/* 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"
if (!o_ptr->k_idx) continue;
/* Hack -- High level objects start out "immune" */
- if (get_object_level(o_ptr) > cur_lev) continue;
+ if (k_info[o_ptr->k_idx].level > cur_lev) continue;
/* Monster */
if (o_ptr->held_m_idx)
chance = 90;
/* Hack -- only compact artifacts in emergencies */
- if ((artifact_p(o_ptr) || o_ptr->art_name) &&
+ if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
(cnt < 1000)) chance = 100;
/* Apply the saving throw */
if (!character_dungeon || preserve_mode)
{
/* Hack -- Preserve unknown artifacts */
- if (artifact_p(o_ptr) && !object_known_p(o_ptr))
+ if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
{
/* Mega-Hack -- Preserve the artifact */
a_info[o_ptr->name1].cur_num = 0;
/*
* Apply a "object restriction function" to the "object allocation table"
*/
-errr get_obj_num_prep(void)
+static errr get_obj_num_prep(void)
{
int i;
*/
void object_aware(object_type *o_ptr)
{
- bool mihanmei = !object_aware_p(o_ptr);
+ bool mihanmei = !object_is_aware(o_ptr);
-#ifndef SCRIPT_OBJ_KIND
/* Fully aware of the effects */
k_info[o_ptr->k_idx].aware = TRUE;
-#else /* SCRIPT_OBJ_KIND */
- /* Fully aware of the effects */
- o_ptr->aware = TRUE;
-#endif /* SCRIPT_OBJ_KIND */
if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
- !death && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
+ !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
{
object_type forge;
object_type *q_ptr;
object_copy(q_ptr, o_ptr);
q_ptr->number = 1;
- object_desc(o_name, q_ptr, TRUE, 0);
+ object_desc(o_name, q_ptr, OD_NAME_ONLY);
do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
}
*/
void object_tried(object_type *o_ptr)
{
-#ifndef SCRIPT_OBJ_KIND
/* Mark it as tried (even if "aware") */
k_info[o_ptr->k_idx].tried = TRUE;
-#else /* SCRIPT_OBJ_KIND */
- o_ptr->tried = TRUE;
-#endif /* SCRIPT_OBJ_KIND */
}
static s32b object_value_base(object_type *o_ptr)
{
/* Aware item -- use template cost */
- if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
+ if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
/* Analyze the type */
switch (o_ptr->tval)
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 f1, f2, f3;
+ 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, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
- if (o_ptr->name1)
+ /*
+ * 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 (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
- f1 &= ~(a_ptr->flags1);
- f2 &= ~(a_ptr->flags2);
- f3 &= ~(a_ptr->flags3);
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ flgs[i] &= ~(a_ptr->flags[i]);
}
- else
- {
- if (o_ptr->name2)
- {
- ego_item_type *e_ptr = &e_info[o_ptr->name2];
- f1 &= ~(e_ptr->flags1);
- f2 &= ~(e_ptr->flags2);
- f3 &= ~(e_ptr->flags3);
- if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
- {
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ /* Exclude fixed flags of the ego-item. */
+ else if (object_is_ego(o_ptr))
+ {
+ ego_item_type *e_ptr = &e_info[o_ptr->name2];
- f1 &= ~(k_ptr->flags1);
- f2 &= ~(k_ptr->flags2);
- f3 &= ~(k_ptr->flags3);
- }
- }
- else if (o_ptr->art_name)
- {
- total = 5000;
- }
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ flgs[i] &= ~(e_ptr->flags[i]);
}
- if (f1 & TR1_STR) total += (1500 * plusses);
- if (f1 & TR1_INT) total += (1500 * plusses);
- if (f1 & TR1_WIS) total += (1500 * plusses);
- if (f1 & TR1_DEX) total += (1500 * plusses);
- if (f1 & TR1_CON) total += (1500 * plusses);
- if (f1 & TR1_CHR) total += (750 * plusses);
- if (f1 & TR1_MAGIC_MASTERY) total += (600 * plusses);
- if (f1 & TR1_STEALTH) total += (250 * plusses);
- if (f1 & TR1_SEARCH) total += (100 * plusses);
- if (f1 & TR1_INFRA) total += (150 * plusses);
- if (f1 & TR1_TUNNEL) total += (175 * plusses);
- if ((f1 & TR1_SPEED) && (plusses > 0))
+
+ /*
+ * 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);
+ if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
+ if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
+ if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
+ if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
+ if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
+ if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
+ if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
+ if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
+ if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
total += (10000 + (2500 * plusses));
- if ((f1 & TR1_BLOWS) && (plusses > 0))
+ if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
total += (10000 + (2500 * plusses));
- if (f3 & TR3_DEC_MANA) total += 10000;
tmp_cost = 0;
count = 0;
- if (f1 & TR1_CHAOTIC) {total += 5000;count++;}
- if (f1 & TR1_VAMPIRIC) {total += 6500;count++;}
- if (f1 & TR1_FORCE_WEAPON) {tmp_cost += 2500;count++;}
- if (f1 & TR1_SLAY_ANIMAL) {tmp_cost += 1800;count++;}
- if (f1 & TR1_SLAY_EVIL) {tmp_cost += 2300;count++;}
- if (f3 & TR3_SLAY_HUMAN) {tmp_cost += 1800;count++;}
- if (f1 & TR1_SLAY_UNDEAD) {tmp_cost += 1800;count++;}
- if (f1 & TR1_SLAY_DEMON) {tmp_cost += 1800;count++;}
- if (f1 & TR1_SLAY_ORC) {tmp_cost += 1500;count++;}
- if (f1 & TR1_SLAY_TROLL) {tmp_cost += 1800;count++;}
- if (f1 & TR1_SLAY_GIANT) {tmp_cost += 1800;count++;}
- if (f1 & TR1_KILL_DRAGON) {tmp_cost += 2800;count++;}
- else if (f1 & TR1_SLAY_DRAGON) {tmp_cost += 1800;count++;}
-
- if (f1 & TR1_VORPAL) {tmp_cost += 2500;count++;}
- if (f1 & TR1_IMPACT) {tmp_cost += 2500;count++;}
- if (f1 & TR1_BRAND_POIS) {tmp_cost += 3800;count++;}
- if (f1 & TR1_BRAND_ACID) {tmp_cost += 3800;count++;}
- if (f1 & TR1_BRAND_ELEC) {tmp_cost += 3800;count++;}
- if (f1 & TR1_BRAND_FIRE) {tmp_cost += 2500;count++;}
- if (f1 & TR1_BRAND_COLD) {tmp_cost += 2500;count++;}
+ if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
+ if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
+ if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
+ if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
+ if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
+ else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
+ if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
+ if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
+ if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
+ if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
+ else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
+ if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
+ if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
+ if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
+ else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
+
+ if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
+ if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
+ if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
+ if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
+ if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
+ if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
+ if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
total += (tmp_cost * count);
- if (f2 & TR2_SUST_STR) total += 850;
- if (f2 & TR2_SUST_INT) total += 850;
- if (f2 & TR2_SUST_WIS) total += 850;
- if (f2 & TR2_SUST_DEX) total += 850;
- if (f2 & TR2_SUST_CON) total += 850;
- if (f2 & TR2_SUST_CHR) total += 250;
- if (f2 & TR2_RIDING) total += 0;
- if (f2 & TR2_XXX2) total += 0;
- if (f2 & TR2_THROW) total += 5000;
- if (f2 & TR2_FREE_ACT) total += 4500;
- if (f2 & TR2_HOLD_LIFE) total += 8500;
+ if (have_flag(flgs, TR_SUST_STR)) total += 850;
+ if (have_flag(flgs, TR_SUST_INT)) total += 850;
+ if (have_flag(flgs, TR_SUST_WIS)) total += 850;
+ if (have_flag(flgs, TR_SUST_DEX)) total += 850;
+ if (have_flag(flgs, TR_SUST_CON)) total += 850;
+ if (have_flag(flgs, TR_SUST_CHR)) total += 250;
+ if (have_flag(flgs, TR_RIDING)) total += 0;
+ if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
+ if (have_flag(flgs, TR_THROW)) total += 5000;
+ if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
+ if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
tmp_cost = 0;
count = 0;
- if (f2 & TR2_IM_ACID) {tmp_cost += 15000;count += 2;}
- if (f2 & TR2_IM_ELEC) {tmp_cost += 15000;count += 2;}
- if (f2 & TR2_IM_FIRE) {tmp_cost += 15000;count += 2;}
- if (f2 & TR2_IM_COLD) {tmp_cost += 15000;count += 2;}
- if (f2 & TR2_REFLECT) {tmp_cost += 5000;count += 2;}
- if (f2 & TR2_RES_ACID) {tmp_cost += 500;count++;}
- if (f2 & TR2_RES_ELEC) {tmp_cost += 500;count++;}
- if (f2 & TR2_RES_FIRE) {tmp_cost += 500;count++;}
- if (f2 & TR2_RES_COLD) {tmp_cost += 500;count++;}
- if (f2 & TR2_RES_POIS) {tmp_cost += 1000;count += 2;}
- if (f2 & TR2_RES_FEAR) {tmp_cost += 1000;count += 2;}
- if (f2 & TR2_RES_LITE) {tmp_cost += 800;count += 2;}
- if (f2 & TR2_RES_DARK) {tmp_cost += 800;count += 2;}
- if (f2 & TR2_RES_BLIND) {tmp_cost += 900;count += 2;}
- if (f2 & TR2_RES_CONF) {tmp_cost += 900;count += 2;}
- if (f2 & TR2_RES_SOUND) {tmp_cost += 900;count += 2;}
- if (f2 & TR2_RES_SHARDS) {tmp_cost += 900;count += 2;}
- if (f2 & TR2_RES_NETHER) {tmp_cost += 900;count += 2;}
- if (f2 & TR2_RES_NEXUS) {tmp_cost += 900;count += 2;}
- if (f2 & TR2_RES_CHAOS) {tmp_cost += 1000;count += 2;}
- if (f2 & TR2_RES_DISEN) {tmp_cost += 2000;count += 2;}
+ if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
+ if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
+ if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
+ if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
+ if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
+ if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
+ if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
+ if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
+ if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
+ if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
+ if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
+ if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
+ if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
+ if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
+ if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
+ if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
+ if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
+ if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
+ if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
