-/* File: object2.c */
-
-/*
- * 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. Other copyrights may also apply.
+/*!
+ * @file object2.c
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¼ÂÁõ / Object code, part 2
+ * @date 2014/01/11
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ *\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen.\n
*/
-/* Purpose: Object code, part 2 */
-
#include "angband.h"
#include "kajitips.h"
-
-/*
- * Excise a dungeon object from any stacks
+/*!
+ * @brief ¾²¾å¡¢¥â¥ó¥¹¥¿¡¼½ê»ý¤Ç¥¹¥¿¥Ã¥¯¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤òºï½ü¤·¥¹¥¿¥Ã¥¯¤òÊä´°¤¹¤ë / Excise a dungeon object from any stacks
+ * @param o_idx ºï½üÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void excise_object_idx(int o_idx)
{
}
}
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤òºï½ü¤¹¤ë /
* Delete a dungeon object
- *
+ * @param o_idx ºï½üÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
+ * @return ¤Ê¤·
+ * @details
* Handle "stacks" of objects correctly.
*/
void delete_object_idx(int o_idx)
}
-/*
- * Deletes all objects at given location
+/*!
+ * @brief ¥Õ¥í¥¢¤Ë¥Þ¥¹¤ËÍî¤Á¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤òÁ´¤Æºï½ü¤¹¤ë / Deletes all objects at given location
+ * Delete a dungeon object
+ * @param y ºï½ü¤·¤¿¥Õ¥í¥¢¥Þ¥¹¤ÎYºÂɸ
+ * @param x ºï½ü¤·¤¿¥Õ¥í¥¢¥Þ¥¹¤ÎXºÂɸ
+ * @return ¤Ê¤·
*/
void delete_object(int y, int x)
{
}
-/*
+/*!
+ * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎó¤ËÂФ·»ØÄêÈϰϤΥª¥Ö¥¸¥§¥¯¥È¤òÀ°Íý¤·¤ÆID¤Î¼ã¤¤½ç¤Ë´ó¤»¤ë /
* Move an object from index i1 to index i2 in the object list
+ * @param i1 À°Íý¤·¤¿¤¤ÇÛÎó¤Î»ÏÅÀ
+ * @param i2 À°Íý¤·¤¿¤¤ÇÛÎó¤Î½ªÅÀ
+ * @return ¤Ê¤·
*/
static void compact_objects_aux(int i1, int i2)
{
}
-/*
- * Compact and Reorder the object list
- *
- * This function can be very dangerous, use with caution!
- *
- * When actually "compacting" objects, we base the saving throw on a
- * combination of object level, distance from player, and current
- * "desperation".
- *
- * After "compacting" (if needed), we "reorder" the objects into a more
- * compact order, and we reset the allocation info, and the "live" array.
+/*!
+ * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎ󤫤éÍ¥ÀèÅÙ¤ÎÄ㤤¤â¤Î¤òºï½ü¤·¡¢¥Ç¡¼¥¿¤ò°µ½Ì¤¹¤ë¡£ /
+ * Compact and Reorder the object list.
+ * @param size ºÇÄã¤Ç¤â¸º¤é¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¿ô¤Î¿å½à
+ * @return ¤Ê¤·
+ * @details
+ * ¡Ê´í¸±¤Ê¤Î¤Ç»ÈÍѤˤÏÃí°Õ¤¹¤ë¤³¤È¡Ë
+ * This function can be very dangerous, use with caution!\n
+ *\n
+ * When actually "compacting" objects, we base the saving throw on a\n
+ * combination of object level, distance from player, and current\n
+ * "desperation".\n
+ *\n
+ * After "compacting" (if needed), we "reorder" the objects into a more\n
+ * compact order, and we reset the allocation info, and the "live" array.\n
*/
void compact_objects(int size)
{
}
-/*
+/*!
+ * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎó¤ò½é´ü²½¤¹¤ë /
* Delete all the items when player leaves the level
- *
- * Note -- we do NOT visually reflect these (irrelevant) changes
- *
+ * @note we do NOT visually reflect these (irrelevant) changes
+ * @details
* Hack -- we clear the "c_ptr->o_idx" field for every grid,
* and the "m_ptr->next_o_idx" field for every monster, since
* we know we are clearing every object. Technically, we only
* clear those fields for grids/monsters containing objects,
* and we clear it once for every such object.
+ * @return ¤Ê¤·
*/
void wipe_o_list(void)
{
}
-/*
+/*!
+ * @brief ¥°¥í¡¼¥Ð¥ë¥ª¥Ö¥¸¥§¥¯¥ÈÇÛÎ󤫤é¶õ¤¤ò¼èÆÀ¤¹¤ë /
* Acquires and returns the index of a "free" object.
- *
+ * @return ³«¤¤¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥ÈÍ×ÁǤÎID
+ * @details
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÀ¸À®¥Æ¡¼¥Ö¥ë¤ËÀ¸À®À©Ìó¤ò²Ã¤¨¤ë /
* Apply a "object restriction function" to the "object allocation table"
+ * @return ¾ï¤Ë0¤òÊÖ¤¹¡£
+ * @details À¸À®¤ÎÀ©Ìó¤Ï¥°¥í¡¼¥Ð¥ë¤Îget_obj_num_hook´Ø¿ô¥Ý¥¤¥ó¥¿¤Ç²Ã¤¨¤ë
*/
static errr get_obj_num_prep(void)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÀ¸À®¥Æ¡¼¥Ö¥ë¤«¤é¥¢¥¤¥Æ¥à¤ò¼èÆÀ¤¹¤ë /
* Choose an object kind that seems "appropriate" to the given level
- *
- * This function uses the "prob2" field of the "object allocation table",
- * and various local information, to calculate the "prob3" field of the
- * same table, which is then used to choose an "appropriate" object, in
- * a relatively efficient manner.
- *
- * It is (slightly) more likely to acquire an object of the given level
- * than one of a lower level. This is done by choosing several objects
- * appropriate to the given level and keeping the "hardest" one.
- *
- * Note that if no objects are "appropriate", then this function will
- * fail, and return zero, but this should *almost* never happen.
+ * @param level À¸À®³¬
+ * @return Áª¤Ð¤ì¤¿¥ª¥Ö¥¸¥§¥¯¥È¥Ù¡¼¥¹ID
+ * @details
+ * This function uses the "prob2" field of the "object allocation table",\n
+ * and various local information, to calculate the "prob3" field of the\n
+ * same table, which is then used to choose an "appropriate" object, in\n
+ * a relatively efficient manner.\n
+ *\n
+ * It is (slightly) more likely to acquire an object of the given level\n
+ * than one of a lower level. This is done by choosing several objects\n
+ * appropriate to the given level and keeping the "hardest" one.\n
+ *\n
+ * Note that if no objects are "appropriate", then this function will\n
+ * fail, and return zero, but this should *almost* never happen.\n
*/
s16b get_obj_num(int level)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò´ÕÄêºÑ¤Ë¤¹¤ë /
* Known is true when the "attributes" of an object are "known".
- * These include tohit, todam, toac, cost, and pval (charges).
- *
- * Note that "knowing" an object gives you everything that an "awareness"
- * gives you, and much more. In fact, the player is always "aware" of any
- * item of which he has full "knowledge".
- *
- * But having full knowledge of, say, one "wand of wonder", does not, by
- * itself, give you knowledge, or even awareness, of other "wands of wonder".
- * It happens that most "identify" routines (including "buying from a shop")
- * will make the player "aware" of the object as well as fully "know" it.
- *
- * This routine also removes any inscriptions generated by "feelings".
+ * @param o_ptr ´ÕÄêºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ * These include tohit, todam, toac, cost, and pval (charges).\n
+ *\n
+ * Note that "knowing" an object gives you everything that an "awareness"\n
+ * gives you, and much more. In fact, the player is always "aware" of any\n
+ * item of which he has full "knowledge".\n
+ *\n
+ * But having full knowledge of, say, one "wand of wonder", does not, by\n
+ * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
+ * It happens that most "identify" routines (including "buying from a shop")\n
+ * will make the player "aware" of the object as well as fully "know" it.\n
+ *\n
+ * This routine also removes any inscriptions generated by "feelings".\n
*/
void object_known(object_type *o_ptr)
{
o_ptr->ident |= (IDENT_KNOWN);
}
-
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¡ö´ÕÄê¡öºÑ¤Ë¤¹¤ë /
* The player is now aware of the effects of the given object.
+ * @param o_ptr ¡ö´ÕÄê¡öºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_aware(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò»î¹ÔºÑ¤Ë¤¹¤ë /
* Something has been "sampled"
+ * @param o_ptr »î¹ÔºÑ¤Ë¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_tried(object_type *o_ptr)
{
}
-/*
- * Return the "value" of an "unknown" item
- * Make a guess at the value of non-aware items
+/*!
+ * @brief ̤´ÕÄê¤Ê¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Î´ðËܲÁ³Ê¤òÊÖ¤¹ /
+ * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
+ * @param o_ptr ̤´ÕÄê²Á³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤Î̤´ÕÄê²Á³Ê
*/
static s32b object_value_base(object_type *o_ptr)
{
}
-/* Return the value of the flags the object has... */
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Õ¥é¥°Îफ¤é²Á³Ê¤ò»»½Ð¤¹¤ë /
+ * Return the value of the flags the object has...
