X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fobject.h;h=dc56cf9bbdf66a310bb29605b36bea61d55afeb1;hb=aee45f109c97177c77f7b5924f80d18a5cf01a4e;hp=6ef6f76e8313f70b9fd7ed8a19f7633375881ff6;hpb=518c5ffcdbedf9ae99fcf2011f54e96d18ec8de7;p=hengband%2Fhengband.git diff --git a/src/object.h b/src/object.h index 6ef6f76e8..dc56cf9bb 100644 --- a/src/object.h +++ b/src/object.h @@ -1,5 +1,4 @@ -#pragma once -#include "defines.h" +#pragma once /* * Object information, for a specific object. @@ -29,6 +28,162 @@ * is holding the object. Objects being held have "ix=0" and "iy=0". */ +#define TR_STR 0 /* STR += "pval" */ +#define TR_INT 1 /* INT += "pval" */ +#define TR_WIS 2 /* WIS += "pval" */ +#define TR_DEX 3 /* DEX += "pval" */ +#define TR_CON 4 /* CON += "pval" */ +#define TR_CHR 5 /* CHR += "pval" */ +#define TR_MAGIC_MASTERY 6 /* Later */ +#define TR_FORCE_WEAPON 7 /* Later */ +#define TR_STEALTH 8 /* Stealth += "pval" */ +#define TR_SEARCH 9 /* Search += "pval" */ +#define TR_INFRA 10 /* Infra += "pval" */ +#define TR_TUNNEL 11 /* Tunnel += "pval" */ +#define TR_SPEED 12 /* Speed += "pval" */ +#define TR_BLOWS 13 /* Blows += "pval" */ +#define TR_CHAOTIC 14 +#define TR_VAMPIRIC 15 +#define TR_SLAY_ANIMAL 16 +#define TR_SLAY_EVIL 17 +#define TR_SLAY_UNDEAD 18 +#define TR_SLAY_DEMON 19 +#define TR_SLAY_ORC 20 +#define TR_SLAY_TROLL 21 +#define TR_SLAY_GIANT 22 +#define TR_SLAY_DRAGON 23 +#define TR_KILL_DRAGON 24 /* Execute Dragon */ +#define TR_VORPAL 25 /* Later */ +#define TR_IMPACT 26 /* Cause Earthquakes */ +#define TR_BRAND_POIS 27 +#define TR_BRAND_ACID 28 +#define TR_BRAND_ELEC 29 +#define TR_BRAND_FIRE 30 +#define TR_BRAND_COLD 31 + +#define TR_SUST_STR 32 +#define TR_SUST_INT 33 +#define TR_SUST_WIS 34 +#define TR_SUST_DEX 35 +#define TR_SUST_CON 36 +#define TR_SUST_CHR 37 +#define TR_RIDING 38 +#define TR_EASY_SPELL 39 +#define TR_IM_ACID 40 +#define TR_IM_ELEC 41 +#define TR_IM_FIRE 42 +#define TR_IM_COLD 43 +#define TR_THROW 44 /* Later */ +#define TR_REFLECT 45 /* Reflect 'bolts' */ +#define TR_FREE_ACT 46 /* Free Action */ +#define TR_HOLD_EXP 47 /* Hold EXP */ +#define TR_RES_ACID 48 +#define TR_RES_ELEC 49 +#define TR_RES_FIRE 50 +#define TR_RES_COLD 51 +#define TR_RES_POIS 52 +#define TR_RES_FEAR 53 /* Added for Zangband */ +#define TR_RES_LITE 54 +#define TR_RES_DARK 55 +#define TR_RES_BLIND 56 +#define TR_RES_CONF 57 +#define TR_RES_SOUND 58 +#define TR_RES_SHARDS 59 +#define TR_RES_NETHER 60 +#define TR_RES_NEXUS 61 +#define TR_RES_CHAOS 62 +#define TR_RES_DISEN 63 + +#define TR_SH_FIRE 64 /* Immolation (Fire) */ +#define TR_SH_ELEC 65 /* Electric Sheath */ +#define TR_SLAY_HUMAN 66 /* Slay human */ +#define TR_SH_COLD 67 /* cold aura */ +#define TR_NO_TELE 68 /* Anti-teleportation */ +#define TR_NO_MAGIC 69 /* Anti-magic */ +#define TR_DEC_MANA 70 /* ??? */ +#define TR_TY_CURSE 71 /* The Ancient Curse */ +#define TR_WARNING 72 /* Warning */ +#define TR_HIDE_TYPE 73 /* Hide "pval" description */ +#define TR_SHOW_MODS 74 /* Always show Tohit/Todam */ +#define TR_SLAY_GOOD 75 +#define TR_LEVITATION 76 /* Feather Falling */ +#define TR_LITE_1 77 /* Light Radius 1*/ +#define TR_SEE_INVIS 78 /* See Invisible */ +#define TR_TELEPATHY 79 /* Telepathy */ +#define TR_SLOW_DIGEST 80 /* Item slows down digestion */ +#define TR_REGEN 81 /* Item induces regeneration */ +#define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */ +#define TR_XTRA_SHOTS 83 /* Bows get extra shots */ +#define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */ +#define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */ +#define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */ +#define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */ +#define TR_ACTIVATE 88 /* Item can be activated */ +#define TR_DRAIN_EXP 89 /* Item drains Experience */ +#define TR_TELEPORT 90 /* Item teleports player */ +#define TR_AGGRAVATE 91 /* Item aggravates monsters */ +#define TR_BLESSED 92 /* Item is Blessed */ +#define TR_ES_ATTACK 93 /* Fake flag for Smith */ +#define TR_ES_AC 94 /* Fake flag for Smith */ +#define TR_KILL_GOOD 95 + +#define TR_KILL_ANIMAL 96 +#define TR_KILL_EVIL 97 +#define TR_KILL_UNDEAD 98 +#define TR_KILL_DEMON 99 +#define TR_KILL_ORC 100 +#define TR_KILL_TROLL 101 +#define TR_KILL_GIANT 102 +#define TR_KILL_HUMAN 103 +#define TR_ESP_ANIMAL 104 +#define TR_ESP_UNDEAD 105 +#define TR_ESP_DEMON 106 +#define TR_ESP_ORC 107 +#define TR_ESP_TROLL 108 +#define TR_ESP_GIANT 109 +#define TR_ESP_DRAGON 110 +#define TR_ESP_HUMAN 111 +#define TR_ESP_EVIL 112 +#define TR_ESP_GOOD 113 +#define TR_ESP_NONLIVING 114 +#define TR_ESP_UNIQUE 115 +#define TR_FULL_NAME 116 +#define TR_FIXED_FLAVOR 117 +#define TR_ADD_L_CURSE 118 +#define TR_ADD_H_CURSE 