-#pragma once
-#include "defines.h"
+#pragma once
/*
* Object information, for a specific object.
* is holding the object. Objects being held have "ix=0" and "iy=0".
*/
+#define TR_STR 0 /* STR += "pval" */
+#define TR_INT 1 /* INT += "pval" */
+#define TR_WIS 2 /* WIS += "pval" */
+#define TR_DEX 3 /* DEX += "pval" */
+#define TR_CON 4 /* CON += "pval" */
+#define TR_CHR 5 /* CHR += "pval" */
+#define TR_MAGIC_MASTERY 6 /* Later */
+#define TR_FORCE_WEAPON 7 /* Later */
+#define TR_STEALTH 8 /* Stealth += "pval" */
+#define TR_SEARCH 9 /* Search += "pval" */
+#define TR_INFRA 10 /* Infra += "pval" */
+#define TR_TUNNEL 11 /* Tunnel += "pval" */
+#define TR_SPEED 12 /* Speed += "pval" */
+#define TR_BLOWS 13 /* Blows += "pval" */
+#define TR_CHAOTIC 14
+#define TR_VAMPIRIC 15
+#define TR_SLAY_ANIMAL 16
+#define TR_SLAY_EVIL 17
+#define TR_SLAY_UNDEAD 18
+#define TR_SLAY_DEMON 19
+#define TR_SLAY_ORC 20
+#define TR_SLAY_TROLL 21
+#define TR_SLAY_GIANT 22
+#define TR_SLAY_DRAGON 23
+#define TR_KILL_DRAGON 24 /* Execute Dragon */
+#define TR_VORPAL 25 /* Later */
+#define TR_IMPACT 26 /* Cause Earthquakes */
+#define TR_BRAND_POIS 27
+#define TR_BRAND_ACID 28
+#define TR_BRAND_ELEC 29
+#define TR_BRAND_FIRE 30
+#define TR_BRAND_COLD 31
+
+#define TR_SUST_STR 32
+#define TR_SUST_INT 33
+#define TR_SUST_WIS 34
+#define TR_SUST_DEX 35
+#define TR_SUST_CON 36
+#define TR_SUST_CHR 37
+#define TR_RIDING 38
+#define TR_EASY_SPELL 39
+#define TR_IM_ACID 40
+#define TR_IM_ELEC 41
+#define TR_IM_FIRE 42
+#define TR_IM_COLD 43
+#define TR_THROW 44 /* Later */
+#define TR_REFLECT 45 /* Reflect 'bolts' */
+#define TR_FREE_ACT 46 /* Free Action */
+#define TR_HOLD_EXP 47 /* Hold EXP */
+#define TR_RES_ACID 48
+#define TR_RES_ELEC 49
+#define TR_RES_FIRE 50
+#define TR_RES_COLD 51
+#define TR_RES_POIS 52
+#define TR_RES_FEAR 53 /* Added for Zangband */
+#define TR_RES_LITE 54
+#define TR_RES_DARK 55
+#define TR_RES_BLIND 56
+#define TR_RES_CONF 57
+#define TR_RES_SOUND 58
+#define TR_RES_SHARDS 59
+#define TR_RES_NETHER 60
+#define TR_RES_NEXUS 61
+#define TR_RES_CHAOS 62
+#define TR_RES_DISEN 63
+
+#define TR_SH_FIRE 64 /* Immolation (Fire) */
+#define TR_SH_ELEC 65 /* Electric Sheath */
+#define TR_SLAY_HUMAN 66 /* Slay human */
+#define TR_SH_COLD 67 /* cold aura */
+#define TR_NO_TELE 68 /* Anti-teleportation */
+#define TR_NO_MAGIC 69 /* Anti-magic */
+#define TR_DEC_MANA 70 /* ??? */
+#define TR_TY_CURSE 71 /* The Ancient Curse */
+#define TR_WARNING 72 /* Warning */
+#define TR_HIDE_TYPE 73 /* Hide "pval" description */
+#define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
+#define TR_SLAY_GOOD 75
+#define TR_LEVITATION 76 /* Feather Falling */
+#define TR_LITE_1 77 /* Light Radius 1*/
+#define TR_SEE_INVIS 78 /* See Invisible */
+#define TR_TELEPATHY 79 /* Telepathy */
+#define TR_SLOW_DIGEST 80 /* Item slows down digestion */
+#define TR_REGEN 81 /* Item induces regeneration */
+#define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
+#define TR_XTRA_SHOTS 83 /* Bows get extra shots */
+#define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
+#define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
+#define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
+#define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
+#define TR_ACTIVATE 88 /* Item can be activated */
+#define TR_DRAIN_EXP 89 /* Item drains Experience */
+#define TR_TELEPORT 90 /* Item teleports player */
+#define TR_AGGRAVATE 91 /* Item aggravates monsters */
+#define TR_BLESSED 92 /* Item is Blessed */
+#define TR_ES_ATTACK 93 /* Fake flag for Smith */
+#define TR_ES_AC 94 /* Fake flag for Smith */
+#define TR_KILL_GOOD 95
+
+#define TR_KILL_ANIMAL 96
+#define TR_KILL_EVIL 97
+#define TR_KILL_UNDEAD 98
+#define TR_KILL_DEMON 99
+#define TR_KILL_ORC 100
+#define TR_KILL_TROLL 101
+#define TR_KILL_GIANT 102
+#define TR_KILL_HUMAN 103
+#define TR_ESP_ANIMAL 104
+#define TR_ESP_UNDEAD 105
+#define TR_ESP_DEMON 106
+#define TR_ESP_ORC 107
+#define TR_ESP_TROLL 108
+#define TR_ESP_GIANT 109
+#define TR_ESP_DRAGON 110
+#define TR_ESP_HUMAN 111
+#define TR_ESP_EVIL 112
+#define TR_ESP_GOOD 113
+#define TR_ESP_NONLIVING 114
+#define TR_ESP_UNIQUE 115
+#define TR_FULL_NAME 116
+#define TR_FIXED_FLAVOR 117
+#define TR_ADD_L_CURSE 118
+#define TR_ADD_H_CURSE 119
+#define TR_DRAIN_HP 120
+#define TR_DRAIN_MANA 121
+#define TR_LITE_2 122
+#define TR_LITE_3 123
+#define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
+#define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
+#define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
+#define TR_LITE_FUEL 127 /* Lights need Fuels */
+
+#define TR_CALL_ANIMAL 128
+#define TR_CALL_DEMON 129
+#define TR_CALL_DRAGON 130
+#define TR_CALL_UNDEAD 131
+#define TR_COWARDICE 132
+#define TR_LOW_MELEE 133
+#define TR_LOW_AC 134
+#define TR_LOW_MAGIC 135
+#define TR_FAST_DIGEST 136
+#define TR_SLOW_REGEN 137
+
+#define TR_FLAG_MAX 138
+#define TR_FLAG_SIZE 5
+
+#define OBJ_GOLD_LIST 480 /* First "gold" entry */
+#define MAX_GOLD 18 /* Number of "gold" entries */
+
+/* Lite flag macro */
+#define HAVE_LITE_FLAG(ARRAY) \
+ (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
+
+#define HAVE_DARK_FLAG(ARRAY) \
+ (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
+
typedef struct object_type object_type;
struct object_type
POSITION iy; /* Y-position on map, or zero */
POSITION ix; /* X-position on map, or zero */
+ /*
+ * The values for the "tval" field of various objects.
