/* File: object2.c */
-/* Purpose: Object code, part 2 */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: Object code, part 2 */
+
#include "angband.h"
#include "kajitips.h"
else if (level < 40) return 2500+(level-30)*350L;
else if (level < 50) return 6000+(level-40)*800L;
else return 14000+(level-50)*2000L;
- break;
}
case TV_CAPTURE:
/* Return the value of the flags the object has... */
-s32b flag_cost(object_type * o_ptr, int plusses)
+s32b flag_cost(object_type *o_ptr, int plusses)
{
s32b total = 0;
u32b flgs[TR_FLAG_SIZE];
s32b tmp_cost;
int count;
int i;
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
object_flags(o_ptr, flgs);
+ /*
+ * Exclude fixed flags of the base item.
+ * pval bonuses of base item will be treated later.
+ */
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ flgs[i] &= ~(k_ptr->flags[i]);
+
+ /* Exclude fixed flags of the fixed artifact. */
if (o_ptr->name1)
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
for (i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] &= ~(a_ptr->flags[i]);
}
- else
- {
- if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
- {
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] &= ~(k_ptr->flags[i]);
- }
-
- if (o_ptr->name2)
- {
- ego_item_type *e_ptr = &e_info[o_ptr->name2];
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] &= ~(e_ptr->flags[i]);
+ /* Exclude fixed flags of the ego-item. */
+ else if (o_ptr->name2)
+ {
+ ego_item_type *e_ptr = &e_info[o_ptr->name2];
- }
- else if (o_ptr->art_name)
- {
- total = 5000;
- }
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ flgs[i] &= ~(e_ptr->flags[i]);
}
+
+ /*
+ * Calucurate values of remaining flags
+ */
if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
total += (10000 + (2500 * plusses));
if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
total += (10000 + (2500 * plusses));
- if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
tmp_cost = 0;
count = 0;
if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
if (have_flag(flgs, TR_REGEN)) total += 2500;
if (have_flag(flgs, TR_WARNING)) total += 2000;
+ if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
/* Hack -- Use the artifact cost instead */
value = a_ptr->cost;
value += flag_cost(o_ptr, o_ptr->pval);
+
+ /* Don't add pval bonuses etc. */
return (value);
}
}
else
- {
- int i;
- bool flag = FALSE;
+ {
+ int i;
+ bool flag = FALSE;
- for (i = 0; i < TR_FLAG_SIZE; i++)
- if (o_ptr->art_flags[i]) flag = TRUE;
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ if (o_ptr->art_flags[i]) flag = TRUE;
if (flag) value += flag_cost(o_ptr, o_ptr->pval);
}
-
- /* Analyze pval bonus */
+ /* Analyze pval bonus for normal object */
switch (o_ptr->tval)
{
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_BOW:
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- case TV_LITE:
- case TV_AMULET:
- case TV_RING:
- {
- /* Hack -- Negative "pval" is always bad */
- if (o_ptr->pval < 0) return (0L);
-
- /* No pval */
- if (!o_ptr->pval) break;
-
- /* Give credit for stat bonuses */
- if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
- if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
- if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
- if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
- if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
- if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
-
- /* Give credit for stealth and searching */
- if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
- if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
- if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_SHIELD:
+ case TV_CLOAK:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ case TV_LITE:
+ case TV_AMULET:
+ case TV_RING:
+ /* No pval */
+ if (!o_ptr->pval) break;
+
+ /* Hack -- Negative "pval" is always bad */
+ if (o_ptr->pval < 0) return (0L);
+
+ /* Give credit for stat bonuses */
+ if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
+ if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
+ if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
+ if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
+ if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
+ if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
+
+ /* Give credit for stealth and searching */
+ if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
+ if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
+ if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
+
+ /* Give credit for infra-vision and tunneling */
+ if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
+ if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
+
+ /* Give credit for extra attacks */
+ if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
+
+ /* Give credit for speed bonus */
+ if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
- /* Give credit for infra-vision and tunneling */
- if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
- if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
-
- /* Give credit for extra attacks */
- if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
-
- /* Give credit for speed bonus */
- if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
-
- break;
- }
+ break;
}
case TV_AMULET:
{
/* Hack -- negative bonuses are bad */
- if (o_ptr->to_a < 0) return (0L);
- if (o_ptr->to_h < 0) return (0L);
- if (o_ptr->to_d < 0) return (0L);
+ if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
/* Give credit for bonuses */
value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
}
}
+ /* Worthless object */
+ if (value < 0) return 0L;
+
/* Return the value */
return (value);
}
*/
/*
+ * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
+ */
+#define MAX_STACK_SIZE 99
+
+
+/*
* Determine if an item can partly absorb a second item.
+ * Return maximum number of stack.
*/
-static bool object_similar_part(object_type *o_ptr, object_type *j_ptr)
+static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
{
int i;
+ /* Default maximum number of stack */
+ int max_num = MAX_STACK_SIZE;
+
/* Require identical object types */
- if (o_ptr->k_idx != j_ptr->k_idx) return (0);
+ if (o_ptr->k_idx != j_ptr->k_idx) return 0;
/* Analyze the items */
case TV_CAPTURE:
{
/* Never okay */
- return (0);
+ return 0;
}
case TV_STATUE:
{
- if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return (0);
- if (o_ptr->pval != j_ptr->pval) return (0);
+ if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
+ if (o_ptr->pval != j_ptr->pval) return 0;
break;
}
case TV_CORPSE:
{
/* Same monster */
- if (o_ptr->pval != j_ptr->pval) return (0);
+ if (o_ptr->pval != j_ptr->pval) return 0;
/* Assume okay */
break;
if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
!object_known_p(o_ptr)) ||
(!(j_ptr->ident & (IDENT_EMPTY)) &&
- !object_known_p(j_ptr))) return(0);
+ !object_known_p(j_ptr))) return 0;
/* Require identical charges, since staffs are bulky. */
- if (o_ptr->pval != j_ptr->pval) return (0);
+ if (o_ptr->pval != j_ptr->pval) return 0;
/* Assume okay */
break;
if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
!object_known_p(o_ptr)) ||
(!(j_ptr->ident & (IDENT_EMPTY)) &&
- !object_known_p(j_ptr))) return(0);
+ !object_known_p(j_ptr))) return 0;
/* Wand charges combine in O&ZAngband. */
/* Staffs and Wands and Rods */
case TV_ROD:
{
+ /* Prevent overflaw of timeout */
+ max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
+
/* Assume okay */
break;
}
case TV_DRAG_ARMOR:
{
/* Require permission */
- if (!stack_allow_items) return (0);
+ if (!stack_allow_items) return 0;
/* Fall through */
}
case TV_LITE:
{
/* Require full knowledge of both items */
- if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
+ if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
/* Fall through */
}
case TV_SHOT:
{
/* Require identical knowledge of both items */
- if (object_known_p(o_ptr) != object_known_p(j_ptr)) return (0);
+ if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
/* Require identical "bonuses" */
- if (o_ptr->to_h != j_ptr->to_h) return (FALSE);
- if (o_ptr->to_d != j_ptr->to_d) return (FALSE);
- if (o_ptr->to_a != j_ptr->to_a) return (FALSE);
+ if (o_ptr->to_h != j_ptr->to_h) return 0;
+ if (o_ptr->to_d != j_ptr->to_d) return 0;
+ if (o_ptr->to_a != j_ptr->to_a) return 0;
/* Require identical "pval" code */
- if (o_ptr->pval != j_ptr->pval) return (FALSE);
+ if (o_ptr->pval != j_ptr->pval) return 0;
/* Require identical "artifact" names */
- if (o_ptr->name1 != j_ptr->name1) return (FALSE);
+ if (o_ptr->name1 != j_ptr->name1) return 0;
/* Random artifacts never stack */
- if (o_ptr->art_name || j_ptr->art_name) return (FALSE);
+ if (o_ptr->art_name || j_ptr->art_name) return 0;
/* Require identical "ego-item" names */
- if (o_ptr->name2 != j_ptr->name2) return (FALSE);
+ if (o_ptr->name2 != j_ptr->name2) return 0;
/* Require identical added essence */
- if (o_ptr->xtra3 != j_ptr->xtra3) return (FALSE);
- if (o_ptr->xtra4 != j_ptr->xtra4) return (FALSE);
+ if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
+ if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
/* Hack -- Never stack "powerful" items */
- if (o_ptr->xtra1 || j_ptr->xtra1) return (FALSE);
+ if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
/* Hack -- Never stack recharging items */
- if (o_ptr->timeout || j_ptr->timeout) return (FALSE);
+ if (o_ptr->timeout || j_ptr->timeout) return 0;
/* Require identical "values" */
- if (o_ptr->ac != j_ptr->ac) return (FALSE);
- if (o_ptr->dd != j_ptr->dd) return (FALSE);
- if (o_ptr->ds != j_ptr->ds) return (FALSE);
+ if (o_ptr->ac != j_ptr->ac) return 0;
+ if (o_ptr->dd != j_ptr->dd) return 0;
+ if (o_ptr->ds != j_ptr->ds) return 0;
/* Probably okay */
break;
default:
{
/* Require knowledge */
- if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
+ if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
/* Probably okay */
break;
/* Hack -- Identical art_flags! */
for (i = 0; i < TR_FLAG_SIZE; i++)
- if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
+ if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
/* Hack -- Require identical "cursed" status */
- if (o_ptr->curse_flags != j_ptr->curse_flags) return (0);
+ if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
/* Hack -- Require identical "broken" status */
- if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return (0);
+ if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
/* Hack -- require semi-matching "inscriptions" */