+ * @param o_ptr ¥Õ¥é¥°²Á³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param plusses ¥Õ¥é¥°¤ËÍ¿¤¨¤ë²Á³Ê¤Î´ðËܽŤß
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Õ¥é¥°²Á³Ê
+ */
s32b flag_cost(object_type *o_ptr, int plusses)
{
s32b 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;
+ if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
tmp_cost = 0;
count = 0;
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_LITE_1)) total += 1500;
+ if (have_flag(flgs, TR_LITE_2)) total += 2500;
+ if (have_flag(flgs, TR_LITE_3)) total += 4000;
+ if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
+ if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
+ if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
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_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_DRAIN_HP)) total -= 12500;
+ if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
+ if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
+ if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
+ if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
+ if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
+ if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
+ if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
+ if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
+ if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
+ if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
+ if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
if (have_flag(flgs, TR_TELEPORT))
{
if (object_is_cursed(o_ptr))
}
if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
if (have_flag(flgs, TR_BLESSED)) total += 750;
+ if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
+ if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
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 && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
{
- int type = o_ptr->xtra2;
-
- if (type == ACT_SUNLIGHT) total += 250;
- else if (type == ACT_BO_MISS_1) total += 250;
- else if (type == ACT_BA_POIS_1) total += 300;
- else if (type == ACT_BO_ELEC_1) total += 250;
- else if (type == ACT_BO_ACID_1) total += 250;
- else if (type == ACT_BO_COLD_1) total += 250;
- else if (type == ACT_BO_FIRE_1) total += 250;
- else if (type == ACT_BA_COLD_1) total += 750;
- else if (type == ACT_BA_FIRE_1) total += 1000;
- else if (type == ACT_DRAIN_1) total += 500;
- else if (type == ACT_BA_COLD_2) total += 1250;
- else if (type == ACT_BA_ELEC_2) total += 1500;
- else if (type == ACT_DRAIN_2) total += 750;
- else if (type == ACT_VAMPIRE_1) total += 1000;
- else if (type == ACT_BO_MISS_2) total += 1000;
- else if (type == ACT_BA_FIRE_2) total += 1750;
- else if (type == ACT_BA_COLD_3) total += 2500;
- else if (type == ACT_BA_ELEC_3) total += 2500;
- else if (type == ACT_WHIRLWIND) total += 7500;
- else if (type == ACT_VAMPIRE_2) total += 2500;
- else if (type == ACT_CALL_CHAOS) total += 5000;
- else if (type == ACT_ROCKET) total += 5000;
- else if (type == ACT_DISP_EVIL) total += 4000;
- else if (type == ACT_DISP_GOOD) total += 3500;
- else if (type == ACT_BA_MISS_3) total += 5000;
- else if (type == ACT_CONFUSE) total += 500;
- else if (type == ACT_SLEEP) total += 750;
- else if (type == ACT_QUAKE) total += 600;
- else if (type == ACT_TERROR) total += 2500;
- else if (type == ACT_TELE_AWAY) total += 2000;
- else if (type == ACT_BANISH_EVIL) total += 2000;
- else if (type == ACT_GENOCIDE) total += 10000;
- else if (type == ACT_MASS_GENO) total += 10000;
- else if (type == ACT_CHARM_ANIMAL) total += 7500;
- else if (type == ACT_CHARM_UNDEAD) total += 10000;
- else if (type == ACT_CHARM_OTHER) total += 10000;
- else if (type == ACT_CHARM_ANIMALS) total += 12500;
- else if (type == ACT_CHARM_OTHERS) total += 17500;
- else if (type == ACT_SUMMON_ANIMAL) total += 10000;
- else if (type == ACT_SUMMON_PHANTOM) total += 12000;
- else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
- else if (type == ACT_SUMMON_DEMON) total += 20000;
- else if (type == ACT_SUMMON_UNDEAD) total += 20000;
- else if (type == ACT_CURE_LW) total += 500;
- else if (type == ACT_CURE_MW) total += 750;
- else if (type == ACT_CURE_POISON) total += 1000;
- else if (type == ACT_REST_LIFE) total += 7500;
- else if (type == ACT_REST_ALL) total += 15000;
- else if (type == ACT_CURE_700) total += 10000;
- else if (type == ACT_CURE_1000) total += 15000;
- else if (type == ACT_ESP) total += 1500;
- else if (type == ACT_BERSERK) total += 800;
- else if (type == ACT_PROT_EVIL) total += 5000;
- else if (type == ACT_RESIST_ALL) total += 5000;
- else if (type == ACT_SPEED) total += 15000;
- else if (type == ACT_XTRA_SPEED) total += 25000;
- else if (type == ACT_WRAITH) total += 25000;
- else if (type == ACT_INVULN) total += 25000;
- else if (type == ACT_LIGHT) total += 150;
- else if (type == ACT_MAP_LIGHT) total += 500;
- else if (type == ACT_DETECT_ALL) total += 1000;
- else if (type == ACT_DETECT_XTRA) total += 12500;
- else if (type == ACT_ID_FULL) total += 10000;
- else if (type == ACT_ID_PLAIN) total += 1250;
- else if (type == ACT_RUNE_EXPLO) total += 4000;
- else if (type == ACT_RUNE_PROT) total += 10000;
- else if (type == ACT_SATIATE) total += 2000;
- else if (type == ACT_DEST_DOOR) total += 100;
- else if (type == ACT_STONE_MUD) total += 1000;
- else if (type == ACT_RECHARGE) total += 1000;
- else if (type == ACT_ALCHEMY) total += 10000;
- else if (type == ACT_DIM_DOOR) total += 10000;
- else if (type == ACT_TELEPORT) total += 2000;
- else if (type == ACT_RECALL) total += 7500;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
+ if (act_ptr) {
+ total += act_ptr->value;
+ }
}
return total;
}
-/*
- * Return the "real" price of a "known" item, not including discounts
- *
- * Wand and staffs get cost for each charge
- *
- * Armor is worth an extra 100 gold per bonus point to armor class.
- *
- * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
- *
- * Missiles are only worth 5 gold per bonus point, since they
- * usually appear in groups of 20, and we want the player to get
- * the same amount of cash for any "equivalent" item. Note that
- * missiles never have any of the "pval" flags, and in fact, they
- * only have a few of the available flags, primarily of the "slay"
- * and "brand" and "ignore" variety.
- *
- * Armor with a negative armor bonus is worthless.
- * Weapons with negative hit+damage bonuses are worthless.
- *
- * Every wearable item with a "pval" bonus is worth extra (see below).
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¿¿¤Î²Á³Ê¤ò»»½Ð¤¹¤ë /
+ * Return the value of the flags the object has...
+ * @param o_ptr ËܲÁ³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤ÎËܲÁ³Ê
+ * @details
+ * Return the "real" price of a "known" item, not including discounts\n
+ *\n
+ * Wand and staffs get cost for each charge\n
+ *\n
+ * Armor is worth an extra 100 gold per bonus point to armor class.\n
+ *\n
+ * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
+ *\n
+ * Missiles are only worth 5 gold per bonus point, since they\n
+ * usually appear in groups of 20, and we want the player to get\n
+ * the same amount of cash for any "equivalent" item. Note that\n
+ * missiles never have any of the "pval" flags, and in fact, they\n
+ * only have a few of the available flags, primarily of the "slay"\n
+ * and "brand" and "ignore" variety.\n
+ *\n
+ * Armor with a negative armor bonus is worthless.\n
+ * Weapons with negative hit+damage bonuses are worthless.\n
+ *\n
+ * Every wearable item with a "pval" bonus is worth extra (see below).\n
*/
s32b object_value_real(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È²Á³Ê»»½Ð¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Return the price of an item including plusses (and charges)
- *
- * This function returns the "value" of the given item (qty one)
- *
- * Never notice "unknown" bonuses or properties, including "curses",
- * since that would give the player information he did not have.
- *
- * Note that discounted items stay discounted forever, even if
- * the discount is "forgotten" by the player via memory loss.
+ * @param o_ptr ȽÌÀ¤·¤Æ¤¤¤ë¸½²Á³Ê¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤ÎȽÌÀ¤·¤Æ¤¤¤ë¸½²Á³Ê
+ * @details
+ * This function returns the "value" of the given item (qty one)\n
+ *\n
+ * Never notice "unknown" bonuses or properties, including "curses",\n
+ * since that would give the player information he did not have.\n
+ *\n
+ * Note that discounted items stay discounted forever, even if\n
+ * the discount is "forgotten" by the player via memory loss.\n
*/
s32b object_value(object_type *o_ptr)
{
}
-/*
+
+/*!
+ * @brief Ç˲õ²Äǽ¤Ê¥¢¥¤¥Æ¥à¤«¤òÊÖ¤¹ /
* Determines whether an object can be destroyed, and makes fake inscription.
+ * @param o_ptr Ç˲õ²Äǽ¤«¤ò³Îǧ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬Ç˲õ²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
bool can_player_destroy_object(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ËâË¡ËÀ¤ä¥í¥Ã¥É¤Î¥¹¥í¥Ã¥Èʬ³ä»þ¤Ë»ÈÍѲó¿ô¤òʬÇÛ¤¹¤ë /
* Distribute charges of rods or wands.
- *
- * o_ptr = source item
- * q_ptr = target item, must be of the same type as o_ptr
- * amt = number of items that are transfered
+ * @param o_ptr ʬ³ä¸µ¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ source item
+ * @param q_ptr ʬ³äÀ襪¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ target item, must be of the same type as o_ptr
+ * @param amt ʬ³ä¤·¤¿¤¤²ó¿ôÎÌ number of items that are transfered
+ * @return ¤Ê¤·
+ * @details
+ * Hack -- If rods or wands are dropped, the total maximum timeout or\n
+ * charges need to be allocated between the two stacks. If all the items\n
+ * are being dropped, it makes for a neater message to leave the original\n
+ * stack's pval alone. -LM-\n
*/
void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
{
- /*
- * Hack -- If rods or wands are dropped, the total maximum timeout or
- * charges need to be allocated between the two stacks. If all the items
- * are being dropped, it makes for a neater message to leave the original
- * stack's pval alone. -LM-
- */
if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
{
q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
}
}
+/*!
+ * @brief ËâË¡ËÀ¤ä¥í¥Ã¥É¤Î»ÈÍѲó¿ô¤ò¸º¤é¤¹ /
+ * @param o_ptr ¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿ source item
+ * @param amt ¸º¤é¤·¤¿¤¤²ó¿ôÎÌ number of items that are transfered
+ * @return ¤Ê¤·
+ * @details
+ * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
+ * charges of the stack needs to be reduced, unless all the items are\n
+ * being destroyed. -LM-\n
+ */
void reduce_charges(object_type *o_ptr, int amt)
{
- /*
- * Hack -- If rods or wand are destroyed, the total maximum timeout or
- * charges of the stack needs to be reduced, unless all the items are
- * being destroyed. -LM-
- */
if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
(amt < o_ptr->number))
{
}
}
-
/*
* Determine if an item can "absorb" a second item
*
#define MAX_STACK_SIZE 99
-/*
- * Determine if an item can partly absorb a second item.
- * Return maximum number of stack.
+/*!
+ * @brief ¥Ö¥¸¥§¥¯¥È¤ò¥¹¥í¥Ã¥È¤Ë½Å¤Í¹ç¤ï¤»²Äǽ¤ÊºÇÂç¿ô¤òÊÖ¤¹¡£
+ * Determine if an item can partly absorb a second item. Return maximum number of stack.
+ * @param o_ptr ¸¡¾Ú¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿1
+ * @param j_ptr ¸¡¾Ú¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿2
+ * @return ½Å¤Í¹ç¤ï¤»²Äǽ¤Ê¥¢¥¤¥Æ¥à¿ô
*/
-static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
+int object_similar_part(object_type *o_ptr, object_type *j_ptr)
{
int i;
return max_num;
}
-/*
- * Determine if an item can absorb a second item.
+/*!
