* Determine if an item can partly absorb a second item.
* Return maximum number of stack.
*/
-static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
+int object_similar_part(object_type *o_ptr, object_type *j_ptr)
{
int i;
case EGO_WISDOM:
case EGO_BEAUTY:
case EGO_LITE:
+ case EGO_DARK:
case EGO_INFRAVISION:
break;
case EGO_SEEING:
/* Ignore dead monsters */
if (!r_ptr->rarity) continue;
+ /* Ignore uncommon monsters */
+ if (r_ptr->rarity > 100) continue;
+
/* Prefer less out-of-depth monsters */
if (randint0(check)) continue;
}
/* Hack -- analyze ego-items */
- else if (object_is_ego(o_ptr))
+ if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
int bs, bn;
int by, bx;
int dy, dx;
- int ty, tx;
+ int ty, tx = 0;
s16b o_idx = 0;
/* Find a grid */
- for (i = 0; !flag; i++)
+ for (i = 0; !flag && (i < 1000); i++)
{
/* Bounce around */
- if (i < 1000)
- {
- ty = rand_spread(by, 1);
- tx = rand_spread(bx, 1);
- }
+ ty = rand_spread(by, 1);
+ tx = rand_spread(bx, 1);
- /* Random locations */
- else
- {
- ty = randint0(cur_hgt);
- tx = randint0(cur_wid);
- }
+ /* Verify location */
+ if (!in_bounds(ty, tx)) continue;
/* Bounce to that location */
by = ty;
/* Require floor space */
if (!cave_drop_bold(by, bx)) continue;
- /* Avoid stacking on other objects */
- if (cave[by][bx].o_idx) continue;
-
-
/* Okay */
flag = TRUE;
}
+ if (!flag)
+ {
+ int candidates = 0, pick;
+
+ for (ty = 1; ty < cur_hgt - 1; ty++)
+ {
+ for (tx = 1; tx < cur_wid - 1; tx++)
+ {
+ /* A valid space found */
+ if (cave_drop_bold(ty, tx)) candidates++;
+ }
+ }
+
+ /* No valid place! */
+ if (!candidates)
+ {
+ /* Message */
+#ifdef JP
+ msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
+#else
+ msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
+#endif
+
+ /* Debug */
+#ifdef JP
+ if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
+#else
+ if (p_ptr->wizard) msg_print("(no floor space)");
+#endif
+
+ /* Mega-Hack -- preserve artifacts */
+ if (preserve_mode)
+ {
+ /* Hack -- Preserve unknown artifacts */
+ if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
+ {
+ /* Mega-Hack -- Preserve the artifact */
+ a_info[j_ptr->name1].cur_num = 0;
+ }
+ }
+
+ /* Failure */
+ return 0;
+ }
+
+ /* Choose a random one */
+ pick = randint1(candidates);
+
+ for (ty = 1; ty < cur_hgt - 1; ty++)
+ {
+ for (tx = 1; tx < cur_wid - 1; tx++)
+ {
+ if (cave_drop_bold(ty, tx))
+ {
+ pick--;
+
+ /* Is this a picked one? */
+ if (!pick) break;
+ }
+ }
+
+ if (!pick) break;
+ }
+
+ by = ty;
+ bx = tx;
+ }
+
+
/* Grid */
c_ptr = &cave[by][bx];
}
-#define MAX_TRAPS 18
+#define MAX_NORMAL_TRAPS 18
-static int trap_num[MAX_TRAPS] =
-{
- FEAT_TRAP_TRAPDOOR,
- FEAT_TRAP_PIT,
- FEAT_TRAP_SPIKED_PIT,
- FEAT_TRAP_POISON_PIT,
- FEAT_TRAP_TY_CURSE,
- FEAT_TRAP_TELEPORT,
- FEAT_TRAP_FIRE,
- FEAT_TRAP_ACID,
- FEAT_TRAP_SLOW,
- FEAT_TRAP_LOSE_STR,
- FEAT_TRAP_LOSE_DEX,
- FEAT_TRAP_LOSE_CON,
- FEAT_TRAP_BLIND,
- FEAT_TRAP_CONFUSE,
- FEAT_TRAP_POISON,
- FEAT_TRAP_SLEEP,
- FEAT_TRAP_TRAPS,
- FEAT_TRAP_ALARM,
-};
+/* See init_feat_variables() in init2.c */
+static s16b normal_traps[MAX_NORMAL_TRAPS];
+/*
+ * Initialize arrays for normal traps
+ */
+void init_normal_traps(void)
+{
+ int cur_trap = 0;
+
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
+ normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
+}
/*
* Get random trap
while (1)
{
/* Hack -- pick a trap */
- feat = trap_num[randint0(MAX_TRAPS)];
+ feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
/* Accept non-trapdoors */
if (!have_flag(f_info[feat].flags, FF_MORE)) break;
}
+bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
+{
+ int o_type, j_type;
+
+ /* Use empty slots */
+ if (!j_ptr->k_idx) return TRUE;
+
+ /* Hack -- readable books always come first */
+ if ((o_ptr->tval == REALM1_BOOK) &&
+ (j_ptr->tval != REALM1_BOOK)) return TRUE;
+ if ((j_ptr->tval == REALM1_BOOK) &&
+ (o_ptr->tval != REALM1_BOOK)) return FALSE;
+
+ if ((o_ptr->tval == REALM2_BOOK) &&
+ (j_ptr->tval != REALM2_BOOK)) return TRUE;
+ if ((j_ptr->tval == REALM2_BOOK) &&
+ (o_ptr->tval != REALM2_BOOK)) return FALSE;
+
+ /* Objects sort by decreasing type */
+ if (o_ptr->tval > j_ptr->tval) return TRUE;
+ if (o_ptr->tval < j_ptr->tval) return FALSE;
+
