_o_idx];
5107 /* Acquire next object */
5108 next_o_idx = o_ptr->next_o_idx;
5110 /* Check for combination */
5111 if (object_similar(o_ptr, j_ptr))
5113 /* Combine the items */
5114 object_absorb(o_ptr, j_ptr);
5124 /* Get new object */
5125 if (!done) o_idx = o_pop();
5128 if (!done && !o_idx)
5132 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5134 msg_format("The %s disappear%s.",
5135 o_name, (plural ? "" : "s"));
5141 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5143 if (p_ptr->wizard) msg_print("(too many objects)");
5147 /* Hack -- Preserve artifacts */
5150 a_info[j_ptr->name1].cur_num = 0;
5160 /* Structure copy */
5161 object_copy(&o_list[o_idx], j_ptr);
5163 /* Access new object */
5164 j_ptr = &o_list[o_idx];
5171 j_ptr->held_m_idx = 0;
5174 j_ptr->next_o_idx = c_ptr->o_idx;
5176 /* Place the object */
5177 c_ptr->o_idx = o_idx;
5192 /* Mega-Hack -- no message if "dropped" by player */
5193 /* Message when an object falls under the player */
5194 if (chance && (by == py) && (bx == px))
5197 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5199 msg_print("You feel something roll beneath your feet.");
5212 * Scatter some "great" objects near the player
5214 void acquirement(int y1, int x1, int num, bool great, bool known)
5217 object_type object_type_body;
5222 /* Get local object */
5223 i_ptr = &object_type_body;
5225 /* Wipe the object */
5228 /* Make a good (or great) object (if possible) */
5229 if (!make_object(i_ptr, TRUE, great)) continue;
5233 object_aware(i_ptr);
5234 object_known(i_ptr);
5237 /* Drop the object */
5238 (void)drop_near(i_ptr, -1, y1, x1);
5243 #define MAX_TRAPS 18
5245 static int trap_num[MAX_TRAPS] =
5249 FEAT_TRAP_SPIKED_PIT,
5250 FEAT_TRAP_POISON_PIT,
5271 * XXX XXX XXX This routine should be redone to reflect trap "level".
5272 * That is, it does not make sense to have spiked pits at 50 feet.
5273 * Actually, it is not this routine, but the "trap instantiation"
5274 * code, which should also check for "trap doors" on quest levels.
5276 byte choose_random_trap(void)
5283 /* Hack -- pick a trap */
5284 feat = trap_num[randint0(MAX_TRAPS)];
5286 /* Accept non-trapdoors */
5287 if (feat != FEAT_TRAP_TRAPDOOR) break;
5289 /* Hack -- no trap doors on special levels */
5290 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5292 /* Hack -- no trap doors on the deepest level */
5293 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5302 * Disclose an invisible trap
5304 void disclose_grid(int y, int x)
5306 cave_type *c_ptr = &cave[y][x];
5309 if (!c_ptr->mimic) return;
5311 /* No longer hidden */
5323 * Places a random trap at the given location.
5325 * The location must be a legal, naked, floor grid.
5327 * Note that all traps start out as "invisible" and "untyped", and then
5328 * when they are "discovered" (by detecting them or setting them off),
5329 * the trap is "instantiated" as a visible, "typed", trap.
5331 void place_trap(int y, int x)
5333 cave_type *c_ptr = &cave[y][x];
5335 /* Paranoia -- verify location */
5336 if (!in_bounds(y, x)) return;
5338 /* Require empty, clean, floor grid */
5339 if (!cave_naked_bold(y, x)) return;
5341 /* Place an invisible trap */
5342 c_ptr->mimic = c_ptr->feat;
5343 c_ptr->feat = choose_random_trap();
5348 * Describe the charges on an item in the inventory.
5350 void inven_item_charges(int item)
5352 object_type *o_ptr = &inventory[item];
5354 /* Require staff/wand */
5355 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5357 /* Require known item */
5358 if (!object_known_p(o_ptr)) return;
5361 if (o_ptr->pval <= 0)
5363 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5367 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5370 /* Multiple charges */
5371 if (o_ptr->pval != 1)
5373 /* Print a message */
5374 msg_format("You have %d charges remaining.", o_ptr->pval);
5380 /* Print a message */
5381 msg_format("You have %d charge remaining.", o_ptr->pval);
5389 * Describe an item in the inventory.
5391 void inven_item_describe(int item)
5393 object_type *o_ptr = &inventory[item];
5394 char o_name[MAX_NLEN];
5396 /* Get a description */
5397 object_desc(o_name, o_ptr, TRUE, 3);
5399 /* Print a message */
5401 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5402 if (o_ptr->number <= 0)
5404 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5405 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5409 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5410 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5413 msg_format("You have %s.", o_name);
5420 * Increase the "number" of an item in the inventory
5422 void inven_item_increase(int item, int num)
5424 object_type *o_ptr = &inventory[item];
5427 num += o_ptr->number;
5430 if (num > 255) num = 255;
5431 else if (num < 0) num = 0;
5434 num -= o_ptr->number;
5436 /* Change the number and weight */
5439 /* Add the number */
5440 o_ptr->number += num;
5442 /* Add the weight */
5443 p_ptr->total_weight += (num * o_ptr->weight);
5445 /* Recalculate bonuses */
5446 p_ptr->update |= (PU_BONUS);
5448 /* Recalculate mana XXX */
5449 p_ptr->update |= (PU_MANA);
5451 /* Combine the pack */
5452 p_ptr->notice |= (PN_COMBINE);
5455 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5461 * Erase an inventory slot if it has no more items
5463 void inven_item_optimize(int item)
5465 object_type *o_ptr = &inventory[item];
5467 /* Only optimize real items */
5468 if (!o_ptr->k_idx) return;
5470 /* Only optimize empty items */
5471 if (o_ptr->number) return;
5473 /* The item is in the pack */
5474 if (item < INVEN_RARM)
5481 /* Slide everything down */
5482 for (i = item; i < INVEN_PACK; i++)
5484 /* Structure copy */
5485 inventory[i] = inventory[i+1];
5488 /* Erase the "final" slot */
5489 object_wipe(&inventory[i]);
5492 p_ptr->window |= (PW_INVEN);
5495 /* The item is being wielded */
5501 /* Erase the empty slot */
5502 object_wipe(&inventory[item]);
5504 /* Recalculate bonuses */
5505 p_ptr->update |= (PU_BONUS);
5507 /* Recalculate torch */
5508 p_ptr->update |= (PU_TORCH);
5510 /* Recalculate mana XXX */
5511 p_ptr->update |= (PU_MANA);
5514 p_ptr->window |= (PW_EQUIP);
5518 p_ptr->window |= (PW_SPELL);
5523 * Describe the charges on an item on the floor.