+ * @brief ¥Ö¥¸¥§¥¯¥È¤ò¥¹¥í¥Ã¥È¤Ë½Å¤Í¤ë¤³¤È¤¬¤Ç¤¤ë¤«¤É¤¦¤«¤òÊÖ¤¹¡£
+ * Determine if an item can absorb a second item.
+ * @param o_ptr ¸¡¾Ú¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿1
+ * @param j_ptr ¸¡¾Ú¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿2
+ * @return ½Å¤Í¹ç¤ï¤»²Äǽ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
bool object_similar(object_type *o_ptr, object_type *j_ptr)
{
}
-
-/*
+/*!
+ * @brief ¥Ö¥¸¥§¥¯¥È¤ò¥¹¥í¥Ã¥È¤Ë½Å¤Í¹ç¤ï¤»¤ë¡£
* Allow one item to "absorb" another, assuming they are similar
+ * @param o_ptr ½Å¤Í¹ç¤ï¤»Àè¤Î¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param j_ptr ½Å¤Í¹ç¤ï¤»¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_absorb(object_type *o_ptr, object_type *j_ptr)
{
}
-/*
+/*!
+ * @brief tval¤Èsval¤ËÂбþ¤¹¤ë¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎID¤òÊÖ¤¹¡£
* Find the index of the object_kind with the given tval and sval
+ * @param tval ¸¡º÷¤·¤¿¤¤¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Îtval
+ * @param sval ¸¡º÷¤·¤¿¤¤¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Îsval
+ * @return ¤Ê¤·
*/
s16b lookup_kind(int tval, int sval)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò½é´ü²½¤¹¤ë
* Wipe an object clean.
+ * @param o_ptr ½é´ü²½¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_wipe(object_type *o_ptr)
{
}
-/*
- * Prepare an object based on an existing object
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤òÊ£À½¤¹¤ë
+ * Wipe an object clean.
+ * @param o_ptr Ê£À½¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param j_ptr Ê£À½Àè¤Î¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void object_copy(object_type *o_ptr, object_type *j_ptr)
{
/* Copy the structure */
- COPY(o_ptr, j_ptr, object_type);
+ (void)COPY(o_ptr, j_ptr, object_type);
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤ˥١¼¥¹¥¢¥¤¥Æ¥à¤òºîÀ®¤¹¤ë
* Prepare an object based on an object kind.
+ * @param o_ptr ÂåÆþ¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param k_idx ¿·¤¿¤ËºîÀ®¤·¤¿¤¤¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¾ðÊó¤ÎID
+ * @return ¤Ê¤·
*/
void object_prep(object_type *o_ptr, int k_idx)
{
o_ptr->dd = k_ptr->dd;
o_ptr->ds = k_ptr->ds;
+ /* Default activation */
+ if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
+
/* Hack -- worthless items are always "broken" */
if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
}
-/*
+/*!
+ * @brief ¾å¼Á°Ê¾å¤Î¥ª¥Ö¥¸¥§¥¯¥È¤ËÍ¿¤¨¤ë¤¿¤á¤Î³Æ¼ï¥Ü¡¼¥Ê¥¹¤òÀµµ¬Íð¿ô¤â²Ã¤¨¤Æ»»½Ð¤¹¤ë¡£
* Help determine an "enchantment bonus" for an object.
- *
- * To avoid floating point but still provide a smooth distribution of bonuses,
- * we simply round the results of division in such a way as to "average" the
- * correct floating point value.
- *
- * This function has been changed. It uses "randnor()" to choose values from
- * a normal distribution, whose mean moves from zero towards the max as the
- * level increases, and whose standard deviation is equal to 1/4 of the max,
- * and whose values are forced to lie between zero and the max, inclusive.
- *
- * Since the "level" rarely passes 100 before Morgoth is dead, it is very
- * rare to get the "full" enchantment on an object, even a deep levels.
- *
- * It is always possible (albeit unlikely) to get the "full" enchantment.
- *
- * A sample distribution of values from "m_bonus(10, N)" is shown below:
- *
- * N 0 1 2 3 4 5 6 7 8 9 10
- * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
- * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
- * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
- * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
- * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
- * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
- * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
- * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
- * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
- * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
- * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
- * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
- * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
- * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
- * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
- * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
- * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
- * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
+ * @param max ¥Ü¡¼¥Ê¥¹ÃͤθÂÅÙ
+ * @param level ¥Ü¡¼¥Ê¥¹Ãͤ˲ÃÌ£¤¹¤ë´ð½àÀ¸À®³¬
+ * @return »»½Ð¤µ¤ì¤¿¥Ü¡¼¥Ê¥¹ÃÍ
+ * @details
+ * To avoid floating point but still provide a smooth distribution of bonuses,\n
+ * we simply round the results of division in such a way as to "average" the\n
+ * correct floating point value.\n
+ *\n
+ * This function has been changed. It uses "randnor()" to choose values from\n
+ * a normal distribution, whose mean moves from zero towards the max as the\n
+ * level increases, and whose standard deviation is equal to 1/4 of the max,\n
+ * and whose values are forced to lie between zero and the max, inclusive.\n
+ *\n
+ * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
+ * rare to get the "full" enchantment on an object, even a deep levels.\n
+ *\n
+ * It is always possible (albeit unlikely) to get the "full" enchantment.\n
+ *\n
+ * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
+ *\n
+ * N 0 1 2 3 4 5 6 7 8 9 10\n
+ * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
+ * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
+ * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
+ * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
+ * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
+ * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
+ * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
+ * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
+ * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
+ * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
+ * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
+ * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
+ * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
+ * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
+ * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
+ * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
+ * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
+ * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
*/
s16b m_bonus(int max, int level)
{
}
-/*
- * Cheat -- describe a created object for the user
+/*!
+ * @brief ¥Ç¥Ð¥Ã¥°»þ¤Ë¥¢¥¤¥Æ¥àÀ¸À®¾ðÊó¤ò¥á¥Ã¥»¡¼¥¸¤Ë½ÐÎϤ¹¤ë / Cheat -- describe a created object for the user
+ * @param o_ptr ¥Ç¥Ð¥Ã¥°½ÐÎϤ¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
static void object_mention(object_type *o_ptr)
{
}
}
-
-/*
+/*!
+ * @brief INSTA_ART·¿¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÀ¸À®¤ò³ÎΨ¤Ë±þ¤¸¤Æ»î¹Ô¤¹¤ë¡£
* Mega-Hack -- Attempt to create one of the "Special Objects"
- *
- * We are only called from "make_object()", and we assume that
- * "apply_magic()" is called immediately after we return.
- *
- * Note -- see "make_artifact()" and "apply_magic()"
+ * @param o_ptr À¸À®¤Ë³ä¤êÅö¤Æ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
+ * We are only called from "make_object()", and we assume that\n
+ * "apply_magic()" is called immediately after we return.\n
+ *\n
+ * Note -- see "make_artifact()" and "apply_magic()"\n
*/
static bool make_artifact_special(object_type *o_ptr)
{
}
-/*
- * Attempt to change an object into an artifact
- *
- * This routine should only be called by "apply_magic()"
- *
- * Note -- see "make_artifact_special()" and "apply_magic()"
+/*!
+ * @brief ÈóINSTA_ART·¿¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÀ¸À®¤ò³ÎΨ¤Ë±þ¤¸¤Æ»î¹Ô¤¹¤ë¡£
+ * Mega-Hack -- Attempt to create one of the "Special Objects"
+ * @param o_ptr À¸À®¤Ë³ä¤êÅö¤Æ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
+ * Attempt to change an object into an artifact\n
+ * This routine should only be called by "apply_magic()"\n
+ * Note -- see "make_artifact_special()" and "apply_magic()"\n
*/
static bool make_artifact(object_type *o_ptr)
{
}
-/*
- * Choose random ego type
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤Î¥¨¥´¤ò¥ì¥¢Å٤νŤߤ˹ç¤ï¤»¤Æ¥é¥ó¥À¥à¤ËÁªÂò¤¹¤ë
+ * Choose random ego type
+ * @param slot ¼èÆÀ¤·¤¿¤¤¥¨¥´¤ÎÁõÈ÷Éô°Ì
+ * @param good TRUE¤Ê¤é¤ÐÄ̾ï¤Î¥¨¥´¡¢FALSE¤Ê¤é¤Ð¼ö¤¤¤Î¥¨¥´¤¬ÁªÂòÂоݤȤʤ롣
+ * @return ÁªÂò¤µ¤ì¤¿¥¨¥´¾ðÊó¤ÎID¡¢Ëü°ìÁªÂò¤Ç¤¤Ê¤«¤Ã¤¿¾ì¹ç¤Ïmax_e_idx¤¬Ê֤롣
*/
static byte get_random_ego(byte slot, bool good)
{
}
-/*
+/*!
+ * @brief Éð´ï·Ï¥ª¥Ö¥¸¥§¥¯¥È¤ËÀ¸À®¥é¥ó¥¯¤´¤È¤Î¶¯²½¤òÍ¿¤¨¤ë¥µ¥Ö¥ë¡¼¥Á¥ó
* Apply magic to an item known to be a "weapon"
- *
- * Hack -- note special base damage dice boosting
- * Hack -- note special processing for weapon/digger
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param level À¸À®´ð½à³¬
+ * @param power À¸À®¥é¥ó¥¯
+ * @return ¤Ê¤·
+ * @details
+ * Hack -- note special base damage dice boosting\n
+ * Hack -- note special processing for weapon/digger\n
*/
static void a_m_aux_1(object_type *o_ptr, int level, int power)
{
continue;
if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
continue;
+ if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
+ continue;
break;
}
break;
case EGO_PATTERN:
if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
if (one_in_(3))
add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(5))
if (one_in_(5))
add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
break;
+ case EGO_DEMON:
+
+ if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
+ one_in_(2) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ break;
}
if (!o_ptr->art_name)
/* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
- o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
+ while(1)
+ {
+ o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
+ if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
+ {
+ continue;
+ }
+ break;
+ }
switch (o_ptr->name2)
{
case EGO_MORGUL:
if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ case EGO_WEIRD:
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
}
}
}
}
}
-
+/*!