if (o_ptr->inscription && j_ptr->inscription &&
(o_ptr->inscription != j_ptr->inscription))
- return (0);
+ return 0;
/* Hack -- normally require matching "inscriptions" */
- if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return (0);
+ if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
/* Hack -- normally require matching "discounts" */
- if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return (0);
+ if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
/* They match, so they must be similar */
- return (TRUE);
+ return max_num;
}
/*
bool object_similar(object_type *o_ptr, object_type *j_ptr)
{
int total = o_ptr->number + j_ptr->number;
+ int max_num;
- if (!object_similar_part(o_ptr, j_ptr))
- return FALSE;
+ /* Are these objects similar? */
+ max_num = object_similar_part(o_ptr, j_ptr);
+
+ /* Return if not similar */
+ if (!max_num) return FALSE;
/* Maximal "stacking" limit */
- if (total >= MAX_STACK_SIZE) return (0);
+ if (total > max_num) return (0);
/* They match, so they must be similar */
*/
void object_absorb(object_type *o_ptr, object_type *j_ptr)
{
+ int max_num = object_similar_part(o_ptr, j_ptr);
int total = o_ptr->number + j_ptr->number;
+ int diff = (total > max_num) ? total - max_num : 0;
- /* Add together the item counts */
- o_ptr->number = ((total < MAX_STACK_SIZE) ? total : (MAX_STACK_SIZE - 1));
+ /* Combine quantity, lose excess items */
+ o_ptr->number = (total > max_num) ? max_num : total;
/* Hack -- blend "known" status */
if (object_known_p(j_ptr)) object_known(o_ptr);
/* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
if (o_ptr->tval == TV_ROD)
{
- o_ptr->pval += j_ptr->pval;
- o_ptr->timeout += j_ptr->timeout;
+ o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
+ o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
}
/* Hack -- if wands are stacking, combine the charges. -LM- */
if (o_ptr->tval == TV_WAND)
{
- o_ptr->pval += j_ptr->pval;
+ o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
}
}
/*
* Choose random ego type
*/
-static byte get_random_ego(byte slot, bool good, int level)
+static byte get_random_ego(byte slot, bool good)
{
int i, value;
ego_item_type *e_ptr;
e_ptr = &e_info[i];
if (e_ptr->slot == slot
- /* && level >= e_ptr->level */
&& ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
{
if (e_ptr->rarity)
e_ptr = &e_info[i];
if (e_ptr->slot == slot
- /* && level >= e_ptr->level */
&& ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
{
if (e_ptr->rarity)
/* Very good */
if (power > 1)
{
- if (one_in_(30))
+ if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
create_artifact(o_ptr, FALSE);
else
/* Special Ego-item */
/* Very Good */
if (power > 1)
{
- if (one_in_(40))
+ if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
while (1)
{
/* Roll for an ego-item */
- o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
continue;
if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
/* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
- o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
switch (o_ptr->name2)
{
case EGO_MORGUL:
/* Very good */
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
}
break;
/* Very good */
if (power > 1)
{
- o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE, level);
+ if (power > 2) /* power > 2 is debug only */
+ {
+ create_artifact(o_ptr, FALSE);
+ break;
+ }
+
+ o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
switch (o_ptr->name2)
{
/* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
- o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
}
}
}
-static void add_esp_strong(object_type *o_ptr)
+static bool add_esp_strong(object_type *o_ptr)
{
- switch (randint1(3))
- {
- case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); break;
- case 3: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
- }
+ bool nonliv = FALSE;
+
+ switch (randint1(3))
+ {
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
+ case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
+ }
+
+ return nonliv;
}
-static void add_esp_weak(object_type *o_ptr)
+#define MAX_ESP_WEAK 9
+static void add_esp_weak(object_type *o_ptr, bool extra)
{
- int idx[3];
- int n = randint1(3);
-
- idx[0] = randint1(9);
-
- idx[1] = randint1(8);
- if (idx[1] >= idx[0]) idx[1]++;
-
- idx[2] = randint1(7);
- if (idx[2] >= idx[0]) idx[2]++;
- if (idx[2] >= idx[1]) idx[2]++;
-
- while (n--) switch (idx[n])
- {
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
- }
+ int i = 0;
+ int idx[MAX_ESP_WEAK];
+ int flg[MAX_ESP_WEAK];
+ int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
+ int left = MAX_ESP_WEAK;
+
+ for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
+
+ /* Shuffle esp flags */
+ for (i = 0; i < n; i++)
+ {
+ int k = randint0(left--);
+
+ idx[i] = flg[k];
+
+ while (k < left)
+ {
+ flg[k] = flg[k + 1];
+ k++;
+ }
+ }
+
+ while (n--) switch (idx[n])
+ {
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
+ case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
+ case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
+ case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
+ case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
+ case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
+ case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
+ case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ }
}
{
/* Rating boost */
rating += 30;
- if(one_in_(50))
+ if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
create_artifact(o_ptr, FALSE);
/* Mention the item */
break;
}
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
{
bool okay_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
switch (o_ptr->name2)
{
/* Very good */
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
switch (o_ptr->name2)
{
if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
break;
case EGO_REFLECTION:
- if (o_ptr->sval == SV_SHIELD_OF_DEFLECTION)
+ if (o_ptr->sval == SV_MIRROR_SHIELD)
o_ptr->name2 = 0;
break;
}
}
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
}
/* Very cursed */
else if (power < -1)
{
- o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
}
break;
/* Very good */
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
switch (o_ptr->name2)
{
/* Very cursed */
else if (power < -1)
{
- o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
}
break;
/* Very good */
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
while (1)
{
bool ok_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
switch (o_ptr->name2)
{
case EGO_TELEPATHY:
- add_esp_strong(o_ptr);
- add_esp_weak(o_ptr);
- break;
+ if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
+ else add_esp_weak(o_ptr, FALSE);
+ break;
case EGO_MAGI:
case EGO_MIGHT:
case EGO_REGENERATION:
break;
case EGO_SEEING:
if (one_in_(3))
- {
- if (one_in_(2)) add_esp_strong(o_ptr);
- else add_esp_weak(o_ptr);
- }
+ {
+ if (one_in_(2)) add_esp_strong(o_ptr);
+ else add_esp_weak(o_ptr, FALSE);
+ }
break;
default:/* not existing crown (wisdom,lite, etc...) */
ok_flag = FALSE;
/* Very cursed */
else if (power < -1)
{
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
}
break;
/* Very good */
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
while (1)
{
bool ok_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
switch (o_ptr->name2)
{
if (one_in_(7))
{
if (one_in_(2)) add_esp_strong(o_ptr);
- else add_esp_weak(o_ptr);
+ else add_esp_weak(o_ptr, FALSE);
}
break;
default:/* not existing helm (Magi, Might, etc...)*/
/* Very cursed */
else if (power < -1)
{
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
}
break;
}
/* Very good */
if (power > 1)
{
- if (one_in_(20))
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
create_artifact(o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
switch (o_ptr->name2)
{
/* Very cursed */
else if (power < -1)
{
- o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
}
break;
}
break;
- case SV_RING_WARNING:
- {
- if (one_in_(3)) one_low_esp(o_ptr);
- break;
- }
+ case SV_RING_WARNING:
+ {
+ if (one_in_(3)) one_low_esp(o_ptr);
+ break;
+ }
/* Searching */
case SV_RING_SEARCHING:
break;
}
}
- if (one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
+ if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
+ || (power > 2)) /* power > 2 is debug only */
{
- o_ptr->pval = MIN(o_ptr->pval,4);
+ o_ptr->pval = MIN(o_ptr->pval, 4);
/* Randart amulet */
create_artifact(o_ptr, FALSE);
}
{
o_ptr->name2 = EGO_RING_BERSERKER;
o_ptr->to_h -= 2+randint1(4);
+ o_ptr->to_d += 2+randint1(4);
}
break;
case SV_RING_PROTECTION:
o_ptr->name2 = EGO_RING_SUPER_AC;
- o_ptr->to_a += m_bonus(5, level);
+ o_ptr->to_a += 7 + m_bonus(5, level);
break;
case SV_RING_RES_FEAR:
o_ptr->name2 = EGO_RING_HERO;
o_ptr->to_a = randint1(5) + m_bonus(5, level);
/* gain one low ESP */
- add_esp_weak(o_ptr);
+ add_esp_weak(o_ptr, FALSE);
/* Boost the rating */
rating += 15;
break;
}
}
- if (one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
+ if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
+ || (power > 2)) /* power > 2 is debug only */
{
- o_ptr->pval = MIN(o_ptr->pval,4);
+ o_ptr->pval = MIN(o_ptr->pval, 4);
/* Randart amulet */
create_artifact(o_ptr, FALSE);
}
/* No uniques */
if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
- if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
+ if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ /* Unused */
+ (void)level;
+
/* Apply magic (good or bad) according to type */
switch (o_ptr->tval)
{
o_ptr->pval = 0;
}
- if ((power == 2) || ((power == 1) && one_in_(3)))
+ if (power > 2) /* power > 2 is debug only */
+ {
+ create_artifact(o_ptr, FALSE);
+ }
+ else if ((power == 2) || ((power == 1) && one_in_(3)))
{
while (!o_ptr->name2)
{
{
bool okay_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE, level);
+ o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
switch (o_ptr->name2)
{
}
else if (power == -2)
{
- o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE, level);
+ o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
switch (o_ptr->name2)
{
if (cheat_peek)
{
#ifdef JP
- msg_format("%s¤Î»àÂÎ,¿¼¤µ +%d",
+ msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
#else
msg_format("Corpse of %s, depth +%d",
#endif
if (cheat_peek)
{
#ifdef JP
- msg_format("%s¤ÎÁü,", r_name + r_ptr->name);
+ msg_format("%s¤ÎÁü", r_name + r_ptr->name);
#else
msg_format("Statue of %s", r_name + r_ptr->name);
#endif
* "good" and "great" arguments are false. As a total hack, if "great" is
* true, then the item gets 3 extra "attempts" to become an artifact.