5525 void floor_item_charges(int item)
5527 object_type *o_ptr = &o_list[item];
5529 /* Require staff/wand */
5530 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5532 /* Require known item */
5533 if (!object_known_p(o_ptr)) return;
5536 if (o_ptr->pval <= 0)
5538 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5542 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5545 /* Multiple charges */
5546 if (o_ptr->pval != 1)
5548 /* Print a message */
5549 msg_format("There are %d charges remaining.", o_ptr->pval);
5555 /* Print a message */
5556 msg_format("There is %d charge remaining.", o_ptr->pval);
5564 * Describe an item in the inventory.
5566 void floor_item_describe(int item)
5568 object_type *o_ptr = &o_list[item];
5569 char o_name[MAX_NLEN];
5571 /* Get a description */
5572 object_desc(o_name, o_ptr, TRUE, 3);
5574 /* Print a message */
5576 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5577 if (o_ptr->number <= 0)
5579 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5583 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5586 msg_format("You see %s.", o_name);
5593 * Increase the "number" of an item on the floor
5595 void floor_item_increase(int item, int num)
5597 object_type *o_ptr = &o_list[item];
5600 num += o_ptr->number;
5603 if (num > 255) num = 255;
5604 else if (num < 0) num = 0;
5607 num -= o_ptr->number;
5609 /* Change the number */
5610 o_ptr->number += num;
5615 * Optimize an item on the floor (destroy "empty" items)
5617 void floor_item_optimize(int item)
5619 object_type *o_ptr = &o_list[item];
5621 /* Paranoia -- be sure it exists */
5622 if (!o_ptr->k_idx) return;
5624 /* Only optimize empty items */
5625 if (o_ptr->number) return;
5627 /* Delete the object */
5628 delete_object_idx(item);
5633 * Check if we have space for an item in the pack without overflow
5635 bool inven_carry_okay(object_type *o_ptr)
5640 if (inven_cnt < INVEN_PACK) return (TRUE);
5643 for (j = 0; j < INVEN_PACK; j++)
5645 object_type *j_ptr = &inventory[j];
5647 /* Skip non-objects */
5648 if (!j_ptr->k_idx) continue;
5650 /* Check if the two items can be combined */
5651 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5660 * Add an item to the players inventory, and return the slot used.
5662 * If the new item can combine with an existing item in the inventory,
5663 * it will do so, using "object_similar()" and "object_absorb()", else,
5664 * the item will be placed into the "proper" location in the inventory.
5666 * This function can be used to "over-fill" the player's pack, but only
5667 * once, and such an action must trigger the "overflow" code immediately.
5668 * Note that when the pack is being "over-filled", the new item must be
5669 * placed into the "overflow" slot, and the "overflow" must take place
5670 * before the pack is reordered, but (optionally) after the pack is
5671 * combined. This may be tricky. See "dungeon.c" for info.
5673 * Note that this code must remove any location/stack information
5674 * from the object once it is placed into the inventory.
5676 s16b inven_carry(object_type *o_ptr)
5684 /* Check for combining */
5685 for (j = 0; j < INVEN_PACK; j++)
5687 j_ptr = &inventory[j];
5689 /* Skip non-objects */
5690 if (!j_ptr->k_idx) continue;
5692 /* Hack -- track last item */
5695 /* Check if the two items can be combined */
5696 if (object_similar(j_ptr, o_ptr))
5698 /* Combine the items */
5699 object_absorb(j_ptr, o_ptr);
5701 /* Increase the weight */
5702 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5704 /* Recalculate bonuses */
5705 p_ptr->update |= (PU_BONUS);
5708 p_ptr->window |= (PW_INVEN);
5717 if (inven_cnt > INVEN_PACK) return (-1);
5719 /* Find an empty slot */
5720 for (j = 0; j <= INVEN_PACK; j++)
5722 j_ptr = &inventory[j];
5724 /* Use it if found */
5725 if (!j_ptr->k_idx) break;
5732 /* Reorder the pack */
5735 s32b o_value, j_value;
5737 /* Get the "value" of the item */
5738 o_value = object_value(o_ptr);
5740 /* Scan every occupied slot */
5741 for (j = 0; j < INVEN_PACK; j++)
5743 j_ptr = &inventory[j];
5745 /* Use empty slots */
5746 if (!j_ptr->k_idx) break;
5748 /* Hack -- readable books always come first */
5749 if ((o_ptr->tval == REALM1_BOOK) &&
5750 (j_ptr->tval != REALM1_BOOK)) break;
5751 if ((j_ptr->tval == REALM1_BOOK) &&
5752 (o_ptr->tval != REALM1_BOOK)) continue;
5754 if ((o_ptr->tval == REALM2_BOOK) &&
5755 (j_ptr->tval != REALM2_BOOK)) break;
5756 if ((j_ptr->tval == REALM2_BOOK) &&
5757 (o_ptr->tval != REALM2_BOOK)) continue;
5759 /* Objects sort by decreasing type */
5760 if (o_ptr->tval > j_ptr->tval) break;
5761 if (o_ptr->tval < j_ptr->tval) continue;
5763 /* Non-aware (flavored) items always come last */
5764 if (!object_aware_p(o_ptr)) continue;