+ *
+ * This value is the primary means by which items are sorted in the
+ * player inventory_list, followed by "sval" and "cost".
+ *
+ * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
+ * weapon with tval = 16+N, and does (xP) damage when so combined. This
+ * fact is not actually used in the source, but it kind of interesting.
+ *
+ * Note that as of 2.7.8, the "item flags" apply to all items, though
+ * only armor and weapons and a few other items use any of these flags.
+ */
+
+ #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
+ #define TV_BOTTLE 2 /* Empty bottles ('!') */
+ #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
+ #define TV_WHISTLE 4 /* Whistle ('~') */
+ #define TV_SPIKE 5 /* Spikes ('~') */
+ #define TV_CHEST 7 /* Chests ('&') */
+ #define TV_FIGURINE 8 /* Magical figurines */
+ #define TV_STATUE 9 /* Statue, what a silly object... */
+ #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
+ #define TV_CAPTURE 11 /* Monster ball */
+ #define TV_NO_AMMO 15 /* Ammo for crimson */
+ #define TV_SHOT 16 /* Ammo for slings */
+ #define TV_ARROW 17 /* Ammo for bows */
+ #define TV_BOLT 18 /* Ammo for x-bows */
+ #define TV_BOW 19 /* Slings/Bows/Xbows */
+ #define TV_DIGGING 20 /* Shovels/Picks */
+ #define TV_HAFTED 21 /* Priest Weapons */
+ #define TV_POLEARM 22 /* Axes and Pikes */
+ #define TV_SWORD 23 /* Edged Weapons */
+ #define TV_BOOTS 30 /* Boots */
+ #define TV_GLOVES 31 /* Gloves */
+ #define TV_HELM 32 /* Helms */
+ #define TV_CROWN 33 /* Crowns */
+ #define TV_SHIELD 34 /* Shields */
+ #define TV_CLOAK 35 /* Cloaks */
+ #define TV_SOFT_ARMOR 36 /* Soft Armor */
+ #define TV_HARD_ARMOR 37 /* Hard Armor */
+ #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
+ #define TV_LITE 39 /* Lites (including Specials) */
+ #define TV_AMULET 40 /* Amulets (including Specials) */
+ #define TV_RING 45 /* Rings (including Specials) */
+ #define TV_CARD 50
+ #define TV_STAFF 55
+ #define TV_WAND 65
+ #define TV_ROD 66
+ #define TV_PARCHMENT 69
+ #define TV_SCROLL 70
+ #define TV_POTION 75
+ #define TV_FLASK 77
+ #define TV_FOOD 80
+ #define TV_LIFE_BOOK 90
+ #define TV_SORCERY_BOOK 91
+ #define TV_NATURE_BOOK 92
+ #define TV_CHAOS_BOOK 93
+ #define TV_DEATH_BOOK 94
+ #define TV_TRUMP_BOOK 95
+ #define TV_ARCANE_BOOK 96
+ #define TV_CRAFT_BOOK 97
+ #define TV_DAEMON_BOOK 98
+ #define TV_CRUSADE_BOOK 99
+ #define TV_MUSIC_BOOK 105
+ #define TV_HISSATSU_BOOK 106
+ #define TV_HEX_BOOK 107
+ #define TV_GOLD 127 /* Gold can only be picked up by players */
+
+ #define TV_EQUIP_BEGIN TV_SHOT
+ #define TV_EQUIP_END TV_CARD
+ #define TV_MISSILE_BEGIN TV_SHOT
+ #define TV_MISSILE_END TV_BOLT
+ #define TV_WEARABLE_BEGIN TV_BOW
+ #define TV_WEARABLE_END TV_CARD
+ #define TV_WEAPON_BEGIN TV_BOW
+ #define TV_WEAPON_END TV_SWORD
+ #define TV_ARMOR_BEGIN TV_BOOTS
+ #define TV_ARMOR_END TV_DRAG_ARMOR
OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
+
+
OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
PARAMETER_VALUE pval; /* Item extra-parameter */
ARTIFACT_IDX name1; /* Artifact type, if any */
EGO_IDX name2; /* Ego-Item type, if any */
+
+ /*
+ * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
+ */
+ #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */
+ #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */
+ #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
XTRA8 xtra1; /* Extra info type (now unused) */
+
XTRA8 xtra2; /* Extra info activation index */
- XTRA8 xtra3; /* Extra info for weaponsmith */
- XTRA16 xtra4; /*!< \8cõ\8c¹\82Ì\8ec\82è\8eõ\96½\81A\82 \82é\82¢\82Í\95ß\82ç\82¦\82½\83\82\83\93\83X\83^\81[\82Ì\8c»HP / Extra info fuel or captured monster's current HP */
- XTRA16 xtra5; /*!< \95ß\82ç\82¦\82½\83\82\83\93\83X\83^\81[\82Ì\8dÅ\91åHP / Extra info captured monster's max HP */
+ XTRA8 xtra3; /*!< 複数の使用用途 捕らえたモンスターの速度,付加した特殊なエッセンスID / Extra info for weaponsmith */
+ XTRA16 xtra4; /*!< 複数の使用用途 光源の残り寿命、あるいは捕らえたモンスターの現HP / Extra info fuel or captured monster's current HP */
+ XTRA16 xtra5; /*!< 複数の使用用途 捕らえたモンスターの最大HP / Extra info captured monster's max HP */
HIT_PROB to_h; /* Plusses to hit */
HIT_POINT to_d; /* Plusses to damage */
TIME_EFFECT timeout; /* Timeout Counter */
+ /*
+ * Special Object Flags
+ */
+ #define IDENT_SENSE 0x01 /* Item has been "sensed" */
+ #define IDENT_FIXED 0x02 /* Item has been "haggled" */
+ #define IDENT_EMPTY 0x04 /* Item charges are known */
+ #define IDENT_KNOWN 0x08 /* Item abilities are known */
+ #define IDENT_STORE 0x10 /* Item is storebought !!!! */
+ #define IDENT_MENTAL 0x20 /* Item information is known */
+ #if 0
+ #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
+ #endif
+ #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
byte ident; /* Special flags */
+
+ /*
+ * How object is marked (flags in object_type.mark)
+ * OM_FOUND --- original boolean flag
+ * OM_NOMSG --- temporary flag to suppress messages which were
+ * already printed in autopick_pickup_items().
