{
OBJECT_IDX this_o_idx, next_o_idx = 0;
OBJECT_IDX prev_o_idx = 0;
-
- /* Object */
object_type *j_ptr;
j_ptr = &floor_ptr->o_list[o_idx];
{
monster_type *m_ptr;
m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
-
- /* Scan all objects in the grid */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
if (this_o_idx != o_idx)
{
prev_o_idx = this_o_idx;
continue;
}
- /* No previous */
if (prev_o_idx == 0)
{
- /* Remove from list */
m_ptr->hold_o_idx = next_o_idx;
}
-
- /* Real previous */
else
{
object_type *k_ptr;
-
- /* Previous object */
k_ptr = &floor_ptr->o_list[prev_o_idx];
-
- /* Remove from list */
k_ptr->next_o_idx = next_o_idx;
}
- /* Forget next pointer */
o_ptr->next_o_idx = 0;
-
break;
}
return;
}
- /* Dungeon */
grid_type *g_ptr;
-
POSITION y = j_ptr->iy;
POSITION x = j_ptr->ix;
-
g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Scan all objects in the grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
if (this_o_idx != o_idx)
{
prev_o_idx = this_o_idx;
continue;
}
- /* No previous */
if (prev_o_idx == 0)
{
- /* Remove from list */
g_ptr->o_idx = next_o_idx;
}
-
- /* Real previous */
else
{
object_type *k_ptr;
-
- /* Previous object */
k_ptr = &floor_ptr->o_list[prev_o_idx];
-
- /* Remove from list */
k_ptr->next_o_idx = next_o_idx;
}
- /* Forget next pointer */
o_ptr->next_o_idx = 0;
-
break;
}
}
void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
{
object_type *j_ptr;
-
- /* Excise */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
excise_object_idx(floor_ptr, o_idx);
-
- /* Object */
j_ptr = &floor_ptr->o_list[o_idx];
-
- /* Dungeon floor */
if (!OBJECT_IS_HELD_MONSTER(j_ptr))
{
POSITION y, x;
{
grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Refuse "illegal" locations */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (!in_bounds(floor_ptr, y, x)) return;
g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Scan all objects in the grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
*/
OBJECT_IDX o_pop(floor_type *floor_ptr)
{
- OBJECT_IDX i;
-
- /* Initial allocation */
if (floor_ptr->o_max < current_world_ptr->max_o_idx)
{
- /* Get next space */
- i = floor_ptr->o_max;
-
- /* Expand object array */
+ OBJECT_IDX i = floor_ptr->o_max;
floor_ptr->o_max++;
floor_ptr->o_cnt++;
-
- /* Use this object */
return i;
}
-
- /* Recycle dead objects */
- for (i = 1; i < floor_ptr->o_max; i++)
+ for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
{
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[i];
-
- /* Skip live objects */
if (o_ptr->k_idx) continue;
floor_ptr->o_cnt++;
- /* Use this object */
return i;
}
- /* Warn the player (except during dungeon creation) */
- if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
+ if (current_world_ptr->character_dungeon)
+ msg_print(_("アイテムが多すぎる!", "Too many objects!"));
return 0;
}
*/
static errr get_obj_num_prep(void)
{
- int i;
-
- /* Get the entry */
alloc_entry *table = alloc_kind_table;
-
- /* Scan the allocation table */
- for (i = 0; i < alloc_kind_size; i++)
+ for (OBJECT_IDX i = 0; i < alloc_kind_size; i++)
{
- /* Accept objects which pass the restriction, if any */
if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
{
- /* Accept this object */
table[i].prob2 = table[i].prob1;
}
-
- /* Do not use this object */
else
{
- /* Decline this object */
table[i].prob2 = 0;
}
}
if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
- /* Boost level */
if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
{
- /* Occasional "boost" */
if (one_in_(GREAT_OBJ))
{
- /* What a bizarre calculation */
level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
}
}
- /* Reset total */
total = 0L;
-
- /* Process probabilities */
for (i = 0; i < alloc_kind_size; i++)
{
- /* Objects are sorted by depth */
if (table[i].level > level) break;
- /* Default */
table[i].prob3 = 0;
-
k_idx = table[i].index;
-
- /* Access the actual kind */
k_ptr = &k_info[k_idx];
if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
- /* Accept */
table[i].prob3 = table[i].prob2;
-
- /* Total */
total += table[i].prob3;
}
- /* No legal objects */
if (total <= 0) return 0;
-
- /* Pick an object */
value = randint0(total);
-
- /* Find the object */
for (i = 0; i < alloc_kind_size; i++)
{
- /* Found the entry */
if (value < table[i].prob3) break;
- /* Decrement */
value = value - table[i].prob3;
}
- /* Power boost */
p = randint0(100);
-
- /* Try for a "better" object once (50%) or twice (10%) */
if (p < 60)
{
- /* Save old */
j = i;
-
- /* Pick a object */
value = randint0(total);
-
- /* Find the object */
for (i = 0; i < alloc_kind_size; i++)
{
- /* Found the entry */
if (value < table[i].prob3) break;
- /* Decrement */
value = value - table[i].prob3;
}
- /* Keep the "best" one */
if (table[i].level < table[j].level) i = j;
}
- /* Try for a "better" object twice (10%) */
if (p >= 10) return (table[i].index);
- /* Save old */
j = i;
-
- /* Pick a object */
value = randint0(total);
-
- /* Find the object */
for (i = 0; i < alloc_kind_size; i++)
{
- /* Found the entry */
if (value < table[i].prob3) break;
- /* Decrement */
value = value - table[i].prob3;
}
- /* Keep the "best" one */
if (table[i].level < table[j].level) i = j;
return (table[i].index);
}
*/
void object_known(object_type *o_ptr)
{
- /* Remove "default inscriptions" */
o_ptr->feeling = FEEL_NONE;
-
- /* Clear the "Felt" info */
o_ptr->ident &= ~(IDENT_SENSE);
-
- /* Clear the "Empty" info */
o_ptr->ident &= ~(IDENT_EMPTY);
-
- /* Now we know about the item */
o_ptr->ident |= (IDENT_KNOWN);
}
*/
void object_aware(player_type *owner_ptr, object_type *o_ptr)
{
- /* Fully aware of the effects */
k_info[o_ptr->k_idx].aware = TRUE;
bool mihanmei = !object_is_aware(o_ptr);
*/
void object_tried(object_type *o_ptr)
{
- /* Mark it as tried (even if "aware") */
k_info[o_ptr->k_idx].tried = TRUE;
}
*/
byte value_check_aux1(object_type *o_ptr)
{
- /* Artifacts */
if (object_is_artifact(o_ptr))
{
- /* Cursed/Broken */
if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
- /* Normal */
return FEEL_SPECIAL;
}
- /* Ego-Items */
if (object_is_ego(o_ptr))
{
- /* Cursed/Broken */
if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
- /* Normal */
return FEEL_EXCELLENT;
}
- /* Cursed items */
if (object_is_cursed(o_ptr)) return FEEL_CURSED;
-
- /* Broken items */
if (object_is_broken(o_ptr)) return FEEL_BROKEN;
-
if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
-
- /* Good "armor" bonus */
if (o_ptr->to_a > 0) return FEEL_GOOD;
-
- /* Good "weapon" bonus */
if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
- /* Default to "average" */
return FEEL_AVERAGE;
}
*/
byte value_check_aux2(object_type *o_ptr)
{
- /* Cursed items (all of them) */
if (object_is_cursed(o_ptr)) return FEEL_CURSED;
-
- /* Broken items (all of them) */
if (object_is_broken(o_ptr)) return FEEL_BROKEN;
-
- /* Artifacts -- except cursed/broken ones */
if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
-
- /* Ego-Items -- except cursed/broken ones */
if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
-
- /* Good armor bonus */
if (o_ptr->to_a > 0) return FEEL_UNCURSED;
-
- /* Good weapon bonuses */
if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
- /* No feeling */
return FEEL_NONE;
}
*/
static PRICE object_value_base(object_type *o_ptr)
{
- /* Aware item -- use template cost */
- if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
+ if (object_is_aware(o_ptr))
+ return (k_info[o_ptr->k_idx].cost);
- /* Analyze the type */
switch (o_ptr->tval)
{
-
- /* Un-aware Food */
case TV_FOOD: return (5L);
-
- /* Un-aware Potions */
case TV_POTION: return (20L);
-
- /* Un-aware Scrolls */
case TV_SCROLL: return (20L);
-
- /* Un-aware Staffs */
case TV_STAFF: return (70L);
-
- /* Un-aware Wands */
case TV_WAND: return (50L);
-
- /* Un-aware Rods */
case TV_ROD: return (90L);
-
- /* Un-aware Rings */
case TV_RING: return (45L);
-
- /* Un-aware Amulets */
case TV_AMULET: return (45L);
-
- /* Figurines, relative to monster level */
case TV_FIGURINE:
{
DEPTH level = r_info[o_ptr->pval].level;
else if (level < 50) return 6000 + (level - 40) * 800L;
else return 14000 + (level - 50) * 2000L;
}
-
case TV_CAPTURE:
if (!o_ptr->pval) return 1000L;
else return ((r_info[o_ptr->pval].level) * 50L + 1000);
}
- /* Paranoia -- Oops */
return (0L);
}
{
PRICE total = 0;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- PRICE tmp_cost;
- int count;
- int i;
object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
object_flags(o_ptr, flgs);
/*
* Exclude fixed flags of the base item.