+ /* Non-aware (flavored) items always come last */
+ /* Can happen in the home */
+ if (!object_is_aware(o_ptr)) return FALSE;
+ if (!object_is_aware(j_ptr)) return TRUE;
+
+ /* Objects sort by increasing sval */
+ if (o_ptr->sval < j_ptr->sval) return TRUE;
+ if (o_ptr->sval > j_ptr->sval) return FALSE;
+
+ /* Unidentified objects always come last */
+ /* Objects in the home can be unknown */
+ if (!object_is_known(o_ptr)) return FALSE;
+ if (!object_is_known(j_ptr)) return TRUE;
+
+ /* Fixed artifacts, random artifacts and ego items */
+ if (object_is_fixed_artifact(o_ptr)) o_type = 3;
+ else if (o_ptr->art_name) o_type = 2;
+ else if (object_is_ego(o_ptr)) o_type = 1;
+ else o_type = 0;
+
+ if (object_is_fixed_artifact(j_ptr)) j_type = 3;
+ else if (j_ptr->art_name) j_type = 2;
+ else if (object_is_ego(j_ptr)) j_type = 1;
+ else j_type = 0;
+
+ if (o_type < j_type) return TRUE;
+ if (o_type > j_type) return FALSE;
+
+ switch (o_ptr->tval)
+ {
+ case TV_FIGURINE:
+ case TV_STATUE:
+ case TV_CORPSE:
+ case TV_CAPTURE:
+ if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
+ if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
+ return FALSE;
+
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ /* Objects sort by increasing hit/damage bonuses */
+ if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
+ if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
+ break;
+
+ /* Hack: otherwise identical rods sort by
+ increasing recharge time --dsb */
+ case TV_ROD:
+ if (o_ptr->pval < j_ptr->pval) return TRUE;
+ if (o_ptr->pval > j_ptr->pval) return FALSE;
+ break;
+ }
+
+ /* Objects sort by decreasing value */
+ return o_value > object_value(j_ptr);
+}
+
+
/*
* Add an item to the players inventory, and return the slot used.
*
/* Reorder the pack */
if (i < INVEN_PACK)
{
- s32b o_value, j_value;
-
/* Get the "value" of the item */
- o_value = object_value(o_ptr);
+ s32b o_value = object_value(o_ptr);
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- j_ptr = &inventory[j];
-
- /* Use empty slots */
- if (!j_ptr->k_idx) break;
-
- /* Hack -- readable books always come first */
- if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) break;
- if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) continue;
-
- if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) break;
- if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) continue;
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Non-aware (flavored) items always come last */
- if (!object_is_aware(o_ptr)) continue;
- if (!object_is_aware(j_ptr)) break;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /* Unidentified objects always come last */
- if (!object_is_known(o_ptr)) continue;
- if (!object_is_known(j_ptr)) break;
-
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Determine the "value" of the pack item */
- j_value = object_value(j_ptr);
-
- /* Objects sort by decreasing value */
- if (o_value > j_value) break;
- if (o_value < j_value) continue;
+ if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
}
/* Use that slot */
/* Forget location */
j_ptr->iy = j_ptr->ix = 0;
- /* No longer marked */
- j_ptr->marked = 0;
+ /* Player touches it, and no longer marked */
+ j_ptr->marked = OM_TOUCHED;
/* Increase the weight */
p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
object_desc(o_name, q_ptr, 0);
/* Took off weapon */
- if (item == INVEN_RARM)
+ if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
+ object_is_melee_weapon(o_ptr))
{
#ifdef JP
act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
int i, j, k;
object_type *o_ptr;
object_type *j_ptr;
- bool flag = FALSE;
+ bool flag = FALSE, combined;
-
- /* Combine the pack (backwards) */
- for (i = INVEN_PACK; i > 0; i--)
+ do
{
- /* Get the item */
- o_ptr = &inventory[i];
+ combined = FALSE;
- /* Skip empty items */
- if (!o_ptr->k_idx) continue;
-
- /* Scan the items above that item */
- for (j = 0; j < i; j++)
+ /* Combine the pack (backwards) */
+ for (i = INVEN_PACK; i > 0; i--)
{
- int max_num;
-
/* Get the item */
- j_ptr = &inventory[j];
+ o_ptr = &inventory[i];
/* Skip empty items */
- if (!j_ptr->k_idx) continue;
-
- /*
- * Get maximum number of the stack if these
- * are similar, get zero otherwise.