+ * @brief ¥É¥é¥´¥óÁõÈ÷¤Ë¥é¥ó¥À¥à¤ÊÂÑÀ¤òÍ¿¤¨¤ë
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
static void dragon_resist(object_type * o_ptr)
{
do
while (one_in_(2));
}
-
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¶¯¤¤ESP¤òÍ¿¤¨¤ë
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
static bool add_esp_strong(object_type *o_ptr)
{
bool nonliv = FALSE;
return nonliv;
}
-
-#define MAX_ESP_WEAK 9
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¼å¤¤ESP¤òÍ¿¤¨¤ë
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param extra TRUE¤Ê¤é¤ÐESP¤ÎºÇÂçÉÕÍ¿¿ô¤¬Áý¤¨¤ë(TRUE -> 3+1d6 / FALSE -> 1d3)
+ * @return ¤Ê¤·
+ */
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;
+ int i;
+ u32b weak_esp_list[] = {
+ TR_ESP_ANIMAL,
+ TR_ESP_UNDEAD,
+ TR_ESP_DEMON,
+ TR_ESP_ORC,
+ TR_ESP_TROLL,
+ TR_ESP_GIANT,
+ TR_ESP_DRAGON,
+ TR_ESP_HUMAN,
+ TR_ESP_GOOD,
+ TR_ESP_UNIQUE,
+ };
+ const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
+ const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
- /* Shuffle esp flags */
- for (i = 0; i < n; i++)
+ /* Add unduplicated weak esp flags randomly */
+ for (i = 0; i < add_count; ++ i)
{
- int k = randint0(left--);
-
- idx[i] = flg[k];
+ int choice = rand_range(i, MAX_ESP_WEAK - 1);
- 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;
+ add_flag(o_ptr->art_flags, weak_esp_list[choice]);
+ weak_esp_list[choice] = weak_esp_list[i];
}
}
-/*
+/*!
+ * @brief Ëɶñ·Ï¥ª¥Ö¥¸¥§¥¯¥È¤ËÀ¸À®¥é¥ó¥¯¤´¤È¤Î¶¯²½¤òÍ¿¤¨¤ë¥µ¥Ö¥ë¡¼¥Á¥ó
* Apply magic to an item known to be "armor"
- *
- * Hack -- note special processing for crown/helm
- * Hack -- note special processing for robe of permanence
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param level À¸À®´ð½à³¬
+ * @param power À¸À®¥é¥ó¥¯
+ * @return ¤Ê¤·
+ * @details
+ * Hack -- note special processing for crown/helm\n
+ * Hack -- note special processing for robe of permanence\n
*/
static void a_m_aux_2(object_type *o_ptr, int level, int power)
{
switch (o_ptr->name2)
{
- case EGO_RESISTANCE:
- if (one_in_(4))
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- break;
- case EGO_ELVENKIND:
- break;
- case EGO_DWARVEN:
+ case EGO_DWARVEN:
if (o_ptr->tval != TV_HARD_ARMOR)
{
okay_flag = FALSE;
break;
}
- else
+ case EGO_DRUID:
+ if (o_ptr->tval != TV_SOFT_ARMOR)
{
- 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))
- add_flag(o_ptr->art_flags, TR_CON);
+ okay_flag = FALSE;
break;
}
+ default:
+ break;
}
if (okay_flag)
break;
}
+ switch (o_ptr->name2)
+ {
+ case EGO_RESISTANCE:
+ if (one_in_(4))
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ break;
+ case EGO_DWARVEN:
+ o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
+ o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
+ break;
+
+ case EGO_A_DEMON:
+ if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
+ one_in_(2) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ break;
+ case EGO_A_MORGUL:
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ break;
+ default:
+ break;
+ }
}
break;
create_artifact(o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
+
+ while(1)
+ {
+ o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
+ if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
+ && o_ptr->name2 == EGO_S_DWARVEN)
+ {
+ continue;
+ }
+ break;
+ }
switch (o_ptr->name2)
{
if (o_ptr->sval == SV_MIRROR_SHIELD)
o_ptr->name2 = 0;
break;
+
+ case EGO_S_DWARVEN:
+ o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
+ o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
+ break;
}
}
break;
case EGO_MIGHT:
case EGO_REGENERATION:
case EGO_LORDLINESS:
+ case EGO_BASILISK:
break;
case EGO_SEEING:
if (one_in_(3))
/* Very cursed */
else if (power < -1)
- {
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+ {
+ while (1)
+ {
+ bool ok_flag = TRUE;
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+
+ switch (o_ptr->name2)
+ {
+ case EGO_ANCIENT_CURSE:
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+ break;
+ }
+ if (ok_flag)
+ break; /* while (1) */
+ }
}
break;
switch (o_ptr->name2)
{
- case EGO_INTELLIGENCE:
- case EGO_WISDOM:
- case EGO_BEAUTY:
- case EGO_LITE:
+ case EGO_BRILLIANCE:
+ case EGO_DARK:
case EGO_INFRAVISION:
+ case EGO_H_PROTECTION:
break;
case EGO_SEEING:
if (one_in_(7))
else add_esp_weak(o_ptr, FALSE);
}
break;
+ case EGO_LITE:
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
+ break;
+ case EGO_H_DEMON:
+ if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
+ one_in_(2) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ 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);
+ while (1)
+ {
+ bool ok_flag = TRUE;
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+
+ switch (o_ptr->name2)
+ {
+ case EGO_ANCIENT_CURSE:
+ ok_flag = FALSE;
+ }
+ if (ok_flag)
+ break; /* while (1) */
+ }
}
break;
}
o_ptr->to_d -= 6;
o_ptr->to_h -= 6;
break;
+ case EGO_NAZGUL:
+ o_ptr->to_d -= 3;
+ o_ptr->to_h -= 3;
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ break;
}
}
}
-/*
+/*!
+ * @brief Áõ¾þÉÊ·Ï¥ª¥Ö¥¸¥§¥¯¥È¤ËÀ¸À®¥é¥ó¥¯¤´¤È¤Î¶¯²½¤òÍ¿¤¨¤ë¥µ¥Ö¥ë¡¼¥Á¥ó
* Apply magic to an item known to be a "ring" or "amulet"
- *
- * Hack -- note special "pval boost" code for ring of speed
- * Hack -- note that some items must be cursed (or blessed)
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param level À¸À®´ð½à³¬
+ * @param power À¸À®¥é¥ó¥¯
+ * @return ¤Ê¤·
+ * @details
+ * Hack -- note special "pval boost" code for ring of speed\n
+ * Hack -- note that some items must be cursed (or blessed)\n
*/
static void a_m_aux_3(object_type *o_ptr, int level, int power)
{
o_ptr->name2 = EGO_RING_REGEN;
break;
case 5: case 6:
- if (have_flag(k_ptr->flags, TR_LITE)) break;
+ if (have_flag(k_ptr->flags, TR_LITE_1)) break;
o_ptr->name2 = EGO_RING_LITE;
break;
case 7: case 8:
o_ptr->name2 = EGO_AMU_SEE_INVIS;
break;
case 7: case 8:
- if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
- o_ptr->name2 = EGO_AMU_HOLD_LIFE;
+ if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
+ o_ptr->name2 = EGO_AMU_HOLD_EXP;
break;
case 9:
if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
}
}
-
-/*
- * Hack -- help pick an item type
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤¬¿Í·Á¤Î¥Ù¡¼¥¹¤Ë¤Ç¤¤ë¤«¤òÊÖ¤¹
+ * @param r_idx ¥Á¥§¥Ã¥¯¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²¤ÎID
+ * @return ¿Í·Á¤Ë¤Ç¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹
*/
static bool item_monster_okay(int r_idx)
{
}
-/*
+/*!
+ * @brief ¤½¤Î¾»¨Â¿¤Î¥ª¥Ö¥¸¥§¥¯¥È¤ËÀ¸À®¥é¥ó¥¯¤´¤È¤Î¶¯²½¤òÍ¿¤¨¤ë¥µ¥Ö¥ë¡¼¥Á¥ó
* Apply magic to an item known to be "boring"
- *
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param level À¸À®´ð½à³¬
+ * @param power À¸À®¥é¥ó¥¯
+ * @return ¤Ê¤·
+ * @details
* Hack -- note the special code for various items
*/
static void a_m_aux_4(object_type *o_ptr, int level, int power)
{
case EGO_LITE_DARKNESS:
o_ptr->xtra4 = 0;
+
+ if (o_ptr->sval == SV_LITE_TORCH)
+ {
+ add_flag(o_ptr->art_flags, TR_LITE_M1);
+ }
+ else if (o_ptr->sval == SV_LITE_LANTERN)
+ {
+ add_flag(o_ptr->art_flags, TR_LITE_M2);
+ }
+ else if (o_ptr->sval == SV_LITE_FEANOR)
+ {
+ add_flag(o_ptr->art_flags, TR_LITE_M3);
+ }
break;
}
}
}
}
-
-/*
+/*!
+ * @brief À¸À®¤µ¤ì¤¿¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ËËâˡŪ¤Ê¶¯²½¤òÍ¿¤¨¤ë¥á¥¤¥ó¥ë¡¼¥Á¥ó
* Complete the "creation" of an object by applying "magic" to the item
- *
- * This includes not only rolling for random bonuses, but also putting the
- * finishing touches on ego-items and artifacts, giving charges to wands and
- * staffs, giving fuel to lites, and placing traps on chests.
- *
- * In particular, note that "Instant Artifacts", if "created" by an external
- * routine, must pass through this function to complete the actual creation.
- *
- * The base "chance" of the item being "good" increases with the "level"
- * parameter, which is usually derived from the dungeon level, being equal
- * to the level plus 10, up to a maximum of 75. If "good" is true, then
- * the object is guaranteed to be "good". If an object is "good", then
- * the chance that the object will be "great" (ego-item or artifact), also
- * increases with the "level", being equal to half the level, plus 5, up to
- * a maximum of 20. If "great" is true, then the object is guaranteed to be
- * "great". At dungeon level 65 and below, 15/100 objects are "great".
- *
- * If the object is not "good", there is a chance it will be "cursed", and
- * if it is "cursed", there is a chance it will be "broken". These chances
- * are related to the "good" / "great" chances above.
- *
- * Otherwise "normal" rings and amulets will be "good" half the time and
- * "cursed" half the time, unless the ring/amulet is always good or cursed.
- *
- * If "okay" is true, and the object is going to be "great", then there is
- * a chance that an artifact will be created. This is true even if both the
- * "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.