* pval bonuses of base item will be treated later.
*/
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] &= ~(k_ptr->flags[i]);
- /* Exclude fixed flags of the fixed artifact. */
if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] &= ~(a_ptr->flags[i]);
}
-
- /* Exclude fixed flags of the ego-item. */
else if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] &= ~(e_ptr->flags[i]);
}
-
/*
* Calucurate values of remaining flags
*/
if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
total += (10000 + (2500 * plusses));
- tmp_cost = 0;
- count = 0;
+ PRICE tmp_cost = 0;
+ int count = 0;
if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
else
total += 250;
}
+
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;
*/
PRICE object_value_real(object_type *o_ptr)
{
- PRICE value;
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
- /* Hack -- "worthless" items */
if (!k_info[o_ptr->k_idx].cost) return (0L);
- /* Base cost */
- value = k_info[o_ptr->k_idx].cost;
-
- /* Extract some flags */
+ PRICE value = k_info[o_ptr->k_idx].cost;
object_flags(o_ptr, flgs);
-
- /* Artifact */
if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
-
- /* Hack -- "worthless" artifacts */
if (!a_ptr->cost) return (0L);
- /* Hack -- Use the artifact cost instead */
value = a_ptr->cost;
value += flag_cost(o_ptr, o_ptr->pval);
-
- /* Don't add pval bonuses etc. */
return (value);
}
-
- /* Ego-Item */
else if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
- /* Hack -- "worthless" ego-items */
if (!e_ptr->cost) return (0L);
- /* Hack -- Reward the ego-item with a bonus */
value += e_ptr->cost;
value += flag_cost(o_ptr, o_ptr->pval);
}
-
else
{
- int i;
bool flag = FALSE;
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
if (o_ptr->art_flags[i]) flag = TRUE;
if (flag) value += flag_cost(o_ptr, o_ptr->pval);
case TV_LITE:
case TV_AMULET:
case TV_RING:
- /* No pval */
if (!o_ptr->pval) break;
-
- /* Hack -- Negative "pval" is always bad */
if (o_ptr->pval < 0) return (0L);
- /* Give credit for stat bonuses */
if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
-
- /* Give credit for stealth and searching */
if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
-
- /* Give credit for infra-vision and tunneling */
if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
-
- /* Give credit for extra attacks */
if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
-
- /* Give credit for speed bonus */
if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
-
break;
}
-
- /* Analyze the item */
switch (o_ptr->tval)
{
- /* Wands/Staffs */
case TV_WAND:
{
/* Pay extra for charges, depending on standard number of
* charges. Handle new-style wands correctly. -LM-
*/
value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
-
break;
}
case TV_STAFF:
* charges. -LM-
*/
value += (value * o_ptr->pval / (k_ptr->pval * 2));
-
break;
}
-
- /* Rings/Amulets */
case TV_RING:
case TV_AMULET:
{
- /* Hack -- negative bonuses are bad */
if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
- /* Give credit for bonuses */
value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
-
break;
}
-
- /* Armor */
case TV_BOOTS:
case TV_GLOVES:
case TV_CLOAK:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
{
- /* Hack -- negative armor bonus */
if (o_ptr->to_a < 0) return (0L);
- /* Give credit for bonuses */
value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
-
break;
}
-
- /* Bows/Weapons */
case TV_BOW:
case TV_DIGGING:
case TV_HAFTED:
case TV_SWORD:
case TV_POLEARM:
{
- /* Hack -- negative hit/damage bonuses */
if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
- /* Factor in the bonuses */
value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
-
- /* Hack -- Factor in extra damage dice and sides */
value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
-
break;
}
-
- /* Ammo */
case TV_SHOT:
case TV_ARROW:
case TV_BOLT:
{
- /* Hack -- negative hit/damage bonuses */
if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
- /* Factor in the bonuses */
value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
-
- /* Hack -- Factor in extra damage dice and sides */
value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
-
break;
}
-
- /* Figurines, relative to monster level */
case TV_FIGURINE:
{
DEPTH level = r_info[o_ptr->pval].level;
else value = 14000 + (level - 50) * 2000L;
break;
}
-
case TV_CAPTURE:
{
if (!o_ptr->pval) value = 1000L;
else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
break;
}
-
case TV_CHEST:
{
if (!o_ptr->pval) value = 0L;
}
}
- /* Worthless object */
if (value < 0) return 0L;
- /* Return the value */
return (value);
}
{
PRICE value;
- /* Unknown items -- acquire a base value */
if (object_is_known(o_ptr))
{
- /* Broken items -- worthless */
if (object_is_broken(o_ptr)) return (0L);
-
- /* Cursed items -- worthless */
if (object_is_cursed(o_ptr)) return (0L);
- /* Real value (see above) */
value = object_value_real(o_ptr);
}
-
- /* Known items -- acquire the actual value */
else
{
- /* Hack -- Felt broken items */
if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
-
- /* Hack -- Felt cursed items */
if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
- /* Base value (see above) */
value = object_value_base(o_ptr);
}
- /* Apply discount (if any) */
if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
- /* Return the final value */
return (value);
}
q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
- /* Hack -- Rods also need to have their timeouts distributed. The
- * dropped stack will accept all time remaining to charge up to its
- * maximum.