5765 if (!object_aware_p(j_ptr)) break;
5767 /* Objects sort by increasing sval */
5768 if (o_ptr->sval < j_ptr->sval) break;
5769 if (o_ptr->sval > j_ptr->sval) continue;
5771 /* Unidentified objects always come last */
5772 if (!object_known_p(o_ptr)) continue;
5773 if (!object_known_p(j_ptr)) break;
5775 /* Hack: otherwise identical rods sort by
5776 increasing recharge time --dsb */
5777 if (o_ptr->tval == TV_ROD)
5779 if (o_ptr->pval < j_ptr->pval) break;
5780 if (o_ptr->pval > j_ptr->pval) continue;
5783 /* Determine the "value" of the pack item */
5784 j_value = object_value(j_ptr);
5786 /* Objects sort by decreasing value */
5787 if (o_value > j_value) break;
5788 if (o_value < j_value) continue;
5795 for (k = n; k >= i; k--)
5797 /* Hack -- Slide the item */
5798 object_copy(&inventory[k+1], &inventory[k]);
5801 /* Wipe the empty slot */
5802 object_wipe(&inventory[i]);
5807 object_copy(&inventory[i], o_ptr);
5809 /* Access new object */
5810 j_ptr = &inventory[i];
5813 j_ptr->next_o_idx = 0;
5815 /* Forget monster */
5816 j_ptr->held_m_idx = 0;
5818 /* Forget location */
5819 j_ptr->iy = j_ptr->ix = 0;
5821 /* No longer marked */
5824 /* Increase the weight */
5825 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5827 /* Count the items */
5830 /* Recalculate bonuses */
5831 p_ptr->update |= (PU_BONUS);
5833 /* Combine and Reorder pack */
5834 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5837 p_ptr->window |= (PW_INVEN);
5839 /* Return the slot */
5845 * Take off (some of) a non-cursed equipment item
5847 * Note that only one item at a time can be wielded per slot.
5849 * Note that taking off an item when "full" may cause that item
5850 * to fall to the ground.
5852 * Return the inventory slot into which the item is placed.
5854 s16b inven_takeoff(int item, int amt)
5865 char o_name[MAX_NLEN];
5868 /* Get the item to take off */
5869 o_ptr = &inventory[item];
5872 if (amt <= 0) return (-1);
5875 if (amt > o_ptr->number) amt = o_ptr->number;
5877 /* Get local object */
5880 /* Obtain a local object */
5881 object_copy(q_ptr, o_ptr);
5883 /* Modify quantity */
5884 q_ptr->number = amt;
5886 /* Describe the object */
5887 object_desc(o_name, q_ptr, TRUE, 3);
5889 /* Took off weapon */
5890 if (item == INVEN_RARM)
5893 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5895 act = "You were wielding";
5901 else if (item == INVEN_BOW)
5904 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5906 act = "You were holding";
5911 /* Took off light */
5912 else if (item == INVEN_LITE)
5915 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5917 act = "You were holding";
5922 /* Took off something */
5926 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5928 act = "You were wearing";
5933 /* Modify, Optimize */
5934 inven_item_increase(item, -amt);
5935 inven_item_optimize(item);
5937 /* Carry the object */
5938 slot = inven_carry(q_ptr);
5942 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5944 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5954 * Drop (some of) a non-cursed inventory/equipment item
5956 * The object will be dropped "near" the current location
5958 void inven_drop(int item, int amt)
5965 char o_name[MAX_NLEN];
5968 /* Access original object */
5969 o_ptr = &inventory[item];
5972 if (amt <= 0) return;
5975 if (amt > o_ptr->number) amt = o_ptr->number;
5978 /* Take off equipment */
5979 if (item >= INVEN_RARM)
5981 /* Take off first */
5982 item = inven_takeoff(item, amt);
5984 /* Access original object */
5985 o_ptr = &inventory[item];
5989 /* Get local object */
5992 /* Obtain local object */
5993 object_copy(q_ptr, o_ptr);
5995 /* Distribute charges of wands or rods */
5996 distribute_charges(o_ptr, q_ptr, amt);
5998 /* Modify quantity */
5999 q_ptr->number = amt;
6001 /* Describe local object */
6002 object_desc(o_name, q_ptr, TRUE, 3);
6006 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6008 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6012 /* Drop it near the player */
6013 (void)drop_near(q_ptr, 0, py, px);
6015 /* Modify, Describe, Optimize */
6016 inven_item_increase(item, -amt);
6017 inven_item_describe(item);
6018 inven_item_optimize(item);
6023 * Combine items in the pack
6025 * Note special handling of the "overflow" slot
6027 void combine_pack(void)
6035 /* Combine the pack (backwards) */
6036 for (i = INVEN_PACK; i > 0; i--)
6039 o_ptr = &inventory[i];
6041 /* Skip empty items */
6042 if (!o_ptr->k_idx) continue;
6044 /* Scan the items above that item */
6045 for (j = 0; j < i; j++)
6050 j_ptr = &inventory[j];
6052 /* Skip empty items */
6053 if (!j_ptr->k_idx) continue;
6056 * Get maximum number of the stack if these
6057 * are similar, get zero otherwise.