+ */
+ #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
+ #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
+ #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
+ #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
+ #define OM_TOUCHED 0x10 /* Object was touched by player */
byte marked; /* Object is marked */
u16b inscription; /* Inscription index */
byte feeling; /* Game generated inscription number (eg, pseudo-id) */
BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
+
+ #define TRC_CURSED 0x00000001L
+ #define TRC_HEAVY_CURSE 0x00000002L
+ #define TRC_PERMA_CURSE 0x00000004L
+ #define TRC_XXX1 0x00000008L
+ #define TRC_TY_CURSE 0x00000010L
+ #define TRC_AGGRAVATE 0x00000020L
+ #define TRC_DRAIN_EXP 0x00000040L
+ #define TRC_SLOW_REGEN 0x00000080L
+ #define TRC_ADD_L_CURSE 0x00000100L
+ #define TRC_ADD_H_CURSE 0x00000200L
+ #define TRC_CALL_ANIMAL 0x00000400L
+ #define TRC_CALL_DEMON 0x00000800L
+ #define TRC_CALL_DRAGON 0x00001000L
+ #define TRC_COWARDICE 0x00002000L
+ #define TRC_TELEPORT 0x00004000L
+ #define TRC_LOW_MELEE 0x00008000L
+ #define TRC_LOW_AC 0x00010000L
+ #define TRC_LOW_MAGIC 0x00020000L
+ #define TRC_FAST_DIGEST 0x00040000L
+ #define TRC_DRAIN_HP 0x00080000L
+ #define TRC_DRAIN_MANA 0x00100000L
+ #define TRC_CALL_UNDEAD 0x00200000L
+ #define MAX_CURSE 18
+ #define TRC_TELEPORT_SELF 0x00000001L
+ #define TRC_CHAINSWORD 0x00000002L
+ #define TRC_SPECIAL_MASK \
+ (TRC_TY_CURSE | TRC_AGGRAVATE)
+ #define TRC_HEAVY_MASK \
+ (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
+ TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
+ #define TRC_P_FLAG_MASK \
+ (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
+ TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
+ TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
+ TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
BIT_FLAGS curse_flags; /* Flags for curse */
OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
- MONSTER_IDX held_m_idx; /* Monster holding us (if any) */
+ MONSTER_IDX held_m_idx; /*!< アイテムを所持しているモンスターID (いないなら 0) / Monster holding us (if any) */
- ARTIFACT_BIAS_IDX artifact_bias; /*!< \83\89\83\93\83_\83\80\83A\81[\83e\83B\83t\83@\83N\83g\90¶\90¬\8e\9e\82Ì\83o\83C\83A\83XID */
+ ARTIFACT_BIAS_IDX artifact_bias; /*!< ランダムアーティファクト生成時のバイアスID */
};
+extern bool(*item_tester_hook)(object_type *o_ptr);
+extern OBJECT_TYPE_VALUE item_tester_tval;
+extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
+
/* object1.c */
extern ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode);
extern COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width);
extern void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
extern concptr item_activation(object_type *o_ptr);
+
+#define SCROBJ_FAKE_OBJECT 0x00000001
+#define SCROBJ_FORCE_DETAIL 0x00000002
extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode);
+
extern char index_to_label(int i);
-extern INVENTORY_IDX label_to_inven(int c);
-extern INVENTORY_IDX label_to_equip(int c);
extern s16b wield_slot(object_type *o_ptr);
-extern concptr mention_use(int i);
-extern concptr describe_use(int i);
+
extern bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval);
-extern bool item_tester_okay(object_type *o_ptr);
-extern void display_inven(void);
-extern void display_equip(void);
-extern COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode);
-extern COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode);
-extern void toggle_inven_equip(void);
-extern bool can_get_item(void);
-extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode);
-extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option);
-PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type);
+
+/*
+ * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
+ */
+#define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */
+#define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */
+#define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
+#define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
+#define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
+#define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
+extern bool can_get_item(OBJECT_TYPE_VALUE tval);
+extern bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
+
+#define REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item]))
extern int bow_tval_ammo(object_type *o_ptr);
extern void excise_object_idx(OBJECT_IDX o_idx);
extern void delete_object_idx(OBJECT_IDX o_idx);
extern void delete_object(POSITION y, POSITION x);
-extern void compact_objects(int size);
-extern void wipe_o_list(void);
+
extern OBJECT_IDX o_pop(void);
extern OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode);
extern void object_known(object_type *o_ptr);
extern void object_aware(object_type *o_ptr);
extern void object_tried(object_type *o_ptr);
+
+/*
+ * アイテムの簡易鑑定定義 / Game generated inscription indices. These are stored in the object,
+ * and are used to index the string array from tables.c.