- */
if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
if (q_ptr->pval > o_ptr->timeout)
*/
int object_similar_part(object_type *o_ptr, object_type *j_ptr)
{
- int i;
-
- /* Default maximum number of stack */
int max_num = MAX_STACK_SIZE;
-
- /* Require identical object types */
if (o_ptr->k_idx != j_ptr->k_idx) return 0;
-
- /* Analyze the items */
switch (o_ptr->tval)
{
- /* Chests and Statues*/
case TV_CHEST:
case TV_CARD:
case TV_CAPTURE:
{
- /* Never okay */
return 0;
}
-
case TV_STATUE:
{
if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
if (o_ptr->pval != j_ptr->pval) return 0;
break;
}
-
- /* Figurines and Corpses*/
case TV_FIGURINE:
case TV_CORPSE:
{
- /* Same monster */
if (o_ptr->pval != j_ptr->pval) return 0;
- /* Assume okay */
break;
}
-
- /* Food and Potions and Scrolls */
case TV_FOOD:
case TV_POTION:
case TV_SCROLL:
{
- /* Assume okay */
break;
}
-
- /* Staffs */
case TV_STAFF:
{
- /* Require either knowledge or known empty for both staffs. */
if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
!object_is_known(o_ptr)) ||
(!(j_ptr->ident & (IDENT_EMPTY)) &&
!object_is_known(j_ptr))) return 0;
- /* Require identical charges, since staffs are bulky. */
if (o_ptr->pval != j_ptr->pval) return 0;
- /* Assume okay */
break;
}
-
- /* Wands */
case TV_WAND:
{
- /* Require either knowledge or known empty for both wands. */
if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
!object_is_known(o_ptr)) ||
(!(j_ptr->ident & (IDENT_EMPTY)) &&
!object_is_known(j_ptr))) return 0;
- /* Wand charges combine in O&ZAngband. */
-
- /* Assume okay */
break;
}
-
- /* Staffs and Wands and Rods */
case TV_ROD:
{
- /* Prevent overflaw of timeout */
max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
-
- /* Assume okay */
break;
}
-
- /* Weapons and Armor */
case TV_BOW:
case TV_DIGGING:
case TV_HAFTED:
case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
-
- /* Rings, Amulets, Lites */
case TV_RING:
case TV_AMULET:
case TV_LITE:
case TV_WHISTLE:
{
- /* Require full knowledge of both items */
if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
-
- /* Fall through */
}
-
- /* Missiles */
case TV_BOLT:
case TV_ARROW:
case TV_SHOT:
{
- /* Require identical knowledge of both items */
if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
if (o_ptr->feeling != j_ptr->feeling) return 0;
-
- /* Require identical "bonuses" */
if (o_ptr->to_h != j_ptr->to_h) return 0;
if (o_ptr->to_d != j_ptr->to_d) return 0;
if (o_ptr->to_a != j_ptr->to_a) return 0;
-
- /* Require identical "pval" code */
if (o_ptr->pval != j_ptr->pval) return 0;
-
- /* Artifacts never stack */
if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
-
- /* Require identical "ego-item" names */
if (o_ptr->name2 != j_ptr->name2) return 0;
-
- /* Require identical added essence */
if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
-
- /* Hack -- Never stack "powerful" items */
if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
-
- /* Hack -- Never stack recharging items */
if (o_ptr->timeout || j_ptr->timeout) return 0;
-
- /* Require identical "values" */
if (o_ptr->ac != j_ptr->ac) return 0;
if (o_ptr->dd != j_ptr->dd) return 0;
if (o_ptr->ds != j_ptr->ds) return 0;
-
- /* Probably okay */
break;
}
-
- /* Various */
default:
{
- /* Require knowledge */
if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
- /* Probably okay */
break;
}
}
-
- /* Hack -- Identical art_flags! */
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
- /* Hack -- Require identical "cursed" status */
if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
-
- /* Hack -- Require identical "broken" status */
if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
-
- /* Hack -- require semi-matching "inscriptions" */
if (o_ptr->inscription && j_ptr->inscription &&
(o_ptr->inscription != j_ptr->inscription))
return 0;
- /* Hack -- normally require matching "inscriptions" */
if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
-
- /* Hack -- normally require matching "discounts" */
if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
-
- /* They match, so they must be similar */
return max_num;
}
bool object_similar(object_type *o_ptr, object_type *j_ptr)
{
int total = o_ptr->number + j_ptr->number;
- int max_num;
-
- /* Are these objects similar? */
- max_num = object_similar_part(o_ptr, j_ptr);
-
- /* Return if not similar */
+ int max_num = object_similar_part(o_ptr, j_ptr);
if (!max_num) return FALSE;
-
- /* Maximal "stacking" limit */
if (total > max_num) return 0;
-
- /* They match, so they must be similar */
return TRUE;
}
int total = o_ptr->number + j_ptr->number;
int diff = (total > max_num) ? total - max_num : 0;
- /* Combine quantity, lose excess items */
o_ptr->number = (total > max_num) ? max_num : total;
-
- /* Hack -- blend "known" status */
if (object_is_known(j_ptr)) object_known(o_ptr);
- /* Hack -- clear "storebought" if only one has it */
if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
(!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
{
if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
}
- /* Hack -- blend "mental" status */
if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
-
- /* Hack -- blend "inscriptions" */
if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
-
- /* Hack -- blend "feelings" */
if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
-
- /* Hack -- could average discounts */
- /* Hack -- save largest discount */
if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
-
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
if (o_ptr->tval == TV_ROD)
{
o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
}
- /* Hack -- if wands are stacking, combine the charges. -LM- */
if (o_ptr->tval == TV_WAND)
{
o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
*/
KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
{
- KIND_OBJECT_IDX k;
int num = 0;
KIND_OBJECT_IDX bk = 0;
- /* Look for it */
- for (k = 1; k < max_k_idx; k++)
+ for (KIND_OBJECT_IDX k = 1; k < max_k_idx; k++)
{
object_kind *k_ptr = &k_info[k];
-
- /* Require correct tval */
if (k_ptr->tval != tval) continue;
-
- /* Found a match */
if (k_ptr->sval == sval) return (k);
-
- /* Ignore illegal items */
if (sval != SV_ANY) continue;
-
- /* Apply the randomizer */
if (!one_in_(++num)) continue;
- /* Use this value */
bk = k;
}
- /* Return this choice */
if (sval == SV_ANY)
{
return bk;
*/
void object_wipe(object_type *o_ptr)
{
- /* Wipe the structure */
(void)WIPE(o_ptr, object_type);
}
*/
void object_copy(object_type *o_ptr, object_type *j_ptr)
{
- /* Copy the structure */
(void)COPY(o_ptr, j_ptr, object_type);
}
void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
-
- /* Clear the record */
object_wipe(o_ptr);
-
- /* Save the kind index */
o_ptr->k_idx = k_idx;
-
- /* Efficiency -- tval/sval */
o_ptr->tval = k_ptr->tval;
o_ptr->sval = k_ptr->sval;
-
- /* Default "pval" */
o_ptr->pval = k_ptr->pval;
-
- /* Default number */
o_ptr->number = 1;
-
- /* Default weight */
o_ptr->weight = k_ptr->weight;
-
- /* Default magic */
o_ptr->to_h = k_ptr->to_h;
o_ptr->to_d = k_ptr->to_d;
o_ptr->to_a = k_ptr->to_a;
-
- /* Default power */
o_ptr->ac = k_ptr->ac;
o_ptr->dd = k_ptr->dd;
o_ptr->ds = k_ptr->ds;
- /* Default activation */
if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
-
- /* Hack -- worthless items are always "broken" */
if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
- /* Hack -- cursed items are always "cursed" */
if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
*/
static void object_mention(player_type *owner_ptr, object_type *o_ptr)
{
- GAME_TEXT o_name[MAX_NLEN];
-
object_aware(owner_ptr, o_ptr);
object_known(o_ptr);
- /* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(owner_ptr, o_name, o_ptr, 0);
msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
}
/*!