6059 max_num = object_similar_part(j_ptr, o_ptr);
6061 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6062 if (max_num && j_ptr->number < max_num)
6064 if (o_ptr->number + j_ptr->number <= max_num)
6069 /* Add together the item counts */
6070 object_absorb(j_ptr, o_ptr);
6072 /* One object is gone */
6075 /* Slide everything down */
6076 for (k = i; k < INVEN_PACK; k++)
6078 /* Structure copy */
6079 inventory[k] = inventory[k+1];
6082 /* Erase the "final" slot */
6083 object_wipe(&inventory[k]);
6087 int old_num = o_ptr->number;
6088 int remain = j_ptr->number + o_ptr->number - max_num;
6090 o_ptr->number -= remain;
6092 /* Add together the item counts */
6093 object_absorb(j_ptr, o_ptr);
6095 o_ptr->number = remain;
6097 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6098 if (o_ptr->tval == TV_ROD)
6100 o_ptr->pval = o_ptr->pval * remain / old_num;
6101 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6104 /* Hack -- if wands are stacking, combine the charges. -LM- */
6105 if (o_ptr->tval == TV_WAND)
6107 o_ptr->pval = o_ptr->pval * remain / old_num;
6112 p_ptr->window |= (PW_INVEN);
6122 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6124 if (flag) msg_print("You combine some items in your pack.");
6130 * Reorder items in the pack
6132 * Note special handling of the "overflow" slot
6134 void reorder_pack(void)
6146 /* Re-order the pack (forwards) */
6147 for (i = 0; i < INVEN_PACK; i++)
6149 /* Mega-Hack -- allow "proper" over-flow */
6150 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6153 o_ptr = &inventory[i];
6155 /* Skip empty slots */
6156 if (!o_ptr->k_idx) continue;
6158 /* Get the "value" of the item */
6159 o_value = object_value(o_ptr);
6161 /* Scan every occupied slot */
6162 for (j = 0; j < INVEN_PACK; j++)
6164 /* Get the item already there */
6165 j_ptr = &inventory[j];
6167 /* Use empty slots */
6168 if (!j_ptr->k_idx) break;
6170 /* Hack -- readable books always come first */
6171 if ((o_ptr->tval == REALM1_BOOK) &&
6172 (j_ptr->tval != REALM1_BOOK)) break;
6173 if ((j_ptr->tval == REALM1_BOOK) &&
6174 (o_ptr->tval != REALM1_BOOK)) continue;
6176 if ((o_ptr->tval == REALM2_BOOK) &&
6177 (j_ptr->tval != REALM2_BOOK)) break;
6178 if ((j_ptr->tval == REALM2_BOOK) &&
6179 (o_ptr->tval != REALM2_BOOK)) continue;
6181 /* Objects sort by decreasing type */
6182 if (o_ptr->tval > j_ptr->tval) break;
6183 if (o_ptr->tval < j_ptr->tval) continue;
6185 /* Non-aware (flavored) items always come last */
6186 if (!object_aware_p(o_ptr)) continue;
6187 if (!object_aware_p(j_ptr)) break;
6189 /* Objects sort by increasing sval */
6190 if (o_ptr->sval < j_ptr->sval) break;
6191 if (o_ptr->sval > j_ptr->sval) continue;
6193 /* Unidentified objects always come last */
6194 if (!object_known_p(o_ptr)) continue;
6195 if (!object_known_p(j_ptr)) break;
6197 /* Hack: otherwise identical rods sort by
6198 increasing recharge time --dsb */
6199 if (o_ptr->tval == TV_ROD)
6201 if (o_ptr->pval < j_ptr->pval) break;
6202 if (o_ptr->pval > j_ptr->pval) continue;
6205 /* Determine the "value" of the pack item */
6206 j_value = object_value(j_ptr);
6210 /* Objects sort by decreasing value */
6211 if (o_value > j_value) break;
6212 if (o_value < j_value) continue;
6215 /* Never move down */
6216 if (j >= i) continue;
6221 /* Get local object */
6224 /* Save a copy of the moving item */
6225 object_copy(q_ptr, &inventory[i]);
6227 /* Slide the objects */
6228 for (k = i; k > j; k--)
6230 /* Slide the item */
6231 object_copy(&inventory[k], &inventory[k-1]);
6234 /* Insert the moving item */
6235 object_copy(&inventory[j], q_ptr);
6238 p_ptr->window |= (PW_INVEN);
6243 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6245 if (flag) msg_print("You reorder some items in your pack.");
6252 * Hack -- display an object kind in the current window
6254 * Include list of usable spells for readible books
6256 void display_koff(int k_idx)
6265 char o_name[MAX_NLEN];
6268 /* Erase the window */
6269 for (y = 0; y < Term->hgt; y++)
6271 /* Erase the line */
6272 Term_erase(0, y, 255);
6278 /* Get local object */
6281 /* Prepare the object */
6282 object_prep(q_ptr, k_idx);
6285 object_desc_store(o_name, q_ptr, FALSE, 0);
6287 /* Mention the object name */
6288 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6290 /* Access the item's sval */
6292 use_realm = tval2realm(q_ptr->tval);
6294 /* Warriors are illiterate */
6295 if (p_ptr->realm1 || p_ptr->realm2)
6297 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6301 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6302 if (!is_magic(use_realm)) return;
6303 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6306 /* Display spells in readible books */
6312 /* Extract spells */
6313 for (spell = 0; spell < 32; spell++)
6315 /* Check for this spell */
6316 if (fake_spell_flags[sval] & (1L << spell))
6318 /* Collect this spell */
6319 spells[num++] = spell;
6324 print_spells(0, spells, num, 2, 0, use_realm);
6328 /* Choose one of items that have warning flag */
6329 object_type *choose_warning_item(void)
6332 int choices[INVEN_TOTAL - INVEN_RARM];
6335 /* Paranoia -- Player has no warning ability */
6336 if (!p_ptr->warning) return NULL;
6338 /* Search Inventory */
6339 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6341 u32b flgs[TR_FLAG_SIZE];
6342 object_type *o_ptr = &inventory[i];
6344 object_flags(o_ptr, flgs);
6345 if (have_flag(flgs, TR_WARNING))
6347 choices[number] = i;
6352 /* Choice one of them */
6353 return number ? &inventory[choices[randint0(number)]] : NULL;
6356 /* Calculate spell damages */
6357 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6359 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6360 int rlev = r_ptr->level;
6361 bool ignore_wraith_form = FALSE;
6363 if (limit) dam = (dam > limit) ? limit : dam;
6365 /* Vulnerability, resistance and immunity */
6369 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6370 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6371 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6372 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6373 if (IS_OPPOSE_ELEC())
6374 dam = (dam + 2) / 3;
6375 if (p_ptr->immune_elec) dam = 0;
6379 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6380 if (IS_OPPOSE_POIS())
6381 dam = (dam + 2) / 3;
6385 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6386 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6387 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6388 if (IS_OPPOSE_ACID())
6389 dam = (dam + 2) / 3;
6390 if (p_ptr->immune_acid) dam = 0;
6395 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6396 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6397 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6398 if (IS_OPPOSE_COLD())
6399 dam = (dam + 2) / 3;
6400 if (p_ptr->immune_cold) dam = 0;
6404 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6405 if (prace_is_(RACE_ENT)) dam += dam / 3;
6406 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6407 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6408 if (IS_OPPOSE_FIRE())
6409 dam = (dam + 2) / 3;
6410 if (p_ptr->immune_fire) dam = 0;
6414 ignore_wraith_form = TRUE;
6418 if (!p_ptr->blind &&
6419 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6420 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6425 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6426 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6427 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6428 ignore_wraith_form = TRUE;
6432 if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6433 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
6437 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6441 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6445 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6449 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6453 if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6454 if (prace_is_(RACE_SPECTRE)) dam = 0;
6458 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6462 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6466 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6470 if (p_ptr->ffall) dam = (dam * 2) / 3;
6474 if (p_ptr->resist_shard) dam /= 2;
6478 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6479 if (IS_OPPOSE_POIS())
6480 dam = (2 * dam + 2) / 5;
6484 if (p_ptr->mimic_form)
6486 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) dam = 0;
6490 switch (p_ptr->prace)
6505 if (p_ptr->align > 10) dam /= 2;
6506 else if (p_ptr->align < -10) dam *= 2;
6510 if (p_ptr->align > 10) dam *= 2;
6514 case GF_BRAIN_SMASH:
6515 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav)) dam = 0;
6522 if (100 + rlev / 2 <= p_ptr->skill_sav) dam = 0;
6526 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU)) dam = 0;
6530 if (p_ptr->wraith_form && !ignore_wraith_form)
6536 if (dam > *max) *max = dam;
6539 /* Calculate blow damages */
6540 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6542 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6545 if (blow_ptr->method != RBM_EXPLODE)
6547 int ac = p_ptr->ac + p_ptr->to_a;
6549 switch (blow_ptr->effect)
6553 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6554 dam = MAX(dam, tmp_dam * 2);