*/
-void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great, bool curse)
+void apply_magic(object_type *o_ptr, int lev, u32b mode)
{
-
int i, rolls, f1, f2, power;
if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
power = 0;
/* Roll for "good" */
- if (good || magik(f1))
+ if ((mode & AM_GOOD) || magik(f1))
{
/* Assume "good" */
power = 1;
/* Roll for "great" */
- if (great || magik(f2)) power = 2;
+ if ((mode & AM_GREAT) || magik(f2))
+ {
+ power = 2;
+
+ /* Roll for "special" */
+ if (mode & AM_SPECIAL) power = 3;
+ }
}
/* Roll for "cursed" */
}
/* Apply curse */
- if (curse)
+ if (mode & AM_CURSED)
{
/* Assume 'cursed' */
if (power > 0)
/* Get one roll if excellent */
if (power >= 2) rolls = 1;
- /* Hack -- Get four rolls if forced great */
- if (great) rolls = 4;
+ /* Hack -- Get four rolls if forced great or special */
+ if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
/* Hack -- Get no rolls if not allowed */
- if (!okay || o_ptr->name1) rolls = 0;
+ if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
/* Roll for artifacts if allowed */
for (i = 0; i < rolls; i++)
/* Hack -- Mark the artifact as "created" */
a_ptr->cur_num = 1;
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon)
+ a_ptr->floor_id = p_ptr->floor_id;
+
/* Extract the other fields */
o_ptr->pval = a_ptr->pval;
o_ptr->ac = a_ptr->ac;
*
* We assume that the given object has been "wiped".
*/
-bool make_object(object_type *j_ptr, bool good, bool great)
+bool make_object(object_type *j_ptr, u32b mode)
{
int prob, base;
byte obj_level;
/* Chance of "special object" */
- prob = (good ? 10 : 1000);
+ prob = ((mode & AM_GOOD) ? 10 : 1000);
/* Base level for the object */
- base = (good ? (object_level + 10) : object_level);
+ base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
/* Generate a special object, or a normal object */
{
int k_idx;
+ /*
+ * Hack -- If restriction is already specified, allocation table is
+ * should be prepared by get_obj_num_prep().
+ * We rely previous preparation before reaching here.
+ */
/* Good objects */
- if (good)
+ if ((mode & AM_GOOD) && !get_obj_num_hook)
{
- /* Activate restriction */
+ /* Activate restriction (if already specified, use it) */
get_obj_num_hook = kind_is_good;
/* Prepare allocation table */
}
/* Apply magic (allow artifacts) */
- apply_magic(j_ptr, object_level, TRUE, good, great, FALSE);
+ apply_magic(j_ptr, object_level, mode);
/* Hack -- generate multiple spikes/missiles */
switch (j_ptr->tval)
*
* This routine requires a clean floor grid destination.
*/
-void place_object(int y, int x, bool good, bool great)
+void place_object(int y, int x, u32b mode)
{
s16b o_idx;
object_wipe(q_ptr);
/* Make an object (if possible) */
- if (!make_object(q_ptr, good, great)) return;
+ if (!make_object(q_ptr, mode)) return;
/* Make an object */
bool flag = FALSE;
bool done = FALSE;
- bool plural = FALSE;
-
-
+#ifndef JP
/* Extract plural */
- if (j_ptr->number != 1) plural = TRUE;
+ bool plural = (j_ptr->number != 1);
+#endif
/* Describe object */
object_desc(o_name, j_ptr, FALSE, 0);
{
/* Message */
#ifdef JP
- msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
+ msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
#else
msg_format("The %s disappear%s.",
o_name, (plural ? "" : "s"));
(c_ptr->feat != FEAT_FLOWER) &&
(c_ptr->feat != FEAT_DEEP_GRASS) &&
(c_ptr->feat != FEAT_SHAL_LAVA) &&
- (c_ptr->feat != FEAT_TREES)) continue;
+ (c_ptr->feat != FEAT_TREES)) continue;
if (c_ptr->info & (CAVE_OBJECT)) continue;
/* No objects */
{
/* Message */
#ifdef JP
- msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
+ msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
#else
msg_format("The %s disappear%s.",
o_name, (plural ? "" : "s"));
{
/* Message */
#ifdef JP
- msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
+ msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
#else
msg_format("The %s disappear%s.",
o_name, (plural ? "" : "s"));
/* Mega-Hack -- no message if "dropped" by player */
/* Message when an object falls under the player */
- if (chance && (by == py) && (bx == px))
+ if (chance && player_bold(by, bx))
{
#ifdef JP
msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
{
object_type *i_ptr;
object_type object_type_body;
+ u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
/* Acquirement */
while (num--)
object_wipe(i_ptr);
/* Make a good (or great) object (if possible) */
- if (!make_object(i_ptr, TRUE, great)) continue;
+ if (!make_object(i_ptr, mode)) continue;
if (known)
{
break;
}
- return feat;
+ return feat;
}
/*
/* Paranoia */
if (!c_ptr->mimic) return;
- /* No longer hidden */
- c_ptr->mimic = 0;
+ /* No longer hidden */
+ c_ptr->mimic = 0;
/* Notice */
note_spot(y, x);
if (!cave_naked_bold(y, x)) return;
/* Place an invisible trap */
- c_ptr->mimic = c_ptr->feat;
- c_ptr->feat = choose_random_trap();
+ c_ptr->mimic = f_info[c_ptr->feat].mimic;
+ c_ptr->feat = choose_random_trap();
}
if (!object_known_p(o_ptr)) return;
#ifdef JP
- if (o_ptr->pval <= 0)
- {
- msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
- }
- else
- {
- msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
- }
+ if (o_ptr->pval <= 0)
+ {
+ msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
+ }
+ else
+ {
+ msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
+ }
#else
/* Multiple charges */
if (o_ptr->pval != 1)
/* Print a message */
#ifdef JP
- /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
- if (o_ptr->number <= 0)
- {
- /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
- msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
- }
- else
- {
- /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
- msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
- }
+ /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
+ if (o_ptr->number <= 0)
+ {
+ /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
+ msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
+ }
+ else
+ {
+ /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
+ msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
+ }
#else
msg_format("You have %s.", o_name);
#endif
if (!object_known_p(o_ptr)) return;
#ifdef JP
- if (o_ptr->pval <= 0)
- {
- msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
- }
- else
- {
- msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
- }
+ if (o_ptr->pval <= 0)
+ {
+ msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
+ }
+ else
+ {
+ msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
+ }
#else
/* Multiple charges */
if (o_ptr->pval != 1)
/* Print a message */
#ifdef JP
- /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
- if (o_ptr->number <= 0)
- {
- msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
- }
- else
- {
- msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
- }
+ /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
+ if (o_ptr->number <= 0)
+ {
+ msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
+ }
+ else
+ {
+ msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
+ }
#else
msg_format("You see %s.", o_name);
#endif
/* Message */
#ifdef JP
- msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
+ msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
#else
msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
#endif
/* Scan the items above that item */
for (j = 0; j < i; j++)
{
+ int max_num;
+
/* Get the item */
j_ptr = &inventory[j];
/* 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);
+
/* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (object_similar_part(j_ptr, o_ptr)
- && j_ptr->number < MAX_STACK_SIZE-1)
+ if (max_num && j_ptr->number < max_num)
{
- if (o_ptr->number + j_ptr->number < MAX_STACK_SIZE)
+ if (o_ptr->number + j_ptr->number <= max_num)
{
/* Take note */
flag = TRUE;
}
else
{
- int remain = j_ptr->number + o_ptr->number - 99;
-
+ int old_num = o_ptr->number;
+ int remain = j_ptr->number + o_ptr->number - max_num;
+#if 0
o_ptr->number -= remain;
-
+#endif
/* Add together the item counts */
object_absorb(j_ptr, o_ptr);
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 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);
#else
if (flag) msg_print("You combine some items in your pack.");
#endif
-
}
object_type forge;
object_type *q_ptr;
+ int sval;
+ int use_realm;
char o_name[MAX_NLEN];
/* Mention the object name */
Term_putstr(0, 0, -1, TERM_WHITE, o_name);
+ /* Access the item's sval */
+ sval = q_ptr->sval;
+ use_realm = tval2realm(q_ptr->tval);
+
/* Warriors are illiterate */
- if (!(p_ptr->realm1 || p_ptr->realm2)) return;
+ if (p_ptr->realm1 || p_ptr->realm2)
+ {
+ if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
+ }
+ else
+ {
+ if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
+ if (!is_magic(use_realm)) return;
+ if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
+ }
/* Display spells in readible books */
- if ((q_ptr->tval == REALM1_BOOK) ||
- (q_ptr->tval == REALM2_BOOK))
{
- int sval;
int spell = -1;
int num = 0;
byte spells[64];
-
- /* Access the item's sval */
- sval = q_ptr->sval;
-
/* Extract spells */
for (spell = 0; spell < 32; spell++)
{
}
/* Print spells */
- print_spells(0, spells, num, 2, 0,
- (q_ptr->tval == REALM1_BOOK ? p_ptr->realm1 : p_ptr->realm2));
+ print_spells(0, spells, num, 2, 0, use_realm);
}
}
object_type *choose_warning_item(void)
{
int i;
- int choices[INVEN_TOTAL-INVEN_RARM];
+ int choices[INVEN_TOTAL - INVEN_RARM];
int number = 0;
- /* Paranoia -- Player has no warning-item */
- if (!p_ptr->warning) return (NULL);
+ /* Paranoia -- Player has no warning ability */
+ if (!p_ptr->warning) return NULL;
- /* Search Inventry */
+ /* Search Inventory */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
u32b flgs[TR_FLAG_SIZE];
}
/* Choice one of them */
- return (&inventory[choices[randint0(number)]]);