+ */
+#define FEEL_NONE 0 /*!< 簡易鑑定: 未鑑定 */
+#define FEEL_BROKEN 1 /*!< 簡易鑑定: 壊れている */
+#define FEEL_TERRIBLE 2 /*!< 簡易鑑定: 恐ろしい */
+#define FEEL_WORTHLESS 3 /*!< 簡易鑑定: 無価値 */
+#define FEEL_CURSED 4 /*!< 簡易鑑定: 呪われている */
+#define FEEL_UNCURSED 5 /*!< 簡易鑑定: 呪われていない */
+#define FEEL_AVERAGE 6 /*!< 簡易鑑定: 並 */
+#define FEEL_GOOD 7 /*!< 簡易鑑定: 上質 */
+#define FEEL_EXCELLENT 8 /*!< 簡易鑑定: 高級 */
+#define FEEL_SPECIAL 9 /*!< 簡易鑑定: 特別 */
+#define FEEL_MAX 9 /*!< 簡易鑑定の種別数 */
extern byte value_check_aux1(object_type *o_ptr);
extern byte value_check_aux2(object_type *o_ptr);
+
extern PRICE object_value(object_type *o_ptr);
extern PRICE object_value_real(object_type *o_ptr);
extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
#define AM_GREAT 0x00000004 /*!< Generate great items */
#define AM_SPECIAL 0x00000008 /*!< Generate artifacts (for debug mode only) */
#define AM_CURSED 0x00000010 /*!< Generate cursed/worthless items */
-#define AM_FORBID_CHEST 0x00000020 /*!< \94 \82©\82ç\82³\82ç\82É\94 \82ª\8fo\8c»\82·\82é\82±\82Æ\82ð\97}\8e~\82·\82é */
+#define AM_FORBID_CHEST 0x00000020 /*!< 箱からさらに箱が出現することを抑止する */
extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
+extern OBJECT_SUBTYPE_VALUE coin_type;
+
extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
-extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode);
extern bool make_gold(object_type *j_ptr);
-extern void place_gold(POSITION y, POSITION x);
extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
+extern void vary_item(INVENTORY_IDX item, ITEM_NUMBER num);
extern void inven_item_charges(INVENTORY_IDX item);
extern void inven_item_describe(INVENTORY_IDX item);
extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
extern s16b inven_carry(object_type *o_ptr);
extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt);
extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt);
-extern void combine_pack(void);
+extern void combine_pack(player_type *owner_ptr);
extern void reorder_pack(void);
extern void display_koff(KIND_OBJECT_IDX k_idx);
extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
extern concptr essence_name[];
extern s32b flag_cost(object_type *o_ptr, int plusses);
+
+extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
+extern void py_pickup_floor(player_type *creature_ptr, bool pickup);
+extern void prepare_label_string(char *label, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
+
+/*
+ * Return the "attr" for a given item.
+ * Use "flavor" if available.
+ * Default to user definitions.
+ */
+#define object_attr(T) \
+ ((k_info[(T)->k_idx].flavor) ? \
+ (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
+ ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
+ (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
+ (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
+
+
+ /*** Object "sval" codes ***/
+
+ /* Any subvalue */
+#define SV_ANY 255
+
+/* The "sval" codes for TV_FIGURINE */
+#define SV_FIGURINE_NORMAL 0
+
+#define SV_CAPTURE_NONE 0
+
+/* The "sval" codes for TV_STATUE */
+#define SV_WOODEN_STATUE 0
+#define SV_CLAY_STATUE 1
+#define SV_STONE_STATUE 2
+#define SV_IRON_STATUE 3
+#define SV_COPPER_STATUE 4
+#define SV_SILVER_STATUE 5
+#define SV_GOLDEN_STATUE 6
+#define SV_IVORY_STATUE 7
+#define SV_MITHRIL_STATUE 8
+#define SV_ORNATE_STATUE 9
+#define SV_PHOTO 50
+
+/* The "sval" codes for TV_CORPSE */
+#define SV_SKELETON 0
+#define SV_CORPSE 1
+
+/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
+#define SV_AMMO_LIGHT 0 /* pebbles */
+#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
+#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
+
+/* The "sval" codes for TV_BOW (note information in "sval") */
+#define SV_SLING 2 /* (x2) */
+#define SV_SHORT_BOW 12 /* (x2) */
+#define SV_LONG_BOW 13 /* (x3) */
+#define SV_LIGHT_XBOW 23 /* (x3) */
+#define SV_HEAVY_XBOW 24 /* (x4) */
+#define SV_CRIMSON 50 /* (x0) */
+#define SV_HARP 51 /* (x0) */
+#define SV_NAMAKE_BOW 63 /* (x3) */
+
+/* The "sval" codes for TV_DIGGING */
+#define SV_SHOVEL 1
+#define SV_GNOMISH_SHOVEL 2
+#define SV_DWARVEN_SHOVEL 3
+#define SV_PICK 4
+#define SV_ORCISH_PICK 5
+#define SV_DWARVEN_PICK 6
+#define SV_MATTOCK 7
+
+/* The "sval" values for TV_HAFTED */
+#define SV_CLUB 1 /* 1d4 */
+#define SV_WHIP 2 /* 1d6 */