119 +#define TR_DRAIN_HP 120 +#define TR_DRAIN_MANA 121 +#define TR_LITE_2 122 +#define TR_LITE_3 123 +#define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */ +#define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */ +#define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */ +#define TR_LITE_FUEL 127 /* Lights need Fuels */ + +#define TR_CALL_ANIMAL 128 +#define TR_CALL_DEMON 129 +#define TR_CALL_DRAGON 130 +#define TR_CALL_UNDEAD 131 +#define TR_COWARDICE 132 +#define TR_LOW_MELEE 133 +#define TR_LOW_AC 134 +#define TR_LOW_MAGIC 135 +#define TR_FAST_DIGEST 136 +#define TR_SLOW_REGEN 137 + +#define TR_FLAG_MAX 138 +#define TR_FLAG_SIZE 5 + +#define OBJ_GOLD_LIST 480 /* First "gold" entry */ +#define MAX_GOLD 18 /* Number of "gold" entries */ + +/* Lite flag macro */ +#define HAVE_LITE_FLAG(ARRAY) \ + (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3)) + +#define HAVE_DARK_FLAG(ARRAY) \ + (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3)) + typedef struct object_type object_type; struct object_type @@ -38,7 +193,88 @@ struct object_type POSITION iy; /* Y-position on map, or zero */ POSITION ix; /* X-position on map, or zero */ + /* + * The values for the "tval" field of various objects. + * + * This value is the primary means by which items are sorted in the + * player inventory_list, followed by "sval" and "cost". + * + * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile + * weapon with tval = 16+N, and does (xP) damage when so combined. This + * fact is not actually used in the source, but it kind of interesting. + * + * Note that as of 2.7.8, the "item flags" apply to all items, though + * only armor and weapons and a few other items use any of these flags. + */ + + #define TV_SKELETON 1 /* Skeletons ('s'), not specified */ + #define TV_BOTTLE 2 /* Empty bottles ('!') */ + #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */ + #define TV_WHISTLE 4 /* Whistle ('~') */ + #define TV_SPIKE 5 /* Spikes ('~') */ + #define TV_CHEST 7 /* Chests ('&') */ + #define TV_FIGURINE 8 /* Magical figurines */ + #define TV_STATUE 9 /* Statue, what a silly object... */ + #define TV_CORPSE 10 /* Corpses and Skeletons, specific */ + #define TV_CAPTURE 11 /* Monster ball */ + #define TV_NO_AMMO 15 /* Ammo for crimson */ + #define TV_SHOT 16 /* Ammo for slings */ + #define TV_ARROW 17 /* Ammo for bows */ + #define TV_BOLT 18 /* Ammo for x-bows */ + #define TV_BOW 19 /* Slings/Bows/Xbows */ + #define TV_DIGGING 20 /* Shovels/Picks */ + #define TV_HAFTED 21 /* Priest Weapons */ + #define TV_POLEARM 22 /* Axes and Pikes */ + #define TV_SWORD 23 /* Edged Weapons */ + #define TV_BOOTS 30 /* Boots */ + #define TV_GLOVES 31 /* Gloves */ + #define TV_HELM 32 /* Helms */ + #define TV_CROWN 33 /* Crowns */ + #define TV_SHIELD 34 /* Shields */ + #define TV_CLOAK 35 /* Cloaks */ + #define TV_SOFT_ARMOR 36 /* Soft Armor */ + #define TV_HARD_ARMOR 37 /* Hard Armor */ + #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */ + #define TV_LITE 39 /* Lites (including Specials) */ + #define TV_AMULET 40 /* Amulets (including Specials) */ + #define TV_RING 45 /* Rings (including Specials) */ + #define TV_CARD 50 + #define TV_STAFF 55 + #define TV_WAND 65 + #define TV_ROD 66 + #define TV_PARCHMENT 69 + #define TV_SCROLL 70 + #define TV_POTION 75 + #define TV_FLASK 77 + #define TV_FOOD 80 + #define TV_LIFE_BOOK 90 + #define TV_SORCERY_BOOK 91 + #define TV_NATURE_BOOK 92 + #define TV_CHAOS_BOOK 93 + #define TV_DEATH_BOOK 94 + #define TV_TRUMP_BOOK 95 + #define TV_ARCANE_BOOK 96 + #define TV_CRAFT_BOOK 97 + #define TV_DAEMON_BOOK 98 + #define TV_CRUSADE_BOOK 99 + #define TV_MUSIC_BOOK 105 + #define TV_HISSATSU_BOOK 106 + #define TV_HEX_BOOK 107 + #define TV_GOLD 127 /* Gold can only be picked up by players */ + + #define TV_EQUIP_BEGIN TV_SHOT + #define TV_EQUIP_END TV_CARD + #define TV_MISSILE_BEGIN TV_SHOT + #define TV_MISSILE_END TV_BOLT + #define TV_WEARABLE_BEGIN TV_BOW + #define TV_WEARABLE_END TV_CARD + #define TV_WEAPON_BEGIN TV_BOW + #define TV_WEAPON_END TV_SWORD + #define TV_ARMOR_BEGIN TV_BOOTS + #define TV_ARMOR_END TV_DRAG_ARMOR OBJECT_TYPE_VALUE tval; /* Item type (from kind) */ + + OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */ PARAMETER_VALUE pval; /* Item extra-parameter */ @@ -52,11 +288,19 @@ struct object_type ARTIFACT_IDX name1; /* Artifact type, if any */ EGO_IDX name2; /* Ego-Item type, if any */ + + /* + * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers + */ + #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */ + #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */ + #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */ XTRA8 xtra1; /* Extra info type (now unused) */ + XTRA8 xtra2; /* Extra info activation index */ - XTRA8 xtra3; /* Extra info for weaponsmith */ - XTRA16 xtra4; /*!