+ return number ? &inventory[choices[randint0(number)]] : NULL;
}
-/* Examine the grid (xx,yy) and warn the player if there are any danger */
-bool process_frakir(int xx, int yy)
+/* Calculate spell damages */
+static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
{
- int mx,my;
- cave_type *c_ptr;
- char o_name[MAX_NLEN];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int rlev = r_ptr->level;
+ bool ignore_wraith_form = FALSE;
-#define FRAKIR_AWARE_RANGE 12
- int dam_max = 0;
- static int old_damage = 0;
+ if (limit) dam = (dam > limit) ? limit : dam;
- for (mx = xx-FRAKIR_AWARE_RANGE; mx < xx+FRAKIR_AWARE_RANGE+1; mx++)
+ /* Vulnerability, resistance and immunity */
+ switch (typ)
{
- for (my = yy-FRAKIR_AWARE_RANGE; my < yy+FRAKIR_AWARE_RANGE+1; my++)
+ case GF_ELEC:
+ if (p_ptr->immune_elec)
{
- int dam_max0=0;
- monster_type *m_ptr;
- monster_race *r_ptr;
- u32b f4, f5, f6;
- int rlev;
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (prace_is_(RACE_ANDROID)) dam += dam / 3;
+ if (p_ptr->resist_elec) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_ELEC())
+ dam = (dam + 2) / 3;
+ }
+ break;
- if (!in_bounds(my,mx) || (distance(my,mx,yy,xx)>FRAKIR_AWARE_RANGE)) continue;
+ case GF_POIS:
+ if (p_ptr->resist_pois) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
+ break;
- c_ptr = &cave[my][mx];
+ case GF_ACID:
+ if (p_ptr->immune_acid)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (p_ptr->resist_acid) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
+ }
+ break;
- if (!c_ptr->m_idx) continue;
+ case GF_COLD:
+ case GF_ICE:
+ if (p_ptr->immune_cold)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (p_ptr->resist_cold) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
+ }
+ break;
- m_ptr = &m_list[c_ptr->m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
+ case GF_FIRE:
+ if (p_ptr->immune_fire)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else
+ {
+ if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (prace_is_(RACE_ENT)) dam += dam / 3;
+ if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (p_ptr->resist_fire) dam = (dam + 2) / 3;
+ if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
+ }
+ break;
- f4 = r_ptr->flags4;
- f5 = r_ptr->flags5;
- f6 = r_ptr->flags6;
+ case GF_PSY_SPEAR:
+ ignore_wraith_form = TRUE;
+ break;
- rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ case GF_ARROW:
+ if (!p_ptr->blind &&
+ ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
+ (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
- if (m_ptr->csleep) continue;
- if (is_pet(m_ptr)) continue;
+ case GF_LITE:
+ if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
+ else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
- /* Monster spells (only powerful ones)*/
- if(projectable(my,mx,yy,xx))
- {
+ /*
+ * Cannot use "ignore_wraith_form" strictly (for "random one damage")
+ * "dam *= 2;" for later "dam /= 2"
+ */
+ if (p_ptr->wraith_form) dam *= 2;
+ break;
+
+ case GF_DARK:
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ break;
+
+ case GF_SHARDS:
+ if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_SOUND:
+ if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
+ break;
+
+ case GF_CONFUSION:
+ if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
+ break;
+
+ case GF_CHAOS:
+ if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_NETHER:
+ if (prace_is_(RACE_SPECTRE))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_DISENCHANT:
+ if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_NEXUS:
+ if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
+
+ case GF_TIME:
+ if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ break;
+
+ case GF_GRAVITY:
+ if (p_ptr->ffall) dam = (dam * 2) / 3;
+ break;
-#define DAMCALC(f,val,max,im,vln,res,resx,resy,op,opx,opy,dmax) \
- if (f){ int dam = (val)>(max)? (max):(val); \
- if (im) dam=0; \
- if (vln) dam *= 2; \
- if (res) {dam = (dam * resx) / resy;} \
- if (op) {dam = (dam * opx) / opy;} \
- if (dam>dmax) dmax = dam; \
- }
+ case GF_ROCKET:
+ if (p_ptr->resist_shard) dam /= 2;
+ break;
- DAMCALC(f4 & (RF4_BR_FIRE), m_ptr->hp / 3, 1600,
- p_ptr->immune_fire, p_ptr->muta3 & MUT3_VULN_ELEM,
- p_ptr->resist_fire, 1, 3,
- p_ptr->oppose_fire, 1, 3, dam_max0);
+ case GF_NUKE:
+ if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
+ if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
+ break;
- DAMCALC(f4 & (RF4_BR_COLD), m_ptr->hp / 3, 1600,
- p_ptr->immune_cold, p_ptr->muta3 & MUT3_VULN_ELEM,
- p_ptr->resist_cold, 1, 3,
- p_ptr->oppose_cold, 1, 3, dam_max0);
+ case GF_DEATH_RAY:
+ if (p_ptr->mimic_form)
+ {
+ if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ }
+ else
+ {
+ switch (p_ptr->prace)
+ {
+ case RACE_GOLEM:
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_VAMPIRE:
+ case RACE_DEMON:
+ case RACE_SPECTRE:
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ break;
+ }
+ }
+ break;
- DAMCALC(f4 & (RF4_BR_ELEC), m_ptr->hp / 3, 1600,
- p_ptr->immune_elec, p_ptr->muta3 & MUT3_VULN_ELEM,
- p_ptr->resist_elec, 1, 3,
- p_ptr->oppose_elec, 1, 3, dam_max0);
+ case GF_HOLY_FIRE:
+ if (p_ptr->align > 10) dam /= 2;
+ else if (p_ptr->align < -10) dam *= 2;
+ break;
- DAMCALC(f4 & (RF4_BR_ACID), m_ptr->hp / 3, 1600,
- p_ptr->immune_acid, p_ptr->muta3 & MUT3_VULN_ELEM,
- p_ptr->resist_acid, 1, 3,
- p_ptr->oppose_acid, 1, 3, dam_max0);
+ case GF_HELL_FIRE:
+ if (p_ptr->align > 10) dam *= 2;
+ break;
- DAMCALC(f4 & (RF4_BR_POIS), m_ptr->hp / 3, 800,
- FALSE , FALSE,
- p_ptr->resist_pois, 1, 3,
- p_ptr->oppose_pois, 1, 3, dam_max0);
+ case GF_MIND_BLAST:
+ case GF_BRAIN_SMASH:
+ if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
+ case GF_CAUSE_1:
+ case GF_CAUSE_2:
+ case GF_CAUSE_3:
+ case GF_HAND_DOOM:
+ if (100 + rlev / 2 <= p_ptr->skill_sav)
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
- DAMCALC(f4 & (RF4_BR_NETH), m_ptr->hp / 6, 550, FALSE , FALSE,
- p_ptr->resist_neth, 6, 9, FALSE, 1, 1, dam_max0);
+ case GF_CAUSE_4:
+ if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
+ {
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ }
+ break;
+ }
- DAMCALC(f4 & (RF4_BR_LITE), m_ptr->hp / 6, 400, FALSE , FALSE,
- p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
+ if (p_ptr->wraith_form && !ignore_wraith_form)
+ {
+ dam /= 2;
+ if (!dam) dam = 1;
+ }
- DAMCALC(f4 & (RF4_BR_DARK), m_ptr->hp / 6, 400, FALSE , FALSE,
- p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
+ if (dam > *max) *max = dam;
+}
- DAMCALC(f4 & (RF4_BR_CONF), m_ptr->hp / 6, 450, FALSE , FALSE,
- p_ptr->resist_conf, 5, 9, FALSE, 1, 1, dam_max0);
+/* Calculate blow damages */
+static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
+{
+ int dam = blow_ptr->d_dice * blow_ptr->d_side;
+ int dummy_max = 0;
+ bool check_wraith_form = TRUE;
- DAMCALC(f4 & (RF4_BR_SOUN), m_ptr->hp / 6, 450, FALSE , FALSE,
- p_ptr->resist_sound, 5, 9, FALSE, 1, 1, dam_max0);
+ if (blow_ptr->method != RBM_EXPLODE)
+ {
+ int ac = p_ptr->ac + p_ptr->to_a;
- DAMCALC(f4 & (RF4_BR_CHAO), m_ptr->hp / 6, 600, FALSE , FALSE,
- p_ptr->resist_chaos, 6, 9, FALSE, 1, 1, dam_max0);
+ switch (blow_ptr->effect)
+ {
+ case RBE_SUPERHURT:
+ {
+ int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
+ dam = MAX(dam, tmp_dam * 2);
+ break;
+ }
- DAMCALC(f4 & (RF4_BR_DISE), m_ptr->hp / 6, 500, FALSE , FALSE,
- p_ptr->resist_disen, 6, 9, FALSE, 1, 1, dam_max0);
+ case RBE_HURT:
+ case RBE_SHATTER:
+ dam -= (dam * ((ac < 150) ? ac : 150) / 250);
+ break;
- DAMCALC(f4 & (RF4_BR_NEXU), m_ptr->hp / 3, 250, FALSE , FALSE,
- p_ptr->resist_nexus, 6, 9, FALSE, 1, 1, dam_max0);
+ case RBE_ACID:
+ spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- DAMCALC(f4 & (RF4_BR_TIME), m_ptr->hp / 3, 150, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ case RBE_ELEC:
+ spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- DAMCALC(f4 & (RF4_BR_INER), m_ptr->hp / 6, 200, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ case RBE_FIRE:
+ spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- DAMCALC(f4 & (RF4_BR_GRAV), m_ptr->hp / 3, 200, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ case RBE_COLD:
+ spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- DAMCALC(f4 & (RF4_BR_SHAR), m_ptr->hp / 6, 500, FALSE , FALSE,
- p_ptr->resist_shard, 6, 9, FALSE, 1, 1, dam_max0);
+ case RBE_DR_MANA:
+ dam = 0;
+ check_wraith_form = FALSE;
+ break;
+ }
- DAMCALC(f4 & (RF4_BR_PLAS), m_ptr->hp / 6, 150, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ if (check_wraith_form && p_ptr->wraith_form)
+ {
+ dam /= 2;
+ if (!dam) dam = 1;
+ }
+ }
+ else
+ {
+ dam = (dam + 1) / 2;
+ spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
+ dam = dummy_max;
+ }
- DAMCALC(f4 & (RF4_BR_WALL), m_ptr->hp / 6, 200, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ return dam;
+}
- DAMCALC(f4 & (RF4_BR_MANA), m_ptr->hp / 3, 250, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+/* Examine the grid (xx,yy) and warn the player if there are any danger */
+bool process_warning(int xx, int yy)
+{
+ int mx, my;
+ cave_type *c_ptr;
+ char o_name[MAX_NLEN];
- DAMCALC(f4 & (RF4_BR_NUKE), m_ptr->hp / 3, 800, FALSE , FALSE,
- p_ptr->resist_pois, 2, 5,
- p_ptr->oppose_pois, 2, 5, dam_max0);
+#define WARNING_AWARE_RANGE 12
+ int dam_max = 0;
+ static int old_damage = 0;
- DAMCALC(f4 & (RF4_BR_DISI), m_ptr->hp / 3, 300, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
+ {
+ for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
+ {
+ int dam_max0 = 0;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
- DAMCALC(f4 & (RF4_ROCKET), m_ptr->hp / 4, 800, FALSE , FALSE,
- p_ptr->resist_shard, 1, 2, FALSE, 1, 1, dam_max0);
+ c_ptr = &cave[my][mx];
- DAMCALC(f5 & (RF5_BA_MANA), rlev*4 + 150, 9999, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ if (!c_ptr->m_idx) continue;