+ *
* @brief アイテムのエゴをレア度の重みに合わせてランダムに選択する
* Choose random ego type
* @param slot 取得したいエゴの装備部位
*/
static byte get_random_ego(byte slot, bool good)
{
- ego_item_type *e_ptr;
-
long total = 0L;
-
for (int i = 1; i < max_e_idx; i++)
{
+ ego_item_type *e_ptr;
e_ptr = &e_info[i];
-
if (e_ptr->slot == slot
&& ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
{
}
int value = randint1(total);
-
int j;
for (j = 1; j < max_e_idx; j++)
{
+ ego_item_type *e_ptr;
e_ptr = &e_info[j];
-
if (e_ptr->slot == slot
&& ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
{
todam2 = (todam2 + 1) / 2;
}
- /* Good */
if (power > 0)
{
- /* Enchant */
o_ptr->to_h += tohit1;
o_ptr->to_d += todam1;
-
- /* Very good */
if (power > 1)
{
- /* Enchant again */
o_ptr->to_h += tohit2;
o_ptr->to_d += todam2;
}
}
-
- /* Cursed */
else if (power < 0)
{
- /* Penalize */
o_ptr->to_h -= tohit1;
o_ptr->to_d -= todam1;
-
- /* Very cursed */
if (power < -1)
{
- /* Penalize again */
o_ptr->to_h -= tohit2;
o_ptr->to_d -= todam2;
}
- /* Cursed (if "bad") */
- if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
+ if (o_ptr->to_h + o_ptr->to_d < 0)
+ o_ptr->curse_flags |= TRC_CURSED;
}
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
{
case TV_DIGGING:
{
- /* Very good */
if (power > 1)
{
- if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(30) || (power > 2))
become_random_artifact(owner_ptr, o_ptr, FALSE);
else
- /* Special Ego-item */
o_ptr->name2 = EGO_DIGGING;
}
-
- /* Very bad */
else if (power < -1)
{
- /* Hack -- Horrible digging bonus */
o_ptr->pval = 0 - (5 + randint1(5));
}
-
- /* Bad */
else if (power < 0)
{
- /* Hack -- Reverse digging bonus */
o_ptr->pval = 0 - (o_ptr->pval);
}
break;
}
-
case TV_HAFTED:
case TV_POLEARM:
case TV_SWORD:
{
- /* Very Good */
if (power > 1)
{
- if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(40) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
while (TRUE)
{
- /* Roll for an ego-item */
o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
continue;
add_flag(o_ptr->art_flags, TR_RES_FEAR);
break;
case EGO_SLAYING_WEAPON:
- if (one_in_(3)) /* double damage */
+ if (one_in_(3))
o_ptr->dd *= 2;
else
{
if (!o_ptr->art_name)
{
- /* Hack -- Super-charge the damage dice */
- while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
+ while (one_in_(10L * o_ptr->dd * o_ptr->ds))
+ o_ptr->dd++;
- /* Hack -- Lower the damage dice */
if (o_ptr->dd > 9) o_ptr->dd = 9;
}
}
-
- /* Very cursed */
else if (power < -1)
{
- /* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
while (TRUE)
{
continue;
}
+
break;
}
+
switch (o_ptr->name2)
{
case EGO_MORGUL:
break;
}
-
-
case TV_BOW:
{
- /* Very good */
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
+
o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
}
break;
}
-
-
case TV_BOLT:
case TV_ARROW:
case TV_SHOT:
{
- /* Very good */
if (power > 1)
{
- if (power > 2) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (power > 2)
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
-
switch (o_ptr->name2)
{
case EGO_SLAYING_BOLT:
break;
}
- /* Hack -- super-charge the damage dice */
- while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
+ while (one_in_(10L * o_ptr->dd * o_ptr->ds))
+ o_ptr->dd++;
- /* Hack -- restrict the damage dice */
if (o_ptr->dd > 9) o_ptr->dd = 9;
}
-
- /* Very cursed */
else if (power < -1)
{
- /* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
{
ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
-
- /* Good */
if (power > 0)
{
- /* Enchant */
o_ptr->to_a += toac1;
-
- /* Very good */
if (power > 1)
{
- /* Enchant again */
o_ptr->to_a += toac2;
}
}
-
- /* Cursed */
else if (power < 0)
{
- /* Penalize */
o_ptr->to_a -= toac1;
-
- /* Very cursed */
if (power < -1)
{
- /* Penalize again */
o_ptr->to_a -= toac2;
}
- /* Cursed (if "bad") */
if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
}
{
case TV_DRAG_ARMOR:
{
- if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(50) || (power > 2))
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
-
case TV_HARD_ARMOR:
case TV_SOFT_ARMOR:
{
- /* Very good */
if (power > 1)
{
- /* Hack -- Try for "Robes of the Magi" */
if ((o_ptr->tval == TV_SOFT_ARMOR) &&
(o_ptr->sval == SV_ROBE) &&
(randint0(100) < 15))
{
o_ptr->name2 = EGO_PERMANENCE;
}
+
break;
}
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
while (TRUE)
{
bool okay_flag = TRUE;
-
o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
-
switch (o_ptr->name2)
{
case EGO_DWARVEN:
{
okay_flag = FALSE;
}
+
break;
case EGO_DRUID:
if (o_ptr->tval != TV_SOFT_ARMOR)
{
okay_flag = FALSE;
}
+
break;
default:
break;
if (okay_flag) break;
}
+
switch (o_ptr->name2)
{
case EGO_RESISTANCE:
break;
}
-
case TV_SHIELD:
{
-
if (o_ptr->sval == SV_DRAGON_SHIELD)
{
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
- /* Very good */
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
{
continue;
}
+
break;
}
break;
}
}
+
break;
}
-
case TV_GLOVES:
{
if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
+
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
}
-
- /* Very cursed */
else if (power < -1)
{
o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
- /* Very good */
+
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
switch (o_ptr->name2)
{
case EGO_SLOW_DESCENT:
{
one_high_resistance(o_ptr);
}
+
break;
}
}
- /* Very cursed */
else if (power < -1)
{
o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
break;
}
-
case TV_CROWN:
{
- /* Very good */
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
+
while (TRUE)
{
bool ok_flag = TRUE;
else add_esp_weak(o_ptr, FALSE);
}
break;
- default:/* not existing crown (wisdom,lite, etc...) */
+ default:
+ /* not existing crown (wisdom,lite, etc...) */
ok_flag = FALSE;
}
+
if (ok_flag)
- break; /* while (TRUE) */
+ break;
}
+
break;
}
-
- /* Very cursed */
else if (power < -1)
{
while (TRUE)
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
break;
}
+
if (ok_flag)
- break; /* while (TRUE) */
+ break;
}
}
break;
}
-
case TV_HELM:
{
if (o_ptr->sval == SV_DRAGON_HELM)
if (!one_in_(3)) break;
}
- /* Very good */
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
+
while (TRUE)
{
bool ok_flag = TRUE;
o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
-
switch (o_ptr->name2)
{
case EGO_BRILLIANCE:
if (one_in_(2)) add_esp_strong(o_ptr);
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_(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...)*/
+ default:
+ /* not existing helm (Magi, Might, etc...)*/
ok_flag = FALSE;
}
if (ok_flag)
- break; /* while (TRUE) */
+ break;
}
+
break;
}
- /* Very cursed */
else if (power < -1)
{
while (TRUE)
case EGO_ANCIENT_CURSE:
ok_flag = FALSE;
}
+
if (ok_flag)
- break; /* while (TRUE) */
+ break;
}
}
+
break;
}
-
case TV_CLOAK:
{
- /* Very good */
if (power > 1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (one_in_(20) || (power > 2))
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
break;
}
}
-
- /* Very cursed */
else if (power < -1)
{
o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
*/
static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
{
- /* Apply magic (good or bad) according to type */
switch (o_ptr->tval)
{
case TV_RING:
{
- /* Analyze */
switch (o_ptr->sval)
{
case SV_RING_ATTACKS:
{
- /* Stat bonus */
o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
if (one_in_(15)) o_ptr->pval++;
if (o_ptr->pval < 1) o_ptr->pval = 1;
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse pval */
o_ptr->pval = 0 - (o_ptr->pval);
}
break;
}
-
case SV_RING_SHOTS:
{
break;
}
-
- /* Strength, Constitution, Dexterity, Intelligence */
case SV_RING_STR:
case SV_RING_CON:
case SV_RING_DEX:
{
- /* Stat bonus */
o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse pval */
o_ptr->pval = 0 - (o_ptr->pval);
}
break;
}
-
- /* Ring of Speed! */
case SV_RING_SPEED:
{
- /* Base speed (1 to 10) */
o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
-
- /* Super-charge the ring */
while (randint0(100) < 50) o_ptr->pval++;
- /* Cursed Ring */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse pval */
o_ptr->pval = 0 - (o_ptr->pval);
-
break;