+ if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
+ if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
total += (tmp_cost * count);
- if (f3 & TR3_SH_FIRE) total += 5000;
- if (f3 & TR3_SH_ELEC) total += 5000;
- if (f3 & TR3_SH_COLD) total += 5000;
- if (f3 & TR3_NO_TELE) total -= 10000;
- if (f3 & TR3_NO_MAGIC) total += 2500;
- if (f3 & TR3_TY_CURSE) total -= 15000;
- if (f3 & TR3_HIDE_TYPE) total += 0;
- if (f3 & TR3_SHOW_MODS) total += 0;
- if (f3 & TR3_FEATHER) total += 1250;
- if (f3 & TR3_LITE) total += 1250;
- if (f3 & TR3_SEE_INVIS) total += 2000;
- if (f3 & TR3_TELEPATHY) total += 20000;
- if (f3 & TR3_SLOW_DIGEST) total += 750;
- if (f3 & TR3_REGEN) total += 2500;
- if (f3 & TR3_WARNING) total += 2000;
- if (f3 & TR3_XTRA_MIGHT) total += 2250;
- if (f3 & TR3_XTRA_SHOTS) total += 10000;
- if (f3 & TR3_IGNORE_ACID) total += 100;
- if (f3 & TR3_IGNORE_ELEC) total += 100;
- if (f3 & TR3_IGNORE_FIRE) total += 100;
- if (f3 & TR3_IGNORE_COLD) total += 100;
- if (f3 & TR3_ACTIVATE) total += 100;
- if (f3 & TR3_DRAIN_EXP) total -= 12500;
- if (f3 & TR3_TELEPORT)
- {
- if (cursed_p(o_ptr))
+ if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
+ if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
+ if (have_flag(flgs, TR_SH_COLD)) total += 5000;
+ if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
+ if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
+ if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
+ if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
+ if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
+ if (have_flag(flgs, TR_LEVITATION)) total += 1250;
+ if (have_flag(flgs, TR_LITE)) total += 1250;
+ if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
+ if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
+ if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
+ if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
+ if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
+ if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
+ if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
+ if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
+ if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
+ if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
+ if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
+ if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
+ if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
+ if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
+ 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;
+ if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
+ if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
+ if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
+ if (have_flag(flgs, TR_ACTIVATE)) total += 100;
+ if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
+ if (have_flag(flgs, TR_TELEPORT))
+ {
+ if (object_is_cursed(o_ptr))
total -= 7500;
else
total += 250;
}
- if (f3 & TR3_AGGRAVATE) total -= 10000;
- if (f3 & TR3_BLESSED) total += 750;
+ if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
+ if (have_flag(flgs, TR_BLESSED)) total += 750;
if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
/* Also, give some extra for activatable powers... */
- if (o_ptr->art_name && (o_ptr->art_flags3 & TR3_ACTIVATE))
+ if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
{
int type = o_ptr->xtra2;
{
s32b value;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
/* Hack -- "worthless" items */
- if (!get_object_cost(o_ptr)) return (0L);
+ if (!k_info[o_ptr->k_idx].cost) return (0L);
/* Base cost */
- value = get_object_cost(o_ptr);
+ value = k_info[o_ptr->k_idx].cost;
/* Extract some flags */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* Artifact */
- if (o_ptr->name1)
+ if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
/* 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);
}
/* Ego-Item */
- else if (o_ptr->name2)
+ else if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
value += flag_cost(o_ptr, o_ptr->pval);
}
- else if (o_ptr->art_flags1 || o_ptr->art_flags2 || o_ptr->art_flags3)
+ else
{
- value += flag_cost(o_ptr, o_ptr->pval);
- }
+ int i;
+ bool flag = FALSE;
+
+ 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 (f1 & (TR1_STR)) value += (o_ptr->pval * 200L);
- if (f1 & (TR1_INT)) value += (o_ptr->pval * 200L);
- if (f1 & (TR1_WIS)) value += (o_ptr->pval * 200L);
- if (f1 & (TR1_DEX)) value += (o_ptr->pval * 200L);
- if (f1 & (TR1_CON)) value += (o_ptr->pval * 200L);
- if (f1 & (TR1_CHR)) value += (o_ptr->pval * 200L);
-
- /* Give credit for stealth and searching */
- if (f1 & (TR1_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
- if (f1 & (TR1_STEALTH)) value += (o_ptr->pval * 100L);
- if (f1 & (TR1_SEARCH)) value += (o_ptr->pval * 100L);
-
- /* Give credit for infra-vision and tunneling */
- if (f1 & (TR1_INFRA)) value += (o_ptr->pval * 50L);
- if (f1 & (TR1_TUNNEL)) value += (o_ptr->pval * 50L);
+ 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 extra attacks */
- if (f1 & (TR1_BLOWS)) value += (o_ptr->pval * 5000L);
-
- /* Give credit for speed bonus */
- if (f1 & (TR1_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);
}
/* Unknown items -- acquire a base value */
- if (object_known_p(o_ptr))
+ if (object_is_known(o_ptr))
{
/* Broken items -- worthless */
- if (broken_p(o_ptr)) return (0L);
+ if (object_is_broken(o_ptr)) return (0L);
/* Cursed items -- worthless */
- if (cursed_p(o_ptr)) return (0L);
+ if (object_is_cursed(o_ptr)) return (0L);
/* Real value (see above) */
value = object_value_real(o_ptr);
else
{
/* Hack -- Felt broken items */
- if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
+ if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
/* Hack -- Felt cursed items */
- if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
+ if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
/* Base value (see above) */
value = object_value_base(o_ptr);
bool can_player_destroy_object(object_type *o_ptr)
{
/* Artifacts cannot be destroyed */
- if (artifact_p(o_ptr) || o_ptr->art_name)
+ if (!object_is_artifact(o_ptr)) return TRUE;
+
+ /* If object is unidentified, makes fake inscription */
+ if (!object_is_known(o_ptr))
{
byte feel = FEEL_SPECIAL;
/* Hack -- Handle icky artifacts */
- if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
/* Hack -- inscribe the artifact */
o_ptr->feeling = feel;
return FALSE;
}
- return TRUE;
+ /* Identified artifact -- Nothing to do */
+ return FALSE;
}
*/
/*
+ * 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.
*/
-bool 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;
+
+ /* 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;
{
/* Require either knowledge or known empty for both staffs. */
if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
- !object_known_p(o_ptr)) ||
+ !object_is_known(o_ptr)) ||
(!(j_ptr->ident & (IDENT_EMPTY)) &&
- !object_known_p(j_ptr))) return(0);
+ !object_is_known(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;
{
/* Require either knowledge or known empty for both wands. */
if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
- !object_known_p(o_ptr)) ||
+ !object_is_known(o_ptr)) ||
(!(j_ptr->ident & (IDENT_EMPTY)) &&
- !object_known_p(j_ptr))) return(0);
+ !object_is_known(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_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
- {
- /* Require permission */
- if (!stack_allow_items) return (0);
-
- /* Fall through */
- }
/* Rings, Amulets, Lites */
case TV_RING:
case TV_AMULET:
case TV_LITE:
+ case TV_WHISTLE:
{
/* Require full knowledge of both items */
- if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
+ if (!object_is_known(o_ptr) || !object_is_known(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_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
+ if (o_ptr->feeling != j_ptr->feeling) 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);
-
- /* Random artifacts never stack */
- if (o_ptr->art_name || j_ptr->art_name) return (FALSE);
+ /* Artifacts never stack */
+ if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) 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_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
/* Probably okay */
break;
/* Hack -- Identical art_flags! */
- if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
- (o_ptr->art_flags2 != j_ptr->art_flags2) ||
- (o_ptr->art_flags3 != j_ptr->art_flags3))
- return (0);
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ 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);
+ if (object_is_known(j_ptr)) object_known(o_ptr);
/* Hack -- clear "storebought" if only one has it */
- if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
- (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
+ if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
+ (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
{
- if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
- if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
+ if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
+ if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
}
/* Hack -- blend "mental" status */
/* 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;
}
}
o_ptr->ds = k_ptr->ds;
/* Hack -- worthless items are always "broken" */
- if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
+ if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
/* Hack -- cursed items are always "cursed" */
if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
char o_name[MAX_NLEN];
/* Describe */
- object_desc_store(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
/* Artifact */
- if (artifact_p(o_ptr))
+ if (object_is_fixed_artifact(o_ptr))
{
/* Silly message */
#ifdef JP
}
/* Ego-item */
- else if (ego_item_p(o_ptr))
+ else if (object_is_ego(o_ptr))
{
/* Silly message */
#ifdef JP
/*
* 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)
*
* Hack -- note special base damage dice boosting
* Hack -- note special processing for weapon/digger
- * Hack -- note special rating boost for dragon scale mail
*/
static void a_m_aux_1(object_type *o_ptr, int level, int power)
{
/* 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)
{
case EGO_HA:
if (one_in_(4) && (level > 40))
- o_ptr->art_flags1 |= TR1_BLOWS;