+#define SV_QUARTERSTAFF 3 /* 1d9 */
+#define SV_NUNCHAKU 4 /* 2d3 */
+#define SV_MACE 5 /* 2d4 */
+#define SV_BALL_AND_CHAIN 6 /* 2d4 */
+#define SV_JO_STAFF 7 /* 1d7 */
+#define SV_WAR_HAMMER 8 /* 3d3 */
+#define SV_THREE_PIECE_ROD 11 /* 3d3 */
+#define SV_MORNING_STAR 12 /* 2d6 */
+#define SV_FLAIL 13 /* 2d6 */
+#define SV_BO_STAFF 14 /* 1d11 */
+#define SV_LEAD_FILLED_MACE 15 /* 3d4 */
+#define SV_TETSUBO 16 /* 2d7 */
+#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
+#define SV_GREAT_HAMMER 19 /* 4d6 */
+#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
+#define SV_WIZSTAFF 21 /* 1d2 */
+#define SV_GROND 50 /* 3d9 */
+#define SV_NAMAKE_HAMMER 63 /* 1d77 */
+
+/* The "sval" values for TV_POLEARM */
+#define SV_HATCHET 1 /* 1d5 */
+#define SV_SPEAR 2 /* 1d6 */
+#define SV_SICKLE 3 /* 2d3 */
+#define SV_AWL_PIKE 4 /* 1d8 */
+#define SV_TRIDENT 5 /* 1d9 */
+#define SV_FAUCHARD 6 /* 1d10 */
+#define SV_BROAD_SPEAR 7 /* 1d9 */
+#define SV_PIKE 8 /* 2d5 */
+#define SV_NAGINATA 9 /* 2d6 */
+#define SV_BEAKED_AXE 10 /* 2d6 */
+#define SV_BROAD_AXE 11 /* 2d6 */
+#define SV_LUCERNE_HAMMER 12 /* 2d5 */
+#define SV_GLAIVE 13 /* 2d6 */
+#define SV_LAJATANG 14 /* 2d7 */
+#define SV_HALBERD 15 /* 3d4 */
+#define SV_GUISARME 16 /* 2d5 */
+#define SV_SCYTHE 17 /* 5d3 */
+#define SV_LANCE 20 /* 2d8 */
+#define SV_BATTLE_AXE 22 /* 2d8 */
+#define SV_GREAT_AXE 25 /* 4d4 */
+#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
+#define SV_LOCHABER_AXE 28 /* 3d8 */
+#define SV_HEAVY_LANCE 29 /* 4d8 */
+#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
+#define SV_TSURIZAO 40 /* 1d1 */
+#define SV_DEATH_SCYTHE 50 /* 10d10 */
+
+/* The "sval" codes for TV_SWORD */
+#define SV_BROKEN_DAGGER 1 /* 1d1 */
+#define SV_BROKEN_SWORD 2 /* 1d2 */
+#define SV_DAGGER 4 /* 1d4 */
+#define SV_MAIN_GAUCHE 5 /* 1d5 */
+#define SV_TANTO 6 /* 1d5 */
+#define SV_RAPIER 7 /* 1d6 */
+#define SV_SMALL_SWORD 8 /* 1d6 */
+#define SV_BASILLARD 9 /* 1d8 */
+#define SV_SHORT_SWORD 10 /* 1d7 */
+#define SV_SABRE 11 /* 1d7 */
+#define SV_CUTLASS 12 /* 1d7 */
+#define SV_WAKIZASHI 13 /* 2d4 */
+#define SV_KHOPESH 14 /* 2d4 */
+#define SV_TULWAR 15 /* 2d4 */
+#define SV_BROAD_SWORD 16 /* 2d5 */
+#define SV_LONG_SWORD 17 /* 2d5 */
+#define SV_SCIMITAR 18 /* 2d5 */
+#define SV_NINJATO 19 /* 1d9 */
+#define SV_KATANA 20 /* 3d4 */
+#define SV_BASTARD_SWORD 21 /* 3d4 */
+#define SV_GREAT_SCIMITAR 22 /* 4d5 */
+#define SV_CLAYMORE 23 /* 2d8 */
+#define SV_ESPADON 24 /* 2d9 */
+#define SV_TWO_HANDED_SWORD 25 /* 3d6 */
+#define SV_FLAMBERGE 26 /* 3d7 */
+#define SV_NO_DACHI 27 /* 5d4 */
+#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
+#define SV_ZWEIHANDER 29 /* 4d6 */
+#define SV_BLADE_OF_CHAOS 30 /* 6d5 */
+#define SV_DIAMOND_EDGE 31 /* 7d5 */
+#define SV_DOKUBARI 32 /* 1d1 */
+#define SV_HAYABUSA 33 /* 1d6 */
+
+/* The "sval" codes for TV_SHIELD */
+#define SV_SMALL_LEATHER_SHIELD 2
+#define SV_SMALL_METAL_SHIELD 3
+#define SV_LARGE_LEATHER_SHIELD 4
+#define SV_LARGE_METAL_SHIELD 5
+#define SV_DRAGON_SHIELD 6
+#define SV_KNIGHT_SHIELD 7
+#define SV_MIRROR_SHIELD 10
+#define SV_YATA_MIRROR 50
+
+/* The "sval" codes for TV_HELM */
+#define SV_HARD_LEATHER_CAP 2
+#define SV_METAL_CAP 3
+#define SV_JINGASA 4 /* 4 */
+#define SV_IRON_HELM 5
+#define SV_STEEL_HELM 6
+#define SV_DRAGON_HELM 7
+#define SV_KABUTO 8 /* 7 */
+
+/* The "sval" codes for TV_CROWN */
+#define SV_IRON_CROWN 10
+#define SV_GOLDEN_CROWN 11
+#define SV_JEWELED_CROWN 12
+#define SV_CHAOS 50
+
+/* The "sval" codes for TV_BOOTS */
+#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
+#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
+#define SV_PAIR_OF_DRAGON_GREAVE 4
+#define SV_PAIR_OF_METAL_SHOD_BOOTS 6
+
+/* The "sval" codes for TV_CLOAK */
+#define SV_CLOAK 1
+#define SV_ELVEN_CLOAK 2
+#define SV_FUR_CLOAK 3
+#define SV_ETHEREAL_CLOAK 5
+#define SV_SHADOW_CLOAK 6
+
+/* The "sval" codes for TV_GLOVES */
+#define SV_SET_OF_LEATHER_GLOVES 1
+#define SV_SET_OF_GAUNTLETS 2
+#define SV_SET_OF_DRAGON_GLOVES 3
+#define SV_SET_OF_CESTI 5
+
+/* The "sval" codes for TV_SOFT_ARMOR */
+#define SV_T_SHIRT 0
+#define SV_FILTHY_RAG 1
+#define SV_ROBE 2
+#define SV_PAPER_ARMOR 3 /* 4 */
+#define SV_SOFT_LEATHER_ARMOR 4
+#define SV_SOFT_STUDDED_LEATHER 5
+#define SV_HARD_LEATHER_ARMOR 6