}
break;
}
-
case SV_RING_LORDLY:
{
do
one_lordly_high_resistance(o_ptr);
} while (one_in_(4));
- /* Bonus to armor class */
o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
+ break;
}
- break;
-
case SV_RING_WARNING:
{
if (one_in_(3)) one_low_esp(o_ptr);
break;
}
-
- /* Searching */
case SV_RING_SEARCHING:
{
- /* Bonus to searching */
o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse pval */
o_ptr->pval = 0 - (o_ptr->pval);
}
break;
}
-
- /* Flames, Acid, Ice */
case SV_RING_FLAMES:
case SV_RING_ACID:
case SV_RING_ICE:
case SV_RING_ELEC:
{
- /* Bonus to armor class */
o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
break;
}
-
- /* Weakness, Stupidity */
case SV_RING_WEAKNESS:
case SV_RING_STUPIDITY:
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Penalize */
o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
if (power > 0) power = 0 - power;
break;
}
-
- /* WOE, Stupidity */
case SV_RING_WOE:
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Penalize */
o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
if (power > 0) power = 0 - power;
break;
}
-
- /* Ring of damage */
case SV_RING_DAMAGE:
{
- /* Bonus to damage */
o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse bonus */
o_ptr->to_d = 0 - o_ptr->to_d;
}
break;
}
-
- /* Ring of Accuracy */
case SV_RING_ACCURACY:
{
- /* Bonus to hit */
o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse tohit */
o_ptr->to_h = 0 - o_ptr->to_h;
}
break;
}
-
- /* Ring of Protection */
case SV_RING_PROTECTION:
{
- /* Bonus to armor class */
o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse toac */
o_ptr->to_a = 0 - o_ptr->to_a;
}
break;
}
-
- /* Ring of Slaying */
case SV_RING_SLAYING:
{
- /* Bonus to damage and to hit */
o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse bonuses */
o_ptr->to_h = 0 - o_ptr->to_h;
o_ptr->to_d = 0 - o_ptr->to_d;
}
break;
}
-
case SV_RING_MUSCLE:
{
o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
if (one_in_(4)) o_ptr->pval++;
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
- /* Reverse bonuses */
o_ptr->pval = 0 - o_ptr->pval;
}
}
case SV_RING_AGGRAVATION:
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= TRC_CURSED;
-
if (power > 0) power = 0 - power;
break;
}
}
- if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
- || (power > 2)) /* power > 2 is debug only */
+
+ /* power > 2 is debug only */
+ if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
{
o_ptr->pval = MIN(o_ptr->pval, 4);
- /* Randart amulet */
become_random_artifact(owner_ptr, o_ptr, FALSE);
}
else if ((power == 2) && one_in_(2))
o_ptr->to_h -= 2 + randint1(4);
o_ptr->to_d += 2 + randint1(4);
}
+
break;
case SV_RING_PROTECTION:
o_ptr->name2 = EGO_RING_SUPER_AC;
default:
break;
}
+
break;
}
}
+
o_ptr->curse_flags = 0L;
}
else if ((power == -2) && one_in_(2))
break;
}
}
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
+ o_ptr->ident |= (IDENT_BROKEN);
o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
}
+
break;
}
-
case TV_AMULET:
{
- /* Analyze */
switch (o_ptr->sval)
{
- /* Amulet of wisdom/charisma */
case SV_AMULET_INTELLIGENCE:
case SV_AMULET_WISDOM:
case SV_AMULET_CHARISMA:
{
o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= (TRC_CURSED);
-
- /* Reverse bonuses */
o_ptr->pval = 0 - o_ptr->pval;
}
break;
}
-
- /* Amulet of brilliance */
case SV_AMULET_BRILLIANCE:
{
o_ptr->pval = 1 + m_bonus(3, level);
if (one_in_(4)) o_ptr->pval++;
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= (TRC_CURSED);
-
- /* Reverse bonuses */
o_ptr->pval = 0 - o_ptr->pval;
}
break;
}
-
case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
{
if (power < 0)
{
o_ptr->curse_flags |= (TRC_CURSED);
}
+
break;
}
-
case SV_AMULET_RESISTANCE:
{
if (one_in_(5)) one_high_resistance(o_ptr);
if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
+ break;
}
- break;
-
- /* Amulet of searching */
case SV_AMULET_SEARCHING:
{
o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= (TRC_CURSED);
-
- /* Reverse bonuses */
o_ptr->pval = 0 - (o_ptr->pval);
}
break;
}
-
- /* Amulet of the Magi -- never cursed */
case SV_AMULET_THE_MAGI:
{
o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
-
- /* gain one low ESP */
add_esp_weak(o_ptr, FALSE);
-
break;
}
-
- /* Amulet of Doom -- always cursed */
case SV_AMULET_DOOM:
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= (TRC_CURSED);
-
- /* Penalize */
o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
if (power > 0) power = 0 - power;
break;
}
-
case SV_AMULET_MAGIC_MASTERY:
{
o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
-
- /* Cursed */
if (power < 0)
{
- /* Broken */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
o_ptr->curse_flags |= (TRC_CURSED);
-
- /* Reverse bonuses */
o_ptr->pval = 0 - o_ptr->pval;
}
}
}
- if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
- || (power > 2)) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
{
o_ptr->pval = MIN(o_ptr->pval, 4);
- /* Randart amulet */
become_random_artifact(owner_ptr, o_ptr, FALSE);
}
else if ((power == 2) && one_in_(2))
break;
}
}
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
+ o_ptr->ident |= (IDENT_BROKEN);
o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
}
+
break;
}
}
/* Unused */
(void)level;
- /* Apply magic (good or bad) according to type */
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
switch (o_ptr->tval)
{
}
case TV_LITE:
{
- /* Hack -- Torches -- random fuel */
if (o_ptr->sval == SV_LITE_TORCH)
{
if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
o_ptr->pval = 0;
}
- /* Hack -- Lanterns -- random fuel */
if (o_ptr->sval == SV_LITE_LANTERN)
{
if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
o_ptr->pval = 0;
}
- if (power > 2) /* power > 2 is debug only */
+ /* power > 2 is debug only */
+ if (power > 2)
{
become_random_artifact(owner_ptr, o_ptr, FALSE);
}
if (o_ptr->sval == SV_LITE_FEANOR)
okay_flag = FALSE;
}
+
if (okay_flag)
break;
}
else if (power == -2)
{
o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
-
switch (o_ptr->name2)
{
case EGO_LITE_DARKNESS:
break;
}
-
case TV_WAND:
case TV_STAFF:
{
o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
break;
}
-
case TV_ROD:
{
- /* Transfer the pval. -LM- */
o_ptr->pval = k_ptr->pval;
break;
}
-
case TV_CAPTURE:
{
o_ptr->pval = 0;
object_known(o_ptr);
break;
}
-
case TV_FIGURINE:
{
PARAMETER_VALUE i = 1;
int check;
-
monster_race *r_ptr;
-
- /* Pick a random non-unique monster race */
while (TRUE)
{
i = randint1(max_r_idx - 1);
if (i == MON_TSUCHINOKO) continue;
r_ptr = &r_info[i];
-
check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
-
- /* Ignore dead monsters */
if (!r_ptr->rarity) continue;
-
- /* Ignore uncommon monsters */
if (r_ptr->rarity > 100) continue;
-
- /* Prefer less out-of-depth monsters */
if (randint0(check)) continue;
break;
}
o_ptr->pval = i;
-
- /* Some figurines are cursed */
if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
break;
}
-
case TV_CORPSE:
{
PARAMETER_VALUE i = 1;
int check;
-
u32b match = 0;
-
monster_race *r_ptr;
-
if (o_ptr->sval == SV_SKELETON)
{
match = RF9_DROP_SKELETON;
match = RF9_DROP_CORPSE;
}
- /* Hack -- Remove the monster restriction */
get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
-
- /* Pick a random non-unique monster race */
while (TRUE)
{
i = get_mon_num(owner_ptr, floor_ptr->dun_level);
-
r_ptr = &r_info[i];
-
check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
-
- /* Ignore dead monsters */
if (!r_ptr->rarity) continue;
-
- /* Ignore corpseless monsters */
if (!(r_ptr->flags9 & match)) continue;
-
- /* Prefer less out-of-depth monsters */
if (randint0(check)) continue;
break;
}
o_ptr->pval = i;
-
object_aware(owner_ptr, o_ptr);
object_known(o_ptr);
break;
}
-
case TV_STATUE:
{
PARAMETER_VALUE i = 1;
-
monster_race *r_ptr;
-
- /* Pick a random monster race */
while (TRUE)
{
i = randint1(max_r_idx - 1);
-
r_ptr = &r_info[i];
-
- /* Ignore dead monsters */
if (!r_ptr->rarity) continue;
break;
}
o_ptr->pval = i;
-
if (cheat_peek)
{
msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
object_aware(owner_ptr, o_ptr);
object_known(o_ptr);