+ * @param o_ptr ¶¯²½¤òÍ¿¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param lev À¸À®´ð½à³¬
+ * @param mode À¸À®¥ª¥×¥·¥ç¥ó
+ * @return ¤Ê¤·
+ * @details
+ * This includes not only rolling for random bonuses, but also putting the\n
+ * finishing touches on ego-items and artifacts, giving charges to wands and\n
+ * staffs, giving fuel to lites, and placing traps on chests.\n
+ *\n
+ * In particular, note that "Instant Artifacts", if "created" by an external\n
+ * routine, must pass through this function to complete the actual creation.\n
+ *\n
+ * The base "chance" of the item being "good" increases with the "level"\n
+ * parameter, which is usually derived from the dungeon level, being equal\n
+ * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
+ * the object is guaranteed to be "good". If an object is "good", then\n
+ * the chance that the object will be "great" (ego-item or artifact), also\n
+ * increases with the "level", being equal to half the level, plus 5, up to\n
+ * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
+ * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
+ *\n
+ * If the object is not "good", there is a chance it will be "cursed", and\n
+ * if it is "cursed", there is a chance it will be "broken". These chances\n
+ * are related to the "good" / "great" chances above.\n
+ *\n
+ * Otherwise "normal" rings and amulets will be "good" half the time and\n
+ * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
+ *\n
+ * If "okay" is true, and the object is going to be "great", then there is\n
+ * a chance that an artifact will be created. This is true even if both the\n
+ * "good" and "great" arguments are false. As a total hack, if "great" is\n
+ * true, then the item gets 3 extra "attempts" to become an artifact.\n
*/
void apply_magic(object_type *o_ptr, int lev, u32b mode)
{
o_ptr->to_h = a_ptr->to_h;
o_ptr->to_d = a_ptr->to_d;
o_ptr->weight = a_ptr->weight;
+ o_ptr->xtra2 = a_ptr->act_idx;
+
+ if (o_ptr->name1 == ART_MILIM)
+ {
+ if(p_ptr->pseikaku == SEIKAKU_SEXY)
+ {
+ o_ptr->pval = 3;
+ }
+ }
/* Hack -- extract the "broken" flag */
if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
}
/* Hack -- analyze ego-items */
- else if (object_is_ego(o_ptr))
+ if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
+ if (e_ptr->gen_flags & (TRG_XTRA_DICE))
+ {
+ do
+ {
+ o_ptr->dd++;
+ }
+ while (one_in_(o_ptr->dd));
+
+ if (o_ptr->dd > 9) o_ptr->dd = 9;
+ }
+
+ /* Hack -- apply activatin index if needed */
+ if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
/* Hack -- apply extra penalties if needed */
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
+ if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
{
/* Hack -- obtain bonuses */
if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
else o_ptr->to_a += randint1(e_ptr->max_to_a);
}
+
+ /* Accuracy ego must have high to_h */
+ if(o_ptr->name2 == EGO_ACCURACY)
+ {
+ while(o_ptr->to_h < o_ptr->to_d + 10)
+ {
+ o_ptr->to_h += 5;
+ o_ptr->to_d -= 5;
+ }
+ o_ptr->to_h = MAX(o_ptr->to_h, 15);
+ }
+
+ /* Accuracy ego must have high to_h */
+ if(o_ptr->name2 == EGO_VELOCITY)
+ {
+ while(o_ptr->to_d < o_ptr->to_h + 10)
+ {
+ o_ptr->to_d += 5;
+ o_ptr->to_h -= 5;
+ }
+ o_ptr->to_d = MAX(o_ptr->to_d, 15);
+ }
+
+ /* Protection ego must have high to_a */
+ if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
+ {
+ o_ptr->to_a = MAX(o_ptr->to_a, 15);
+ }
/* Hack -- obtain pval */
if (e_ptr->max_pval)
o_ptr->pval++;
if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
}
+ else if (o_ptr->name2 == EGO_DEMON)
+ {
+ if(have_flag(o_ptr->art_flags, TR_BLOWS))
+ {
+ o_ptr->pval += randint1(2);
+ }
+ else
+ {
+ o_ptr->pval += randint1(e_ptr->max_pval);
+ }
+ }
else if (o_ptr->name2 == EGO_ATTACKS)
{
o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
o_ptr->pval = randint1(e_ptr->max_pval);
if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
}
+ else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
+ {
+ o_ptr->pval = randint1(e_ptr->max_pval);
+ }
else
{
o_ptr->pval += randint1(e_ptr->max_pval);
}
+
+
}
if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
{
/* Cheat -- describe the item */
if (cheat_peek) object_mention(o_ptr);
-
+
/* Done */
return;
}
}
-/*
+/*!
+ * @brief ¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤¬¾å¼Á¤È¤·¤Æ°·¤ï¤ì¤ë¤«¤É¤¦¤«¤òÊÖ¤¹¡£
* Hack -- determine if a template is "good"
+ * @param k_idx ȽÄꤷ¤¿¤¤¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎID
+ * @return ¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤¬¾å¼Á¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
static bool kind_is_good(int k_idx)
{
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);
return (FALSE);
}
-
-/*
+/*!
+ * @brief À¸À®³¬¤Ë±þ¤¸¤¿¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎÀ¸À®¤ò¹Ô¤¦¡£
* Attempt to make an object (normal or good/great)
- *
- * This routine plays nasty games to generate the "special artifacts".
- *
- * This routine uses "object_level" for the "generation level".
- *
- * We assume that the given object has been "wiped".
+ * @param j_ptr À¸À®·ë²Ì¤ò¼ý¤á¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
+ * This routine plays nasty games to generate the "special artifacts".\n
+ * This routine uses "object_level" for the "generation level".\n
+ * We assume that the given object has been "wiped".\n
*/
bool make_object(object_type *j_ptr, u32b mode)
{
}
-/*
+/*!
+ * @brief ¥Õ¥í¥¢¤Î»ØÄê°ÌÃÖ¤ËÀ¸À®³¬¤Ë±þ¤¸¤¿¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎÀ¸À®¤ò¹Ô¤¦¡£
* Attempt to place an object (normal or good/great) at the given location.
- *
- * This routine plays nasty games to generate the "special artifacts".
- *
- * This routine uses "object_level" for the "generation level".
- *
- * This routine requires a clean floor grid destination.
+ * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
+ * This routine plays nasty games to generate the "special artifacts".\n
+ * This routine uses "object_level" for the "generation level".\n
+ * This routine requires a clean floor grid destination.\n
*/
void place_object(int y, int x, u32b mode)
{
}
-/*
+/*!
+ * @brief À¸À®³¬¤Ë±þ¤¸¤¿ºâÊõ¥ª¥Ö¥¸¥§¥¯¥È¤ÎÀ¸À®¤ò¹Ô¤¦¡£
* Make a treasure object
- *
+ * @param j_ptr À¸À®·ë²Ì¤ò¼ý¤á¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
* The location must be a legal, clean, floor grid.
*/
bool make_gold(object_type *j_ptr)
}
-/*
+/*!
+ * @brief ¥Õ¥í¥¢¤Î»ØÄê°ÌÃÖ¤ËÀ¸À®³¬¤Ë±þ¤¸¤¿ºâÊõ¥ª¥Ö¥¸¥§¥¯¥È¤ÎÀ¸À®¤ò¹Ô¤¦¡£
* Places a treasure (Gold or Gems) at given location
- *
+ * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
* The location must be a legal, clean, floor grid.
*/
void place_gold(int y, int x)
}
-/*
+/*!
+ * @brief À¸À®ºÑ¤Î¥ª¥Ö¥¸¥§¥¯¥È¤ò¥Õ¥í¥¢¤Î½êÄê¤Î°ÌÃÖ¤ËÍî¤È¤¹¡£
* Let an object fall to the ground at or near a location.
- *
- * The initial location is assumed to be "in_bounds()".
- *
- * This function takes a parameter "chance". This is the percentage
- * chance that the item will "disappear" instead of drop. If the object
- * has been thrown, then this is the chance of disappearance on contact.
- *
- * Hack -- this function uses "chance" to determine if it should produce
- * some form of "description" of the drop event (under the player).
- *
- * We check several locations to see if we can find a location at which
- * the object can combine, stack, or be placed. Artifacts will try very
- * hard to be placed, including "teleporting" to a useful grid if needed.
+ * @param j_ptr Íî¤È¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @param chance ¥É¥í¥Ã¥×¤ÎÀ®¸ùΨ(%)
+ * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @return À¸À®¤ËÀ®¸ù¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
+ * @details
+ * The initial location is assumed to be "in_bounds()".\n
+ *\n
+ * This function takes a parameter "chance". This is the percentage\n
+ * chance that the item will "disappear" instead of drop. If the object\n
+ * has been thrown, then this is the chance of disappearance on contact.\n
+ *\n
+ * Hack -- this function uses "chance" to determine if it should produce\n
+ * some form of "description" of the drop event (under the player).\n
+ *\n
+ * We check several locations to see if we can find a location at which\n
+ * the object can combine, stack, or be placed. Artifacts will try very\n
+ * hard to be placed, including "teleporting" to a useful grid if needed.\n
*/
s16b drop_near(object_type *j_ptr, int chance, int y, int x)
{
}
-/*
+/*!
+ * @brief ³ÍÆÀ¥É¥í¥Ã¥×¤ò¹Ô¤¦¡£
* Scatter some "great" objects near the player
+ * @param y1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @param num ³ÍÆÀ¤Î½èÍý²ó¿ô
+ * @param great TRUE¤Ê¤é¤Ðɬ¤º¹âµéÉʰʾå¤òÍî¤È¤¹
+ * @param special TRUE¤Ê¤é¤Ðɬ¤ºÆÃÊÌÉʤòÍî¤È¤¹
+ * @param known TRUE¤Ê¤é¤Ð¥ª¥Ö¥¸¥§¥¯¥È¤¬É¬¤º¡ö´ÕÄê¡öºÑ¤Ë¤Ê¤ë
+ * @return ¤Ê¤·
*/
-void acquirement(int y1, int x1, int num, bool great, bool known)
+void acquirement(int y1, int x1, int num, bool great, bool special, bool known)
{
object_type *i_ptr;
object_type object_type_body;
- u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
+ u32b mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
/* Acquirement */
while (num--)
}
}
+/*
+ * Scatter some "amusing" objects near the player
+ */
+
+#define AMS_NOTHING 0x00 /* No restriction */
+#define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
+#define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
+#define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
+#define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
+
+typedef struct
+{
+ int tval;
+ int sval;
+ int prob;
+ byte flag;
+} amuse_type;
+
+amuse_type amuse_info[] =
+{
+ { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
+ { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
+ { TV_SPIKE, SV_ANY, 10, AMS_PILE },
+ { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
+ { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
+ { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
+ { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
+ { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
+ { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
+ { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
+ { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
+ { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
+ { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
+
+ { 0, 0, 0 }
+};
+
+/*!