+ add_flag(o_ptr->art_flags, TR_BLOWS);
break;
case EGO_DF:
if (one_in_(3))
- o_ptr->art_flags2 |= TR2_RES_POIS;
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
if (one_in_(3))
- o_ptr->art_flags3 |= TR3_WARNING;
+ add_flag(o_ptr->art_flags, TR_WARNING);
break;
case EGO_KILL_DRAGON:
if (one_in_(3))
- o_ptr->art_flags2 |= TR2_RES_POIS;
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
break;
case EGO_WEST:
if (one_in_(3))
- o_ptr->art_flags2 |= TR2_RES_FEAR;
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
break;
case EGO_SLAYING_WEAPON:
if (one_in_(3)) /* double damage */
if (one_in_(5))
{
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
}
if (o_ptr->tval == TV_SWORD && one_in_(3))
{
- o_ptr->art_flags1 |= TR1_VORPAL;
+ add_flag(o_ptr->art_flags, TR_VORPAL);
}
break;
case EGO_TRUMP:
if (one_in_(5))
- o_ptr->art_flags1 |= TR1_SLAY_DEMON;
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
if (one_in_(7))
one_ability(o_ptr);
break;
case EGO_PATTERN:
if (one_in_(3))
- o_ptr->art_flags2 |= TR2_HOLD_LIFE;
+ add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
if (one_in_(3))
- o_ptr->art_flags1 |= TR1_DEX;
+ add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(5))
- o_ptr->art_flags2 |= TR2_RES_FEAR;
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
break;
case EGO_SHARPNESS:
o_ptr->pval = m_bonus(5, level) + 1;
break;
case EGO_EARTHQUAKES:
if (one_in_(3) && (level > 60))
- o_ptr->art_flags1 |= TR1_BLOWS;
+ add_flag(o_ptr->art_flags, TR_BLOWS);
else
o_ptr->pval = m_bonus(3, level);
break;
case EGO_VAMPIRIC:
if (one_in_(5))
- o_ptr->art_flags3 |= TR3_SLAY_HUMAN;
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
break;
}
/* 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:
- if (one_in_(6)) o_ptr->art_flags3 |= TR3_TY_CURSE;
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
}
}
}
/* 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 bool add_esp_strong(object_type *o_ptr)
+{
+ 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;
+}
+
+
+#define MAX_ESP_WEAK 9
+static void add_esp_weak(object_type *o_ptr, bool extra)
+{
+ 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;
+ }
+}
+
+
/*
* Apply magic to an item known to be "armor"
*
{
case TV_DRAG_ARMOR:
{
- /* 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)
{
case EGO_RESISTANCE:
if (one_in_(4))
- o_ptr->art_flags2 |= TR2_RES_POIS;
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
break;
case EGO_ELVENKIND:
break;
o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
if (one_in_(4))
- o_ptr->art_flags1 |= TR1_CON;
+ add_flag(o_ptr->art_flags, TR_CON);
break;
}
}
if (o_ptr->sval == SV_DRAGON_SHIELD)
{
- /* Rating boost */
- rating += 5;
-
/* Mention the item */
if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
/* 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)
{
case EGO_ENDURANCE:
if (!one_in_(3)) one_high_resistance(o_ptr);
- if (one_in_(4)) o_ptr->art_flags2 |= TR2_RES_POIS;
+ 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 (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
{
- /* Rating boost */
- rating += 5;
-
/* Mention the item */
if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
}
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;
{
if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
{
- /* Rating boost */
- rating += 5;
-
/* Mention the item */
if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
/* 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:
+ 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_TELEPATHY:
case EGO_REGENERATION:
case EGO_LORDLINESS:
break;
case EGO_SEEING:
- if (one_in_(3)) o_ptr->art_flags3 |= TR3_TELEPATHY;
+ if (one_in_(3))
+ {
+ 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;
{
if (o_ptr->sval == SV_DRAGON_HELM)
{
- /* Rating boost */
- rating += 5;
-
/* Mention the item */
if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
/* 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_WISDOM:
case EGO_BEAUTY:
case EGO_LITE:
+ case EGO_DARK:
case EGO_INFRAVISION:
break;
case EGO_SEEING:
- if (one_in_(7)) o_ptr->art_flags3 |= TR3_TELEPATHY;
+ if (one_in_(7))
+ {
+ if (one_in_(2)) add_esp_strong(o_ptr);
+ else add_esp_weak(o_ptr, FALSE);
+ }
break;
default:/* not existing helm (Magi, Might, 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;
}
- 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;
/*
* Apply magic to an item known to be a "ring" or "amulet"
*
- * Hack -- note special rating boost for ring of speed
- * Hack -- note special rating boost for amulet of the magi
* Hack -- note special "pval boost" code for ring of speed
* Hack -- note that some items must be cursed (or blessed)
*/
break;
}
- /* Rating boost */
- rating += 25;
-
/* Mention the item */
if (cheat_peek) object_mention(o_ptr);
/* Bonus to armor class */
o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
- rating += 15;
}
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) && !object_is_cursed(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_THROW;
break;
case 3: case 4:
- if (k_ptr->flags3 & TR3_REGEN) break;
+ if (have_flag(k_ptr->flags, TR_REGEN)) break;
o_ptr->name2 = EGO_RING_REGEN;
break;
case 5: case 6:
- if (k_ptr->flags3 & TR3_LITE) break;
+ if (have_flag(k_ptr->flags, TR_LITE)) break;
o_ptr->name2 = EGO_RING_LITE;
break;
case 7: case 8:
- if (k_ptr->flags2 & TR3_TELEPORT) break;
+ if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
o_ptr->name2 = EGO_RING_TELEPORT;
break;
case 9: case 10:
o_ptr->name2 = EGO_RING_SLAY;
break;
case 14:
- if ((k_ptr->flags1 & TR1_STR) || o_ptr->to_h || o_ptr->to_d) break;
+ if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
o_ptr->name2 = EGO_RING_WIZARD;
break;
case 15:
- if (k_ptr->flags3 & TR3_ACTIVATE) break;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
o_ptr->name2 = EGO_RING_HERO;
break;
case 16:
- if (k_ptr->flags3 & TR3_ACTIVATE) break;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
else o_ptr->name2 = EGO_RING_MAGIC_MIS;
break;
case 17:
- if (k_ptr->flags3 & TR3_ACTIVATE) break;
- if (!(k_ptr->flags2 & TR2_RES_FIRE) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_ACID))) break;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ if (!(have_flag(k_ptr->flags, TR_RES_FIRE)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
else o_ptr->name2 = EGO_RING_FIRE_BOLT;
break;
case 18:
- if (k_ptr->flags3 & TR3_ACTIVATE) break;
- if (!(k_ptr->flags2 & TR2_RES_COLD) && (k_ptr->flags2 & (TR2_RES_FIRE | TR2_RES_ELEC | TR2_RES_ACID))) break;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ if (!(have_flag(k_ptr->flags, TR_RES_COLD)) && (have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
else o_ptr->name2 = EGO_RING_COLD_BOLT;
break;
case 19:
- if (k_ptr->flags3 & TR3_ACTIVATE) break;
- if (!(k_ptr->flags2 & TR2_RES_ELEC) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_FIRE | TR2_RES_ACID))) break;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ if (!(have_flag(k_ptr->flags, TR_RES_ELEC)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
else o_ptr->name2 = EGO_RING_ELEC_BOLT;
break;
case 20:
- if (k_ptr->flags3 & TR3_ACTIVATE) break;
- if (!(k_ptr->flags2 & TR2_RES_ACID) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_FIRE))) break;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ if (!(have_flag(k_ptr->flags, TR_RES_ACID)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_FIRE))) break;
if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
else o_ptr->name2 = EGO_RING_ACID_BOLT;
break;
{
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;
if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
- o_ptr->art_flags1 = 0;
- o_ptr->art_flags2 = 0;
+ o_ptr->art_flags[0] = 0;
+ o_ptr->art_flags[1] = 0;
while(!o_ptr->name2)
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
switch(randint1(5))
{
case 1:
- if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
+ if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
o_ptr->name2 = EGO_RING_DRAIN_EXP;
break;
case 2:
o_ptr->name2 = EGO_RING_NO_MELEE;
break;
case 3:
- if (k_ptr->flags3 & TR3_AGGRAVATE) break;
+ if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
o_ptr->name2 = EGO_RING_AGGRAVATE;
break;
case 4:
- if (k_ptr->flags3 & TR3_TY_CURSE) break;
+ if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
o_ptr->name2 = EGO_RING_TY_CURSE;
break;
case 5:
case SV_AMULET_RESISTANCE:
{
if (one_in_(5)) one_high_resistance(o_ptr);
- if (one_in_(5)) o_ptr->art_flags2 |= TR2_RES_POIS;
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
}
break;
o_ptr->pval = randint1(5) + m_bonus(5, level);
o_ptr->to_a = randint1(5) + m_bonus(5, level);
- /* Boost the rating */
- rating += 15;
+ /* gain one low ESP */
+ add_esp_weak(o_ptr, FALSE);
/* Mention the item */
if (cheat_peek) object_mention(o_ptr);
break;
}
}
- if (one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
+ if ((one_in_(150) && (power > 0) && !object_is_cursed(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);
}
switch(randint1(21))
{
case 1: case 2:
- if (k_ptr->flags3 & TR3_SLOW_DIGEST) break;
+ if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
o_ptr->name2 = EGO_AMU_SLOW_D;
break;
case 3: case 4:
o_ptr->name2 = EGO_AMU_INFRA;
break;
case 5: case 6:
- if (k_ptr->flags3 & TR3_SEE_INVIS) break;
+ if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
o_ptr->name2 = EGO_AMU_SEE_INVIS;
break;
case 7: case 8:
- if (k_ptr->flags2 & TR2_HOLD_LIFE) break;
+ if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
o_ptr->name2 = EGO_AMU_HOLD_LIFE;
break;
case 9:
- if (k_ptr->flags3 & TR3_FEATHER) break;
+ if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
o_ptr->name2 = EGO_AMU_LEVITATION;
break;
case 10: case 11: case 21:
o_ptr->name2 = EGO_AMU_AC;
break;
case 12:
- if (k_ptr->flags2 & TR2_RES_FIRE) break;
+ if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
if (m_bonus(10, level) > 8)
o_ptr->name2 = EGO_AMU_RES_FIRE_;
else
o_ptr->name2 = EGO_AMU_RES_FIRE;
break;
case 13:
- if (k_ptr->flags2 & TR2_RES_COLD) break;
+ if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
if (m_bonus(10, level) > 8)
o_ptr->name2 = EGO_AMU_RES_COLD_;
else
o_ptr->name2 = EGO_AMU_RES_COLD;
break;
case 14:
- if (k_ptr->flags2 & TR2_RES_ELEC) break;
+ if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
if (m_bonus(10, level) > 8)