+#define SV_HARD_STUDDED_LEATHER 7
+#define SV_RHINO_HIDE_ARMOR 8
+#define SV_CORD_ARMOR 9 /* 6 */
+#define SV_PADDED_ARMOR 10 /* 4 */
+#define SV_LEATHER_SCALE_MAIL 11
+#define SV_LEATHER_JACK 12
+#define SV_KUROSHOUZOKU 13
+#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
+#define SV_ABUNAI_MIZUGI 50
+#define SV_YOIYAMI_ROBE 60
+#define SV_NAMAKE_ARMOR 63
+
+/* The "sval" codes for TV_HARD_ARMOR */
+#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
+#define SV_RING_MAIL 2 /* 12 */
+#define SV_METAL_SCALE_MAIL 3 /* 13 */
+#define SV_CHAIN_MAIL 4 /* 14 */
+#define SV_DOUBLE_RING_MAIL 5 /* 15 */
+#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
+#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
+#define SV_BAR_CHAIN_MAIL 8 /* 18 */
+#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
+#define SV_SPLINT_MAIL 10 /* 19 */
+#define SV_DO_MARU 11 /* 20 */
+#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
+#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
+#define SV_HARAMAKIDO 14 /* 17 */
+#define SV_FULL_PLATE_ARMOUR 15 /* 25 */
+#define SV_O_YOROI 16 /* 24 */
+#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
+#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
+#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
+#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
+
+/* The "sval" codes for TV_DRAG_ARMOR */
+#define SV_DRAGON_BLACK 1
+#define SV_DRAGON_BLUE 2
+#define SV_DRAGON_WHITE 3
+#define SV_DRAGON_RED 4
+#define SV_DRAGON_GREEN 5
+#define SV_DRAGON_MULTIHUED 6
+#define SV_DRAGON_SHINING 10
+#define SV_DRAGON_LAW 12
+#define SV_DRAGON_BRONZE 14
+#define SV_DRAGON_GOLD 16
+#define SV_DRAGON_CHAOS 18
+#define SV_DRAGON_BALANCE 20
+#define SV_DRAGON_POWER 30
+
+/* The sval codes for TV_LITE */
+#define SV_LITE_TORCH 0
+#define SV_LITE_LANTERN 1
+#define SV_LITE_FEANOR 2
+#define SV_LITE_EDISON 3
+#define SV_LITE_GALADRIEL 4
+#define SV_LITE_ELENDIL 5
+#define SV_LITE_JUDGE 6
+#define SV_LITE_LORE 7
+#define SV_LITE_PALANTIR 8
+#define SV_LITE_FLY_STONE 9
+
+/* The "sval" codes for TV_AMULET */
+#define SV_AMULET_DOOM 0
+#define SV_AMULET_TELEPORT 1
+#define SV_AMULET_ADORNMENT 2
+#define SV_AMULET_SLOW_DIGEST 3
+#define SV_AMULET_RESIST_ACID 4
+#define SV_AMULET_SEARCHING 5
+#define SV_AMULET_BRILLIANCE 6
+#define SV_AMULET_CHARISMA 7
+#define SV_AMULET_THE_MAGI 8
+#define SV_AMULET_REFLECTION 9
+#define SV_AMULET_CARLAMMAS 10
+#define SV_AMULET_INGWE 11
+#define SV_AMULET_DWARVES 12
+#define SV_AMULET_NO_MAGIC 13
+#define SV_AMULET_NO_TELE 14
+#define SV_AMULET_RESISTANCE 15
+#define SV_AMULET_TELEPATHY 16
+#define SV_AMULET_FARAMIR 17
+#define SV_AMULET_BOROMIR 18
+#define SV_AMULET_MAGATAMA 19
+#define SV_AMULET_INROU 20
+#define SV_AMULET_INTELLIGENCE 21
+#define SV_AMULET_WISDOM 22
+#define SV_AMULET_MAGIC_MASTERY 23
+#define SV_AMULET_NIGHT 24
+
+/* The sval codes for TV_RING */
+#define SV_RING_WOE 0
+#define SV_RING_AGGRAVATION 1
+#define SV_RING_WEAKNESS 2
+#define SV_RING_STUPIDITY 3
+#define SV_RING_TELEPORTATION 4
+#define SV_RING_SLOW_DIGESTION 6
+#define SV_RING_LEVITATION_FALL 7
+#define SV_RING_RESIST_FIRE 8
+#define SV_RING_RESIST_COLD 9
+#define SV_RING_SUSTAIN_STR 10
+#define SV_RING_SUSTAIN_INT 11
+#define SV_RING_SUSTAIN_WIS 12
+#define SV_RING_SUSTAIN_CON 13
+#define SV_RING_SUSTAIN_DEX 14
+#define SV_RING_SUSTAIN_CHR 15
+#define SV_RING_PROTECTION 16
+#define SV_RING_ACID 17
+#define SV_RING_FLAMES 18
+#define SV_RING_ICE 19
+#define SV_RING_RESIST_POIS 20
+#define SV_RING_FREE_ACTION 21
+#define SV_RING_SEE_INVIS 22
+#define SV_RING_SEARCHING 23
+#define SV_RING_STR 24
+#define SV_RING_ELEC 25
+#define SV_RING_DEX 26
+#define SV_RING_CON 27
+#define SV_RING_ACCURACY 28
+#define SV_RING_DAMAGE 29
+#define SV_RING_SLAYING 30
+#define SV_RING_SPEED 31
+#define SV_RING_FRAKIR 32
+#define SV_RING_TULKAS 33
+#define SV_RING_NARYA 34
+#define SV_RING_NENYA 35
+#define SV_RING_VILYA 36
+#define SV_RING_POWER 37
+#define SV_RING_RES_FEAR 38
+#define SV_RING_RES_LD 39
+#define SV_RING_RES_NETHER 40
+#define SV_RING_RES_NEXUS 41
+#define SV_RING_RES_SOUND 42
+#define SV_RING_RES_CONFUSION 43
+#define SV_RING_RES_SHARDS 44
+#define SV_RING_RES_DISENCHANT 45
+#define SV_RING_RES_CHAOS 46
+#define SV_RING_RES_BLINDNESS 47
+#define SV_RING_LORDLY 48