-
break;
}
-
case TV_CHEST:
{
DEPTH obj_level = k_info[o_ptr->k_idx].level;
-
- /* Hack -- skip ruined chests */
if (obj_level <= 0) break;
- /* Hack -- pick a "difficulty" */
o_ptr->pval = randint1(obj_level);
if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
o_ptr->xtra3 = floor_ptr->dun_level + 5;
-
- /* Never exceed "difficulty" of 55 to 59 */
if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
break;
*/
void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
{
- int i, rolls, f1, f2, power;
-
if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
-
- /* Maximum "level" for various things */
if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
- /* Base chance of being "good" */
- f1 = lev + 10;
-
- /* Maximal chance of being "good" */
+ int f1 = lev + 10;
if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
- /* Base chance of being "great" */
- f2 = f1 * 2 / 3;
-
- /* Maximal chance of being "great" */
+ int f2 = f1 * 2 / 3;
if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
f2 = d_info[owner_ptr->dungeon_idx].obj_great;
f2 -= 2;
}
- /* Assume normal */
- power = 0;
-
- /* Roll for "good" */
+ int power = 0;
if ((mode & AM_GOOD) || magik(f1))
{
- /* Assume "good" */
power = 1;
-
- /* Roll for "great" */
if ((mode & AM_GREAT) || magik(f2))
{
power = 2;
-
- /* Roll for "special" */
if (mode & AM_SPECIAL) power = 3;
}
}
-
- /* Roll for "cursed" */
else if (magik(f1))
{
- /* Assume "cursed" */
power = -1;
-
- /* Roll for "broken" */
if (magik(f2)) power = -2;
}
-
- /* Apply curse */
if (mode & AM_CURSED)
{
- /* Assume 'cursed' */
if (power > 0)
{
power = 0 - power;
}
- /* Everything else gets more badly cursed */
else
{
power--;
}
}
- /* Assume no rolls */
- rolls = 0;
-
- /* Get one roll if excellent */
+ int rolls = 0;
if (power >= 2) rolls = 1;
- /* Hack -- Get four rolls if forced great or special */
if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
-
- /* Hack -- Get no rolls if not allowed */
if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
- /* Roll for artifacts if allowed */
- for (i = 0; i < rolls; i++)
+ for (int i = 0; i < rolls; i++)
{
- /* Roll for an artifact */
if (make_artifact(owner_ptr, o_ptr)) break;
if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
{
}
}
- /* Hack -- analyze artifacts */
if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
-
- /* Hack -- Mark the artifact as "created" */
a_ptr->cur_num = 1;
-
- /* Hack -- Memorize location of artifact in saved floors */
if (current_world_ptr->character_dungeon)
a_ptr->floor_id = owner_ptr->floor_id;
- /* Extract the other fields */
o_ptr->pval = a_ptr->pval;
o_ptr->ac = a_ptr->ac;
o_ptr->dd = a_ptr->dd;
}
}
- /* Hack -- extract the "broken" flag */
if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
-
- /* Hack -- extract the "cursed" flag */
if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
break;
}
-
case TV_POLEARM:
{
if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
break;
}
-
case TV_SWORD:
{
if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
break;
}
-
case TV_DRAG_ARMOR:
case TV_HARD_ARMOR:
case TV_SOFT_ARMOR:
case TV_GLOVES:
case TV_BOOTS:
{
- /* Elven Cloak and Black Clothes ... */
if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
o_ptr->pval = randint1(4);
((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
a_m_aux_2(owner_ptr, o_ptr, lev, power);
+
break;
}
-
case TV_RING:
case TV_AMULET:
{
a_m_aux_3(owner_ptr, o_ptr, lev, power);
break;
}
-
default:
{
a_m_aux_4(owner_ptr, o_ptr, lev, power);
add_flag(o_ptr->art_flags, TR_CHR);
}
- /* Hack -- analyze ego-items */
if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
- /* Hack -- acquire "broken" flag */
if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
- /* Hack -- acquire "cursed" flag */
if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
if (o_ptr->dd > 9) o_ptr->dd = 9;
}
- /* Hack -- apply activatin index if needed */
if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
- /* Hack -- apply extra penalties if needed */
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);
if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
-
- /* Hack -- obtain pval */
if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
}
-
- /* Hack -- apply extra bonuses if needed */
else
{
- /* Hack -- obtain bonuses */
if (e_ptr->max_to_h)
{
if (e_ptr->max_to_h > 127)
o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
else o_ptr->to_h += randint1(e_ptr->max_to_h);
}
+
if (e_ptr->max_to_d)
{
if (e_ptr->max_to_d > 127)
o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
else o_ptr->to_d += randint1(e_ptr->max_to_d);
}
+
if (e_ptr->max_to_a)
{
if (e_ptr->max_to_a > 127)
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 = 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 = 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)
{
if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
{
o_ptr->pval += randint1(e_ptr->max_pval);
}
-
-
}
+
if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
{
o_ptr->pval = randint1(o_ptr->pval);
}
+
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
o_ptr->pval = 2;
}
return;
}
- /* Examine real objects */
if (o_ptr->k_idx)
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
- /* Hack -- acquire "broken" flag */
if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
- /* Hack -- acquire "cursed" flag */
if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
{
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
-
- /* Chance of "special object" */
PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
-
- /* Base level for the object */
DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
-
-
- /* Generate a special object, or a normal object */
if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
{
KIND_OBJECT_IDX k_idx;
-
- /* Good objects */
if ((mode & AM_GOOD) && !get_obj_num_hook)
{
- /* Activate restriction (if already specified, use that) */
get_obj_num_hook = kind_is_good;
}
- /* Restricted objects - prepare allocation table */
if (get_obj_num_hook) get_obj_num_prep();
- /* Pick a random object */
k_idx = get_obj_num(owner_ptr, base, mode);
-
- /* Restricted objects */
if (get_obj_num_hook)
{
- /* Clear restriction */
get_obj_num_hook = NULL;
-
- /* Reset allocation table to default */
get_obj_num_prep();
}
- /* Handle failure */
if (!k_idx) return FALSE;
- /* Prepare the object */
object_prep(j_ptr, k_idx);
}
- /* Apply magic (allow artifacts) */
apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
-
- /* Hack -- generate multiple spikes/missiles */
switch (j_ptr->tval)
{
case TV_SPIKE:
*/
bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
{
- int i;
- s32b base;
-
- /* Hack -- Pick a Treasure variety */
- i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
-
- /* Apply "extra" magic */
+ int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
if (one_in_(GREAT_OBJ))
{
i += randint1(floor_ptr->object_level + 1);
}
- /* Hack -- Creeping Coins only generate "themselves" */
if (coin_type) i = coin_type;
-
- /* Do not create "illegal" Treasure Types */
if (i >= MAX_GOLD) i = MAX_GOLD - 1;
-
- /* Prepare a gold object */
object_prep(j_ptr, OBJ_GOLD_LIST + i);
- /* Hack -- Base coin cost */
- base = k_info[OBJ_GOLD_LIST + i].cost;
-
- /* Determine how much the treasure is "worth" */
+ s32b base = k_info[OBJ_GOLD_LIST + i].cost;
j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
- /* Success */
return TRUE;
}
OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
{
int i, k, d, s;
-
- int bs, bn;
- POSITION by, bx;
POSITION dy, dx;
POSITION ty, tx = 0;
-
OBJECT_IDX o_idx = 0;
OBJECT_IDX this_o_idx, next_o_idx = 0;
-
grid_type *g_ptr;
-
GAME_TEXT o_name[MAX_NLEN];
-
bool flag = FALSE;
bool done = FALSE;
-
#ifdef JP
#else
-
- /* Extract plural */
bool plural = (j_ptr->number != 1);
#endif
-
- /* Describe object */
object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-
- /* Handle normal "breakage" */
if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
{
#ifdef JP
#endif
if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
- /* Failure */
return 0;
}