o_ptr->name2 = EGO_AMU_RES_ELEC_;
else
o_ptr->name2 = EGO_AMU_RES_ELEC;
break;
case 15:
- if (k_ptr->flags2 & TR2_RES_ACID) break;
+ if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
if (m_bonus(10, level) > 8)
o_ptr->name2 = EGO_AMU_RES_ACID_;
else
if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
- o_ptr->art_flags1 = 0;
- o_ptr->art_flags2 = 0;
+ o_ptr->art_flags[0] = 0;
+ o_ptr->art_flags[1] = 0;
while(!o_ptr->name2)
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
switch(randint1(5))
{
case 1:
- if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
+ if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
o_ptr->name2 = EGO_AMU_DRAIN_EXP;
break;
case 2:
o_ptr->name2 = EGO_AMU_FOOL;
break;
case 3:
- if (k_ptr->flags3 & TR3_AGGRAVATE) break;
+ if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
o_ptr->name2 = EGO_AMU_AGGRAVATE;
break;
case 4:
- if (k_ptr->flags3 & TR3_TY_CURSE) break;
+ if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
o_ptr->name2 = EGO_AMU_TY_CURSE;
break;
case 5:
/* 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->flags7 & RF7_UNIQUE_7) return (FALSE);
+ if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
+ if (r_ptr->flags7 & RF7_NAZGUL) 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)
{
/* 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;
#endif
r_name + r_ptr->name, check - 1,
- !cursed_p(o_ptr) ? "" : " {cursed}");
+ !object_is_cursed(o_ptr) ? "" : " {cursed}");
}
break;
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
case TV_CHEST:
{
- byte obj_level = get_object_level(o_ptr);
+ byte obj_level = k_info[o_ptr->k_idx].level;
/* Hack -- skip ruined chests */
if (obj_level <= 0) break;
* "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);
if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
/* Base chance of being "great" */
- f2 = f1 / 2;
+ f2 = f1 * 2 / 3;
/* Maximal chance of being "great" */
if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
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 -- analyze artifacts */
- if (o_ptr->name1)
+ if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
/* 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;
if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
- /* Mega-Hack -- increase the rating */
- rating += 10;
-
- /* Mega-Hack -- increase the rating again */
- if (a_ptr->cost > 50000L) rating += 10;
-
- /* Mega-Hack -- increase the rating again */
- if (a_ptr->cost > 100000L) rating += 10;
-
- /* Set the good item flag */
- good_item_flag = TRUE;
/* Cheat -- peek at the item */
if (cheat_peek) object_mention(o_ptr);
(p_ptr->pseikaku == SEIKAKU_SEXY))
{
o_ptr->pval = 3;
- o_ptr->art_flags1 |= (TR1_STR | TR1_INT | TR1_WIS | TR1_DEX | TR1_CON | TR1_CHR);
+ add_flag(o_ptr->art_flags, TR_STR);
+ add_flag(o_ptr->art_flags, TR_INT);
+ add_flag(o_ptr->art_flags, TR_WIS);
+ add_flag(o_ptr->art_flags, TR_DEX);
+ add_flag(o_ptr->art_flags, TR_CON);
+ add_flag(o_ptr->art_flags, TR_CHR);
}
- if (o_ptr->art_name) rating += 30;
-
/* Hack -- analyze ego-items */
- else if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
/* Hack -- apply extra penalties if needed */
- if (cursed_p(o_ptr) || broken_p(o_ptr))
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
{
/* Hack -- obtain bonuses */
if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
/* Hack -- obtain pval */
if (e_ptr->max_pval)
{
- if ((o_ptr->name2 == EGO_HA) && (o_ptr->art_flags1 & TR1_BLOWS))
+ if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
{
o_ptr->pval++;
if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
o_ptr->pval = 2;
}
- /* Hack -- apply rating bonus */
- rating += e_ptr->rating;
-
/* Cheat -- describe the item */
if (cheat_peek) object_mention(o_ptr);
object_kind *k_ptr = &k_info[o_ptr->k_idx];
/* Hack -- acquire "broken" flag */
- if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
+ if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
/* Hack -- acquire "cursed" flag */
if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
case TV_CHAOS_BOOK:
case TV_DEATH_BOOK:
case TV_TRUMP_BOOK:
- case TV_ENCHANT_BOOK:
+ case TV_CRAFT_BOOK:
case TV_DAEMON_BOOK:
case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
case TV_HISSATSU_BOOK:
+ case TV_HEX_BOOK:
{
if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
return (FALSE);
*
* 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;
/* Good objects */
- if (good)
+ if ((mode & AM_GOOD) && !get_obj_num_hook)
{
- /* Activate restriction */
+ /* Activate restriction (if already specified, use that) */
get_obj_num_hook = kind_is_good;
-
- /* Prepare allocation table */
- get_obj_num_prep();
}
+ /* Restricted objects - prepare allocation table */
+ if (get_obj_num_hook) get_obj_num_prep();
+
/* Pick a random object */
k_idx = get_obj_num(base);
- /* Good objects */
+ /* Restricted objects */
if (get_obj_num_hook)
{
/* Clear restriction */
get_obj_num_hook = NULL;
- /* Prepare allocation table */
+ /* Reset allocation table to default */
get_obj_num_prep();
}
}
/* 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)
}
}
- obj_level = get_object_level(j_ptr);
- if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
+ obj_level = k_info[j_ptr->k_idx].level;
+ if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
/* Notice "okay" out-of-depth objects */
- if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
+ if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
(obj_level > dun_level))
{
- /* Rating increase */
- rating += (obj_level - dun_level);
-
/* Cheat -- peek at items */
if (cheat_peek) object_mention(j_ptr);
}
*
* 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;
- cave_type *c_ptr;
+ /* Acquire grid */
+ cave_type *c_ptr = &cave[y][x];
object_type forge;
object_type *q_ptr;
/* Paranoia -- check bounds */
if (!in_bounds(y, x)) return;
- /* Require clean floor space */
- if (!cave_clean_bold(y, x)) return;
+ /* Require floor space */
+ if (!cave_drop_bold(y, x)) return;
+
+ /* Avoid stacking on other objects */
+ if (c_ptr->o_idx) return;
/* Get local object */
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 */
o_ptr->iy = y;
o_ptr->ix = x;
- /* Acquire grid */
- c_ptr = &cave[y][x];
-
/* Build a stack */
o_ptr->next_o_idx = c_ptr->o_idx;
else
{
/* Hack -- Preserve artifacts */
- if (q_ptr->name1)
+ if (object_is_fixed_artifact(q_ptr))
{
a_info[q_ptr->name1].cur_num = 0;
}
{
s16b o_idx;
- cave_type *c_ptr;
+ /* Acquire grid */
+ cave_type *c_ptr = &cave[y][x];
+
object_type forge;
object_type *q_ptr;
/* Paranoia -- check bounds */
if (!in_bounds(y, x)) return;
- /* Require clean floor space */
- if (!cave_clean_bold(y, x)) return;
+ /* Require floor space */
+ if (!cave_drop_bold(y, x)) return;
+
+ /* Avoid stacking on other objects */
+ if (c_ptr->o_idx) return;
/* Get local object */
o_ptr->iy = y;
o_ptr->ix = x;
- /* Acquire grid */
- c_ptr = &cave[y][x];
-
/* Build a stack */
o_ptr->next_o_idx = c_ptr->o_idx;
int bs, bn;
int by, bx;
int dy, dx;
- int ty, tx;
+ int ty, tx = 0;
s16b o_idx = 0;
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);
+ object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Handle normal "breakage" */
- if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
+ if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
{
/* 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"));
/* Debug */
#ifdef JP
- if (wizard) msg_print("(ÇË»)");
+ if (p_ptr->wizard) msg_print("(ÇË»)");
#else
- if (wizard) msg_print("(breakage)");
+ if (p_ptr->wizard) msg_print("(breakage)");
#endif
/* Skip illegal grids */
if (!in_bounds(ty, tx)) continue;
- /* Require line of sight */
- if (!los(y, x, ty, tx)) continue;
+ /* Require line of projection */
+ if (!projectable(y, x, ty, tx)) continue;
/* Obtain grid */
c_ptr = &cave[ty][tx];
/* Require floor space */
- if ((c_ptr->feat != FEAT_FLOOR) &&
- (c_ptr->feat != FEAT_SHAL_WATER) &&
- (c_ptr->feat != FEAT_GRASS) &&
- (c_ptr->feat != FEAT_DIRT) &&
- (c_ptr->feat != FEAT_FLOWER) &&
- (c_ptr->feat != FEAT_DEEP_GRASS) &&
- (c_ptr->feat != FEAT_SHAL_LAVA) &&
- (c_ptr->feat != FEAT_TREES)) continue;
-
- if (c_ptr->info & CAVE_TRAP) continue;
+ if (!cave_drop_bold(ty, tx)) continue;
/* No objects */
k = 0;
/* Handle lack of space */
- if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
+ if (!flag && !object_is_artifact(j_ptr))
{
/* 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"));
/* Debug */
#ifdef JP
- if (wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
+ if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
#else
- if (wizard) msg_print("(no floor space)");
+ if (p_ptr->wizard) msg_print("(no floor space)");
#endif
/* 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);
- }
-
- /* Random locations */
- else
- {
- ty = randint0(cur_hgt);
- tx = randint0(cur_wid);
- }
-
- /* Grid */
- c_ptr = &cave[ty][tx];
+ ty = rand_spread(by, 1);
+ tx = rand_spread(bx, 1);
- /* Require floor space (or shallow terrain) -KMW- */
- if ((c_ptr->feat != FEAT_FLOOR) &&
- (c_ptr->feat != FEAT_SHAL_WATER) &&
- (c_ptr->feat != FEAT_GRASS) &&
- (c_ptr->feat != FEAT_DIRT) &&
- (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
+ /* Verify location */
+ if (!in_bounds(ty, tx)) continue;
/* Bounce to that location */
by = ty;
bx = tx;
/* Require floor space */
- if (!cave_clean_bold(by, bx)) continue;
+ if (!cave_drop_bold(by, bx)) 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];
{
/* 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"));
/* Debug */
#ifdef JP
- if (wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
+ if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
#else
- if (wizard) msg_print("(too many objects)");
+ if (p_ptr->wizard) msg_print("(too many objects)");
#endif
/* Hack -- Preserve artifacts */
- if (j_ptr->name1)
+ if (object_is_fixed_artifact(j_ptr))
{
a_info[j_ptr->name1].cur_num = 0;
}
/* 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)
{
}
-#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");
+}
/*
- * Hack -- instantiate a trap
+ * Get random trap
*
* XXX XXX XXX This routine should be redone to reflect trap "level".
* That is, it does not make sense to have spiked pits at 50 feet.
* Actually, it is not this routine, but the "trap instantiation"
* code, which should also check for "trap doors" on quest levels.