+#define SV_RING_ATTACKS 49
+#define SV_RING_AHO 50
+#define SV_RING_SHOTS 51
+#define SV_RING_SUSTAIN 52
+#define SV_RING_DEC_MANA 53
+#define SV_RING_WARNING 54
+#define SV_RING_MUSCLE 55
+
+#define SV_EXPRESS_CARD 0
+
+/* The "sval" codes for TV_STAFF */
+#define SV_STAFF_DARKNESS 0
+#define SV_STAFF_SLOWNESS 1
+#define SV_STAFF_HASTE_MONSTERS 2
+#define SV_STAFF_SUMMONING 3
+#define SV_STAFF_TELEPORTATION 4
+#define SV_STAFF_IDENTIFY 5
+#define SV_STAFF_REMOVE_CURSE 6
+#define SV_STAFF_STARLITE 7
+#define SV_STAFF_LITE 8
+#define SV_STAFF_MAPPING 9
+#define SV_STAFF_DETECT_GOLD 10
+#define SV_STAFF_DETECT_ITEM 11
+#define SV_STAFF_DETECT_TRAP 12
+#define SV_STAFF_DETECT_DOOR 13
+#define SV_STAFF_DETECT_INVIS 14
+#define SV_STAFF_DETECT_EVIL 15
+#define SV_STAFF_CURE_LIGHT 16
+#define SV_STAFF_CURING 17
+#define SV_STAFF_HEALING 18
+#define SV_STAFF_THE_MAGI 19
+#define SV_STAFF_SLEEP_MONSTERS 20
+#define SV_STAFF_SLOW_MONSTERS 21
+#define SV_STAFF_SPEED 22
+#define SV_STAFF_PROBING 23
+#define SV_STAFF_DISPEL_EVIL 24
+#define SV_STAFF_POWER 25
+#define SV_STAFF_HOLINESS 26
+#define SV_STAFF_GENOCIDE 27
+#define SV_STAFF_EARTHQUAKES 28
+#define SV_STAFF_DESTRUCTION 29
+#define SV_STAFF_ANIMATE_DEAD 30
+#define SV_STAFF_MSTORM 31
+#define SV_STAFF_NOTHING 32
+
+
+/* The "sval" codes for TV_WAND */
+#define SV_WAND_HEAL_MONSTER 0
+#define SV_WAND_HASTE_MONSTER 1
+#define SV_WAND_CLONE_MONSTER 2
+#define SV_WAND_TELEPORT_AWAY 3
+#define SV_WAND_DISARMING 4
+#define SV_WAND_TRAP_DOOR_DEST 5
+#define SV_WAND_STONE_TO_MUD 6
+#define SV_WAND_LITE 7
+#define SV_WAND_SLEEP_MONSTER 8
+#define SV_WAND_SLOW_MONSTER 9
+#define SV_WAND_CONFUSE_MONSTER 10
+#define SV_WAND_FEAR_MONSTER 11
+#define SV_WAND_HYPODYNAMIA 12
+#define SV_WAND_POLYMORPH 13
+#define SV_WAND_STINKING_CLOUD 14
+#define SV_WAND_MAGIC_MISSILE 15
+#define SV_WAND_ACID_BOLT 16
+#define SV_WAND_CHARM_MONSTER 17
+#define SV_WAND_FIRE_BOLT 18
+#define SV_WAND_COLD_BOLT 19
+#define SV_WAND_ACID_BALL 20
+#define SV_WAND_ELEC_BALL 21
+#define SV_WAND_FIRE_BALL 22
+#define SV_WAND_COLD_BALL 23
+#define SV_WAND_WONDER 24
+#define SV_WAND_DISINTEGRATE 25
+#define SV_WAND_DRAGON_FIRE 26
+#define SV_WAND_DRAGON_COLD 27
+#define SV_WAND_DRAGON_BREATH 28
+#define SV_WAND_ROCKETS 29
+#define SV_WAND_STRIKING 30
+#define SV_WAND_GENOCIDE 31
+
+/* The "sval" codes for TV_ROD */
+#define SV_ROD_DETECT_TRAP 0
+#define SV_ROD_DETECT_DOOR 1
+#define SV_ROD_IDENTIFY 2
+#define SV_ROD_RECALL 3
+#define SV_ROD_ILLUMINATION 4
+#define SV_ROD_MAPPING 5
+#define SV_ROD_DETECTION 6
+#define SV_ROD_PROBING 7
+#define SV_ROD_CURING 8
+#define SV_ROD_HEALING 9
+#define SV_ROD_RESTORATION 10
+#define SV_ROD_SPEED 11
+#define SV_ROD_PESTICIDE 12
+#define SV_ROD_TELEPORT_AWAY 13
+#define SV_ROD_DISARMING 14
+#define SV_ROD_LITE 15
+#define SV_ROD_SLEEP_MONSTER 16
+#define SV_ROD_SLOW_MONSTER 17
+#define SV_ROD_HYPODYNAMIA 18
+#define SV_ROD_POLYMORPH 19
+#define SV_ROD_ACID_BOLT 20
+#define SV_ROD_ELEC_BOLT 21
+#define SV_ROD_FIRE_BOLT 22
+#define SV_ROD_COLD_BOLT 23
+#define SV_ROD_ACID_BALL 24
+#define SV_ROD_ELEC_BALL 25
+#define SV_ROD_FIRE_BALL 26
+#define SV_ROD_COLD_BALL 27
+#define SV_ROD_HAVOC 28
+#define SV_ROD_STONE_TO_MUD 29
+#define SV_ROD_AGGRAVATE 30
+
+
+/* The "sval" codes for TV_SCROLL */
+
+#define SV_SCROLL_DARKNESS 0
+#define SV_SCROLL_AGGRAVATE_MONSTER 1
+#define SV_SCROLL_CURSE_ARMOR 2
+#define SV_SCROLL_CURSE_WEAPON 3
+#define SV_SCROLL_SUMMON_MONSTER 4
+#define SV_SCROLL_SUMMON_UNDEAD 5
+#define SV_SCROLL_SUMMON_PET 6
+#define SV_SCROLL_TRAP_CREATION 7
+#define SV_SCROLL_PHASE_DOOR 8
+#define SV_SCROLL_TELEPORT 9
+#define SV_SCROLL_TELEPORT_LEVEL 10
+#define SV_SCROLL_WORD_OF_RECALL 11
+#define SV_SCROLL_IDENTIFY 12
+#define SV_SCROLL_STAR_IDENTIFY 13
+#define SV_SCROLL_REMOVE_CURSE 14
+#define SV_SCROLL_STAR_REMOVE_CURSE 15
+#define SV_SCROLL_ENCHANT_ARMOR 16
+#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
+#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
+/* xxx enchant missile? */
+#define SV_SCROLL_STAR_ENCHANT_ARMOR 20
+#define SV_SCROLL_STAR_ENCHANT_WEAPON 21
+#define SV_SCROLL_RECHARGING 22
+#define SV_SCROLL_MUNDANITY 23
+#define SV_SCROLL_LIGHT 24
+#define SV_SCROLL_MAPPING 25
+#define SV_SCROLL_DETECT_GOLD 26
+#define SV_SCROLL_DETECT_ITEM 27