- DAMCALC(f5 & (RF5_BA_DARK), rlev*4 + 150, 9999, FALSE , FALSE,
- p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
+ m_ptr = &m_list[c_ptr->m_idx];
- DAMCALC(f5 & (RF5_BA_LITE), rlev*4 + 150, 9999, FALSE , FALSE,
- p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
+ if (m_ptr->csleep) continue;
+ if (!is_hostile(m_ptr)) continue;
+ r_ptr = &r_info[m_ptr->r_idx];
- DAMCALC(f6 & (RF6_HAND_DOOM), p_ptr->chp*6/10, 9999, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ /* Monster spells (only powerful ones)*/
+ if (projectable(my, mx, yy, xx))
+ {
+ int breath_dam_div3 = m_ptr->hp / 3;
+ int breath_dam_div6 = m_ptr->hp / 6;
+ u32b f4 = r_ptr->flags4;
+ u32b f5 = r_ptr->flags5;
+ u32b f6 = r_ptr->flags6;
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
+ {
+ int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ int storm_dam = rlev * 4 + 150;
+ bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
+
+ if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
+ if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
+ if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
+ if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
+ if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
+ if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
+ }
+ if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
+ if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
+ if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
+ if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
+ if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
+ if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
+ if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
+ if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
+ if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
+ if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
+ if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
+ if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
+ if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
+ if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
+ if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
+ if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
+ if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
+ if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
+ if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
+ if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
+ if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
+ if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
+ if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
}
/* Monster melee attacks */
- if(mx <= xx+1 && mx >= xx-1 && my <=yy+1 && my >= yy-1)
+ if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
{
- int m;
- int dam_melee=0;
- for (m = 0; m < 4; m++)
+ if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
{
- int d1, d2;
-
- /* Skip non-attacks */
- if (!r_ptr->blow[m].method) continue;
-
- /* Extract the attack info */
- d1 = r_ptr->blow[m].d_dice;
- d2 = r_ptr->blow[m].d_side;
+ int m;
+ int dam_melee = 0;
+ for (m = 0; m < 4; m++)
+ {
+ /* Skip non-attacks */
+ if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
- dam_melee += d1*d2;
+ /* Extract the attack info */
+ dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
+ if (r_ptr->blow[m].method == RBM_EXPLODE) break;
+ }
+ if (dam_melee > dam_max0) dam_max0 = dam_melee;
}
- if(dam_melee>dam_max0)dam_max0=dam_melee;
}
/* Contribution from this monster */
- dam_max+=dam_max0;
+ dam_max += dam_max0;
}
}
/* Prevent excessive warning */
- if(dam_max > old_damage)
+ if (dam_max > old_damage)
{
- old_damage=dam_max * 3 / 2;
+ old_damage = dam_max * 3 / 2;
- if (dam_max>(p_ptr->chp)/2)
+ if (dam_max > p_ptr->chp / 2)
{
object_type *o_ptr = choose_warning_item();
- object_desc(o_name, o_ptr, FALSE, 0);
+ if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
#ifdef JP
+ else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
#else
+ else strcpy(o_name, "body"); /* Warning ability without item */
msg_format("Your %s pulsates sharply!", o_name);
#endif
- disturb(0,0);
+ disturb(0, 0);
#ifdef JP
- return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
+ return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
#else
- return (get_check("Realy want to go ahead? "));
+ return get_check("Really want to go ahead? ");
#endif
}
}
- else old_damage = old_damage/2;
+ else old_damage = old_damage / 2;
c_ptr = &cave[yy][xx];
if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
- || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
+ || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
{
object_type *o_ptr = choose_warning_item();
- object_desc(o_name, o_ptr, FALSE, 0);
+ if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
#ifdef JP
+ else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
#else
+ else strcpy(o_name, "body"); /* Warning ability without item */
msg_format("Your %s pulsates!", o_name);
#endif
- disturb(0,0);
+ disturb(0, 0);
#ifdef JP
- return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
+ return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
#else
- return (get_check("Realy want to go ahead? "));
+ return get_check("Really want to go ahead? ");
#endif
}
- return(TRUE);
+
+ return TRUE;
}
#ifdef JP
static essence_type essence_info[] =
{
- {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
- {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
- {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
- {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
- {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
- {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
- {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
- {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
- {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
- {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
- {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
- {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
- {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
- {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
- {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
- {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
- {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
- {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
- {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
- {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
- {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
- {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
- {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
- {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
- {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
- {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
- {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
- {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
- {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
- {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
- {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
- {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
- {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
- {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
- {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
- {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
- {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
- {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
- {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
- {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
- {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
- {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
- {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
- {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
- {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
- {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
- {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
- {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
- {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
- {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
- {TR_SH_FIRE, "", 0, -2, 0},
- {TR_SH_ELEC, "", 0, -2, 0},
- {TR_SH_COLD, "", 0, -2, 0},
- {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
- {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
- {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
- {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
- {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
- {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
- {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
- {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
- {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
-
- {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
- {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
- {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
- {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
- {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
- {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
- {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
- {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
- {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
- {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
- {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
- {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
- {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
- {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
- {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
- {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
- {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
- {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