*/
-void pick_trap(int y, int x)
+s16b choose_random_trap(void)
{
- int feat;
-
- cave_type *c_ptr = &cave[y][x];
-
- /* Paranoia */
- if (!(c_ptr->info & CAVE_TRAP)) return;
- c_ptr->info &= ~(CAVE_TRAP);
+ s16b feat;
/* Pick a trap */
while (1)
{
/* Hack -- pick a trap */
- feat = trap_num[randint0(MAX_TRAPS)];
+ feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
/* Accept non-trapdoors */
- if (feat != FEAT_TRAP_TRAPDOOR) break;
+ if (!have_flag(f_info[feat].flags, FF_MORE)) break;
/* Hack -- no trap doors on special levels */
if (p_ptr->inside_arena || quest_number(dun_level)) continue;
break;
}
- /* Activate the trap */
- cave_set_feat(y, x, feat);
+ return feat;
+}
+
+/*
+ * Disclose an invisible trap
+ */
+void disclose_grid(int y, int x)
+{
+ cave_type *c_ptr = &cave[y][x];
+
+ if (cave_have_flag_grid(c_ptr, FF_SECRET))
+ {
+ /* No longer hidden */
+ cave_alter_feat(y, x, FF_SECRET);
+ }
+ else if (c_ptr->mimic)
+ {
+ /* No longer hidden */
+ c_ptr->mimic = 0;
+
+ /* Notice */
+ note_spot(y, x);
+
+ /* Redraw */
+ lite_spot(y, x);
+ }
}
*/
void place_trap(int y, int x)
{
+ cave_type *c_ptr = &cave[y][x];
+
/* Paranoia -- verify location */
if (!in_bounds(y, x)) return;
/* Require empty, clean, floor grid */
- if (!cave_naked_bold(y, x)) return;
+ if (!cave_clean_bold(y, x)) return;
/* Place an invisible trap */
- cave[y][x].info |= CAVE_TRAP;
+ c_ptr->mimic = c_ptr->feat;
+ c_ptr->feat = choose_random_trap();
}
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
/* Require known item */
- if (!object_known_p(o_ptr)) return;
+ if (!object_is_known(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)
char o_name[MAX_NLEN];
/* Get a description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* 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
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
- }
-}
-
+
+ /* Hack -- Clear temporary elemental brands if player takes off weapons */
+ if (!o_ptr->number && p_ptr->ele_attack)
+ {
+ if ((item == INVEN_RARM) || (item == INVEN_LARM))
+ {
+ if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
+ {
+ /* Clear all temporary elemental brands */
+ set_ele_attack(0, 0);
+ }
+ }
+ }
+ }
+}
+
/*
* Erase an inventory slot if it has no more items
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
/* Require known item */
- if (!object_known_p(o_ptr)) return;
+ if (!object_is_known(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)
char o_name[MAX_NLEN];
/* Get a description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* 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
}
+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_aware_p(o_ptr)) continue;
- if (!object_aware_p(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_known_p(o_ptr)) continue;
- if (!object_known_p(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 = FALSE;
+ /* 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);
q_ptr->number = amt;
/* Describe the object */
- object_desc(o_name, q_ptr, TRUE, 3);
+ 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¤·¤¿";
/* 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
q_ptr->number = amt;
/* Describe local object */
- object_desc(o_name, q_ptr, TRUE, 3);
+ object_desc(o_name, q_ptr, 0);
/* Message */
#ifdef JP
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];
-
- /* Skip empty items */
- if (!o_ptr->k_idx) continue;
+ combined = FALSE;
- /* Scan the items above that item */
- for (j = 0; j < i; j++)
+ /* Combine the pack (backwards) */
+ for (i = INVEN_PACK; i > 0; i--)
{
/* Get the item */
- j_ptr = &inventory[j];
+ o_ptr = &inventory[i];
/* Skip empty items */
- if (!j_ptr->k_idx) continue;
+ if (!o_ptr->k_idx) continue;
- /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (object_similar_part(j_ptr, o_ptr)
- && j_ptr->number < MAX_STACK_SIZE-1)
+ /* Scan the items above that item */
+ for (j = 0; j < i; j++)
{
- if (o_ptr->number + j_ptr->number < MAX_STACK_SIZE)
+ 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 (max_num && j_ptr->number < max_num)
{
- /* Take note */
- flag = TRUE;
+ if (o_ptr->number + j_ptr->number <= max_num)
+ {
+ /* Take note */
+ flag = TRUE;
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
- /* One object is gone */
- inven_cnt--;
+ /* One object is gone */
+ inven_cnt--;
- /* Slide everything down */
- for (k = i; k < INVEN_PACK; k++)
+ /* 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]);
+ }
+ else
{
- /* Structure copy */
- inventory[k] = inventory[k+1];
+ 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;
+ }
}
-
- /* Erase the "final" slot */
- object_wipe(&inventory[k]);
- }
- else
- {
- int remain = j_ptr->number + o_ptr->number - 99;
-
- o_ptr->number -= remain;
-
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
- o_ptr->number = remain;
-
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+
+ /* Take note */
+ combined = TRUE;
+
+ /* Done */
+ break;
}
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-
- /* Done */
- break;
}
}
}
+ while (combined);
/* Message */
#ifdef JP
#else
if (flag) msg_print("You combine some items in your pack.");
#endif
-
}
{
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_aware_p(o_ptr)) continue;
- if (!object_aware_p(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_known_p(o_ptr)) continue;
- if (!object_known_p(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 */
object_type forge;
object_type *q_ptr;
+ int sval;
+ int use_realm;
char o_name[MAX_NLEN];
object_prep(q_ptr, k_idx);
/* Describe */
- object_desc_store(o_name, q_ptr, FALSE, 0);
+ object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
/* 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 - 1 : p_ptr->realm2 - 1));
+ 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 f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
object_type *o_ptr = &inventory[i];
- object_flags(o_ptr, &f1, &f2, &f3);
- if (f3 & (TR3_WARNING))
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, TR_WARNING))
{
choices[number] = i;
number++;
}
/* 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;
-#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_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;
- 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_SHARDS:
+ if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ 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_SOUND:
+ if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
+ 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_CONFUSION:
+ if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
+ 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_CHAOS:
+ if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ 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_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;
- 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_NEXUS:
+ if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
+ break;
- DAMCALC(f4 & (RF4_BR_LITE), m_ptr->hp / 6, 400, FALSE , FALSE,
- p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
+ case GF_TIME:
+ if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
+ break;
- DAMCALC(f4 & (RF4_BR_DARK), m_ptr->hp / 6, 400, FALSE , FALSE,
- p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
+ case GF_GRAVITY:
+ if (p_ptr->levitation) dam = (dam * 2) / 3;
+ break;
- DAMCALC(f4 & (RF4_BR_CONF), m_ptr->hp / 6, 450, FALSE , FALSE,
- p_ptr->resist_conf, 5, 9, FALSE, 1, 1, dam_max0);
+ case GF_ROCKET:
+ if (p_ptr->resist_shard) dam /= 2;
+ break;
- DAMCALC(f4 & (RF4_BR_SOUN), m_ptr->hp / 6, 450, FALSE , FALSE,
- p_ptr->resist_sound, 5, 9, FALSE, 1, 1, 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_CHAO), m_ptr->hp / 6, 600, FALSE , FALSE,
- p_ptr->resist_chaos, 6, 9, FALSE, 1, 1, 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_DISE), m_ptr->hp / 6, 500, FALSE , FALSE,
- p_ptr->resist_disen, 6, 9, FALSE, 1, 1, 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_NEXU), m_ptr->hp / 3, 250, FALSE , FALSE,
- p_ptr->resist_nexus, 6, 9, FALSE, 1, 1, dam_max0);
+ case GF_HELL_FIRE:
+ if (p_ptr->align > 10) dam *= 2;
+ break;
- DAMCALC(f4 & (RF4_BR_TIME), m_ptr->hp / 3, 150, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, 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;
- DAMCALC(f4 & (RF4_BR_INER), m_ptr->hp / 6, 200, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ 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_GRAV), m_ptr->hp / 3, 200, FALSE , FALSE,
- FALSE, 1, 1, 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_SHAR), m_ptr->hp / 6, 500, FALSE , FALSE,
- p_ptr->resist_shard, 6, 9, FALSE, 1, 1, dam_max0);
+ if (p_ptr->wraith_form && !ignore_wraith_form)
+ {
+ dam /= 2;
+ if (!dam) dam = 1;
+ }
- DAMCALC(f4 & (RF4_BR_PLAS), m_ptr->hp / 6, 150, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ if (dam > *max) *max = dam;
+}
- DAMCALC(f4 & (RF4_BR_WALL), m_ptr->hp / 6, 200, FALSE , FALSE,
- FALSE, 1, 1, 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_MANA), m_ptr->hp / 3, 250, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ if (blow_ptr->method != RBM_EXPLODE)
+ {
+ int ac = p_ptr->ac + p_ptr->to_a;
- 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);
+ switch (blow_ptr->effect)
+ {
+ case RBE_SUPERHURT:
+ {
+ int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
+ dam = MAX(dam, tmp_dam * 2);
+ break;
+ }
+
+ case RBE_HURT:
+ case RBE_SHATTER:
+ dam -= (dam * ((ac < 150) ? ac : 150) / 250);
+ break;
+
+ case RBE_ACID:
+ spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_ELEC:
+ spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_FIRE:
+ spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_COLD:
+ spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
+
+ case RBE_DR_MANA:
+ dam = 0;
+ check_wraith_form = FALSE;
+ break;
+ }
+
+ 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;
+ }
+
+ return dam;
+}
- DAMCALC(f4 & (RF4_BR_DISI), m_ptr->hp / 3, 300, 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];
+#define WARNING_AWARE_RANGE 12
+ int dam_max = 0;
+ static int old_damage = 0;
- DAMCALC(f4 & (RF4_ROCKET), m_ptr->hp / 4, 800, FALSE , FALSE,