+ int bs = -1;
+ int bn = 0;
- /* Score */
- bs = -1;
-
- /* Picker */
- bn = 0;
-
- /* Default */
- by = y;
- bx = x;
+ POSITION by = y;
+ POSITION bx = x;
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- /* Scan local grids */
for (dy = -3; dy <= 3; dy++)
{
- /* Scan local grids */
for (dx = -3; dx <= 3; dx++)
{
bool comb = FALSE;
-
- /* Calculate actual distance */
d = (dy * dy) + (dx * dx);
-
- /* Ignore distant grids */
if (d > 10) continue;
ty = y + dy;
tx = x + dx;
-
if (!in_bounds(floor_ptr, ty, tx)) continue;
-
- /* Require line of projection */
if (!projectable(owner_ptr, y, x, ty, tx)) continue;
- /* Obtain grid */
g_ptr = &floor_ptr->grid_array[ty][tx];
-
- /* Require floor space */
if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
- /* No objects */
k = 0;
-
- /* Scan objects in that grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
- /* Check for possible combination */
if (object_similar(o_ptr, j_ptr)) comb = TRUE;
- /* Count objects */
k++;
}
- /* Add new object */
if (!comb) k++;
if (k > 99) continue;
- /* Calculate score */
s = 1000 - (d + k * 5);
-
- /* Skip bad values */
if (s < bs) continue;
- /* New best value */
if (s > bs) bn = 0;
- /* Apply the randomizer to equivalent values */
if ((++bn >= 2) && !one_in_(bn)) continue;
- /* Keep score */
bs = s;
-
- /* Track it */
by = ty;
bx = tx;
}
}
- /* Handle lack of space */
if (!flag && !object_is_artifact(j_ptr))
{
#ifdef JP
#else
msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
#endif
-
if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
- /* Failure */
return 0;
}
-
- /* Find a grid */
for (i = 0; !flag && (i < 1000); i++)
{
- /* Bounce around */
ty = rand_spread(by, 1);
tx = rand_spread(bx, 1);
if (!in_bounds(floor_ptr, ty, tx)) continue;
- /* Bounce to that location */
by = ty;
bx = tx;
- /* Require floor space */
if (!cave_drop_bold(floor_ptr, by, bx)) continue;
flag = TRUE;
}
-
if (!flag)
{
int candidates = 0, pick;
-
for (ty = 1; ty < floor_ptr->height - 1; ty++)
{
for (tx = 1; tx < floor_ptr->width - 1; tx++)
{
- /* A valid space found */
if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
}
}
- /* No valid place! */
if (!candidates)
{
#ifdef JP
if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
- /* Mega-Hack -- preserve artifacts */
if (preserve_mode)
{
- /* Hack -- Preserve unknown artifacts */
if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
{
- /* Mega-Hack -- Preserve the artifact */
a_info[j_ptr->name1].cur_num = 0;
}
}
- /* Failure */
return 0;
}
- /* Choose a random one */
pick = randint1(candidates);
-
for (ty = 1; ty < floor_ptr->height - 1; ty++)
{
for (tx = 1; tx < floor_ptr->width - 1; tx++)
if (cave_drop_bold(floor_ptr, ty, tx))
{
pick--;
-
- /* Is this a picked one? */
if (!pick) break;
}
}
g_ptr = &floor_ptr->grid_array[by][bx];
-
- /* Scan objects in that grid for combination */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
- /* Check for combination */
if (object_similar(o_ptr, j_ptr))
{
object_absorb(o_ptr, j_ptr);
-
- /* Success */
done = TRUE;
-
break;
}
}
#else
msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
#endif
-
if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
- /* Hack -- Preserve artifacts */
if (object_is_fixed_artifact(j_ptr))
{
a_info[j_ptr->name1].cur_num = 0;
return 0;
}
- /* Stack */
if (!done)
{
- /* Structure copy */
object_copy(&floor_ptr->o_list[o_idx], j_ptr);
-
- /* Access new object */
j_ptr = &floor_ptr->o_list[o_idx];
-
- /* Locate */
j_ptr->iy = by;
j_ptr->ix = bx;
-
- /* No monster */
j_ptr->held_m_idx = 0;
-
- /* Build a stack */
j_ptr->next_o_idx = g_ptr->o_idx;
g_ptr->o_idx = o_idx;
-
- /* Success */
done = TRUE;
}
lite_spot(owner_ptr, by, bx);
sound(SOUND_DROP);
- /* Mega-Hack -- no message if "dropped" by player */
- /* Message when an object falls under the player */
if (chance && player_bold(owner_ptr, by, bx))
{
msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
{
object_type *o_ptr = &owner_ptr->inventory_list[item];
-
- /* Require staff/wand */
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
-
- /* Require known item */
if (!object_is_known(o_ptr)) return;
#ifdef JP
msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
}
#else
- /* Multiple charges */
if (o_ptr->pval != 1)
{
msg_format("You have %d charges remaining.", o_ptr->pval);
}
- /* Single charge */
else
{
msg_format("You have %d charge remaining.", o_ptr->pval);
}
#endif
-
}
+
/*!
* @brief アイテムの残り所持数メッセージを表示する /
* Describe an item in the inventory.
{
object_type *o_ptr = &owner_ptr->inventory_list[item];
GAME_TEXT o_name[MAX_NLEN];
-
object_desc(owner_ptr, o_name, o_ptr, 0);
-
#ifdef JP
- /* "no more" の場合はこちらで表示する */
if (o_ptr->number <= 0)
{
- /*FIRST*//*ここはもう通らないかも */
msg_format("もう%sを持っていない。", o_name);
}
else
{
- /* アイテム名を英日切り替え機能対応 */
msg_format("まだ %sを持っている。", o_name);
}
#else
void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
{
object_type *o_ptr = &owner_ptr->inventory_list[item];
-
- /* Apply */
num += o_ptr->number;
-
- /* Bounds check */
if (num > 255) num = 255;
else if (num < 0) num = 0;
- /* Un-apply */
num -= o_ptr->number;
-
- /* Change the number and weight */
if (num == 0) return;
- /* Add the number */
o_ptr->number += num;
-
- /* Add the weight */
owner_ptr->total_weight += (num * o_ptr->weight);
owner_ptr->update |= (PU_BONUS);
owner_ptr->update |= (PU_MANA);
owner_ptr->update |= (PU_COMBINE);
owner_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Hack -- Clear temporary elemental brands if player takes off weapons */
if (o_ptr->number || !owner_ptr->ele_attack) return;
if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
- /* Clear all temporary elemental brands */
set_ele_attack(owner_ptr, 0, 0);
}
void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
{
object_type *o_ptr = &owner_ptr->inventory_list[item];
-
- /* Only optimize real items */
if (!o_ptr->k_idx) return;
-
- /* Only optimize empty items */
if (o_ptr->number) return;
if (item >= INVEN_RARM)
}
owner_ptr->inven_cnt--;
-
- /* Slide everything down */
int i;
for (i = item; i < INVEN_PACK; i++)
{
owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
}
- /* Erase the "final" slot */
object_wipe(&owner_ptr->inventory_list[i]);
-
owner_ptr->window |= PW_INVEN;
owner_ptr->window |= PW_SPELL;
}
void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
{
object_type *o_ptr = &floor_ptr->o_list[item];
-
- /* Require staff/wand */
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
-
- /* Require known item */
if (!object_is_known(o_ptr)) return;
#ifdef JP
msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
}
#else
- /* Multiple charges */
if (o_ptr->pval != 1)
{
msg_format("There are %d charges remaining.", o_ptr->pval);
}
-
- /* Single charge */
else
{
msg_format("There is %d charge remaining.", o_ptr->pval);
}
#endif
-
}
{
object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
GAME_TEXT o_name[MAX_NLEN];
-
object_desc(owner_ptr, o_name, o_ptr, 0);
-
#ifdef JP
- /* "no more" の場合はこちらで表示を分ける */
if (o_ptr->number <= 0)
{
msg_format("床上には、もう%sはない。", o_name);
#else
msg_format("You see %s.", o_name);
#endif
-
}
void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
{
object_type *o_ptr = &floor_ptr->o_list[item];
-
- /* Apply */
num += o_ptr->number;
-
- /* Bounds check */
if (num > 255) num = 255;
else if (num < 0) num = 0;
- /* Un-apply */
num -= o_ptr->number;
-
- /* Change the number */
o_ptr->number += num;
}
void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
{
object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
-
- /* Paranoia -- be sure it exists */
if (!o_ptr->k_idx) return;
-
- /* Only optimize empty items */
if (o_ptr->number) return;
delete_object_idx(owner_ptr, item);
*/
bool inven_carry_okay(object_type *o_ptr)
{
- /* Empty slot? */
if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
- /* Similar slot? */
for (int j = 0; j < INVEN_PACK; j++)
{
object_type *j_ptr = &p_ptr->inventory_list[j];
if (!j_ptr->k_idx) continue;
- /* Check if the two items can be combined */
if (object_similar(j_ptr, o_ptr)) return TRUE;
}
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) &&