6560 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6564 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6569 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6574 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6579 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6590 dam = (dam + 1) / 2;
6591 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6598 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6599 bool process_warning(int xx, int yy)
6603 char o_name[MAX_NLEN];
6605 #define WARNING_AWARE_RANGE 12
6607 static int old_damage = 0;
6609 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6611 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6614 monster_type *m_ptr;
6615 monster_race *r_ptr;
6618 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6620 c_ptr = &cave[my][mx];
6622 if (!c_ptr->m_idx) continue;
6624 m_ptr = &m_list[c_ptr->m_idx];
6626 if (m_ptr->csleep) continue;
6627 if (!is_hostile(m_ptr)) continue;
6629 r_ptr = &r_info[m_ptr->r_idx];
6635 /* Monster spells (only powerful ones)*/
6636 if (projectable(my, mx, yy, xx))
6638 int breath_dam_div3 = m_ptr->hp / 3;
6639 int breath_dam_div6 = m_ptr->hp / 6;
6641 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6643 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6644 int storm_dam = rlev * 4 + 150;
6646 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6647 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6648 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6649 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6650 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, (r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6652 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6653 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6654 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6655 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6656 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6657 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6658 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6659 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6660 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6661 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6662 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6663 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6664 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6665 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6666 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6667 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6668 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6669 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6670 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6671 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6672 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6673 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6674 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6677 /* Monster melee attacks */
6678 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6680 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6684 for (m = 0; m < 4; m++)
6686 /* Skip non-attacks */
6687 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6689 /* Extract the attack info */
6690 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6691 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6693 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6697 /* Contribution from this monster */
6698 dam_max += dam_max0;
6702 /* Prevent excessive warning */
6703 if (dam_max > old_damage)
6705 old_damage = dam_max * 3 / 2;
6707 if (dam_max > p_ptr->chp / 2)
6709 object_type *o_ptr = choose_warning_item();
6711 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6713 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6714 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6716 else strcpy(o_name, "body"); /* Warning ability without item */
6717 msg_format("Your %s pulsates sharply!", o_name);
6721 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6723 return get_check("Realy want to go ahead? ");
6727 else old_damage = old_damage / 2;
6729 c_ptr = &cave[yy][xx];
6730 if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6731 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6733 object_type *o_ptr = choose_warning_item();
6735 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6737 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6738 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6740 else strcpy(o_name, "body"); /* Warning ability without item */
6741 msg_format("Your %s pulsates!", o_name);
6745 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6747 return get_check("Realy want to go ahead? ");
6755 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6757 switch (o_ptr->tval)
6770 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6779 * A structure for smithing
6782 int add; /* TR flag number or special essence id */
6783 cptr add_name; /* Name of this ability */
6784 int type; /* Menu number */
6785 int essence; /* Index for carrying essences */
6786 int value; /* Needed value to add this ability */
6791 * Smithing type data for Weapon smith
6794 static essence_type essence_info[] =
6796 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6797 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6798 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6799 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6800 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6801 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6802 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6803 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6804 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6805 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6806 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6807 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6808 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6809 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6810 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6811 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6812 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6813 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6814 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6815 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6816 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6817 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6818 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6819 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6820 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6821 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6822 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6823 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6824 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6825 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6826 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6827 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6828 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6829 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6830 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6831 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6832 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6833 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6834 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6835 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6836 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6837 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6838 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6839 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6840 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6841 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6842 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6843 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6844 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6845 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6846 {TR_SH_FIRE, "", 0, -2, 0},
6847 {TR_SH_ELEC, "", 0, -2, 0},
6848 {TR_SH_COLD, "", 0, -2, 0},