- p_ptr->resist_shard, 1, 2, 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;
- DAMCALC(f5 & (RF5_BA_MANA), rlev*4 + 150, 9999, FALSE , FALSE,
- FALSE, 1, 1, FALSE, 1, 1, dam_max0);
+ if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
- DAMCALC(f5 & (RF5_BA_DARK), rlev*4 + 150, 9999, FALSE , FALSE,
- p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
+ c_ptr = &cave[my][mx];
- DAMCALC(f5 & (RF5_BA_LITE), rlev*4 + 150, 9999, FALSE , FALSE,
- p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
+ if (!c_ptr->m_idx) continue;
+ m_ptr = &m_list[c_ptr->m_idx];
+
+ if (MON_CSLEEP(m_ptr)) 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, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
+ else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
#else
- msg_format("%s pulsates sharply!", o_name);
+ 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 (((is_trap(c_ptr->feat) && !easy_disarm) || (c_ptr->info & CAVE_TRAP)) && !one_in_(13))
+ if (((!easy_disarm && is_trap(c_ptr->feat))
+ || (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, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
+ else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
#else
- msg_format("%s pulsates!", o_name);
+ 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;
}
-typedef struct essence_type essence_type;
-struct essence_type
-{
- cptr drain_name;
- cptr add_name;
- int link;
- int type;
- int value;
-};
-
-#ifdef JP
-static essence_type essence_info[MAX_ESSENCE] = {
-{"ÏÓÎÏ","ÏÓÎÏ", 1, 4, 20},
-{"ÃÎǽ","ÃÎǽ", 2, 4, 20},
-{"¸¤µ","¸¤µ", 3, 4, 20},
-{"´ïÍѤµ","´ïÍѤµ", 4, 4, 20},
-{"Âѵ×ÎÏ","Âѵ×ÎÏ", 5, 4, 20},
-{"Ì¥ÎÏ","Ì¥ÎÏ", 6, 4, 20},
-{"ËâÎÏ»ÙÇÛ","ËâÎÏ»ÙÇÛ", 7, 4, 20},
-{"","", 0, 0, 0},
-{"±£Ì©","±£Ì©", 9, 4, 40},
-{"õº÷","õº÷", 10, 4, 15},
-{"ÀÖ³°Àþ»ëÎÏ","ÀÖ³°Àþ»ëÎÏ", 11, 4, 15},
-{"ºÎ·¡","ºÎ·¡", 12, 4, 15},
-{"¥¹¥Ô¡¼¥É","¥¹¥Ô¡¼¥É", 13, 4, 12},
-{"Äɲù¶·â","Äɲù¶·â", 14, 1, 20},
-{"¥«¥ª¥¹¹¶·â","¥«¥ª¥¹¹¶·â", 15, 1, 15},
-{"µÛ·ì¹¶·â","µÛ·ì¹¶·â", 16, 1, 60},
-{"ưʪÇÜÂÇ","ưʪÇÜÂÇ", 17, 1, 20},
-{"¼Ù°ÇÜÂÇ","¼Ù°ÇÜÂÇ", 18, 1, 100},
-{"ÉÔ»àÇÜÂÇ","ÉÔ»àÇÜÂÇ", 19, 1, 20},
-{"°ËâÇÜÂÇ","°ËâÇÜÂÇ", 20, 1, 20},
-{"¥ª¡¼¥¯ÇÜÂÇ","¥ª¡¼¥¯ÇÜÂÇ", 21, 1, 15},
-{"¥È¥í¥ëÇÜÂÇ","¥È¥í¥ëÇÜÂÇ", 22, 1, 15},
-{"µð¿ÍÇÜÂÇ","µð¿ÍÇÜÂÇ", 23, 1, 20},
-{"εÇÜÂÇ","εÇÜÂÇ", 24, 1, 20},
-{"","εÇÜÇÜÂÇ", 24, 1, 60},
-{"","", 0, 0, 0},
-{"ÃÏ¿Ì","ÃÏ¿Ìȯư", 27, 5, 15},
-{"ÆÇ»¦","ÆÇ»¦", 28, 1, 20},
-{"Íϲò","Íϲò", 29, 1, 20},
-{"ÅÅ·â","ÅÅ·â", 30, 1, 20},
-{"¾Æ´þ","¾Æ´þ", 31, 1, 20},
-{"Åà·ë","Åà·ë", 32, 1, 20},
-{"ǽÎÏ°Ý»ý","ÏÓÎÏ°Ý»ý", 33, 3, 15},
-{"","ÃÎǽ°Ý»ý", 33, 3, 15},
-{"","¸¤µ°Ý»ý", 33, 3, 15},
-{"","´ïÍѤµ°Ý»ý", 33, 3, 15},
-{"","Âѵ×ÎÏ°Ý»ý", 33, 3, 15},
-{"","Ì¥ÎÏ°Ý»ý", 33, 3, 15},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"ÌȱÖ","»ÀÌȱÖ", 41, 2, 20},
-{"","ÅÅ·âÌȱÖ", 41, 2, 20},
-{"","²Ð±êÌȱÖ", 41, 2, 20},
-{"","Î䵤ÌȱÖ", 41, 2, 20},
-{"","", 0, 0, 0},
-{"È¿¼Í","È¿¼Í", 46, 2, 20},
-{"ËãáãÃΤ餺","ËãáãÃΤ餺", 47, 3, 20},
-{"À¸Ì¿ÎÏ°Ý»ý","À¸Ì¿ÎÏ°Ý»ý", 48, 3, 20},
-{"ÂÑ»À","ÂÑ»À", 49, 2, 15},
-{"ÂÑÅÅ·â","ÂÑÅÅ·â", 50, 2, 15},
-{"ÂѲбê","ÂѲбê", 51, 2, 15},
-{"ÂÑÎ䵤","ÂÑÎ䵤", 52, 2, 15},
-{"ÂÑÆÇ","ÂÑÆÇ", 53, 2, 25},
-{"ÂѶ²ÉÝ","ÂѶ²ÉÝ", 54, 2, 20},
-{"ÂÑÁ®¸÷","ÂÑÁ®¸÷", 55, 2, 20},
-{"ÂѰŹõ","ÂѰŹõ", 56, 2, 20},
-{"ÂÑÌÕÌÜ","ÂÑÌÕÌÜ", 57, 2, 20},
-{"ÂѺ®Íð","ÂѺ®Íð", 58, 2, 20},
-{"Âѹ첻","Âѹ첻", 59, 2, 20},
-{"ÂÑÇËÊÒ","ÂÑÇËÊÒ", 60, 2, 20},
-{"ÂÑÃϹö","ÂÑÃϹö", 61, 2, 20},
-{"ÂÑ°ø²Ìº®Íð","ÂÑ°ø²Ìº®Íð", 62, 2, 20},
-{"ÂÑ¥«¥ª¥¹","ÂÑ¥«¥ª¥¹", 63, 2, 20},
-{"ÂÑÎô²½","ÂÑÎô²½", 64, 2, 20},
-{"","", -1, 0, 0},
-{"","", -1, 0, 0},
-{"¿Í´ÖÇÜÂÇ","¿Í´ÖÇÜÂÇ", 67, 1, 20},
-{"","", -1, 0, 0},
-{"","", 0, 0, 0},
-{"È¿ËâË¡","È¿ËâË¡", 70, 3, 15},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"·Ù¹ð","·Ù¹ð", 73, 3, 20},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"ÉâÍ·","ÉâÍ·", 77, 3, 20},
-{"±Êµ×¸÷¸»","±Êµ×¸÷¸»", 78, 3, 15},
-{"²Ä»ëÆ©ÌÀ","²Ä»ëÆ©ÌÀ", 79, 3, 20},
-{"¥Æ¥ì¥Ñ¥·¡¼","¥Æ¥ì¥Ñ¥·¡¼", 80, 3, 15},
-{"Ãپò½","Ãپò½", 81, 3, 15},
-{"µÞ®²óÉü","µÞ®²óÉü", 82, 3, 20},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"¥Æ¥ì¥Ý¡¼¥È","¥Æ¥ì¥Ý¡¼¥È", 91, 3, 25},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"¹¶·â","¹¶·â", 97, 6, 30},
-{"Ëɸæ","Ëɸæ", 98, 6, 15},
-{"","»ÀÂÑÀȯư", 49, 5, 50},
-{"","ÅÅ·âÂÑÀȯư", 50, 5, 50},
-{"","²Ð±êÂÑÀȯư", 51, 5, 50},
-{"","Î䵤ÂÑÀȯư", 52, 5, 50},
-{"","²Ð±ê¥ª¡¼¥é", 0, 5, 30},
-{"","Åŷ⥪¡¼¥é", 0, 5, 30},
-{"","Î䵤¥ª¡¼¥é", 0, 5, 30},
-{"","Á´ÂÑÀ", 0, 2, 150},
-{"","ÁõÈ÷ÊÝ»ý", 0, 6, 10},
-{"","»¦Ù¤¤Î¾®¼ê", 97, 1, 200},
-};
-#else
-static essence_type essence_info[MAX_ESSENCE] = {
-{"strength","strength", 1, 4, 20},
-{"intelligen.","intelligence", 2, 4, 20},
-{"wisdom","wisdom", 3, 4, 20},
-{"dexterity","dexterity", 4, 4, 20},
-{"constitut.","constitution", 5, 4, 20},
-{"charisma","charisma", 6, 4, 20},
-{"magic mast.","magic mastery", 7, 4, 20},
-{"","", 0, 0, 0},
-{"stealth","stealth", 9, 4, 40},
-{"serching","serching", 10, 4, 15},
-{"inflavision","inflavision", 11, 4, 15},
-{"digging","digging", 12, 4, 15},
-{"speed","speed", 13, 4, 12},
-{"extra atk","extra attack", 14, 1, 20},
-{"chaos brand","chaos brand", 15, 1, 15},
-{"vampiric","vampiric brand", 16, 1, 60},
-{"slay animal","slay animal", 17, 1, 20},
-{"slay evil","slay evil", 18, 1, 100},
-{"slay undead","slay undead", 19, 1, 20},
-{"slay demon","slay demon", 20, 1, 20},
-{"slay orc","slay orc", 21, 1, 15},
-{"slay troll","slay troll", 22, 1, 15},
-{"slay giant","slay giant", 23, 1, 20},
-{"slay dragon","slay dragon", 24, 1, 20},
-{"","kill dragon", 24, 1, 60},
-{"","", 0, 0, 0},
-{"quake","quake activation", 27, 5, 15},
-{"pois. brand","poison brand", 28, 1, 20},
-{"acid brand","acid brand", 29, 1, 20},
-{"elec. brand","electric brand", 30, 1, 20},
-{"fire brand","fire brand", 31, 1, 20},
-{"cold brand","cold brand", 32, 1, 20},
-{"sustain","sustain strength", 33, 3, 15},
-{"","sustain intelligence", 33, 3, 15},
-{"","sustain wisdom", 33, 3, 15},
-{"","sustain dexterity", 33, 3, 15},
-{"","sustain constitution", 33, 3, 15},
-{"","sustain charisma", 33, 3, 15},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"immunity","acid immunity", 41, 2, 20},
-{"","electric immunity", 41, 2, 20},
-{"","fire immunity", 41, 2, 20},
-{"","cold immunity", 41, 2, 20},
-{"","", 0, 0, 0},
-{"reflection","reflection", 46, 2, 20},
-{"free action","free action", 47, 3, 20},
-{"hold life","hold life", 48, 3, 20},
-{"res. acid","resistance to acid", 49, 2, 15},
-{"res. elec.","resistance to electric", 50, 2, 15},
-{"res. fire","resistance to fire", 51, 2, 15},
-{"res. cold","resistance to cold", 52, 2, 15},
-{"res. poison","resistance to poison", 53, 2, 25},
-{"res. fear","resistance to fear", 54, 2, 20},
-{"res. light","resistance to light", 55, 2, 20},
-{"res. dark","resistance to dark", 56, 2, 20},
-{"res. blind","resistance to blind", 57, 2, 20},
-{"res.confuse","resistance to confusion", 58, 2, 20},
-{"res. sound","resistance to sound", 59, 2, 20},
-{"res. shard","resistance to shard", 60, 2, 20},
-{"res. nether","resistance to nether", 61, 2, 20},
-{"res. nexus","resistance to nexus", 62, 2, 20},
-{"res. chaos","resistance to chaos", 63, 2, 20},
-{"res. disen.","resistance to disenchantment", 64, 2, 20},
-{"","", -1, 0, 0},
-{"","", -1, 0, 0},
-{"slay human","slay human", 67, 1, 20},
-{"","", -1, 0, 0},
-{"","", 0, 0, 0},
-{"anti magic","anti magic", 70, 3, 15},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"warning","warning", 73, 3, 20},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"levitation","levitation", 77, 3, 20},
-{"perm. light","permanent light", 78, 3, 15},
-{"see invis.","see invisible", 79, 3, 20},
-{"telepathy","telepathy", 80, 3, 15},
-{"slow dige.","slow digestion", 81, 3, 15},
-{"regen.","regeneration", 82, 3, 20},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"teleport","teleport", 91, 3, 25},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"","", 0, 0, 0},
-{"weapon enc.","weapon enchant", 97, 6, 30},
-{"armor enc.","armor enchant", 98, 6, 15},
-{"","resist acid activation", 49, 5, 50},
-{"","resist electricity activation", 50, 5, 50},
-{"","resist fire activation", 51, 5, 50},
-{"","resist cold activation", 52, 5, 50},
-{"","fiery sheath", 0, 5, 30},
-{"","electric sheath", 0, 5, 30},
-{"","coldly sheath", 0, 5, 30},
-{"","resistance", 0, 2, 150},
-{"","elements proof", 0, 6, 10},
-{"","gauntlets of slay", 97, 1, 200},
-};
-#endif
-
-bool item_tester_hook_melee_ammo(object_type *o_ptr)
+static bool item_tester_hook_melee_ammo(object_type *o_ptr)
{
switch (o_ptr->tval)
{
}
+/*
+ * A structure for smithing
+ */
+typedef struct {
+ int add; /* TR flag number or special essence id */
+ cptr add_name; /* Name of this ability */
+ int type; /* Menu number */
+ int essence; /* Index for carrying essences */
+ int value; /* Needed value to add this ability */
+} essence_type;
+
+
+/*
+ * Smithing type data for Weapon smith
+ */
+#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_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 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, "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},
+ {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_LEVITATION, "levitation", 3, TR_LEVITATION, 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
+
+
+/*
+ * Essense names for Weapon smith
+ */
+#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
+};
+
+#else
+
+static cptr essence_name[] =
+{
+ "strength",
+ "intelligen.",
+ "wisdom",
+ "dexterity",
+ "constitut.",
+ "charisma",
+ "magic mast.",
+ "",
+ "stealth",
+ "serching",
+ "infravision",
+ "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
+
+
static void display_essence(void)
{
int i, num = 0;
#else
prt("Essence Num Essence Num Essence Num ", 1, 8);
#endif
- for (i = 0; i < MAX_ESSENCE; i++)
+ for (i = 0; essence_name[i]; i++)
{
- if (!essence_info[i].drain_name[0]) continue;
- prt(format("%-11s %5d", essence_info[i].drain_name, p_ptr->magic_num1[i]), 2+num%20, 8+num/20*22);
+ if (!essence_name[i][0]) continue;
+ prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
num++;
}
#ifdef JP
static void drain_essence(void)
{
- int drain_value[MAX_ESSENCE];