< ŒõŒ¹‚ÌŽc‚èŽõ–½A‚ ‚é‚¢‚͕߂炦‚½ƒ‚ƒ“ƒXƒ^[‚ÌŒ»HP / Extra info fuel or captured monster's current HP */ - XTRA16 xtra5; /*!< •ß‚炦‚½ƒ‚ƒ“ƒXƒ^[‚̍őåHP / Extra info captured monster's max HP */ + XTRA8 xtra3; /*!< 複数の使用用途 捕らえたモンスターの速度,付加した特殊なエッセンスID / Extra info for weaponsmith */ + XTRA16 xtra4; /*!< 複数の使用用途 光源の残り寿命、あるいは捕らえたモンスターの現HP / Extra info fuel or captured monster's current HP */ + XTRA16 xtra5; /*!< 複数の使用用途 捕らえたモンスターの最大HP / Extra info captured monster's max HP */ HIT_PROB to_h; /* Plusses to hit */ HIT_POINT to_d; /* Plusses to damage */ @@ -69,7 +313,32 @@ struct object_type TIME_EFFECT timeout; /* Timeout Counter */ + /* + * Special Object Flags + */ + #define IDENT_SENSE 0x01 /* Item has been "sensed" */ + #define IDENT_FIXED 0x02 /* Item has been "haggled" */ + #define IDENT_EMPTY 0x04 /* Item charges are known */ + #define IDENT_KNOWN 0x08 /* Item abilities are known */ + #define IDENT_STORE 0x10 /* Item is storebought !!!! */ + #define IDENT_MENTAL 0x20 /* Item information is known */ + #if 0 + #define IDENT_CURSED 0x40 /* Item is temporarily cursed */ + #endif + #define IDENT_BROKEN 0x80 /* Item is permanently worthless */ byte ident; /* Special flags */ + + /* + * How object is marked (flags in object_type.mark) + * OM_FOUND --- original boolean flag + * OM_NOMSG --- temporary flag to suppress messages which were + * already printed in autopick_pickup_items(). + */ + #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */ + #define OM_NOMSG 0x02 /* temporary flag to suppress messages */ + #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */ + #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */ + #define OM_TOUCHED 0x10 /* Object was touched by player */ byte marked; /* Object is marked */ u16b inscription; /* Inscription index */ @@ -78,16 +347,53 @@ struct object_type byte feeling; /* Game generated inscription number (eg, pseudo-id) */ BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */ + + #define TRC_CURSED 0x00000001L + #define TRC_HEAVY_CURSE 0x00000002L + #define TRC_PERMA_CURSE 0x00000004L + #define TRC_XXX1 0x00000008L + #define TRC_TY_CURSE 0x00000010L + #define TRC_AGGRAVATE 0x00000020L + #define TRC_DRAIN_EXP 0x00000040L + #define TRC_SLOW_REGEN 0x00000080L + #define TRC_ADD_L_CURSE 0x00000100L + #define TRC_ADD_H_CURSE 0x00000200L + #define TRC_CALL_ANIMAL 0x00000400L + #define TRC_CALL_DEMON 0x00000800L + #define TRC_CALL_DRAGON 0x00001000L + #define TRC_COWARDICE 0x00002000L + #define TRC_TELEPORT 0x00004000L + #define TRC_LOW_MELEE 0x00008000L + #define TRC_LOW_AC 0x00010000L + #define TRC_LOW_MAGIC 0x00020000L + #define TRC_FAST_DIGEST 0x00040000L + #define TRC_DRAIN_HP 0x00080000L + #define TRC_DRAIN_MANA 0x00100000L + #define TRC_CALL_UNDEAD 0x00200000L + #define MAX_CURSE 18 + #define TRC_TELEPORT_SELF 0x00000001L + #define TRC_CHAINSWORD 0x00000002L + #define TRC_SPECIAL_MASK \ + (TRC_TY_CURSE | TRC_AGGRAVATE) + #define TRC_HEAVY_MASK \ + (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \ + TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT) + #define TRC_P_FLAG_MASK \ + (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \ + TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \ + TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \ + TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD) BIT_FLAGS curse_flags; /* Flags for curse */ OBJECT_IDX next_o_idx; /* Next object in stack (if any) */ - MONSTER_IDX held_m_idx; /* Monster holding us (if any) */ + MONSTER_IDX held_m_idx; /*!< アイテムを所持しているモンスターID (いないなら 0) / Monster holding us (if any) */ - ARTIFACT_BIAS_IDX artifact_bias; /*!< ƒ‰ƒ“ƒ_ƒ€ƒA[ƒeƒBƒtƒ@ƒNƒg¶¬Žž‚̃oƒCƒAƒXID */ + ARTIFACT_BIAS_IDX artifact_bias; /*!< ランダムアーティファクト生成時のバイアスID */ }; extern bool(*item_tester_hook)(object_type *o_ptr); extern OBJECT_TYPE_VALUE item_tester_tval; +extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx); /* object1.c */ extern ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode); @@ -96,24 +402,29 @@ extern void reset_visuals(void); extern void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]); extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]); extern concptr item_activation(object_type *o_ptr); + +#define SCROBJ_FAKE_OBJECT 0x00000001 +#define SCROBJ_FORCE_DETAIL 0x00000002 extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode); + extern char index_to_label(int i); -extern INVENTORY_IDX label_to_inven(int c); -extern INVENTORY_IDX label_to_equip(int c); extern s16b wield_slot(object_type *o_ptr); -extern concptr mention_use(int i); -extern concptr describe_use(int i); + extern bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval); -extern