6849 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6850 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6851 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6852 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6853 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6854 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6855 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6856 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6857 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6859 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6860 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6861 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6862 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6863 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6864 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6865 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6866 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6867 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6868 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6869 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6870 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6871 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6872 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6873 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6874 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6875 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6876 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6878 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6879 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6880 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6881 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6882 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6883 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6884 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6885 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6887 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6888 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6889 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6890 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6891 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6892 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6893 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6894 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6895 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6896 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6897 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6898 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6900 {-1, NULL, 0, -1, 0}
6903 static essence_type essence_info[] =
6905 {TR_STR, "strength", 4, TR_STR, 20},
6906 {TR_INT, "intelligence", 4, TR_INT, 20},
6907 {TR_WIS, "wisdom", 4, TR_WIS, 20},
6908 {TR_DEX, "dexterity", 4, TR_DEX, 20},
6909 {TR_CON, "constitution", 4, TR_CON, 20},
6910 {TR_CHR, "charisma", 4, TR_CHR, 20},
6911 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6912 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6913 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6914 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6915 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6916 {TR_SPEED, "speed", 4, TR_SPEED, 12},
6917 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
6918 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
6919 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
6920 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
6921 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
6922 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
6923 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
6924 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
6925 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
6926 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
6927 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
6928 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
6929 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
6930 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
6931 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
6932 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
6933 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
6934 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
6935 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
6936 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
6937 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
6938 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
6939 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
6940 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
6941 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
6942 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
6943 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
6944 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
6945 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
6946 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
6947 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
6948 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
6949 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
6950 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
6951 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
6952 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
6953 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
6954 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
6955 {TR_SH_FIRE, "", 0, -2, 0},
6956 {TR_SH_ELEC, "", 0, -2, 0},
6957 {TR_SH_COLD, "", 0, -2, 0},
6958 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
6959 {TR_WARNING, "warning", 3, TR_WARNING, 20},
6960 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
6961 {TR_LITE, "permanent light", 3, TR_LITE, 15},
6962 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
6963 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
6964 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
6965 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
6966 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
6968 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
6969 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
6970 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
6971 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
6972 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
6973 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
6974 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
6975 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
6976 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
6977 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
6978 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
6979 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
6980 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
6981 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
6982 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
6983 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
6984 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
6985 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
6987 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
6988 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
6989 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
6990 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
6991 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
6992 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
6993 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
6994 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
6996 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
6997 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
6998 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
6999 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7000 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7001 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7002 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7003 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7004 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7005 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7006 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7007 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7009 {-1, NULL, 0, -1, 0}
7015 * Essense names for Weapon smith
7018 static cptr essence_name[] =
7121 static cptr essence_name[] =
7224 static void display_essence(void)
7229 for (i = 1; i < 22; i++)
7234 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7236 prt("Essence Num Essence Num Essence Num ", 1, 8);
7238 for (i = 0; essence_name[i]; i++)
7240 if (!essence_name[i][0]) continue;
7241 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7245 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7247 prt("List of all essences you have.", 0, 0);
7254 static void drain_essence(void)
7256 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7259 bool observe = FALSE;
7260 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7261 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7264 byte iy, ix, marked, number;
7265 s16b next_o_idx, weight;
7267 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7270 item_tester_hook = item_tester_hook_weapon_armour;
7271 item_tester_no_ryoute = TRUE;
7275 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7276 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7278 q = "Extract from which item? ";
7279 s = "You have nothing you can extract from.";
7282 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7284 /* Get the item (in the pack) */
7287 o_ptr = &inventory[item];
7290 /* Get the item (on the floor) */
7293 o_ptr = &o_list[0 - item];
7296 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7297 char o_name[MAX_NLEN];
7298 object_desc(o_name, o_ptr, FALSE, 0);
7300 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7302 if (!get_check(format("Really extract from %s? ", o_name))) return;
7308 object_flags(o_ptr, old_flgs);