+ int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
int i, item;
int dec = 4;
bool observe = FALSE;
- int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
- u32b old_f1, old_f2, old_f3, new_f1, new_f2, new_f3;
+ int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
+ u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
object_type *o_ptr;
cptr q, s;
byte iy, ix, marked, number;
s16b next_o_idx, weight;
- for (i = 0; i < MAX_ESSENCE; i++)
+ for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
drain_value[i] = 0;
- item_tester_hook = item_tester_hook_weapon_armour;
+ item_tester_hook = object_is_weapon_armour_ammo;
item_tester_no_ryoute = TRUE;
/* Get an item */
o_ptr = &o_list[0 - item];
}
- if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
+ if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
+ {
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
#else
energy_use = 100;
- object_flags(o_ptr, &old_f1, &old_f2, &old_f3);
- if (old_f1 & TR1_KILL_DRAGON) old_f1 |= TR1_SLAY_DRAGON;
+ object_flags(o_ptr, old_flgs);
+ if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
+ if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
+ if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
+ if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
+ if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
+ if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
+ if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
+ if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
+ if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
old_to_a = o_ptr->to_a;
old_ac = o_ptr->ac;
old_dd = o_ptr->dd;
old_pval = o_ptr->pval;
old_name2 = o_ptr->name2;
+ old_timeout = o_ptr->timeout;
if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
- if (old_f3 & (TR3_AGGRAVATE)) dec--;
- if (old_f3 & (TR3_NO_TELE)) dec--;
- if (old_f3 & (TR3_DRAIN_EXP)) dec--;
- if (old_f3 & (TR3_TY_CURSE)) dec--;
+ if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
+ if (have_flag(old_flgs, TR_NO_TELE)) dec--;
+ if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
+ if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
iy = o_ptr->iy;
ix = o_ptr->ix;
o_ptr->next_o_idx=next_o_idx;
o_ptr->marked=marked;
o_ptr->number = number;
+ if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
o_ptr->ident |= (IDENT_MENTAL);
object_aware(o_ptr);
object_known(o_ptr);
- object_flags(o_ptr, &new_f1, &new_f2, &new_f3);
+ object_flags(o_ptr, new_flgs);
- for (i = 0; i < 96; i++)
+ for (i = 0; essence_info[i].add_name; i++)
{
- if (i < 32)
- {
- int pval = 0;
+ essence_type *es_ptr = &essence_info[i];
+ int pval = 0;
- if (((1 << i) & TR1_PVAL_MASK) && old_pval) pval = ((new_f1 >> i) & 0x00000001) ? old_pval-o_ptr->pval : old_pval;
- if ((!((new_f1 >> i) & 0x00000001) || pval) && ((old_f1 >> i) & 0x00000001) && essence_info[i].link)
+ 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;
+
+ if (es_ptr->add < TR_FLAG_MAX &&
+ (!have_flag(new_flgs, es_ptr->add) || pval) &&
+ have_flag(old_flgs, es_ptr->add))
+ {
+ if (pval)
{
- drain_value[essence_info[i].link-1] += (10 * (pval ? pval : 1));
+ drain_value[es_ptr->essence] += 10 * pval;
}
- }
- else if (i < 64)
- {
- if (!((new_f2 >> (i-32)) & 0x00000001) && ((old_f2 >> (i-32)) & 0x00000001) && essence_info[i].link)
+ else if (es_ptr->essence != -2)
{
- drain_value[essence_info[i].link-1] += 10;
+ drain_value[es_ptr->essence] += 10;
}
- }
- else
- {
- if (!((new_f3 >> (i-64)) & 0x00000001) && ((old_f3 >> (i-64)) & 0x00000001) && essence_info[i].link)
+ else if (es_ptr->add == TR_SH_FIRE)
{
- if (essence_info[i].link == -1)
- {
- if (i == ESSENCE__SH__FIRE-1)
- {
- drain_value[ESSENCE_B_FIRE-1] += 10;
- drain_value[ESSENCE_RES_FIRE-1] += 10;
- }
- else if (i == ESSENCE__SH__ELEC-1)
- {
- drain_value[ESSENCE_B_ELEC-1] += 10;
- drain_value[ESSENCE_RES_ELEC-1] += 10;
- }
- else if (i == ESSENCE__SH__COLD-1)
- {
- drain_value[ESSENCE_B_COLD-1] += 10;
- drain_value[ESSENCE_RES_COLD-1] += 10;
- }
- }
- else drain_value[essence_info[i].link-1] += 10;
+ drain_value[TR_BRAND_FIRE] += 10;
+ drain_value[TR_RES_FIRE] += 10;
+ }
+ else if (es_ptr->add == TR_SH_ELEC)
+ {
+ drain_value[TR_BRAND_ELEC] += 10;
+ drain_value[TR_RES_ELEC] += 10;
+ }
+ else if (es_ptr->add == TR_SH_COLD)
+ {
+ drain_value[TR_BRAND_COLD] += 10;
+ drain_value[TR_RES_COLD] += 10;
}
}
}
- if ((old_f1 & TR1_FORCE_WEAPON) && !(new_f1 & TR1_FORCE_WEAPON))
+ if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
{
- drain_value[ESSENCE_INT-1] += 5;
- drain_value[ESSENCE_WIS-1] += 5;
+ drain_value[TR_INT] += 5;
+ drain_value[TR_WIS] += 5;
}
- if ((old_f1 & TR1_VORPAL) && !(new_f1 & TR1_VORPAL))
+ if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
{
- drain_value[ESSENCE_B_POIS-1] += 5;
- drain_value[ESSENCE_B_ACID-1] += 5;
- drain_value[ESSENCE_B_ELEC-1] += 5;
- drain_value[ESSENCE_B_FIRE-1] += 5;
- drain_value[ESSENCE_B_COLD-1] += 5;
+ drain_value[TR_BRAND_POIS] += 5;
+ drain_value[TR_BRAND_ACID] += 5;
+ drain_value[TR_BRAND_ELEC] += 5;
+ drain_value[TR_BRAND_FIRE] += 5;
+ drain_value[TR_BRAND_COLD] += 5;
}
- if ((old_f3 & TR3_DEC_MANA) && !(new_f3 & TR3_DEC_MANA))
+ if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
{
- drain_value[ESSENCE_INT-1] += 10;
+ drain_value[TR_INT] += 10;
}
- if ((old_f3 & TR3_XTRA_MIGHT) && !(new_f3 & TR3_XTRA_MIGHT))
+ if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
{
- drain_value[ESSENCE_STR-1] += 10;
+ drain_value[TR_STR] += 10;
}
- if ((old_f3 & TR3_XTRA_SHOTS) && !(new_f3 & TR3_XTRA_SHOTS))
+ if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
{
- drain_value[ESSENCE_DEX-1] += 10;
+ drain_value[TR_DEX] += 10;
}
if (old_name2 == EGO_2WEAPON)
{
- drain_value[ESSENCE_DEX-1] += 20;
+ drain_value[TR_DEX] += 20;
}
- if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
+ if (object_is_weapon_ammo(o_ptr))
{
- if (old_ds > o_ptr->ds) drain_value[ESSENCE_ATTACK-1] += (old_ds-o_ptr->ds)*10;
+ if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
- if (old_dd > o_ptr->dd) drain_value[ESSENCE_ATTACK-1] += (old_dd-o_ptr->dd)*10;
+ if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
}
- if (old_to_h > o_ptr->to_h) drain_value[ESSENCE_ATTACK-1] += (old_to_h-o_ptr->to_h)*10;
- if (old_to_d > o_ptr->to_d) drain_value[ESSENCE_ATTACK-1] += (old_to_d-o_ptr->to_d)*10;
- if (old_ac > o_ptr->ac) drain_value[ESSENCE_AC-1] += (old_ac-o_ptr->ac)*10;
- if (old_to_a > o_ptr->to_a) drain_value[ESSENCE_AC-1] += (old_to_a-o_ptr->to_a)*10;
+ if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
+ if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
+ if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
+ if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
- for (i = 0; i < MAX_ESSENCE; i++)
+ for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
{
drain_value[i] *= number;
drain_value[i] = drain_value[i] * dec / 4;
#else
msg_print("Extracted essences:");
#endif
- for (i = 0; i < MAX_ESSENCE; i++)
+ for (i = 0; essence_name[i]; i++)
{
+ if (!essence_name[i][0]) continue;
if (!drain_value[i]) continue;
+
p_ptr->magic_num1[i] += drain_value[i];
p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
msg_print(NULL);
- msg_format("%s...%d", essence_info[i].drain_name, drain_value[i]);
+ msg_format("%s...%d", essence_name[i], drain_value[i]);
}
}
-static int choose_essence()
+static int choose_essence(void)
{
int mode = 0;
char choice;
int menu_line = (use_menu ? 1 : 0);
+#ifdef JP
+ 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"
+ };
+#endif
+ const int mode_max = 7;
+
#ifdef ALLOW_REPEAT
- if (repeat_pull(&mode) && 1 <= mode && mode <= 5)
+ if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
return mode;
mode = 0;
#endif /* ALLOW_REPEAT */
while(!mode)
{
+ int i;
+ for (i = 0; i < mode_max; i++)
#ifdef JP
- prt(format(" %s Éð´ï°À", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
- prt(format(" %s ÂÑÀ", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
- prt(format(" %s ǽÎÏ", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
- prt(format(" %s ¿ôÃÍ", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
- prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : " "), 6, 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 Brand weapon", (menu_line == 1) ? "> " : " "), 2, 14);
- prt(format(" %s Resistance", (menu_line == 2) ? "> " : " "), 3, 14);
- prt(format(" %s Ability", (menu_line == 3) ? "> " : " "), 4, 14);
- prt(format(" %s Magic number", (menu_line == 4) ? "> " : " "), 5, 14);
- prt(format(" %s Others", (menu_line == 5) ? "> " : " "), 6, 14);
+ prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
prt("Choose from menu.", 0, 0);
#endif
+
choice = inkey();
switch(choice)
{
case '8':
case 'k':
case 'K':
- menu_line+= 4;
+ menu_line += mode_max - 1;
break;
case '\r':
case '\n':
mode = menu_line;
break;
}
- if (menu_line > 5) menu_line -= 5;
+ if (menu_line > mode_max) menu_line -= mode_max;
}
screen_load();
}
screen_save();
while (!mode)
{
+ int i;
+
+ for (i = 0; i < mode_max; i++)
+ prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
+
#ifdef JP
- prt(" a) ¹¶·â°À", 2, 14);
- prt(" b) ÂÑÀ", 3, 14);
- prt(" c) ǽÎÏ", 4, 14);
- prt(" d) ¿ôÃÍ", 5, 14);
- prt(" e) ¤½¤Î¾", 6, 14);
if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
#else
- prt(" a) Brand weapon", 2, 14);
- prt(" b) Resistance", 3, 14);
- prt(" c) Ability", 4, 14);
- prt(" d) Magic number", 5, 14);
- prt(" e) Others", 6, 14);
if (!get_com("Command :", &choice, TRUE))
#endif
{
return 0;
}
- switch (choice)
- {
- case 'A':
- case 'a':
- mode = 1;
- break;
- case 'B':
- case 'b':
- mode = 2;
- break;
- case 'C':
- case 'c':
- mode = 3;
- break;
- case 'D':
- case 'd':
- mode = 4;
- break;
- case 'E':
- case 'e':
- mode = 5;
- break;
- }
+ if (isupper(choice)) choice = tolower(choice);
+
+ 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;
int menu_line = (use_menu ? 1 : 0);
- for (i = 0; i < MAX_ESSENCE; i++)
+ for (i = 0; essence_info[i].add_name; i++)
{
- if (essence_info[i].type != mode) continue;
+ 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 header(s) */
#ifdef JP