+#define SV_SCROLL_DETECT_TRAP 28
+#define SV_SCROLL_DETECT_DOOR 29
+#define SV_SCROLL_DETECT_INVIS 30
+/* xxx (detect evil?) */
+#define SV_SCROLL_SATISFY_HUNGER 32
+#define SV_SCROLL_BLESSING 33
+#define SV_SCROLL_HOLY_CHANT 34
+#define SV_SCROLL_HOLY_PRAYER 35
+#define SV_SCROLL_MONSTER_CONFUSION 36
+#define SV_SCROLL_PROTECTION_FROM_EVIL 37
+#define SV_SCROLL_RUNE_OF_PROTECTION 38
+#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
+/* xxx */
+#define SV_SCROLL_STAR_DESTRUCTION 41
+#define SV_SCROLL_DISPEL_UNDEAD 42
+#define SV_SCROLL_SPELL 43
+#define SV_SCROLL_GENOCIDE 44
+#define SV_SCROLL_MASS_GENOCIDE 45
+#define SV_SCROLL_ACQUIREMENT 46
+#define SV_SCROLL_STAR_ACQUIREMENT 47
+#define SV_SCROLL_FIRE 48
+#define SV_SCROLL_ICE 49
+#define SV_SCROLL_CHAOS 50
+#define SV_SCROLL_RUMOR 51
+#define SV_SCROLL_ARTIFACT 52
+#define SV_SCROLL_RESET_RECALL 53
+#define SV_SCROLL_SUMMON_KIN 54
+#define SV_SCROLL_AMUSEMENT 55
+#define SV_SCROLL_STAR_AMUSEMENT 56
+
+/* The "sval" codes for TV_POTION */
+#define SV_POTION_WATER 0
+#define SV_POTION_APPLE_JUICE 1
+#define SV_POTION_SLIME_MOLD 2
+/* xxx (fixed color) */
+#define SV_POTION_SLOWNESS 4
+#define SV_POTION_SALT_WATER 5
+#define SV_POTION_POISON 6
+#define SV_POTION_BLINDNESS 7
+/* xxx */
+#define SV_POTION_BOOZE 9
+/* xxx */
+#define SV_POTION_SLEEP 11
+/* xxx */
+#define SV_POTION_LOSE_MEMORIES 13
+/* xxx */
+#define SV_POTION_RUINATION 15
+#define SV_POTION_DEC_STR 16
+#define SV_POTION_DEC_INT 17
+#define SV_POTION_DEC_WIS 18
+#define SV_POTION_DEC_DEX 19
+#define SV_POTION_DEC_CON 20
+#define SV_POTION_DEC_CHR 21
+#define SV_POTION_DETONATIONS 22
+#define SV_POTION_DEATH 23
+#define SV_POTION_INFRAVISION 24
+#define SV_POTION_DETECT_INVIS 25
+#define SV_POTION_SLOW_POISON 26
+#define SV_POTION_CURE_POISON 27
+#define SV_POTION_BOLDNESS 28
+#define SV_POTION_SPEED 29
+#define SV_POTION_RESIST_HEAT 30
+#define SV_POTION_RESIST_COLD 31
+#define SV_POTION_HEROISM 32
+#define SV_POTION_BESERK_STRENGTH 33
+#define SV_POTION_CURE_LIGHT 34
+#define SV_POTION_CURE_SERIOUS 35
+#define SV_POTION_CURE_CRITICAL 36
+#define SV_POTION_HEALING 37
+#define SV_POTION_STAR_HEALING 38
+#define SV_POTION_LIFE 39
+#define SV_POTION_RESTORE_MANA 40
+#define SV_POTION_RESTORE_EXP 41
+#define SV_POTION_RES_STR 42
+#define SV_POTION_RES_INT 43
+#define SV_POTION_RES_WIS 44
+#define SV_POTION_RES_DEX 45
+#define SV_POTION_RES_CON 46
+#define SV_POTION_RES_CHR 47
+#define SV_POTION_INC_STR 48
+#define SV_POTION_INC_INT 49
+#define SV_POTION_INC_WIS 50
+#define SV_POTION_INC_DEX 51
+#define SV_POTION_INC_CON 52
+#define SV_POTION_INC_CHR 53
+/* xxx */
+#define SV_POTION_AUGMENTATION 55
+#define SV_POTION_ENLIGHTENMENT 56
+#define SV_POTION_STAR_ENLIGHTENMENT 57
+#define SV_POTION_SELF_KNOWLEDGE 58
+#define SV_POTION_EXPERIENCE 59
+#define SV_POTION_RESISTANCE 60
+#define SV_POTION_CURING 61
+#define SV_POTION_INVULNERABILITY 62
+#define SV_POTION_NEW_LIFE 63
+#define SV_POTION_NEO_TSUYOSHI 64
+#define SV_POTION_TSUYOSHI 65
+#define SV_POTION_POLYMORPH 66
+
+/* The "sval" codes for TV_FLASK */
+#define SV_FLASK_OIL 0
+
+/* The "sval" codes for TV_FOOD */
+#define SV_FOOD_POISON 0
+#define SV_FOOD_BLINDNESS 1
+#define SV_FOOD_PARANOIA 2
+#define SV_FOOD_CONFUSION 3
+#define SV_FOOD_HALLUCINATION 4
+#define SV_FOOD_PARALYSIS 5
+#define SV_FOOD_WEAKNESS 6
+#define SV_FOOD_SICKNESS 7
+#define SV_FOOD_STUPIDITY 8
+#define SV_FOOD_NAIVETY 9
+#define SV_FOOD_UNHEALTH 10
+#define SV_FOOD_DISEASE 11
+#define SV_FOOD_CURE_POISON 12
+#define SV_FOOD_CURE_BLINDNESS 13
+#define SV_FOOD_CURE_PARANOIA 14
+#define SV_FOOD_CURE_CONFUSION 15
+#define SV_FOOD_CURE_SERIOUS 16
+#define SV_FOOD_RESTORE_STR 17
+#define SV_FOOD_RESTORE_CON 18
+#define SV_FOOD_RESTORING 19
+/* many missing mushrooms */
+#define SV_FOOD_BISCUIT 32
+#define SV_FOOD_JERKY 33
+#define SV_FOOD_RATION 35
+#define SV_FOOD_SLIME_MOLD 36
+#define SV_FOOD_WAYBREAD 37
+#define SV_FOOD_PINT_OF_ALE 38
+#define SV_FOOD_PINT_OF_WINE 39
+
+
+#define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
+
+#define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
+#define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
+
+/*
+ * Special "sval" limit -- first "good" magic/prayer book
+ */
+#define SV_BOOK_MIN_GOOD 2
+