7309 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7310 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7311 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7312 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7313 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7314 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7315 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7316 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7317 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7319 old_to_a = o_ptr->to_a;
7321 old_to_h = o_ptr->to_h;
7322 old_to_d = o_ptr->to_d;
7325 old_pval = o_ptr->pval;
7326 old_name2 = o_ptr->name2;
7327 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7328 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7329 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7330 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7331 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7335 next_o_idx = o_ptr->next_o_idx;
7336 marked = o_ptr->marked;
7337 weight = o_ptr->weight;
7338 number = o_ptr->number;
7340 object_prep(o_ptr, o_ptr->k_idx);
7344 o_ptr->next_o_idx=next_o_idx;
7345 o_ptr->marked=marked;
7346 o_ptr->number = number;
7347 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7348 o_ptr->ident |= (IDENT_MENTAL);
7349 object_aware(o_ptr);
7350 object_known(o_ptr);
7352 object_flags(o_ptr, new_flgs);
7354 for (i = 0; essence_info[i].add_name; i++)
7356 essence_type *es_ptr = &essence_info[i];
7359 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7360 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7362 if (es_ptr->add < TR_FLAG_MAX &&
7363 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7364 have_flag(old_flgs, es_ptr->add))
7368 drain_value[es_ptr->essence] += 10 * pval;
7370 else if (es_ptr->essence != -2)
7372 drain_value[es_ptr->essence] += 10;
7374 else if (es_ptr->add == TR_SH_FIRE)
7376 drain_value[TR_BRAND_FIRE] += 10;
7377 drain_value[TR_RES_FIRE] += 10;
7379 else if (es_ptr->add == TR_SH_ELEC)
7381 drain_value[TR_BRAND_ELEC] += 10;
7382 drain_value[TR_RES_ELEC] += 10;
7384 else if (es_ptr->add == TR_SH_COLD)
7386 drain_value[TR_BRAND_COLD] += 10;
7387 drain_value[TR_RES_COLD] += 10;
7392 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7394 drain_value[TR_INT] += 5;
7395 drain_value[TR_WIS] += 5;
7397 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7399 drain_value[TR_BRAND_POIS] += 5;
7400 drain_value[TR_BRAND_ACID] += 5;
7401 drain_value[TR_BRAND_ELEC] += 5;
7402 drain_value[TR_BRAND_FIRE] += 5;
7403 drain_value[TR_BRAND_COLD] += 5;
7405 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7407 drain_value[TR_INT] += 10;
7409 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7411 drain_value[TR_STR] += 10;
7413 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7415 drain_value[TR_DEX] += 10;
7417 if (old_name2 == EGO_2WEAPON)
7419 drain_value[TR_DEX] += 20;
7421 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7423 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7425 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7427 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7428 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7429 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7430 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7432 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7434 drain_value[i] *= number;
7435 drain_value[i] = drain_value[i] * dec / 4;
7436 drain_value[i] = MAX(drain_value[i], 0);
7437 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7446 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7448 msg_print("You were not able to extract any essence.");
7454 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7456 msg_print("Extracted essences:");
7458 for (i = 0; essence_name[i]; i++)
7460 if (!essence_name[i][0]) continue;
7461 if (!drain_value[i]) continue;
7463 p_ptr->magic_num1[i] += drain_value[i];
7464 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7466 msg_format("%s...%d", essence_name[i], drain_value[i]);
7470 /* Combine the pack */
7471 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7474 p_ptr->window |= (PW_INVEN);
7479 static int choose_essence(void)
7483 int menu_line = (use_menu ? 1 : 0);
7486 cptr menu_name[] = {
7496 cptr menu_name[] = {
7506 const int mode_max = 7;
7509 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7512 #endif /* ALLOW_REPEAT */
7521 for (i = 0; i < mode_max; i++)
7523 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7524 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7526 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7527 prt("Choose from menu.", 0, 0);
7546 menu_line += mode_max - 1;
7555 if (menu_line > mode_max) menu_line -= mode_max;
7566 for (i = 0; i < mode_max; i++)
7567 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7570 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7572 if (!get_com("Command :", &choice, TRUE))
7579 if (isupper(choice)) choice = tolower(choice);
7581 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7582 mode = (int)choice - 'a' + 1;
7589 #endif /* ALLOW_REPEAT */
7593 static void add_essence(int mode)
7595 int item, max_num = 0;
7604 char o_name[MAX_NLEN];
7606 essence_type *es_ptr;
7608 int menu_line = (use_menu ? 1 : 0);
7610 for (i = 0; essence_info[i].add_name; i++)
7612 es_ptr = &essence_info[i];
7614 if (es_ptr->type != mode) continue;
7619 if (!repeat_pull(&i) || i<0 || i>=max_num)
7621 #endif /* ALLOW_REPEAT */
7624 /* Nothing chosen yet */
7630 /* Build a prompt */
7632 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7634 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7636 if (use_menu) screen_save();
7638 /* Get a spell from the user */
7640 choice = (always_show_list || use_menu) ? ESCAPE:1;
7644 if( choice==ESCAPE ) choice = ' ';
7645 else if( !get_com(out_val, &choice, FALSE) )break;
7647 if (use_menu && choice != ' ')
7661 menu_line += (max_num-1);
7684 menu_line = max_num;
7698 if (menu_line > max_num) menu_line -= max_num;
7700 /* Request redraw */
7701 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7704 if (!redraw || use_menu)
7708 char dummy[80], dummy2[80];
7716 /* Save the screen */
7717 if (!use_menu) screen_save();
7719 for (y = 1; y < 24; y++)
7722 /* Print header(s) */
7724 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7727 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7730 for (ctr = 0; ctr < max_num; ctr++)
7732 es_ptr = &essence_info[num[ctr]];
7736 if (ctr == (menu_line-1))
7738 strcpy(dummy, "¡Õ ");
7740 strcpy(dummy, "> ");
7742 else strcpy(dummy, " ");
7745 /* letter/number for power selection */
7748 sprintf(dummy, "%c) ",I2A(ctr));
7751 strcat(dummy, es_ptr->add_name);
7756 if (es_ptr->essence != -1)
7758 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7759 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7765 case ESSENCE_SH_FIRE:
7767 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7769 strcat(dummy, "(brand fire + res.fire)");
7771 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7772 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7774 case ESSENCE_SH_ELEC:
7776 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7778 strcat(dummy, "(brand elec. + res. elec.)");
7780 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7781 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7783 case ESSENCE_SH_COLD:
7785 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7787 strcat(dummy, "(brand cold + res. cold)");
7789 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7790 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7792 case ESSENCE_RESISTANCE:
7794 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7796 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7798 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7799 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7800 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7801 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7803 case ESSENCE_SUSTAIN:
7805 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7807 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7809 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7810 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7811 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7812 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7817 if (!able[ctr]) col = TERM_RED;
7819 if (es_ptr->essence != -1)
7821 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7825 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7828 c_prt(col, dummy2, ctr+2, x);
7838 /* Restore the screen */
7849 ask = (isupper(choice));
7852 if (ask) choice = tolower(choice);
7854 /* Extract request */
7855 i = (islower(choice) ? A2I(choice) : -1);
7858 /* Totally Illegal */
7859 if ((i < 0) || (i >= max_num) || !able[i])
7872 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7874 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7877 /* Belay that order */
7878 if (!get_check(tmp_val)) continue;
7885 /* Restore the screen */
7886 if (redraw) screen_load();
7893 #endif /* ALLOW_REPEAT */
7895 es_ptr = &essence_info[num[i]];
7897 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7898 item_tester_tval = TV_GLOVES;
7899 else if (mode == 1 || mode == 5)
7900 item_tester_hook = item_tester_hook_melee_ammo;
7901 else if (es_ptr->add == ESSENCE_ATTACK)
7902 item_tester_hook = item_tester_hook_weapon;
7903 else if (es_ptr->add == ESSENCE_AC)
7904 item_tester_hook = item_tester_hook_armour;