-
- {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
- {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
- {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
- {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
- {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
- {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
- {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
- {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
-
- {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
- {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
- {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
- {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
- {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
- {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
- {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
- {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
- {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
- {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
- {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
- {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
-
- {-1, NULL, 0, -1, 0}
+ {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
+ {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
+ {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
+ {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
+ {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
+ {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
+ {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
+ {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
+ {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
+ {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
+ {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
+ {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
+ {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
+ {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
+ {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
+ {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
+ {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
+ {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
+ {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
+ {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
+ {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
+ {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
+ {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
+ {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
+ {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
+ {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
+ {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
+ {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
+ {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
+ {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
+ {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
+ {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
+ {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
+ {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
+ {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
+ {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
+ {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
+ {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
+ {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
+ {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
+ {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
+ {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
+ {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
+ {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
+ {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
+ {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
+ {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
+ {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
+ {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
+ {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
+ {TR_SH_FIRE, "", 0, -2, 0},
+ {TR_SH_ELEC, "", 0, -2, 0},
+ {TR_SH_COLD, "", 0, -2, 0},
+ {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
+ {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
+ {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
+ {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
+ {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
+ {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
+ {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
+ {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
+ {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
+
+ {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
+ {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
+ {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
+ {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
+ {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
+ {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
+ {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
+ {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
+ {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
+ {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
+ {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
+ {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
+ {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
+ {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
+ {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
+ {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
+ {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
+ {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
+
+ {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
+ {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
+ {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
+ {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
+ {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
+ {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
+ {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
+ {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
+
+ {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
+ {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
+ {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
+ {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
+ {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
+ {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
+ {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
+ {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
+ {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
+ {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
+ {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
+ {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
+
+ {-1, NULL, 0, -1, 0}
};
#else
static essence_type essence_info[] =
{
- {TR_STR, "strength", 4, TR_STR, 20},
- {TR_INT, "intelligence", 4, TR_INT, 20},
- {TR_WIS, "wisdom", 4, TR_WIS, 20},
- {TR_DEX, "dexterity", 4, TR_DEX, 20},
- {TR_CON, "constitution", 4, TR_CON, 20},
- {TR_CHR, "charisma", 4, TR_CHR, 20},
- {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_TUNNEL, "digging", 4, TR_TUNNEL, 15},
- {TR_SPEED, "speed", 4, TR_SPEED, 12},
- {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
- {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
- {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
- {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
- {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
- {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
- {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
- {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
- {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
- {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
- {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
- {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
- {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
- {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
- {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
- {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
- {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
- {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
- {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
- {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
- {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
- {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
- {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
- {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
- {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
- {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
- {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
- {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
- {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
- {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
- {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
- {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
- {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
- {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
- {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
- {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
- {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
- {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
- {TR_SH_FIRE, "", 0, -2, 0},
- {TR_SH_ELEC, "", 0, -2, 0},
- {TR_SH_COLD, "", 0, -2, 0},
- {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
- {TR_WARNING, "warning", 3, TR_WARNING, 20},
- {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
- {TR_LITE, "permanent light", 3, TR_LITE, 15},
- {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
- {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