bool item_tester_okay(object_type *o_ptr); -extern void display_inven(void); -extern void display_equip(void); -extern COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode); -extern COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode); -extern void toggle_inven_equip(void); -extern bool can_get_item(void); -extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode); -extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option); -PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type); + +/* + * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function + */ +#define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */ +#define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */ +#define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */ +#define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */ +#define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */ +#define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/ +extern bool can_get_item(OBJECT_TYPE_VALUE tval); +extern bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval); + +#define REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item])) extern int bow_tval_ammo(object_type *o_ptr); @@ -121,15 +432,31 @@ extern int bow_tval_ammo(object_type *o_ptr); extern void excise_object_idx(OBJECT_IDX o_idx); extern void delete_object_idx(OBJECT_IDX o_idx); extern void delete_object(POSITION y, POSITION x); -extern void compact_objects(int size); -extern void wipe_o_list(void); + extern OBJECT_IDX o_pop(void); extern OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode); extern void object_known(object_type *o_ptr); extern void object_aware(object_type *o_ptr); extern void object_tried(object_type *o_ptr); + +/* + * アイテムの簡易鑑定定義 / Game generated inscription indices. These are stored in the object, + * and are used to index the string array from tables.c. + */ +#define FEEL_NONE 0 /*!< 簡易鑑定: 未鑑定 */ +#define FEEL_BROKEN 1 /*!< 簡易鑑定: 壊れている */ +#define FEEL_TERRIBLE 2 /*!< 簡易鑑定: 恐ろしい */ +#define FEEL_WORTHLESS 3 /*!< 簡易鑑定: 無価値 */ +#define FEEL_CURSED 4 /*!< 簡易鑑定: 呪われている */ +#define FEEL_UNCURSED 5 /*!< 簡易鑑定: 呪われていない */ +#define FEEL_AVERAGE 6 /*!< 簡易鑑定: 並 */ +#define FEEL_GOOD 7 /*!< 簡易鑑定: 上質 */ +#define FEEL_EXCELLENT 8 /*!< 簡易鑑定: 高級 */ +#define FEEL_SPECIAL 9 /*!< 簡易鑑定: 特別 */ +#define FEEL_MAX 9 /*!< 簡易鑑定の種別数 */ extern byte value_check_aux1(object_type *o_ptr); extern byte value_check_aux2(object_type *o_ptr); + extern PRICE object_value(object_type *o_ptr); extern PRICE object_value_real(object_type *o_ptr); extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt); @@ -150,14 +477,15 @@ extern void object_copy(object_type *o_ptr, object_type *j_ptr); #define AM_GREAT 0x00000004 /*!< Generate great items */ #define AM_SPECIAL 0x00000008 /*!< Generate artifacts (for debug mode only) */ #define AM_CURSED 0x00000010 /*!< Generate cursed/worthless items */ -#define AM_FORBID_CHEST 0x00000020 /*!< ” ‚©‚炳‚ç‚É” ‚ªoŒ»‚·‚邱‚Æ‚ð—}Ž~‚·‚é */ +#define AM_FORBID_CHEST 0x00000020 /*!< 箱からさらに箱が出現することを抑止する */ extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode); +extern OBJECT_SUBTYPE_VALUE coin_type; + extern bool make_object(object_type *j_ptr, BIT_FLAGS mode); -extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode); extern bool make_gold(object_type *j_ptr); -extern void place_gold(POSITION y, POSITION x); extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x); +extern void vary_item(INVENTORY_IDX item, ITEM_NUMBER num); extern void inven_item_charges(INVENTORY_IDX item); extern void inven_item_describe(INVENTORY_IDX item); extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num); @@ -171,7 +499,7 @@ extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_pt extern s16b inven_carry(object_type *o_ptr); extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt); extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt); -extern void combine_pack(void); +extern void combine_pack(player_type *owner_ptr); extern void reorder_pack(void); extern void display_koff(KIND_OBJECT_IDX k_idx); extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs); @@ -181,5 +509,631 @@ extern concptr essence_name[]; extern s32b flag_cost(object_type *o_ptr, int plusses); -extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode); -extern void py_pickup_floor(bool pickup); +extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval); +extern void py_pickup_floor(player_type *creature_ptr, bool pickup); +extern void prepare_label_string(char *label, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval); + +/* + * Return the "attr" for a given item. + * Use "flavor" if available. + * Default to user definitions. + */ +#define object_attr(T) \ + ((k_info[(T)->k_idx].flavor) ? \ + (k_info[k_info[(T)->k_idx].flavor].x_attr) : \ + ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \ + (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \ + (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr))) + + + /*** Object "sval" codes ***/ + + /* Any subvalue */ +#define SV_ANY 255 + +/* The "sval" codes for TV_FIGURINE */ +#define SV_FIGURINE_NORMAL 0 + +#define SV_CAPTURE_NONE 0 + +/* The "sval" codes for TV_STATUE */ +#define SV_WOODEN_STATUE 0 +#define SV_CLAY_STATUE 1 +#define SV_STONE_STATUE 2 +#define SV_IRON_STATUE 3 +#define SV_COPPER_STATUE 4 +#define SV_SILVER_STATUE 5 +#define SV_GOLDEN_STATUE 6 +#define SV_IVORY_STATUE 7 +#define SV_MITHRIL_STATUE 8 +#define SV_ORNATE_STATUE 9 +#define SV_PHOTO 50 + +/* The "sval" codes for TV_CORPSE */ +#define SV_SKELETON 0 +#define SV_CORPSE 1 + +/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */ +#define SV_AMMO_LIGHT 0 /* pebbles */ +#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */ +#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */ + +/* The "sval" codes for TV_BOW (note information in "sval") */ +#define SV_SLING 2 /* (x2) */ +#define SV_SHORT_BOW 12 /* (x2) */ +#define SV_LONG_BOW 13 /* (x3) */ +#define SV_LIGHT_XBOW 23 /* (x3) */ +#define SV_HEAVY_XBOW 24 /* (x4) */ +#define SV_CRIMSON 50 /* (x0) */ +#define SV_HARP 51 /* (x0) */ +#define SV_NAMAKE_BOW 63 /* (x3) */ + +/* The "sval" codes for TV_DIGGING */ +#define SV_SHOVEL 1 +#define SV_GNOMISH_SHOVEL 2 +#define SV_DWARVEN_SHOVEL 3 +#define SV_PICK 4 +#define SV_ORCISH_PICK 5 +#define SV_DWARVEN_PICK 6 +#define SV_MATTOCK 7 + +/* The "sval" values for TV_HAFTED */ +#define SV_CLUB 1 /* 1d4 */ +#define SV_WHIP 2 /* 1d6 */ +#define SV_QUARTERSTAFF 3 /* 1d9 */ +#define SV_NUNCHAKU 4 /* 2d3 */ +#define SV_MACE 5 /* 2d4 */ +#define SV_BALL_AND_CHAIN 6 /* 2d4 */ +#define SV_JO_STAFF 7 /* 1d7 */ +#define SV_WAR_HAMMER 8 /* 3d3 */ +#define SV_THREE_PIECE_ROD 11 /* 3d3 */ +#define SV_MORNING_STAR 12 /* 2d6 */ +#define SV_FLAIL 13 /* 2d6 */ +#define SV_BO_STAFF 14 /* 1d11 */ +#define SV_LEAD_FILLED_MACE 15 /* 3d4 */ +#define SV_TETSUBO 16 /* 2d7 */ +#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */ +#define SV_GREAT_HAMMER 19 /* 4d6 */ +#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */ +#define SV_WIZSTAFF 21 /* 1d2 */ +#define SV_GROND 50 /* 3d9 */ +#define SV_NAMAKE_HAMMER 63 /* 1d77 */ + +/* The "sval" values for TV_POLEARM */ +#define SV_HATCHET 1 /* 1d5 */ +#define SV_SPEAR 2 /* 1d6 */ +#define SV_SICKLE 3 /* 2d3 */ +#define SV_AWL_PIKE 4 /* 1d8 */ +#define SV_TRIDENT 5 /* 1d9 */ +#define SV_FAUCHARD 6 /* 1d10 */ +#define SV_BROAD_SPEAR 7 /* 1d9 */ +#define SV_PIKE 8 /* 2d5 */ +#define SV_NAGINATA 9 /* 2d6 */ +#define SV_BEAKED_AXE 10 /* 2d6 */ +#define SV_BROAD_AXE 11 /* 2d6 */ +#define SV_LUCERNE_HAMMER 12 /* 2d5 */ +#define SV_GLAIVE 13 /* 2d6 */ +#define SV_LAJATANG 14 /* 2d7 */ +#define SV_HALBERD 15 /* 3d4 */ +#define SV_GUISARME 16 /* 2d5 */ +#define SV_SCYTHE 17 /* 5d3 */ +#define SV_LANCE 20 /* 2d8 */ +#define SV_BATTLE_AXE 22 /* 2d8 */ +#define SV_GREAT_AXE 25 /* 4d4 */ +#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */ +#define SV_LOCHABER_AXE 28 /* 3d8 */ +#define SV_HEAVY_LANCE 29 /* 4d8 */ +#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */ +#define SV_TSURIZAO 40 /* 1d1 */ +#define SV_DEATH_SCYTHE 50 /* 10d10 */ + +/* The "sval" codes for TV_SWORD */ +#define SV_BROKEN_DAGGER 1 /* 1d1 */ +#define SV_BROKEN_SWORD 2 /* 1d2 */ +#define SV_DAGGER 4 /* 1d4 */ +#define SV_MAIN_GAUCHE 5 /* 1d5 */ +#define SV_TANTO 6 /* 1d5 */ +#define SV_RAPIER 7 /* 1d6 */ +#define SV_SMALL_SWORD 8 /* 1d6 */ +#define SV_BASILLARD 9 /* 1d8 */ +#define SV_SHORT_SWORD 10 /* 1d7 */ +#define SV_SABRE 11 /* 1d7 */ +#define SV_CUTLASS 12 /* 1d7 */ +#define SV_WAKIZASHI 13 /* 2d4 */ +#define SV_KHOPESH 14 /* 2d4 */ +#define SV_TULWAR 15 /* 2d4 */ +#define SV_BROAD_SWORD 16 /* 2d5 */ +#define SV_LONG_SWORD 17 /* 2d5 */ +#define SV_SCIMITAR 18 /* 2d5 */ +#define SV_NINJATO 19 /* 1d9 */ +#define SV_KATANA 20 /* 3d4 */ +#define SV_BASTARD_SWORD 21 /* 3d4 */ +#define SV_GREAT_SCIMITAR 22 /* 4d5 */ +#define SV_CLAYMORE 23 /* 2d8 */ +#define SV_ESPADON 24 /* 2d9 */ +#define SV_TWO_HANDED_SWORD 25 /* 3d6 */ +#define SV_FLAMBERGE 26 /* 3d7 */ +#define SV_NO_DACHI 27 /* 5d4 */ +#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */ +#define SV_ZWEIHANDER 29 /* 4d6 */ +#define SV_BLADE_OF_CHAOS 30 /* 6d5 */ +#define SV_DIAMOND_EDGE 31 /* 7d5 */ +#define SV_DOKUBARI 32 /* 1d1 */ +#define SV_HAYABUSA 33 /* 1d6 */ + +/* The "sval" codes for TV_SHIELD */ +#define SV_SMALL_LEATHER_SHIELD 2 +#define SV_SMALL_METAL_SHIELD 3 +#define SV_LARGE_LEATHER_SHIELD 4 +#define