7906 item_tester_hook = item_tester_hook_weapon_armour;
7907 item_tester_no_ryoute = TRUE;
7911 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7912 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7914 q = "Improve which item? ";
7915 s = "You have nothing to improve.";
7918 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7920 /* Get the item (in the pack) */
7923 o_ptr = &inventory[item];
7926 /* Get the item (on the floor) */
7929 o_ptr = &o_list[0 - item];
7932 if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7935 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
7937 msg_print("This item is no more able to be improved");
7942 object_desc(o_name, o_ptr, FALSE, 0);
7944 use_essence = es_ptr->value;
7945 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7946 if (o_ptr->number > 1)
7948 use_essence *= o_ptr->number;
7950 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7952 msg_format("It will take %d essences.",use_essence);
7957 if (es_ptr->essence != -1)
7959 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7962 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7964 msg_print("You don't have enough essences.");
7968 if (is_pval_flag(es_ptr->add))
7970 if (es_ptr->add == TR_BLOWS)
7972 if (o_ptr->pval > 1)
7975 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7977 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7982 else if (o_ptr->pval)
7984 use_essence *= o_ptr->pval;
7986 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7988 msg_format("It will take %d essences.",use_essence);
7996 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8000 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8002 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8004 strcpy(tmp_val, "1");
8006 if (!get_string(tmp, tmp_val, 1)) return;
8007 pval = atoi(tmp_val);
8008 if (pval > limit) pval = limit;
8009 else if (pval < 1) pval = 1;
8011 use_essence *= pval;
8013 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8015 msg_format("It will take %d essences.",use_essence);
8018 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8021 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8023 msg_print("You don't have enough essences.");
8028 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8032 int get_to_h, get_to_d;
8034 strcpy(tmp_val, "1");
8036 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8038 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8040 val = atoi(tmp_val);
8041 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8042 else if (val < 1) val = 1;
8045 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8047 msg_format("It will take %d essences.",use_essence);
8049 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8052 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8054 msg_print("You don't have enough essences");
8058 get_to_h = ((val+1)/2+randint0(val/2+1));
8059 get_to_d = ((val+1)/2+randint0(val/2+1));
8060 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8061 o_ptr->to_h += get_to_h;
8062 o_ptr->to_d += get_to_d;
8064 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8065 if (es_ptr->add == ESSENCE_ATTACK)
8067 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8070 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8072 msg_print("You failed to enchant.");
8079 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8080 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8083 else if (es_ptr->add == ESSENCE_AC)
8085 if (o_ptr->to_a >= p_ptr->lev/5+5)
8088 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8090 msg_print("You failed to enchant.");
8097 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8102 o_ptr->xtra3 = es_ptr->add + 1;
8107 bool success = TRUE;
8111 case ESSENCE_SH_FIRE:
8112 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8117 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8118 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8120 case ESSENCE_SH_ELEC:
8121 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8126 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8127 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8129 case ESSENCE_SH_COLD:
8130 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8135 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8136 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8138 case ESSENCE_RESISTANCE:
8139 case ESSENCE_SUSTAIN:
8140 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))
8145 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8146 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8147 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8148 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8154 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8156 msg_print("You don't have enough essences");
8160 if (es_ptr->add == ESSENCE_SUSTAIN)
8162 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8163 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8164 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8165 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8169 o_ptr->xtra3 = es_ptr->add + 1;
8176 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8178 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8181 /* Combine the pack */
8182 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8185 p_ptr->window |= (PW_INVEN);
8189 static bool item_tester_hook_kaji(object_type *o_ptr)
8191 switch (o_ptr->tval)
8211 if (o_ptr->xtra3) return (TRUE);
8219 static void erase_essence(void)
8224 char o_name[MAX_NLEN];
8225 u32b flgs[TR_FLAG_SIZE];
8227 item_tester_hook = item_tester_hook_kaji;
8231 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8232 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8234 q = "Remove from which item? ";
8235 s = "You have nothing to remove essence.";
8238 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8240 /* Get the item (in the pack) */
8243 o_ptr = &inventory[item];
8246 /* Get the item (on the floor) */
8249 o_ptr = &o_list[0 - item];
8252 object_desc(o_name, o_ptr, FALSE, 0);
8254 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8256 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8261 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8263 o_ptr->to_h -= (o_ptr->xtra4>>8);
8264 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8266 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8267 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8270 object_flags(o_ptr, flgs);
8271 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8273 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8275 msg_print("You removed all essence you have added");
8278 /* Combine the pack */
8279 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8282 p_ptr->window |= (PW_INVEN);
8285 void do_cmd_kaji(bool only_browse)
8290 int menu_line = (use_menu ? 1 : 0);
8294 if (p_ptr->confused)
8297 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8299 msg_print("You are too confused!");
8307 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8309 msg_print("You are blind!");
8317 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8319 msg_print("You are hullcinating!");
8327 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8329 #endif /* ALLOW_REPEAT */
8331 if (only_browse) screen_save();
8333 if (!only_browse) screen_save();
8339 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8340 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8341 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8342 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8343 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8344 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8346 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8347 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8348 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8349 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8350 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8351 prt(format("Choose command from menu."), 0, 0);
8378 if (menu_line > 5) menu_line -= 5;
8387 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8388 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8389 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8390 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8391 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8392 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8394 prt(" a) List essences", 2, 14);
8395 prt(" b) Extract essence", 3, 14);
8396 prt(" c) Remove essence", 4, 14);
8397 prt(" d) Add essence", 5, 14);
8398 prt(" e) Enchant weapon/armor", 6, 14);
8399 if (!get_com("Command :", &choice, TRUE))
8436 /* Clear lines, position cursor (really should use strlen here) */
8437 Term_erase(14, 21, 255);
8438 Term_erase(14, 20, 255);
8439 Term_erase(14, 19, 255);
8440 Term_erase(14, 18, 255);
8441 Term_erase(14, 17, 255);
8442 Term_erase(14, 16, 255);
8444 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8445 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8447 prt(&temp[j], line, 15);
8452 if (!only_browse) screen_load();
8453 } while (only_browse);
8457 #endif /* ALLOW_REPEAT */
8461 case 1: display_essence();break;
8462 case 2: drain_essence();break;
8463 case 3: erase_essence();break;
8465 mode = choose_essence();
8470 case 5: add_essence(10);break;