- {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
- {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
- {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
-
- {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
- {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
- {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
- {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
- {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
- {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
- {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
- {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
- {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
- {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
- {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
- {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
- {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
- {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
- {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
- {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
- {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
- {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
-
- {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
- {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
- {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
- {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
- {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
- {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
- {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
- {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
-
- {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
- {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
- {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
- {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
- {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
- {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
- {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
- {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
- {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
- {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
- {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
- {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
-
- {-1, NULL, 0, -1, 0}
+ {TR_STR, "strength", 4, TR_STR, 20},
+ {TR_INT, "intelligence", 4, TR_INT, 20},
+ {TR_WIS, "wisdom", 4, TR_WIS, 20},
+ {TR_DEX, "dexterity", 4, TR_DEX, 20},
+ {TR_CON, "constitution", 4, TR_CON, 20},
+ {TR_CHR, "charisma", 4, TR_CHR, 20},
+ {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_TUNNEL, "digging", 4, TR_TUNNEL, 15},
+ {TR_SPEED, "speed", 4, TR_SPEED, 12},
+ {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
+ {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
+ {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
+ {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
+ {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
+ {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
+ {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
+ {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
+ {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
+ {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
+ {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
+ {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
+ {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
+ {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
+ {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
+ {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
+ {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
+ {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
+ {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
+ {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
+ {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
+ {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
+ {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
+ {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
+ {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
+ {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
+ {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
+ {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
+ {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
+ {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
+ {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
+ {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
+ {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
+ {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
+ {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
+ {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
+ {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
+ {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
+ {TR_SH_FIRE, "", 0, -2, 0},
+ {TR_SH_ELEC, "", 0, -2, 0},
+ {TR_SH_COLD, "", 0, -2, 0},
+ {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
+ {TR_WARNING, "warning", 3, TR_WARNING, 20},
+ {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
+ {TR_LITE, "permanent light", 3, TR_LITE, 15},
+ {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
+ {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
+ {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
+ {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
+ {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
+
+ {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
+ {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
+ {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
+ {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
+ {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
+ {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
+ {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
+ {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
+ {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
+ {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
+ {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
+ {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
+ {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
+ {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
+ {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
+ {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
+ {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
+ {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
+
+ {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
+ {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
+ {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
+ {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
+ {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
+ {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
+ {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
+ {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
+
+ {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
+ {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
+ {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
+ {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
+ {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
+ {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
+ {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
+ {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
+ {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
+ {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
+ {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
+ {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
+
+ {-1, NULL, 0, -1, 0}
};
#endif
#ifdef JP
static cptr essence_name[] =
{
- "ÏÓÎÏ",
- "ÃÎǽ",
- "¸¤µ",
- "´ïÍѤµ",
- "Âѵ×ÎÏ",
- "Ì¥ÎÏ",
- "ËâÎÏ»ÙÇÛ",
- "",
- "±£Ì©",
- "õº÷",
- "ÀÖ³°Àþ»ëÎÏ",
- "ºÎ·¡",
- "¥¹¥Ô¡¼¥É",
- "Äɲù¶·â",
- "¥«¥ª¥¹¹¶·â",
- "µÛ·ì¹¶·â",
- "ưʪÇÜÂÇ",
- "¼Ù°ÇÜÂÇ",
- "ÉÔ»àÇÜÂÇ",
- "°ËâÇÜÂÇ",
- "¥ª¡¼¥¯ÇÜÂÇ",
- "¥È¥í¥ëÇÜÂÇ",
- "µð¿ÍÇÜÂÇ",
- "εÇÜÂÇ",
- "",
- "",
- "ÃÏ¿Ì",
- "ÆÇ»¦",
- "Íϲò",
- "ÅÅ·â",
- "¾Æ´þ",
- "Åà·ë",
- "ǽÎÏ°Ý»ý",
- "",
- "",
- "",
- "",
- "",
- "",
- "",
- "ÌȱÖ",
- "",
- "",
- "",
- "",
- "È¿¼Í",
- "ËãáãÃΤ餺",
- "À¸Ì¿ÎÏ°Ý»ý",
- "ÂÑ»À",
- "ÂÑÅÅ·â",
- "ÂѲбê",
- "ÂÑÎ䵤",
- "ÂÑÆÇ",
- "ÂѶ²ÉÝ",
- "ÂÑÁ®¸÷",
- "ÂѰŹõ",
- "ÂÑÌÕÌÜ",
- "ÂѺ®Íð",
- "Âѹ첻",
- "ÂÑÇËÊÒ",
- "ÂÑÃϹö",
- "ÂÑ°ø²Ìº®Íð",
- "ÂÑ¥«¥ª¥¹",
- "ÂÑÎô²½",
- "",
- "",
- "¿Í´ÖÇÜÂÇ",
- "",
- "",
- "È¿ËâË¡",
- "",
- "",
- "·Ù¹ð",
- "",
- "",
- "",
- "ÉâÍ·",
- "±Êµ×¸÷¸»",
- "²Ä»ëÆ©ÌÀ",
- "¥Æ¥ì¥Ñ¥·¡¼",
- "Ãپò½",
- "µÞ®²óÉü",
- "",
- "",
- "",
- "",
- "",
- "",
- "",
- "",
- "¥Æ¥ì¥Ý¡¼¥È",
- "",
- "",
- "¹¶·â",
- "Ëɸæ",
-
- NULL
+ "ÏÓÎÏ",
+ "ÃÎǽ",
+ "¸¤µ",
+ "´ïÍѤµ",
+ "Âѵ×ÎÏ",
+ "Ì¥ÎÏ",
+ "ËâÎÏ»ÙÇÛ",
+ "",
+ "±£Ì©",
+ "õº÷",
+ "ÀÖ³°Àþ»ëÎÏ",
+ "ºÎ·¡",
+ "¥¹¥Ô¡¼¥É",
+ "Äɲù¶·â",
+ "¥«¥ª¥¹¹¶·â",
+ "µÛ·ì¹¶·â",
+ "ưʪÇÜÂÇ",
+ "¼Ù°ÇÜÂÇ",
+ "ÉÔ»àÇÜÂÇ",
+ "°ËâÇÜÂÇ",
+ "¥ª¡¼¥¯ÇÜÂÇ",
+ "¥È¥í¥ëÇÜÂÇ",
+ "µð¿ÍÇÜÂÇ",
+ "εÇÜÂÇ",
+ "",
+ "",
+ "ÃÏ¿Ì",
+ "ÆÇ»¦",
+ "Íϲò",
+ "ÅÅ·â",
+ "¾Æ´þ",
+ "Åà·ë",
+ "ǽÎÏ°Ý»ý",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "ÌȱÖ",
+ "",
+ "",
+ "",
+ "",
+ "È¿¼Í",
+ "ËãáãÃΤ餺",
+ "À¸Ì¿ÎÏ°Ý»ý",
+ "ÂÑ»À",
+ "ÂÑÅÅ·â",
+ "ÂѲбê",
+ "ÂÑÎ䵤",
+ "ÂÑÆÇ",
+ "ÂѶ²ÉÝ",
+ "ÂÑÁ®¸÷",
+ "ÂѰŹõ",
+ "ÂÑÌÕÌÜ",
+ "ÂѺ®Íð",
+ "Âѹ첻",
+ "ÂÑÇËÊÒ",
+ "ÂÑÃϹö",
+ "ÂÑ°ø²Ìº®Íð",
+ "ÂÑ¥«¥ª¥¹",
+ "ÂÑÎô²½",
+ "",
+ "",
+ "¿Í´ÖÇÜÂÇ",
+ "",
+ "",
+ "È¿ËâË¡",
+ "",
+ "",
+ "·Ù¹ð",
+ "",
+ "",
+ "",
+ "ÉâÍ·",
+ "±Êµ×¸÷¸»",
+ "²Ä»ëÆ©ÌÀ",
+ "¥Æ¥ì¥Ñ¥·¡¼",
+ "Ãپò½",
+ "µÞ®²óÉü",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "¥Æ¥ì¥Ý¡¼¥È",
+ "",
+ "",
+ "¹¶·â",
+ "Ëɸæ",
+
+ NULL
};
#else
static cptr essence_name[] =
{
- "strength",
- "intelligen.",
- "wisdom",
- "dexterity",
- "constitut.",
- "charisma",
- "magic mast.",
- "",
- "stealth",