- */
- max_num = object_similar_part(j_ptr, o_ptr);
+ if (!o_ptr->k_idx) continue;
- /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (max_num && j_ptr->number < max_num)
+ /* Scan the items above that item */
+ for (j = 0; j < i; j++)
{
- if (o_ptr->number + j_ptr->number <= max_num)
- {
- /* Take note */
- flag = TRUE;
+ int max_num;
+
+ /* Get the item */
+ j_ptr = &inventory[j];
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Skip empty items */
+ if (!j_ptr->k_idx) continue;
- /* One object is gone */
- inven_cnt--;
+ /*
+ * Get maximum number of the stack if these
+ * are similar, get zero otherwise.
+ */
+ max_num = object_similar_part(j_ptr, o_ptr);
- /* Slide everything down */
- for (k = i; k < INVEN_PACK; k++)
+ /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
+ if (max_num && j_ptr->number < max_num)
+ {
+ if (o_ptr->number + j_ptr->number <= max_num)
{
- /* Structure copy */
- inventory[k] = inventory[k+1];
+ /* Take note */
+ flag = TRUE;
+
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
+
+ /* One object is gone */
+ inven_cnt--;
+
+ /* Slide everything down */
+ for (k = i; k < INVEN_PACK; k++)
+ {
+ /* Structure copy */
+ inventory[k] = inventory[k+1];
+ }
+
+ /* Erase the "final" slot */
+ object_wipe(&inventory[k]);
}
-
- /* Erase the "final" slot */
- object_wipe(&inventory[k]);
- }
- else
- {
- int old_num = o_ptr->number;
- int remain = j_ptr->number + o_ptr->number - max_num;
+ else
+ {
+ int old_num = o_ptr->number;
+ int remain = j_ptr->number + o_ptr->number - max_num;
#if 0
- o_ptr->number -= remain;
+ o_ptr->number -= remain;
#endif
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
- o_ptr->number = remain;
+ o_ptr->number = remain;
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
- if (o_ptr->tval == TV_ROD)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- o_ptr->timeout = o_ptr->timeout * remain / old_num;
- }
+ /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
+ if (o_ptr->tval == TV_ROD)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ o_ptr->timeout = o_ptr->timeout * remain / old_num;
+ }
- /* Hack -- if wands are stacking, combine the charges. -LM- */
- if (o_ptr->tval == TV_WAND)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
+ /* Hack -- if wands are stacking, combine the charges. -LM- */
+ if (o_ptr->tval == TV_WAND)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ }
}
- }
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-
- /* Done */
- break;
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+
+ /* Take note */
+ combined = TRUE;
+
+ /* Done */
+ break;
+ }
}
}
}
+ while (combined);
/* Message */
#ifdef JP
{
int i, j, k;
s32b o_value;
- s32b j_value;
object_type forge;
object_type *q_ptr;
- object_type *j_ptr;
object_type *o_ptr;
bool flag = FALSE;
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- /* Get the item already there */
- j_ptr = &inventory[j];
-
- /* Use empty slots */
- if (!j_ptr->k_idx) break;
-
- /* Hack -- readable books always come first */
- if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) break;
- if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) continue;
-
- if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) break;
- if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) continue;
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Non-aware (flavored) items always come last */
- if (!object_is_aware(o_ptr)) continue;
- if (!object_is_aware(j_ptr)) break;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /* Unidentified objects always come last */
- if (!object_is_known(o_ptr)) continue;
- if (!object_is_known(j_ptr)) break;
-
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Determine the "value" of the pack item */
- j_value = object_value(j_ptr);
-
-
-
- /* Objects sort by decreasing value */
- if (o_value > j_value) break;
- if (o_value < j_value) continue;
+ if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
}
/* Never move down */
{TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
{TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
{TR_SEARCH, "serching", 4, TR_SEARCH, 15},
- {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
+ {TR_INFRA, "infravision", 4, TR_INFRA, 15},
{TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
{TR_SPEED, "speed", 4, TR_SPEED, 12},
{TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
"",
"stealth",
"serching",
- "inflavision",
+ "infravision",
"digging",
"speed",
"extra atk",
#ifdef JP
msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
#else
- msg_print("You are hullcinating!");
+ msg_print("You are hallucinating!");
#endif
return;