SV_LARGE_METAL_SHIELD 5 +#define SV_DRAGON_SHIELD 6 +#define SV_KNIGHT_SHIELD 7 +#define SV_MIRROR_SHIELD 10 +#define SV_YATA_MIRROR 50 + +/* The "sval" codes for TV_HELM */ +#define SV_HARD_LEATHER_CAP 2 +#define SV_METAL_CAP 3 +#define SV_JINGASA 4 /* 4 */ +#define SV_IRON_HELM 5 +#define SV_STEEL_HELM 6 +#define SV_DRAGON_HELM 7 +#define SV_KABUTO 8 /* 7 */ + +/* The "sval" codes for TV_CROWN */ +#define SV_IRON_CROWN 10 +#define SV_GOLDEN_CROWN 11 +#define SV_JEWELED_CROWN 12 +#define SV_CHAOS 50 + +/* The "sval" codes for TV_BOOTS */ +#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 +#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3 +#define SV_PAIR_OF_DRAGON_GREAVE 4 +#define SV_PAIR_OF_METAL_SHOD_BOOTS 6 + +/* The "sval" codes for TV_CLOAK */ +#define SV_CLOAK 1 +#define SV_ELVEN_CLOAK 2 +#define SV_FUR_CLOAK 3 +#define SV_ETHEREAL_CLOAK 5 +#define SV_SHADOW_CLOAK 6 + +/* The "sval" codes for TV_GLOVES */ +#define SV_SET_OF_LEATHER_GLOVES 1 +#define SV_SET_OF_GAUNTLETS 2 +#define SV_SET_OF_DRAGON_GLOVES 3 +#define SV_SET_OF_CESTI 5 + +/* The "sval" codes for TV_SOFT_ARMOR */ +#define SV_T_SHIRT 0 +#define SV_FILTHY_RAG 1 +#define SV_ROBE 2 +#define SV_PAPER_ARMOR 3 /* 4 */ +#define SV_SOFT_LEATHER_ARMOR 4 +#define SV_SOFT_STUDDED_LEATHER 5 +#define SV_HARD_LEATHER_ARMOR 6 +#define SV_HARD_STUDDED_LEATHER 7 +#define SV_RHINO_HIDE_ARMOR 8 +#define SV_CORD_ARMOR 9 /* 6 */ +#define SV_PADDED_ARMOR 10 /* 4 */ +#define SV_LEATHER_SCALE_MAIL 11 +#define SV_LEATHER_JACK 12 +#define SV_KUROSHOUZOKU 13 +#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */ +#define SV_ABUNAI_MIZUGI 50 +#define SV_YOIYAMI_ROBE 60 +#define SV_NAMAKE_ARMOR 63 + +/* The "sval" codes for TV_HARD_ARMOR */ +#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */ +#define SV_RING_MAIL 2 /* 12 */ +#define SV_METAL_SCALE_MAIL 3 /* 13 */ +#define SV_CHAIN_MAIL 4 /* 14 */ +#define SV_DOUBLE_RING_MAIL 5 /* 15 */ +#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */ +#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */ +#define SV_BAR_CHAIN_MAIL 8 /* 18 */ +#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */ +#define SV_SPLINT_MAIL 10 /* 19 */ +#define SV_DO_MARU 11 /* 20 */ +#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */ +#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */ +#define SV_HARAMAKIDO 14 /* 17 */ +#define SV_FULL_PLATE_ARMOUR 15 /* 25 */ +#define SV_O_YOROI 16 /* 24 */ +#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */ +#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */ +#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */ +#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */ + +/* The "sval" codes for TV_DRAG_ARMOR */ +#define SV_DRAGON_BLACK 1 +#define SV_DRAGON_BLUE 2 +#define SV_DRAGON_WHITE 3 +#define SV_DRAGON_RED 4 +#define SV_DRAGON_GREEN 5 +#define SV_DRAGON_MULTIHUED 6 +#define SV_DRAGON_SHINING 10 +#define SV_DRAGON_LAW 12 +#define SV_DRAGON_BRONZE 14 +#define SV_DRAGON_GOLD 16 +#define SV_DRAGON_CHAOS 18 +#define SV_DRAGON_BALANCE 20 +#define SV_DRAGON_POWER 30 + +/* The sval codes for TV_LITE */ +#define SV_LITE_TORCH 0 +#define SV_LITE_LANTERN 1 +#define SV_LITE_FEANOR 2 +#define SV_LITE_EDISON 3 +#define SV_LITE_GALADRIEL 4 +#define SV_LITE_ELENDIL 5 +#define SV_LITE_JUDGE 6 +#define SV_LITE_LORE 7 +#define SV_LITE_PALANTIR 8 +#define SV_LITE_FLY_STONE 9 + +/* The "sval" codes for TV_AMULET */ +#define SV_AMULET_DOOM 0 +#define SV_AMULET_TELEPORT 1 +#define SV_AMULET_ADORNMENT 2 +#define SV_AMULET_SLOW_DIGEST 3 +#define SV_AMULET_RESIST_ACID 4 +#define SV_AMULET_SEARCHING 5 +#define SV_AMULET_BRILLIANCE 6 +#define SV_AMULET_CHARISMA 7 +#define SV_AMULET_THE_MAGI 8 +#define SV_AMULET_REFLECTION 9 +#define SV_AMULET_CARLAMMAS 10 +#define SV_AMULET_INGWE 11 +#define SV_AMULET_DWARVES 12 +#define SV_AMULET_NO_MAGIC 13 +#define SV_AMULET_NO_TELE 14 +#define SV_AMULET_RESISTANCE 15 +#define SV_AMULET_TELEPATHY 16 +#define SV_AMULET_FARAMIR 17 +#define SV_AMULET_BOROMIR 18 +#define SV_AMULET_MAGATAMA 19 +#define SV_AMULET_INROU 20 +#define SV_AMULET_INTELLIGENCE 21 +#define SV_AMULET_WISDOM 22 +#define SV_AMULET_MAGIC_MASTERY 23 +#define SV_AMULET_NIGHT 24 + +/* The sval codes for TV_RING */ +#define SV_RING_WOE 0 +#define SV_RING_AGGRAVATION 1 +#define SV_RING_WEAKNESS 2 +#define SV_RING_STUPIDITY 3 +#define SV_RING_TELEPORTATION 4 +#define SV_RING_SLOW_DIGESTION 6 +#define SV_RING_LEVITATION_FALL 7 +#define SV_RING_RESIST_FIRE 8 +#define SV_RING_RESIST_COLD 9 +#define SV_RING_SUSTAIN_STR 10 +#define SV_RING_SUSTAIN_INT 11 +#define SV_RING_SUSTAIN_WIS 12 +#define SV_RING_SUSTAIN_CON 13 +#define SV_RING_SUSTAIN_DEX 14 +#define SV_RING_SUSTAIN_CHR 15 +#define SV_RING_PROTECTION 16 +#define SV_RING_ACID 