- "serching",
- "inflavision",
- "digging",
- "speed",
- "extra atk",
- "chaos brand",
- "vampiric",
- "slay animal",
- "slay evil",
- "slay undead",
- "slay demon",
- "slay orc",
- "slay troll",
- "slay giant",
- "slay dragon",
- "",
- "",
- "quake",
- "pois. brand",
- "acid brand",
- "elec. brand",
- "fire brand",
- "cold brand",
- "sustain",
- "",
- "",
- "",
- "",
- "",
- "",
- "",
- "immunity",
- "",
- "",
- "",
- "",
- "reflection",
- "free action",
- "hold life",
- "res. acid",
- "res. elec.",
- "res. fire",
- "res. cold",
- "res. poison",
- "res. fear",
- "res. light",
- "res. dark",
- "res. blind",
- "res.confuse",
- "res. sound",
- "res. shard",
- "res. nether",
- "res. nexus",
- "res. chaos",
- "res. disen.",
- "",
- "",
- "slay human",
- "",
- "",
- "anti magic",
- "",
- "",
- "warning",
- "",
- "",
- "",
- "levitation",
- "perm. light",
- "see invis.",
- "telepathy",
- "slow dige.",
- "regen.",
- "",
- "",
- "",
- "",
- "",
- "",
- "",
- "",
- "teleport",
- "",
- "",
- "weapon enc.",
- "armor enc.",
-
- NULL
+ "strength",
+ "intelligen.",
+ "wisdom",
+ "dexterity",
+ "constitut.",
+ "charisma",
+ "magic mast.",
+ "",
+ "stealth",
+ "serching",
+ "inflavision",
+ "digging",
+ "speed",
+ "extra atk",
+ "chaos brand",
+ "vampiric",
+ "slay animal",
+ "slay evil",
+ "slay undead",
+ "slay demon",
+ "slay orc",
+ "slay troll",
+ "slay giant",
+ "slay dragon",
+ "",
+ "",
+ "quake",
+ "pois. brand",
+ "acid brand",
+ "elec. brand",
+ "fire brand",
+ "cold brand",
+ "sustain",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "immunity",
+ "",
+ "",
+ "",
+ "",
+ "reflection",
+ "free action",
+ "hold life",
+ "res. acid",
+ "res. elec.",
+ "res. fire",
+ "res. cold",
+ "res. poison",
+ "res. fear",
+ "res. light",
+ "res. dark",
+ "res. blind",
+ "res.confuse",
+ "res. sound",
+ "res. shard",
+ "res. nether",
+ "res. nexus",
+ "res. chaos",
+ "res. disen.",
+ "",
+ "",
+ "slay human",
+ "",
+ "",
+ "anti magic",
+ "",
+ "",
+ "warning",
+ "",
+ "",
+ "",
+ "levitation",
+ "perm. light",
+ "see invis.",
+ "telepathy",
+ "slow dige.",
+ "regen.",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "",
+ "teleport",
+ "",
+ "",
+ "weapon enc.",
+ "armor enc.",
+
+ NULL
};
#endif
for (i = 0; essence_info[i].add_name; i++)
{
- essence_type *es_ptr = &essence_info[i];
+ essence_type *es_ptr = &essence_info[i];
int pval = 0;
if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
- pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
+ pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
if (es_ptr->add < TR_FLAG_MAX &&
- (!have_flag(new_flgs, es_ptr->add) || pval) &&
- have_flag(old_flgs, es_ptr->add))
+ (!have_flag(new_flgs, es_ptr->add) || pval) &&
+ have_flag(old_flgs, es_ptr->add))
{
if (pval)
{
#endif
for (i = 0; essence_name[i]; i++)
{
- if (!essence_name[i][0]) continue;
+ if (!essence_name[i][0]) continue;
if (!drain_value[i]) continue;
p_ptr->magic_num1[i] += drain_value[i];
int menu_line = (use_menu ? 1 : 0);
#ifdef JP
- cptr menu_name[] = {
- "Éð´ï°À",
- "ÂÑÀ",
- "ǽÎÏ",
- "¿ôÃÍ",
- "¥¹¥ì¥¤",
- "ESP",
- "¤½¤Î¾"
- };
+ cptr menu_name[] = {
+ "Éð´ï°À",
+ "ÂÑÀ",
+ "ǽÎÏ",
+ "¿ôÃÍ",
+ "¥¹¥ì¥¤",
+ "ESP",
+ "¤½¤Î¾"
+ };
#else
- cptr menu_name[] = {
- "Brand weapon",
- "Resistance",
- "Ability",
- "Magic number",
- "Slay",
- "ESP",
- "Others"
- };
+ cptr menu_name[] = {
+ "Brand weapon",
+ "Resistance",
+ "Ability",
+ "Magic number",
+ "Slay",
+ "ESP",
+ "Others"
+ };
#endif
- const int mode_max = 7;
+ const int mode_max = 7;
#ifdef ALLOW_REPEAT
if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
while(!mode)
{
- int i;
- for (i = 0; i < mode_max; i++)
+ int i;
+ for (i = 0; i < mode_max; i++)
#ifdef JP
- prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
+ prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
#else
- prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
+ prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
prt("Choose from menu.", 0, 0);
#endif
screen_save();
while (!mode)
{
- int i;
+ int i;
- for (i = 0; i < mode_max; i++)
- prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
+ for (i = 0; i < mode_max; i++)
+ prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
#ifdef JP
if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
return 0;
}
- if (isupper(choice)) choice = tolower(choice);
+ if (isupper(choice)) choice = tolower(choice);
- if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
- mode = (int)choice - 'a' + 1;
+ if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
+ mode = (int)choice - 'a' + 1;
}
screen_load();
}
int num[22];
char o_name[MAX_NLEN];
int use_essence;
- essence_type *es_ptr;
+ essence_type *es_ptr;
int menu_line = (use_menu ? 1 : 0);
for (i = 0; essence_info[i].add_name; i++)
{
- es_ptr = &essence_info[i];
+ es_ptr = &essence_info[i];
if (es_ptr->type != mode) continue;
num[max_num++] = i;
/* Get a spell from the user */
- choice = (always_show_list || use_menu) ? ESCAPE:1;
- while (!flag)
- {
+ choice = (always_show_list || use_menu) ? ESCAPE:1;
+ while (!flag)
+ {
bool able[22];
if( choice==ESCAPE ) choice = ' ';
else if( !get_com(out_val, &choice, FALSE) )break;
{
screen_load();
return;
- break;
}
case '8':
/* Print list */
for (ctr = 0; ctr < max_num; ctr++)
{
- es_ptr = &essence_info[num[ctr]];
+ es_ptr = &essence_info[num[ctr]];
if (use_menu)
{
}
#endif /* ALLOW_REPEAT */
- es_ptr = &essence_info[num[i]];
+ es_ptr = &essence_info[num[i]];
if (es_ptr->add == ESSENCE_SLAY_GLOVE)
item_tester_tval = TV_GLOVES;
- else if (mode == 1)
+ else if (mode == 1 || mode == 5)
item_tester_hook = item_tester_hook_melee_ammo;
else if (es_ptr->add == ESSENCE_ATTACK)
item_tester_hook = item_tester_hook_weapon;
#ifdef JP
msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
#else
- msg_print("This item is no more able to be improved");
+ msg_print("This item is no more able to be improved.");
#endif
return;
}
-
+
object_desc(o_name, o_ptr, FALSE, 0);
use_essence = es_ptr->value;
}
if (is_pval_flag(es_ptr->add))
{
- if (es_ptr->add == TR_BLOWS)
+ if (o_ptr->pval < 0)
+ {
+#ifdef JP
+ msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
+#else
+ msg_print("You cannot increase magic number of this item.");
+#endif
+ return;
+ }
+ else if (es_ptr->add == TR_BLOWS)
{
if (o_ptr->pval > 1)
{
if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
#endif
}
+
o_ptr->pval = 1;
+#ifdef JP
+ msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
+#else
+ msg_format("It will take %d essences.", use_essence);
+#endif
}
- else if (o_ptr->pval)
+ else if (o_ptr->pval > 0)
{
use_essence *= o_ptr->pval;
#ifdef JP
- msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
+ msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
#else
- msg_format("It will take %d essences.",use_essence);
+ msg_format("It will take %d essences.", use_essence);
#endif
}
else
int pval;
int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
-
#ifdef JP
sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
#else
pval = atoi(tmp_val);
if (pval > limit) pval = limit;
else if (pval < 1) pval = 1;
- o_ptr->pval = pval;
+ o_ptr->pval += pval;
use_essence *= pval;
#ifdef JP
- msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
+ msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
#else
- msg_format("It will take %d essences.",use_essence);
+ msg_format("It will take %d essences.", use_essence);
#endif
}
+
if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
{
#ifdef JP
else if (val < 1) val = 1;
use_essence *= val;
#ifdef JP
- msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
+ msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
#else
- msg_format("It will take %d essences.",use_essence);
+ msg_format("It will take %d essences.", use_essence);
#endif
if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
{
#ifdef JP
msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
#else
- msg_print("You don't have enough essences");
+ msg_print("You don't have enough essences.");
#endif
return;
}
}
else
{
- o_ptr->xtra3 = es_ptr->add + 1;
+ o_ptr->xtra3 = es_ptr->add + 1;
}
}
else
#ifdef JP
msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
#else
- msg_print("You don't have enough essences");
+ msg_print("You don't have enough essences.");
#endif
return;
}
add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
}
else
- {
- o_ptr->xtra3 = es_ptr->add + 1;
- }
+ {
+ o_ptr->xtra3 = es_ptr->add + 1;
+ }
}
energy_use = 100;
}
-static bool item_tester_hook_kaji(object_type *o_ptr)
+bool item_tester_hook_smith(object_type *o_ptr)
{
switch (o_ptr->tval)
{
char o_name[MAX_NLEN];
u32b flgs[TR_FLAG_SIZE];
- item_tester_hook = item_tester_hook_kaji;
+ item_tester_hook = item_tester_hook_smith;
/* Get an item */
#ifdef JP
object_desc(o_name, o_ptr, FALSE, 0);
#ifdef JP
- if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡©[%s]", o_name))) return;
+ if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
#else
- if (!get_check(format("Are you sure?[%s]", o_name))) return;
+ if (!get_check(format("Are you sure? [%s]", o_name))) return;
#endif
energy_use = 100;
o_ptr->to_h -= (o_ptr->xtra4>>8);
o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
o_ptr->xtra4 = 0;
+ if (o_ptr->to_h < 0) o_ptr->to_h = 0;
+ if (o_ptr->to_d < 0) o_ptr->to_d = 0;
}
o_ptr->xtra3 = 0;
object_flags(o_ptr, flgs);
#ifdef JP
msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
#else
- msg_print("You removed all essence you have added");
+ msg_print("You removed all essence you have added.");
#endif
/* Combine the pack */
Term_erase(14, 17, 255);
Term_erase(14, 16, 255);
- roff_to_buf( kaji_tips[mode-1],62,temp);
+ roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
{
prt(&temp[j], line, 15);
} while (only_browse);
#ifdef ALLOW_REPEAT
repeat_push(mode);
- }
+ }
#endif /* ALLOW_REPEAT */
switch(mode)