+ * @brief ïÆÀ¥É¥í¥Ã¥×¤ò¹Ô¤¦¡£
+ * @param y1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
+ * @param x1 ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
+ * @param num ïÆÀ¤Î½èÍý²ó¿ô
+ * @param known TRUE¤Ê¤é¤Ð¥ª¥Ö¥¸¥§¥¯¥È¤¬É¬¤º¡ö´ÕÄê¡öºÑ¤Ë¤Ê¤ë
+ * @return ¤Ê¤·
+ */
+void amusement(int y1, int x1, int num, bool known)
+{
+ object_type *i_ptr;
+ object_type object_type_body;
+ int n, t = 0;
+
+ for (n = 0; amuse_info[n].tval != 0; n++)
+ {
+ t += amuse_info[n].prob;
+ }
+
+ /* Acquirement */
+ while (num)
+ {
+ int i, k_idx, a_idx = 0;
+ int r = randint0(t);
+ bool insta_art, fixed_art;
+
+ for (i = 0; ; i++)
+ {
+ r -= amuse_info[i].prob;
+ if (r <= 0) break;
+ }
+
+ /* Get local object */
+ i_ptr = &object_type_body;
+
+ /* Wipe the object */
+ object_wipe(i_ptr);
+
+ /* Wipe the object */
+ k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
+
+ /* Paranoia - reroll if nothing */
+ if (!k_idx) continue;
+
+ /* Search an artifact index if need */
+ insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
+ fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
+
+ if (insta_art || fixed_art)
+ {
+ for (a_idx = 1; a_idx < max_a_idx; a_idx++)
+ {
+ if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
+ if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
+ if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
+ if (a_info[a_idx].cur_num > 0) continue;
+ break;
+ }
+
+ if (a_idx >= max_a_idx) continue;
+ }
+
+ /* Make an object (if possible) */
+ object_prep(i_ptr, k_idx);
+ if (a_idx) i_ptr->name1 = a_idx;
+ apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
+
+ if (amuse_info[i].flag & AMS_NO_UNIQUE)
+ {
+ if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
+ }
+
+ if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
+ if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
+
+ if (known)
+ {
+ object_aware(i_ptr);
+ object_known(i_ptr);
+ }
+
+ /* Paranoia - reroll if nothing */
+ if (!(i_ptr->k_idx)) continue;
+
+ /* Drop the object */
+ (void)drop_near(i_ptr, -1, y1, x1);
+
+ num--;
+ }
+}
+
#define MAX_NORMAL_TRAPS 18
/* See init_feat_variables() in init2.c */
static s16b normal_traps[MAX_NORMAL_TRAPS];
-/*
- * Initialize arrays for normal traps
+/*!
+ * @brief ¥¿¥°¤Ë½¾¤Ã¤Æ¡¢´ðËܥȥé¥Ã¥×¥Æ¡¼¥Ö¥ë¤ò½é´ü²½¤¹¤ë / Initialize arrays for normal traps
+ * @return ¤Ê¤·
*/
void init_normal_traps(void)
{
normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
}
-/*
+/*!
+ * @brief ´ðËܥȥé¥Ã¥×¤ò¥é¥ó¥À¥à¤ËÁªÂò¤¹¤ë /
* 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.
+ * @return ÁªÂò¤·¤¿¥È¥é¥Ã¥×¤ÎID
+ * @details
+ * XXX XXX XXX This routine should be redone to reflect trap "level".\n
+ * That is, it does not make sense to have spiked pits at 50 feet.\n
+ * Actually, it is not this routine, but the "trap instantiation"\n
+ * code, which should also check for "trap doors" on quest levels.\n
*/
s16b choose_random_trap(void)
{
return feat;
}
-/*
+/*!
+ * @brief ¥Þ¥¹¤Ë¸ºß¤¹¤ë¥È¥é¥Ã¥×¤òÈëÆ¿¤¹¤ë /
* Disclose an invisible trap
+ * @param y ÈëÆ¿¤·¤¿¤¤¥Þ¥¹¤ÎYºÂɸ
+ * @param x ÈëÆ¿¤·¤¿¤¤¥Þ¥¹¤ÎXºÂɸ
+ * @return ¤Ê¤·
*/
void disclose_grid(int y, int x)
{
}
}
-
-/*
- * Places a random trap at the given location.
- *
+/*!
+ * @brief ¥Þ¥¹¤ò¥È¥é¥Ã¥×¤òÇÛÃÖ¤¹¤ë /
* The location must be a legal, naked, floor grid.
- *
- * Note that all traps start out as "invisible" and "untyped", and then
- * when they are "discovered" (by detecting them or setting them off),
- * the trap is "instantiated" as a visible, "typed", trap.
+ * @param y ÇÛÃÖ¤·¤¿¤¤¥Þ¥¹¤ÎYºÂɸ
+ * @param x ÇÛÃÖ¤·¤¿¤¤¥Þ¥¹¤ÎXºÂɸ
+ * @return
+ * Note that all traps start out as "invisible" and "untyped", and then\n
+ * when they are "discovered" (by detecting them or setting them off),\n
+ * the trap is "instantiated" as a visible, "typed", trap.\n
*/
void place_trap(int y, int x)
{
c_ptr->feat = choose_random_trap();
}
-
-/*
+/*!
+ * @brief ËâÆ»¶ñ¤Î»ÈÍѲó¿ô¤Î»ÄÎ̤ò¼¨¤¹¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë /
* Describe the charges on an item in the inventory.
+ * @param item »ÄÎ̤òɽ¼¨¤·¤¿¤¤¥×¥ì¥¤¥ä¡¼¤Î¥¢¥¤¥Æ¥à½ê»ý¥¹¥í¥Ã¥È
+ * @return ¤Ê¤·
*/
void inven_item_charges(int item)
{
}
-
-/*
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤Î»Ä¤ê½ê»ý¿ô¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë /
* Describe an item in the inventory.
+ * @param item »ÄÎ̤òɽ¼¨¤·¤¿¤¤¥×¥ì¥¤¥ä¡¼¤Î¥¢¥¤¥Æ¥à½ê»ý¥¹¥í¥Ã¥È
+ * @return ¤Ê¤·
*/
void inven_item_describe(int item)
{
}
-
-/*
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤Î»Ä¤ê½ê»ý¿ô¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë /
* Increase the "number" of an item in the inventory
+ * @param item ½ê»ý¿ô¤òÁý¤ä¤·¤¿¤¤¥×¥ì¥¤¥ä¡¼¤Î¥¢¥¤¥Æ¥à½ê»ý¥¹¥í¥Ã¥È
+ * @param num Áý¤ä¤·¤¿¤¤ÎÌ
+ * @return ¤Ê¤·
*/
void inven_item_increase(int item, int num)
{
}
}
-
-/*
+/*!
+ * @brief ½ê»ý¥¢¥¤¥Æ¥à¥¹¥í¥Ã¥È¤«¤é½ê»ý¿ô¤Î¤Ê¤¯¤Ê¤Ã¤¿¥¢¥¤¥Æ¥à¤ò¾Ãµî¤¹¤ë /
* Erase an inventory slot if it has no more items
+ * @param item ¾Ãµî¤·¤¿¤¤¥×¥ì¥¤¥ä¡¼¤Î¥¢¥¤¥Æ¥à½ê»ý¥¹¥í¥Ã¥È
+ * @return ¤Ê¤·
*/
void inven_item_optimize(int item)
{
p_ptr->window |= (PW_SPELL);
}
-
-/*
+/*!
+ * @brief ¾²¾å¤ÎËâÆ»¶ñ¤Î»Ä¤ê»ÄÎÌ¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë /
* Describe the charges on an item on the floor.
+ * @param item ¥á¥Ã¥»¡¼¥¸¤ÎÂоݤˤ·¤¿¤¤¥¢¥¤¥Æ¥à½ê»ý¥¹¥í¥Ã¥È
+ * @return ¤Ê¤·
*/
void floor_item_charges(int item)
{
}
-
-/*
- * Describe an item in the inventory.
+/*!
+ * @brief ¾²¾å¤Î¥¢¥¤¥Æ¥à¤Î»Ä¤ê¿ô¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë /
+ * Describe the charges on an item on the floor.
+ * @param item ¥á¥Ã¥»¡¼¥¸¤ÎÂоݤˤ·¤¿¤¤¥¢¥¤¥Æ¥à½ê»ý¥¹¥í¥Ã¥È
+ * @return ¤Ê¤·
*/
void floor_item_describe(int item)
{
}
-/*
+/*!
+ * @brief ¾²¾å¤Î¥¢¥¤¥Æ¥à¤Î¿ô¤òÁý¤ä¤¹ /
* Increase the "number" of an item on the floor
+ * @param item Áý¤ä¤·¤¿¤¤¥¢¥¤¥Æ¥à¤Î½ê»ý¥¹¥í¥Ã¥È
+ * @param num Áý¤ä¤·¤¿¤¤¥¢¥¤¥Æ¥à¤Î¿ô
+ * @return ¤Ê¤·
*/
void floor_item_increase(int item, int num)
{
}
-/*
+/*!
+ * @brief ¾²¾å¤Î¿ô¤Î̵¤¯¤Ê¤Ã¤¿¥¢¥¤¥Æ¥à¥¹¥í¥Ã¥È¤ò¾Ãµî¤¹¤ë /
* Optimize an item on the floor (destroy "empty" items)
+ * @param item ¾Ãµî¤·¤¿¤¤¥¢¥¤¥Æ¥à¤Î½ê»ý¥¹¥í¥Ã¥È
+ * @return ¤Ê¤·
*/
void floor_item_optimize(int item)
{
}
-/*
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤ò½¦¤¦ºÝ¤Ë¥¶¥Ã¥¯¤«¤é°î¤ì¤º¤ËºÑ¤à¤«¤òȽÄꤹ¤ë /
* Check if we have space for an item in the pack without overflow
+ * @param o_ptr ½¦¤¤¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return °î¤ì¤º¤ËºÑ¤à¤Ê¤éTRUE¤òÊÖ¤¹
*/
bool inven_carry_okay(object_type *o_ptr)
{
return (FALSE);
}
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤òÄêµÁ¤µ¤ì¤¿´ð½à¤Ë½¾¤¤¥½¡¼¥È¤¹¤ë¤¿¤á¤Î´Ø¿ô /
+ * Check if we have space for an item in the pack without overflow
+ * @param o_ptr Èæ³ÓÂоݥª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿1
+ * @param o_value o_ptr¤Î¥¢¥¤¥Æ¥à²ÁÃ͡ʼêÆ°¤Ç¤¢¤é¤«¤¸¤áÂåÆþ¤¹¤ëɬÍפ¬¤¢¤ë¡©¡Ë
+ * @param j_ptr Èæ³ÓÂоݥª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿2
+ * @return o_ptr¤ÎÊý¤¬¾å°Ì¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
+ */
+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);
+}
+
+
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ò¥×¥ì¥¤¥ä¡¼¤¬½¦¤Ã¤Æ½ê»ý¥¹¥í¥Ã¥È¤ËǼ¤á¤ë¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Add an item to the players inventory, and return the slot used.
- *
- * If the new item can combine with an existing item in the inventory,
- * it will do so, using "object_similar()" and "object_absorb()", else,
- * the item will be placed into the "proper" location in the inventory.
- *
- * This function can be used to "over-fill" the player's pack, but only
- * once, and such an action must trigger the "overflow" code immediately.
- * Note that when the pack is being "over-filled", the new item must be
- * placed into the "overflow" slot, and the "overflow" must take place
- * before the pack is reordered, but (optionally) after the pack is
- * combined. This may be tricky. See "dungeon.c" for info.
- *
- * Note that this code must remove any location/stack information
- * from the object once it is placed into the inventory.
+ * @param o_ptr ½¦¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¼ý¤á¤é¤ì¤¿½ê»ý¥¹¥í¥Ã¥È¤ÎID¡¢½¦¤¦¤³¤È¤¬¤Ç¤¤Ê¤«¤Ã¤¿¾ì¹ç-1¤òÊÖ¤¹¡£
+ * @details
+ * If the new item can combine with an existing item in the inventory,\n
+ * it will do so, using "object_similar()" and "object_absorb()", else,\n
+ * the item will be placed into the "proper" location in the inventory.\n
+ *\n
+ * This function can be used to "over-fill" the player's pack, but only\n
+ * once, and such an action must trigger the "overflow" code immediately.\n
+ * Note that when the pack is being "over-filled", the new item must be\n
+ * placed into the "overflow" slot, and the "overflow" must take place\n
+ * before the pack is reordered, but (optionally) after the pack is\n
+ * combined. This may be tricky. See "dungeon.c" for info.\n
+ *\n
+ * Note that this code must remove any location/stack information\n
+ * from the object once it is placed into the inventory.\n
*/
s16b inven_carry(object_type *o_ptr)
{
/* Reorder the pack */
if (i < INVEN_PACK)
{
- s32b o_value, j_value;
-
/* Get the "value" of the item */
- o_value = object_value(o_ptr);
+ s32b o_value = object_value(o_ptr);
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- j_ptr = &inventory[j];
-
- /* Use empty slots */
- if (!j_ptr->k_idx) break;
-
- /* Hack -- readable books always come first */
- if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) break;
- if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) continue;
-
- if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) break;
- if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) continue;
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Non-aware (flavored) items always come last */
- if (!object_is_aware(o_ptr)) continue;
- if (!object_is_aware(j_ptr)) break;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /* Unidentified objects always come last */
- if (!object_is_known(o_ptr)) continue;
- if (!object_is_known(j_ptr)) break;
-
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Determine the "value" of the pack item */
- j_value = object_value(j_ptr);
-
- /* Objects sort by decreasing value */
- if (o_value > j_value) break;
- if (o_value < j_value) continue;
+ if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
}
/* Use that slot */
/* Forget location */
j_ptr->iy = j_ptr->ix = 0;
- /* No longer marked */
- j_ptr->marked = 0;
+ /* Player touches it, and no longer marked */
+ j_ptr->marked = OM_TOUCHED;
/* Increase the weight */
p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
}
-/*
+/*!
+ * @brief ÁõÈ÷¥¹¥í¥Ã¥È¤«¤é¥ª¥Ö¥¸¥§¥¯¥È¤ò³°¤¹¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Take off (some of) a non-cursed equipment item
- *
- * Note that only one item at a time can be wielded per slot.
- *
- * Note that taking off an item when "full" may cause that item
- * to fall to the ground.
- *
- * Return the inventory slot into which the item is placed.
+ * @param item ¥ª¥Ö¥¸¥§¥¯¥È¤ò³°¤·¤¿¤¤½ê»ý¥Æ¡¼¥Ö¥ë¤ÎID
+ * @param amt ³°¤·¤¿¤¤¸Ä¿ô
+ * @return ¼ý¤á¤é¤ì¤¿½ê»ý¥¹¥í¥Ã¥È¤ÎID¡¢½¦¤¦¤³¤È¤¬¤Ç¤¤Ê¤«¤Ã¤¿¾ì¹ç-1¤òÊÖ¤¹¡£
+ * @details
+ * Note that only one item at a time can be wielded per slot.\n
+ * Note that taking off an item when "full" may cause that item\n
+ * to fall to the ground.\n
+ * Return the inventory slot into which the item is placed.\n
*/
s16b inven_takeoff(int item, int amt)
{
}
-/*
+/*!
+ * @brief ½ê»ý¥¹¥í¥Ã¥È¤«¤é¾²²¼¤Ë¥ª¥Ö¥¸¥§¥¯¥È¤òÍî¤È¤¹¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Drop (some of) a non-cursed inventory/equipment item
- *
+ * @param item ½ê»ý¥Æ¡¼¥Ö¥ë¤ÎID
+ * @param amt Íî¤È¤·¤¿¤¤¸Ä¿ô
+ * @return ¤Ê¤·
+ * @details
* The object will be dropped "near" the current location
*/
void inven_drop(int item, int amt)
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý¥¹¥í¥Ã¥È¤Ë¸ºß¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤ò¤Þ¤È¤á¤Ê¤ª¤¹ /
* Combine items in the pack
- *
+ * @return ¤Ê¤·
+ * @details
* Note special handling of the "overflow" slot
*/
void combine_pack(void)
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--)
{
- int max_num;
-
/* Get the item */
- j_ptr = &inventory[j];
+ o_ptr = &inventory[i];
/* Skip empty items */
- if (!j_ptr->k_idx) continue;
-
- /*
- * Get maximum number of the stack if these
- * are similar, get zero otherwise.
- */
- max_num = object_similar_part(j_ptr, o_ptr);
+ if (!o_ptr->k_idx) continue;
- /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (max_num && j_ptr->number < max_num)
+ /* Scan the items above that item */
+ for (j = 0; j < i; j++)
{
- if (o_ptr->number + j_ptr->number <= max_num)
- {
- /* Take note */
- flag = TRUE;
+ int max_num;
+
+ /* Get the item */
+ j_ptr = &inventory[j];
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Skip empty items */
+ if (!j_ptr->k_idx) continue;
- /* One object is gone */
- inven_cnt--;
+ /*
+ * Get maximum number of the stack if these
+ * are similar, get zero otherwise.
+ */
+ max_num = object_similar_part(j_ptr, o_ptr);
- /* Slide everything down */
- for (k = i; k < INVEN_PACK; k++)
+ /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
+ if (max_num && j_ptr->number < max_num)
+ {
+ if (o_ptr->number + j_ptr->number <= max_num)
{
- /* Structure copy */
- inventory[k] = inventory[k+1];
+ /* Take note */
+ flag = TRUE;
+
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
+
+ /* One object is gone */
+ inven_cnt--;
+
+ /* Slide everything down */
+ for (k = i; k < INVEN_PACK; k++)
+ {
+ /* Structure copy */
+ inventory[k] = inventory[k+1];
+ }
+
+ /* Erase the "final" slot */
+ object_wipe(&inventory[k]);
}
-
- /* Erase the "final" slot */
- object_wipe(&inventory[k]);
- }
- else
- {
- int old_num = o_ptr->number;
- int remain = j_ptr->number + o_ptr->number - max_num;
+ else
+ {
+ int old_num = o_ptr->number;
+ int remain = j_ptr->number + o_ptr->number - max_num;
#if 0
- o_ptr->number -= remain;
+ o_ptr->number -= remain;
#endif
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
- o_ptr->number = remain;
+ o_ptr->number = remain;
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
- if (o_ptr->tval == TV_ROD)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- o_ptr->timeout = o_ptr->timeout * remain / old_num;
- }
+ /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
+ if (o_ptr->tval == TV_ROD)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ o_ptr->timeout = o_ptr->timeout * remain / old_num;
+ }
- /* Hack -- if wands are stacking, combine the charges. -LM- */
- if (o_ptr->tval == TV_WAND)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
+ /* Hack -- if wands are stacking, combine the charges. -LM- */
+ if (o_ptr->tval == TV_WAND)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ }
}
- }
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-
- /* Done */
- break;
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+
+ /* Take note */
+ combined = TRUE;
+
+ /* Done */
+ break;
+ }
}
}
}
+ while (combined);
/* Message */
#ifdef JP
#endif
}
-
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý¥¹¥í¥Ã¥È¤Ë¸ºß¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤òʤÓÂؤ¨¤ë /
* Reorder items in the pack
- *
+ * @return ¤Ê¤·
+ * @details
* Note special handling of the "overflow" slot
*/
void reorder_pack(void)
{
int i, j, k;
s32b o_value;
- s32b j_value;
object_type forge;
object_type *q_ptr;
- object_type *j_ptr;
object_type *o_ptr;
bool flag = FALSE;
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- /* Get the item already there */
- j_ptr = &inventory[j];
-
- /* Use empty slots */
- if (!j_ptr->k_idx) break;
-
- /* Hack -- readable books always come first */
- if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) break;
- if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) continue;
-
- if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) break;
- if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) continue;
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Non-aware (flavored) items always come last */
- if (!object_is_aware(o_ptr)) continue;
- if (!object_is_aware(j_ptr)) break;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /* Unidentified objects always come last */
- if (!object_is_known(o_ptr)) continue;
- if (!object_is_known(j_ptr)) break;
-
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Determine the "value" of the pack item */
- j_value = object_value(j_ptr);
-
-
-
- /* Objects sort by decreasing value */
- if (o_value > j_value) break;
- if (o_value < j_value) continue;
+ if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
}
/* Never move down */
}
-
-/*
+/*!
+ * @brief ¸½ºß¥¢¥¯¥Æ¥£¥Ö¤Ë¤Ê¤Ã¤Æ¤¤¤ë¥¦¥£¥ó¥É¥¦¤Ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¾ÜºÙ¤òɽ¼¨¤¹¤ë /
* Hack -- display an object kind in the current window
- *
+ * @param k_idx ¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Î»²¾ÈID
+ * @return ¤Ê¤·
+ * @details
* Include list of usable spells for readible books
*/
void display_koff(int k_idx)
}
}
-/* Choose one of items that have warning flag */
+/*!
+ * @brief ·Ù¹ð¤òÊü¤Ä¥¢¥¤¥Æ¥à¤òÁªÂò¤¹¤ë /
+ * Choose one of items that have warning flag
+ * Calculate spell damages
+ * @return ·Ù¹ð¤ò¹Ô¤¦
+ */
object_type *choose_warning_item(void)
{
int i;
return number ? &inventory[choices[randint0(number)]] : NULL;
}
-/* Calculate spell damages */
+/*!
+ * @brief ·Ù¹ð´ð½à¤òÄê¤á¤ë¤¿¤á¤ËËâË¡¤Î¸ú²Ì°À¤Ë´ð¤Å¤¤¤ÆºÇÂçËâË¡¥À¥á¡¼¥¸¤ò·×»»¤¹¤ë /
+ * Calculate spell damages
+ * @param m_ptr ËâË¡¤ò¹Ô»È¤¹¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param typ ¸ú²Ì°À¤ÎID
+ * @param dam ´ðËÜ¥À¥á¡¼¥¸
+ * @param limit ¥À¥á¡¼¥¸¤Î¸Â³¦ÃÍ
+ * @param max »»½Ð¤·¤¿ºÇÂç¥À¥á¡¼¥¸¤òÊÖ¤¹¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (dam > *max) *max = dam;
}
-/* Calculate blow damages */
+/*!
+ * @brief ·Ù¹ð´ð½à¤òÄê¤á¤ë¤¿¤á¤Ë¥â¥ó¥¹¥¿¡¼¤ÎÂÇ·âºÇÂç¥À¥á¡¼¥¸¤ò»»½Ð¤¹¤ë /
+ * Calculate blow damages
+ * @param m_ptr ÂÇ·â¤ò¹Ô»È¤¹¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param blow_ptr ¥â¥ó¥¹¥¿¡¼¤ÎÂÇ·âǽÎϤι½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return »»½Ð¤µ¤ì¤¿ºÇÂç¥À¥á¡¼¥¸¤òÊÖ¤¹¡£
+ */
static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
{
int dam = blow_ptr->d_dice * blow_ptr->d_side;
return dam;
}
-/* Examine the grid (xx,yy) and warn the player if there are any danger */
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬ÆÃÄêÃÏÅÀ¤Ø°ÜÆ°¤·¤¿¾ì¹ç¤Ë·Ù¹ð¤òȯ¤¹¤ë½èÍý /
+ * Examine the grid (xx,yy) and warn the player if there are any danger
+ * @param xx ´í¸±À¤òÄ´ºº¤¹¤ë¥Þ¥¹¤ÎXºÂɸ
+ * @param yy ´í¸±À¤òÄ´ºº¤¹¤ë¥Þ¥¹¤ÎYºÂɸ
+ * @return ·Ù¹ð¤ò̵»ë¤·¤Æ¿Ê¤à¤³¤È¤òÁªÂò¤¹¤ë¤«¤«ÌäÂ̵꤬¤±¤ì¤ÐTRUE¡¢·Ù¹ð¤Ë½¾¤Ã¤¿¤Ê¤éFALSE¤òÊÖ¤¹¡£
+ */
bool process_warning(int xx, int yy)
{
int mx, my;
else strcpy(o_name, "body"); /* Warning ability without item */
msg_format("Your %s pulsates sharply!", o_name);
#endif
- disturb(0, 0);
+ disturb(0, 1);
#ifdef JP
return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
#else
else strcpy(o_name, "body"); /* Warning ability without item */
msg_format("Your %s pulsates!", o_name);
#endif
- disturb(0, 0);
+ disturb(0, 1);
#ifdef JP
return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
#else
return TRUE;
}
-
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ÎÉղòÄǽ¤ÊÉð´ï¤äÌðÃƤ«¤òÊÖ¤¹
+ * @param o_ptr ¥Á¥§¥Ã¥¯¤·¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥¨¥Ã¥»¥ó¥¹¤ÎÉղòÄǽ¤ÊÉð´ï¤«ÌðÃƤʤé¤ÐTRUE¤òÊÖ¤¹¡£
+ */
static bool item_tester_hook_melee_ammo(object_type *o_ptr)
{
switch (o_ptr->tval)
}
-/*
- * A structure for smithing
+/*!
+ * ¥¨¥Ã¥»¥ó¥¹¾ðÊó¤Î¹½Â¤ÂÎ / A structure for smithing
*/
typedef struct {
int add; /* TR flag number or special essence id */
} essence_type;
-/*
- * Smithing type data for Weapon smith
+/*!
+ * ¥¨¥Ã¥»¥ó¥¹¾ðÊó¥Æ¡¼¥Ö¥ë Smithing type data for Weapon smith
*/
#ifdef JP
static essence_type essence_info[] =
{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_HOLD_EXP, "·Ð¸³ÃÍ°Ý»ý", 3, TR_HOLD_EXP, 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_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_LITE_1, "±Êµ×¸÷¸»", 3, TR_LITE_1, 15},
+ {TR_LITE_2, "", 0, -2, 0},
+ {TR_LITE_3, "", 0, -2, 0},
{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_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_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 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_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_LITE_1, "permanent light", 3, TR_LITE_1, 15},
+ {TR_LITE_2, "", 0, -2, 0},
+ {TR_LITE_3, "", 0, -2, 0},
{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},
#endif
-/*
- * Essense names for Weapon smith
+/*!
+ * ¥¨¥Ã¥»¥ó¥¹Ì¾¥Æ¡¼¥Ö¥ë / Essense names for Weapon smith
*/
#ifdef JP
-static cptr essence_name[] =
+cptr essence_name[] =
{
"ÏÓÎÏ",
"ÃÎǽ",
"",
"È¿¼Í",
"ËãáãÃΤ餺",
- "À¸Ì¿ÎÏ°Ý»ý",
+ "·Ð¸³ÃÍ°Ý»ý",
"ÂÑ»À",
"ÂÑÅÅ·â",
"ÂѲбê",
"",
"reflection",
"free action",
- "hold life",
+ "hold exp",
"res. acid",
"res. elec.",
"res. fire",
};
#endif
-
+/*!
+ * @brief ½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹°ìÍ÷¤òɽ¼¨¤¹¤ë
+ * @return ¤Ê¤·
+ */
static void display_essence(void)
{
int i, num = 0;
return;
}
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ÎÃê½Ð½èÍý
+ * @return ¤Ê¤·
+ */
static void drain_essence(void)
{
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;
+ 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;
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 (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
+ if (have_flag(old_flgs, TR_ADD_H_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_DRAIN_HP)) dec--;
+ if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
+ if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
+ if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
+ if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
+ if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
+ if (have_flag(old_flgs, TR_COWARDICE)) dec--;
+ if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
+ if (have_flag(old_flgs, TR_LOW_AC)) dec--;
+ if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
+ if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
+ if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
-
+
iy = o_ptr->iy;
ix = o_ptr->ix;
next_o_idx = o_ptr->next_o_idx;
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);
drain_value[TR_BRAND_COLD] += 10;
drain_value[TR_RES_COLD] += 10;
}
+ else if (es_ptr->add == TR_LITE_2)
+ {
+ drain_value[TR_LITE_1] += 20;
+ }
+ else if (es_ptr->add == TR_LITE_3)
+ {
+ drain_value[TR_LITE_1] += 30;
+ }
}
}
}
if (!observe)
{
-#ifdef JP
- msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
-#else
- msg_print("You were not able to extract any essence.");
-#endif
+ msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
}
else
{
-#ifdef JP
- msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
-#else
- msg_print("Extracted essences:");
-#endif
+ msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
+
for (i = 0; essence_name[i]; i++)
{
if (!essence_name[i][0]) 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_name[i], drain_value[i]);
+ msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
}
}
+ /* Apply autodestroy/inscription to the drained item */
+ autopick_alter_item(item, TRUE);
+
/* Combine the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
p_ptr->window |= (PW_INVEN);
}
-
-
+/*!
+ * @brief Éղ乤륨¥Ã¥»¥ó¥¹¤ÎÂçÊ̤òÁªÂò¤¹¤ë
+ * @return Áª¤ó¤À¥¨¥Ã¥»¥ó¥¹¤ÎÂçÊÌID
+ */
static int choose_essence(void)
{
int mode = 0;
return mode;
}
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ò¼ÂºÝ¤ËÉղ乤ë
+ * @param mode ¥¨¥Ã¥»¥ó¥¹¤ÎÂçÊÌID
+ * @return ¤Ê¤·
+ */
static void add_essence(int mode)
{
int item, max_num = 0;
p_ptr->window |= (PW_INVEN);
}
-
+/*!
+ * @brief ¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤¹¤ë
+ * @return ¤Ê¤·
+ */
static void erase_essence(void)
{
int item;
p_ptr->window |= (PW_INVEN);
}
+/*!
+ * @brief ÃÃÌꥳ¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó
+ * @param only_browse TRUE¤Ê¤é¤Ð¥¨¥Ã¥»¥ó¥¹°ìÍ÷¤Îɽ¼¨¤Î¤ß¤ò¹Ô¤¦
+ * @return ¤Ê¤·
+ */
void do_cmd_kaji(bool only_browse)
{
int mode = 0;
case 5: add_essence(10);break;
}
}
+
+
+/*!
+ * @brief ÅêÚ³»þ¤¿¤¤¤Þ¤Ä¤ËÅꤲ¤ä¤¹¤¤/¾Æ´þ/¥¢¥ó¥Ç¥Ã¥É¥¹¥ì¥¤¤ÎÆÃÊ̸ú²Ì¤òÊÖ¤¹¡£
+ * Torches have special abilities when they are flaming.
+ * @param o_ptr ÅêÚ³¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param flgs ÆÃÊ̤ËÄɲ乤ë¥Õ¥é¥°¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
+void torch_flags(object_type *o_ptr, u32b *flgs)
+{
+ if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
+ {
+ if (o_ptr->xtra4 > 0)
+ {
+ add_flag(flgs, TR_BRAND_FIRE);
+ add_flag(flgs, TR_KILL_UNDEAD);
+ add_flag(flgs, TR_THROW);
+ }
+ }
+}
+
+/*!
+ * @brief ÅêÚ³»þ¤¿¤¤¤Þ¤Ä¤Ë¥À¥¤¥¹¤òÍ¿¤¨¤ë¡£
+ * Torches have special abilities when they are flaming.
+ * @param o_ptr ÅêÚ³¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param dd ÆÃÊ̤ʥÀ¥¤¥¹¿ô¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param ds ÆÃÊ̤ʥÀ¥¤¥¹ÌÌ¿ô¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
+void torch_dice(object_type *o_ptr, int *dd, int *ds)
+{
+ if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
+ {
+ if (o_ptr->xtra4 > 0)
+ {
+ (*dd) = 1;
+ (*ds) = 6;
+ }
+ }
+}
+
+/*!
+ * @brief ÅêÚ³»þÌ¿Ã椷¤¿¤¿¤¤¤Þ¤Ä¤Î¼÷Ì¿¤ò½Ì¤á¤ë¡£
+ * Torches have special abilities when they are flaming.
+ * @param o_ptr ÅêÚ³¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
+void torch_lost_fuel(object_type *o_ptr)
+{
+ if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
+ {
+ o_ptr->xtra4 -= (FUEL_TORCH / 25);
+ if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
+ }
+}