17 +#define SV_RING_FLAMES 18 +#define SV_RING_ICE 19 +#define SV_RING_RESIST_POIS 20 +#define SV_RING_FREE_ACTION 21 +#define SV_RING_SEE_INVIS 22 +#define SV_RING_SEARCHING 23 +#define SV_RING_STR 24 +#define SV_RING_ELEC 25 +#define SV_RING_DEX 26 +#define SV_RING_CON 27 +#define SV_RING_ACCURACY 28 +#define SV_RING_DAMAGE 29 +#define SV_RING_SLAYING 30 +#define SV_RING_SPEED 31 +#define SV_RING_FRAKIR 32 +#define SV_RING_TULKAS 33 +#define SV_RING_NARYA 34 +#define SV_RING_NENYA 35 +#define SV_RING_VILYA 36 +#define SV_RING_POWER 37 +#define SV_RING_RES_FEAR 38 +#define SV_RING_RES_LD 39 +#define SV_RING_RES_NETHER 40 +#define SV_RING_RES_NEXUS 41 +#define SV_RING_RES_SOUND 42 +#define SV_RING_RES_CONFUSION 43 +#define SV_RING_RES_SHARDS 44 +#define SV_RING_RES_DISENCHANT 45 +#define SV_RING_RES_CHAOS 46 +#define SV_RING_RES_BLINDNESS 47 +#define SV_RING_LORDLY 48 +#define SV_RING_ATTACKS 49 +#define SV_RING_AHO 50 +#define SV_RING_SHOTS 51 +#define SV_RING_SUSTAIN 52 +#define SV_RING_DEC_MANA 53 +#define SV_RING_WARNING 54 +#define SV_RING_MUSCLE 55 + +#define SV_EXPRESS_CARD 0 + +/* The "sval" codes for TV_STAFF */ +#define SV_STAFF_DARKNESS 0 +#define SV_STAFF_SLOWNESS 1 +#define SV_STAFF_HASTE_MONSTERS 2 +#define SV_STAFF_SUMMONING 3 +#define SV_STAFF_TELEPORTATION 4 +#define SV_STAFF_IDENTIFY 5 +#define SV_STAFF_REMOVE_CURSE 6 +#define SV_STAFF_STARLITE 7 +#define SV_STAFF_LITE 8 +#define SV_STAFF_MAPPING 9 +#define SV_STAFF_DETECT_GOLD 10 +#define SV_STAFF_DETECT_ITEM 11 +#define SV_STAFF_DETECT_TRAP 12 +#define SV_STAFF_DETECT_DOOR 13 +#define SV_STAFF_DETECT_INVIS 14 +#define SV_STAFF_DETECT_EVIL 15 +#define SV_STAFF_CURE_LIGHT 16 +#define SV_STAFF_CURING 17 +#define SV_STAFF_HEALING 18 +#define SV_STAFF_THE_MAGI 19 +#define SV_STAFF_SLEEP_MONSTERS 20 +#define SV_STAFF_SLOW_MONSTERS 21 +#define SV_STAFF_SPEED 22 +#define SV_STAFF_PROBING 23 +#define SV_STAFF_DISPEL_EVIL 24 +#define SV_STAFF_POWER 25 +#define SV_STAFF_HOLINESS 26 +#define SV_STAFF_GENOCIDE 27 +#define SV_STAFF_EARTHQUAKES 28 +#define SV_STAFF_DESTRUCTION 29 +#define SV_STAFF_ANIMATE_DEAD 30 +#define SV_STAFF_MSTORM 31 +#define SV_STAFF_NOTHING 32 + + +/* The "sval" codes for TV_WAND */ +#define SV_WAND_HEAL_MONSTER 0 +#define SV_WAND_HASTE_MONSTER 1 +#define SV_WAND_CLONE_MONSTER 2 +#define SV_WAND_TELEPORT_AWAY 3 +#define SV_WAND_DISARMING 4 +#define SV_WAND_TRAP_DOOR_DEST 5 +#define SV_WAND_STONE_TO_MUD 6 +#define SV_WAND_LITE 7 +#define SV_WAND_SLEEP_MONSTER 8 +#define SV_WAND_SLOW_MONSTER 9 +#define SV_WAND_CONFUSE_MONSTER 10 +#define SV_WAND_FEAR_MONSTER 11 +#define SV_WAND_HYPODYNAMIA 12 +#define SV_WAND_POLYMORPH 13 +#define SV_WAND_STINKING_CLOUD 14 +#define SV_WAND_MAGIC_MISSILE 15 +#define SV_WAND_ACID_BOLT 16 +#define SV_WAND_CHARM_MONSTER 17 +#define SV_WAND_FIRE_BOLT 18 +#define SV_WAND_COLD_BOLT 19 +#define SV_WAND_ACID_BALL 20 +#define SV_WAND_ELEC_BALL 21 +#define SV_WAND_FIRE_BALL 22 +#define SV_WAND_COLD_BALL 23 +#define SV_WAND_WONDER 24 +#define SV_WAND_DISINTEGRATE 25 +#define SV_WAND_DRAGON_FIRE 26 +#define SV_WAND_DRAGON_COLD 27 +#define SV_WAND_DRAGON_BREATH 28 +#define SV_WAND_ROCKETS 29 +#define SV_WAND_STRIKING 30 +#define SV_WAND_GENOCIDE 31 + +/* The "sval" codes for TV_ROD */ +#define SV_ROD_DETECT_TRAP 0 +#define SV_ROD_DETECT_DOOR 1 +#define SV_ROD_IDENTIFY 2 +#define SV_ROD_RECALL 3 +#define SV_ROD_ILLUMINATION 4 +#define SV_ROD_MAPPING 5 +#define SV_ROD_DETECTION 6 +#define SV_ROD_PROBING 7 +#define SV_ROD_CURING 8 +#define SV_ROD_HEALING 9 +#define SV_ROD_RESTORATION 10 +#define SV_ROD_SPEED 11 +#define SV_ROD_PESTICIDE 12 +#define SV_ROD_TELEPORT_AWAY 13 +#define SV_ROD_DISARMING 14 +#define SV_ROD_LITE 15 +#define SV_ROD_SLEEP_MONSTER 16 +#define SV_ROD_SLOW_MONSTER 17 +#define SV_ROD_HYPODYNAMIA 18 +#define SV_ROD_POLYMORPH 19 +#define SV_ROD_ACID_BOLT 20 +#define SV_ROD_ELEC_BOLT 21 +#define SV_ROD_FIRE_BOLT 22 +#define SV_ROD_COLD_BOLT 23 +#define SV_ROD_ACID_BALL 24 +#define SV_ROD_ELEC_BALL 25 +#define SV_ROD_FIRE_BALL 26 +#define SV_ROD_COLD_BALL 27 +#define SV_ROD_HAVOC 28 +#define SV_ROD_STONE_TO_MUD 29 +#define SV_ROD_AGGRAVATE 30 + + +/* The "sval" codes for TV_SCROLL */ + +#define SV_SCROLL_DARKNESS 0 +#define SV_SCROLL_AGGRAVATE_MONSTER 1 +#define SV_SCROLL_CURSE_ARMOR 2 +#define SV_SCROLL_CURSE_WEAPON 3 +#define SV_SCROLL_SUMMON_MONSTER 4 +#define SV_SCROLL_SUMMON_UNDEAD 5 +#define SV_SCROLL_SUMMON_PET 6 +#define SV_SCROLL_TRAP_CREATION 7 +#define SV_SCROLL_PHASE_DOOR 8 +#define SV_SCROLL_TELEPORT 9 +#define SV_SCROLL_TELEPORT_LEVEL 10 +#define SV_SCROLL_WORD_OF_RECALL 11 +#define SV_SCROLL_IDENTIFY 12 +#define SV_SCROLL_STAR_IDENTIFY 13 +#define SV_SCROLL_REMOVE_CURSE 14 +#define SV_SCROLL_STAR_REMOVE_CURSE 15 +#define SV_SCROLL_ENCHANT_ARMOR 16 +#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 +#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 +/* xxx enchant missile? */ +#define SV_SCROLL_STAR_ENCHANT_ARMOR 20 +#define SV_SCROLL_STAR_ENCHANT_WEAPON 21 +#define SV_SCROLL_RECHARGING 22 +#define SV_SCROLL_MUNDANITY 23 +#define SV_SCROLL_LIGHT 24 +#define SV_SCROLL_MAPPING 25 +#define SV_SCROLL_DETECT_GOLD 26 +#define SV_SCROLL_DETECT_ITEM 27 +#define SV_SCROLL_DETECT_TRAP 28 +#define SV_SCROLL_DETECT_DOOR 29 +#define SV_SCROLL_DETECT_INVIS 30 +/* xxx (detect evil?) */ +#define SV_SCROLL_SATISFY_HUNGER 32 +#define SV_SCROLL_BLESSING 33 +#define SV_SCROLL_HOLY_CHANT 34 +#define SV_SCROLL_HOLY_PRAYER 35 +#define SV_SCROLL_MONSTER_CONFUSION 36 +#define SV_SCROLL_PROTECTION_FROM_EVIL 37 +#define SV_SCROLL_RUNE_OF_PROTECTION 38 +#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 +/* xxx */ +#define SV_SCROLL_STAR_DESTRUCTION 41 +#define SV_SCROLL_DISPEL_UNDEAD 42 +#define SV_SCROLL_SPELL 43 +#define SV_SCROLL_GENOCIDE 44 +#define SV_SCROLL_MASS_GENOCIDE 45 +#define SV_SCROLL_ACQUIREMENT 46 +#define SV_SCROLL_STAR_ACQUIREMENT 47 +#define SV_SCROLL_FIRE 48 +#define SV_SCROLL_ICE 49 +#define SV_SCROLL_CHAOS 50 +#define SV_SCROLL_RUMOR 51 +#define SV_SCROLL_ARTIFACT 52 +#define SV_SCROLL_RESET_RECALL 53 +#define SV_SCROLL_SUMMON_KIN 54 +#define SV_SCROLL_AMUSEMENT 55 +#define SV_SCROLL_STAR_AMUSEMENT 56 + +/* The "sval" codes for TV_POTION */ +#define SV_POTION_WATER 0 +#define SV_POTION_APPLE_JUICE 1 +#define SV_POTION_SLIME_MOLD 2 +/* xxx (fixed color) */ +#define SV_POTION_SLOWNESS 4 +#define SV_POTION_SALT_WATER 5 +#define SV_POTION_POISON 6 +#define SV_POTION_BLINDNESS 7 +/* xxx */ +#define SV_POTION_BOOZE 9 +/* xxx */ +#define SV_POTION_SLEEP 11 +/* xxx */ +#define SV_POTION_LOSE_MEMORIES 13 +/* xxx */ +#define SV_POTION_RUINATION 15 +#define SV_POTION_DEC_STR 16 +#define SV_POTION_DEC_INT 17 +#define SV_POTION_DEC_WIS 18 +#define SV_POTION_DEC_DEX 19 +#define SV_POTION_DEC_CON 20 +#define SV_POTION_DEC_CHR 21 +#define SV_POTION_DETONATIONS 22 +#define SV_POTION_DEATH 23 +#define SV_POTION_INFRAVISION 24 +#define SV_POTION_DETECT_INVIS 25 +#define SV_POTION_SLOW_POISON 26 +#define SV_POTION_CURE_POISON 27 +#define SV_POTION_BOLDNESS 28 +#define SV_POTION_SPEED 29 +#define SV_POTION_RESIST_HEAT 30 +#define SV_POTION_RESIST_COLD 31 +#define SV_POTION_HEROISM 32 +#define SV_POTION_BESERK_STRENGTH 33 +#define SV_POTION_CURE_LIGHT 34 +#define SV_POTION_CURE_SERIOUS 35 +#define SV_POTION_CURE_CRITICAL 36 +#define SV_POTION_HEALING 37 +#define SV_POTION_STAR_HEALING 38 +#define SV_POTION_LIFE 39 +#define SV_POTION_RESTORE_MANA 40 +#define SV_POTION_RESTORE_EXP 41 +#define SV_POTION_RES_STR 42 +#define SV_POTION_RES_INT 43 +#define SV_POTION_RES_WIS 44 +#define SV_POTION_RES_DEX 45 +#define SV_POTION_RES_CON 46 +#define SV_POTION_RES_CHR 47 +#define SV_POTION_INC_STR 48 +#define SV_POTION_INC_INT 49 +#define SV_POTION_INC_WIS 50 +#define SV_POTION_INC_DEX 51 +#define SV_POTION_INC_CON 52 +#define SV_POTION_INC_CHR 53 +/* xxx */ +#define SV_POTION_AUGMENTATION 55 +#define SV_POTION_ENLIGHTENMENT 56 +#define SV_POTION_STAR_ENLIGHTENMENT 57 +#define SV_POTION_SELF_KNOWLEDGE 58 +#define SV_POTION_EXPERIENCE 59 +#define SV_POTION_RESISTANCE 60 +#define SV_POTION_CURING 61 +#define SV_POTION_INVULNERABILITY 62 +#define SV_POTION_NEW_LIFE 63 +#define SV_POTION_NEO_TSUYOSHI 64 +#define SV_POTION_TSUYOSHI 65 +#define SV_POTION_POLYMORPH 66 + +/* The "sval" codes for TV_FLASK */ +#define SV_FLASK_OIL 0 + +/* The "sval" codes for TV_FOOD */ +#define SV_FOOD_POISON 0 +#define SV_FOOD_BLINDNESS 1 +#define SV_FOOD_PARANOIA 2 +#define SV_FOOD_CONFUSION 3 +#define SV_FOOD_HALLUCINATION 4 +#define SV_FOOD_PARALYSIS 5 +#define SV_FOOD_WEAKNESS 6 +#define SV_FOOD_SICKNESS 7 +#define SV_FOOD_STUPIDITY 8 +#define SV_FOOD_NAIVETY 9 +#define SV_FOOD_UNHEALTH 10 +#define SV_FOOD_DISEASE 11 +#define SV_FOOD_CURE_POISON 12 +#define SV_FOOD_CURE_BLINDNESS 13 +#define SV_FOOD_CURE_PARANOIA 14 +#define SV_FOOD_CURE_CONFUSION 15 +#define SV_FOOD_CURE_SERIOUS 16 +#define SV_FOOD_RESTORE_STR 17 +#define SV_FOOD_RESTORE_CON 18 +#define SV_FOOD_RESTORING 19 +/* many missing mushrooms */ +#define SV_FOOD_BISCUIT 32 +#define SV_FOOD_JERKY 33 +#define SV_FOOD_RATION 35 +#define SV_FOOD_SLIME_MOLD 36 +#define SV_FOOD_WAYBREAD 37 +#define SV_FOOD_PINT_OF_ALE 38 +#define SV_FOOD_PINT_OF_WINE 39 + + +#define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */ + +#define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */ +#define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */ + +/* + * Special "sval" limit -- first "good" magic/prayer book + */ +#define SV_BOOK_MIN_GOOD 2 +