- prt(" ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹) ɬÍ׿ô/½ê»ý¿ô", 1, x);
+ prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
#else
- prt(" Ability(essence to need) Needs/Possess", 1, x);
+ prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
#endif
/* Print list */
for (ctr = 0; ctr < max_num; ctr++)
{
+ es_ptr = &essence_info[num[ctr]];
+
if (use_menu)
{
if (ctr == (menu_line-1))
sprintf(dummy, "%c) ",I2A(ctr));
}
- strcat(dummy, essence_info[num[ctr]].add_name);
+ strcat(dummy, es_ptr->add_name);
col = TERM_WHITE;
able[ctr] = TRUE;
- if (essence_info[num[ctr]].link)
+ if (es_ptr->essence != -1)
{
- strcat(dummy, format("(%s)", essence_info[essence_info[num[ctr]].link-1].drain_name));
- if (p_ptr->magic_num1[essence_info[num[ctr]].link-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
+ strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
+ if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
}
else
{
- switch(num[ctr]+1)
+ switch(es_ptr->add)
{
case ESSENCE_SH_FIRE:
#ifdef JP
- strcat(dummy, "(¾Æ´þ+ÂѲбê) ");
+ strcat(dummy, "(¾Æ´þ+ÂѲбê)");
#else
- strcat(dummy, "(brand fire + res.fire) ");
+ strcat(dummy, "(brand fire + res.fire)");
#endif
- if (p_ptr->magic_num1[ESSENCE_B_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
break;
case ESSENCE_SH_ELEC:
#ifdef JP
- strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â) ");
+ strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
#else
- strcat(dummy, "(brand elec. + res. elec.) ");
+ strcat(dummy, "(brand elec. + res. elec.)");
#endif
- if (p_ptr->magic_num1[ESSENCE_B_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
break;
case ESSENCE_SH_COLD:
#ifdef JP
- strcat(dummy, "(Åà·ë+ÂÑÎ䵤) ");
+ strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
#else
- strcat(dummy, "(brand cold + res. cold) ");
+ strcat(dummy, "(brand cold + res. cold)");
#endif
- if (p_ptr->magic_num1[ESSENCE_B_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
break;
case ESSENCE_RESISTANCE:
#ifdef JP
#else
strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
#endif
- if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
break;
case ESSENCE_SUSTAIN:
#ifdef JP
#else
strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
#endif
- if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
- if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
+ if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
break;
}
}
if (!able[ctr]) col = TERM_RED;
- strcpy(dummy2, format("%-50s",dummy));
-
- if (essence_info[num[ctr]].link)
+ if (es_ptr->essence != -1)
{
- strcat(dummy2, format(" %d/%d",essence_info[num[ctr]].value, p_ptr->magic_num1[essence_info[num[ctr]].link-1]));
+ sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
}
else
{
- strcat(dummy2, format(" %d/(\?\?)",essence_info[num[ctr]].value));
+ sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
}
c_prt(col, dummy2, ctr+2, x);
}
#endif /* ALLOW_REPEAT */
- if (num[i] == ESSENCE_SLAY_GLOVE-1)
+ 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 (num[i] == ESSENCE_ATTACK-1)
- item_tester_hook = item_tester_hook_weapon;
- else if (num[i] == ESSENCE_AC-1)
- item_tester_hook = item_tester_hook_armour;
+ else if (es_ptr->add == ESSENCE_ATTACK)
+ item_tester_hook = object_allow_enchant_weapon;
+ else if (es_ptr->add == ESSENCE_AC)
+ item_tester_hook = object_is_armour;
else
- item_tester_hook = item_tester_hook_weapon_armour;
+ item_tester_hook = object_is_weapon_armour_ammo;
item_tester_no_ryoute = TRUE;
/* Get an item */
o_ptr = &o_list[0 - item];
}
- if ((mode != 6) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
+ if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
{
#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 = essence_info[num[i]].value;
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ use_essence = es_ptr->value;
if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
if (o_ptr->number > 1)
{
}
- if (essence_info[num[i]].link)
+ if (es_ptr->essence != -1)
{
- if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
+ if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
{
#ifdef JP
msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
#endif
return;
}
- if ((num[i] < 32) && (TR1_PVAL_MASK & (0x1L << num[i])))
+ if (is_pval_flag(es_ptr->add))
{
- if (num[i] == ESSENCE_BLOWS-1)
+ 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
char tmp[80];
char tmp_val[160];
int pval;
- int limit = MIN(5, p_ptr->magic_num1[essence_info[num[i]].link-1]/essence_info[num[i]].value);
-
+ int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
#ifdef JP
sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
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[essence_info[num[i]].link-1] < use_essence)
+
+ if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
{
#ifdef JP
msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
return;
}
}
- else if (num[i] == ESSENCE_SLAY_GLOVE-1)
+ else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
{
char tmp_val[160];
int val;
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[essence_info[num[i]].link-1] < use_essence)
+ 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;
}
o_ptr->to_h += get_to_h;
o_ptr->to_d += get_to_d;
}
- p_ptr->magic_num1[essence_info[num[i]].link-1] -= use_essence;
- if (num[i] == ESSENCE_ATTACK-1)
+ p_ptr->magic_num1[es_ptr->essence] -= use_essence;
+ if (es_ptr->add == ESSENCE_ATTACK)
{
if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
{
if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
}
}
- else if (num[i] == ESSENCE_AC-1)
+ else if (es_ptr->add == ESSENCE_AC)
{
if (o_ptr->to_a >= p_ptr->lev/5+5)
{
}
else
{
- o_ptr->xtra3 = num[i]+1;
+ o_ptr->xtra3 = es_ptr->add + 1;
}
}
else
{
bool success = TRUE;
- switch(num[i]+1)
+ switch(es_ptr->add)
{
case ESSENCE_SH_FIRE:
- if ((p_ptr->magic_num1[ESSENCE_B_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence))
+ if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
{
success = FALSE;
break;
}
- p_ptr->magic_num1[ESSENCE_B_FIRE-1] -= use_essence;
- p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
+ p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
+ p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
break;
case ESSENCE_SH_ELEC:
- if ((p_ptr->magic_num1[ESSENCE_B_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence))
+ if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
{
success = FALSE;
break;
}
- p_ptr->magic_num1[ESSENCE_B_ELEC-1] -= use_essence;
- p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
+ p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
+ p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
break;
case ESSENCE_SH_COLD:
- if ((p_ptr->magic_num1[ESSENCE_B_COLD-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
+ if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
{
success = FALSE;
break;
}
- p_ptr->magic_num1[ESSENCE_B_COLD-1] -= use_essence;
- p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
+ p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
+ p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
break;
case ESSENCE_RESISTANCE:
case ESSENCE_SUSTAIN:
- if ((p_ptr->magic_num1[ESSENCE_RES_ACID-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
+ if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
{
success = FALSE;
break;
}
- p_ptr->magic_num1[ESSENCE_RES_ACID-1] -= use_essence;
- p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
- p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
- p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
+ p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
+ p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
+ p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
+ p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
break;
}
if (!success)
#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;
}
- if (num[i] == ESSENCE_SUSTAIN-1)
- o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC | TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
- else o_ptr->xtra3 = num[i]+1;
+ if (es_ptr->add == ESSENCE_SUSTAIN)
+ {
+ add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
+ add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
+ add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
+ add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
+ }
+ else
+ {
+ o_ptr->xtra3 = es_ptr->add + 1;
+ }
}
energy_use = 100;
#ifdef JP
- msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, essence_info[num[i]].add_name);
+ msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
#else
- msg_format("You have added ability of %s to %s.", essence_info[num[i]].add_name, o_name);
+ msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
#endif
/* Combine the pack */
}
-bool item_tester_hook_kaji(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- case TV_BOW:
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_BOOTS:
- case TV_GLOVES:
- {
- if (o_ptr->xtra3) return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-void erase_essence(void)
+static void erase_essence(void)
{
int item;
cptr q, s;
object_type *o_ptr;
char o_name[MAX_NLEN];
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
- item_tester_hook = item_tester_hook_kaji;
+ item_tester_hook = object_is_smith;
/* Get an item */
#ifdef JP
o_ptr = &o_list[0 - item];
}
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#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;
- if (o_ptr->xtra3 == ESSENCE_SLAY_GLOVE)
+ if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
{
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, &f1, &f2, &f3);
- if (!(f1 & TR1_PVAL_MASK)) o_ptr->pval = 0;
+ object_flags(o_ptr, flgs);
+ if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
#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 */
#ifdef JP
msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
#else
- msg_print("You are hullcinating!");
+ msg_print("You are hallucinating!");
#endif
return;
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)
break;
add_essence(mode);
break;
- case 5: add_essence(6);break;
+ case 5: add_essence(10);break;
}
}