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;
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);
}
INVENTORY_IDX n = -1;
object_type *j_ptr;
-
-
- /* Check for combining */
for (j = 0; j < INVEN_PACK; j++)
{
j_ptr = &owner_ptr->inventory_list[j];
if (!j_ptr->k_idx) continue;
- /* Hack -- track last item */
n = j;
-
- /* Check if the two items can be combined */
if (object_similar(j_ptr, o_ptr))
{
object_absorb(j_ptr, o_ptr);
owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
owner_ptr->update |= (PU_BONUS);
owner_ptr->window |= (PW_INVEN);
-
- /* Success */
return (j);
}
}
if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
- /* Find an empty slot */
for (j = 0; j <= INVEN_PACK; j++)
{
j_ptr = &owner_ptr->inventory_list[j];
-
- /* Use it if found */
if (!j_ptr->k_idx) break;
}
- /* Use that slot */
i = j;
-
-
- /* Reorder the pack */
if (i < INVEN_PACK)
{
- /* Get the "value" of the item */
s32b o_value = object_value(o_ptr);
-
- /* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
}
- /* Use that slot */
i = j;
-
- /* Slide objects */
for (k = n; k >= i; k--)
{
- /* Hack -- Slide the item */
object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
}
- /* Wipe the empty slot */
object_wipe(&owner_ptr->inventory_list[i]);
}
-
- /* Copy the item */
object_copy(&owner_ptr->inventory_list[i], o_ptr);
-
- /* Access new object */
j_ptr = &owner_ptr->inventory_list[i];
-
- /* Forget stack */
j_ptr->next_o_idx = 0;
-
- /* Forget monster */
j_ptr->held_m_idx = 0;
-
- /* Forget location */
j_ptr->iy = j_ptr->ix = 0;
-
- /* Player touches it, and no longer marked */
j_ptr->marked = OM_TOUCHED;
owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
-
- /* Count the items */
owner_ptr->inven_cnt++;
owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
owner_ptr->window |= (PW_INVEN);
- /* Return the slot */
return i;
}
INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
{
INVENTORY_IDX slot;
-
object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
-
concptr act;
-
GAME_TEXT o_name[MAX_NLEN];
-
-
- /* Get the item to take off */
o_ptr = &owner_ptr->inventory_list[item];
if (amt <= 0) return -1;
- /* Verify */
if (amt > o_ptr->number) amt = o_ptr->number;
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
q_ptr->number = amt;
-
object_desc(owner_ptr, o_name, q_ptr, 0);
-
- /* Took off weapon */
if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
object_is_melee_weapon(o_ptr))
{
act = _("を装備からはずした", "You were wielding");
}
-
- /* Took off bow */
else if (item == INVEN_BOW)
{
act = _("を装備からはずした", "You were holding");
}
-
- /* Took off light */
else if (item == INVEN_LITE)
{
act = _("を光源からはずした", "You were holding");
}
-
- /* Took off something */
else
{
act = _("を装備からはずした", "You were wearing");
}
- /* Modify, Optimize */
inven_item_increase(owner_ptr, item, -amt);
inven_item_optimize(owner_ptr, item);
- /* Carry the object */
slot = inven_carry(owner_ptr, q_ptr);
-
#ifdef JP
msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
#else
object_type forge;
object_type *q_ptr;
object_type *o_ptr;
-
GAME_TEXT o_name[MAX_NLEN];
-
- /* Access original object */
o_ptr = &owner_ptr->inventory_list[item];
-
- /* Error check */
if (amt <= 0) return;
- /* Not too many */
if (amt > o_ptr->number) amt = o_ptr->number;
- /* Take off equipment */
if (item >= INVEN_RARM)
{
- /* Take off first */
item = inven_takeoff(owner_ptr, item, amt);
-
- /* Access original object */
o_ptr = &owner_ptr->inventory_list[item];
}
q_ptr = &forge;
-
- /* Obtain local object */
object_copy(q_ptr, o_ptr);
-
- /* Distribute charges of wands or rods */
distribute_charges(o_ptr, q_ptr, amt);
- /* Modify quantity */
q_ptr->number = amt;
-
- /* Describe local object */
object_desc(owner_ptr, o_name, q_ptr, 0);
-
msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
-
- /* Drop it near the player */
(void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
-
vary_item(owner_ptr, item, -amt);
}
is_first_combination = FALSE;
combined = FALSE;
- /* Combine the pack (backwards) */
for (int i = INVEN_PACK; i > 0; i--)
{
object_type *o_ptr;
o_ptr = &owner_ptr->inventory_list[i];
-
- /* Skip empty items */
if (!o_ptr->k_idx) continue;
-
- /* Scan the items above that item */
for (int j = 0; j < i; j++)
{
object_type *j_ptr;
j_ptr = &owner_ptr->inventory_list[j];
-
- /* Skip empty items */
if (!j_ptr->k_idx) continue;
/*
*/
int max_num = object_similar_part(j_ptr, o_ptr);
- /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
bool is_max = (max_num != 0) && (j_ptr->number < max_num);
if (!is_max) continue;
if (o_ptr->number + j_ptr->number <= max_num)
{
- /* Take note */
flag = TRUE;
-
- /* Add together the item counts */
object_absorb(j_ptr, o_ptr);
-
- /* One object is gone */
owner_ptr->inven_cnt--;
-
- /* Slide everything down */
int k;
for (k = i; k < INVEN_PACK; k++)
{
- /* Structure copy */
owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
}
- /* Erase the "final" slot */
object_wipe(&owner_ptr->inventory_list[k]);
}
else
{
int old_num = o_ptr->number;
int remain = j_ptr->number + o_ptr->number - max_num;
-
- /* Add together the item counts */
object_absorb(j_ptr, o_ptr);
-
o_ptr->number = remain;
-
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
if (o_ptr->tval == TV_ROD)
{
o_ptr->pval = o_ptr->pval * remain / old_num;
o_ptr->timeout = o_ptr->timeout * remain / old_num;
}
- /* Hack -- if wands are stacking, combine the charges. -LM- */
if (o_ptr->tval == TV_WAND)
{
o_ptr->pval = o_ptr->pval * remain / old_num;
}
owner_ptr->window |= (PW_INVEN);
-
- /* Take note */
combined = TRUE;
-
break;
}
}
*/
void reorder_pack(player_type *owner_ptr)
{
- int i, j, k;
- s32b o_value;
- object_type forge;
- object_type *q_ptr;
+ int i, j, k;
+ s32b o_value;
+ object_type forge;
+ object_type *q_ptr;
object_type *o_ptr;
- bool flag = FALSE;
+ bool flag = FALSE;
- /* Re-order the pack (forwards) */
for (i = 0; i < INVEN_PACK; i++)
{
- /* Mega-Hack -- allow "proper" over-flow */
if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
o_ptr = &owner_ptr->inventory_list[i];
-
- /* Skip empty slots */
if (!o_ptr->k_idx) continue;
- /* Get the "value" of the item */
o_value = object_value(o_ptr);
-
- /* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
}
- /* Never move down */
if (j >= i) continue;
- /* Take note */
flag = TRUE;
q_ptr = &forge;
-
- /* Save a copy of the moving item */
object_copy(q_ptr, &owner_ptr->inventory_list[i]);
-
- /* Slide the objects */
for (k = i; k > j; k--)
{
- /* Slide the item */
object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
}
- /* Insert the moving item */
object_copy(&owner_ptr->inventory_list[j], q_ptr);
-
owner_ptr->window |= (PW_INVEN);
}
*/
void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
{
- int y;
-
object_type forge;
object_type *q_ptr;
- int sval;
+ int sval;
REALM_IDX use_realm;
-
GAME_TEXT o_name[MAX_NLEN];
-
- /* Erase the window */
- for (y = 0; y < Term->hgt; y++)
+ for (int y = 0; y < Term->hgt; y++)
{
- /* Erase the line */
Term_erase(0, y, 255);
}
- /* No info */
if (!k_idx) return;
q_ptr = &forge;
- /* Prepare the object */
object_prep(q_ptr, k_idx);
object_desc(owner_ptr, o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
- /* Mention the object name */
Term_putstr(0, 0, -1, TERM_WHITE, o_name);
-
- /* Access the item's sval */
sval = q_ptr->sval;
use_realm = tval2realm(q_ptr->tval);
- /* Warriors are illiterate */
if (owner_ptr->realm1 || owner_ptr->realm2)
{
if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
}
- /* Display spells in readible books */
- int spell = -1;
- int num = 0;
- SPELL_IDX spells[64];
+ int num = 0;
+ SPELL_IDX spells[64];
- /* Extract spells */
- for (spell = 0; spell < 32; spell++)
+ for (int spell = 0; spell < 32; spell++)
{
- /* Check for this spell */
if (fake_spell_flags[sval] & (1L << spell))
{
- /* Collect this spell */
spells[num++] = spell;
}
}
- /* Print spells */
print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
}
*/
int bow_tval_ammo(object_type *o_ptr)
{
- /* Analyze the launcher */
switch (o_ptr->sval)
{
case SV_SLING: