5 * Object information, for a specific object.
7 * Note that a "discount" on an item is permanent and never goes away.
9 * Note that inscriptions are now handled via the "quark_str()" function
10 * applied to the "note" field, which will return NULL if "note" is zero.
12 * Note that "object" records are "copied" on a fairly regular basis,
13 * and care must be taken when handling such objects.
15 * Note that "object flags" must now be derived from the object kind,
16 * the artifact and ego-item indexes, and the two "xtra" fields.
18 * Each grid points to one (or zero) objects via the "o_idx"
19 * field (above). Each object then points to one (or zero) objects
20 * via the "next_o_idx" field, forming a singly linked list, which
21 * in game terms, represents a "stack" of objects in the same grid.
23 * Each monster points to one (or zero) objects via the "hold_o_idx"
24 * field (below). Each object then points to one (or zero) objects
25 * via the "next_o_idx" field, forming a singly linked list, which
26 * in game terms, represents a pile of objects held by the monster.
28 * The "held_m_idx" field is used to indicate which monster, if any,
29 * is holding the object. Objects being held have "ix=0" and "iy=0".
32 #define TR_STR 0 /* STR += "pval" */
33 #define TR_INT 1 /* INT += "pval" */
34 #define TR_WIS 2 /* WIS += "pval" */
35 #define TR_DEX 3 /* DEX += "pval" */
36 #define TR_CON 4 /* CON += "pval" */
37 #define TR_CHR 5 /* CHR += "pval" */
38 #define TR_MAGIC_MASTERY 6 /* Later */
39 #define TR_FORCE_WEAPON 7 /* Later */
40 #define TR_STEALTH 8 /* Stealth += "pval" */
41 #define TR_SEARCH 9 /* Search += "pval" */
42 #define TR_INFRA 10 /* Infra += "pval" */
43 #define TR_TUNNEL 11 /* Tunnel += "pval" */
44 #define TR_SPEED 12 /* Speed += "pval" */
45 #define TR_BLOWS 13 /* Blows += "pval" */
47 #define TR_VAMPIRIC 15
48 #define TR_SLAY_ANIMAL 16
49 #define TR_SLAY_EVIL 17
50 #define TR_SLAY_UNDEAD 18
51 #define TR_SLAY_DEMON 19
52 #define TR_SLAY_ORC 20
53 #define TR_SLAY_TROLL 21
54 #define TR_SLAY_GIANT 22
55 #define TR_SLAY_DRAGON 23
56 #define TR_KILL_DRAGON 24 /* Execute Dragon */
57 #define TR_VORPAL 25 /* Later */
58 #define TR_IMPACT 26 /* Cause Earthquakes */
59 #define TR_BRAND_POIS 27
60 #define TR_BRAND_ACID 28
61 #define TR_BRAND_ELEC 29
62 #define TR_BRAND_FIRE 30
63 #define TR_BRAND_COLD 31
65 #define TR_SUST_STR 32
66 #define TR_SUST_INT 33
67 #define TR_SUST_WIS 34
68 #define TR_SUST_DEX 35
69 #define TR_SUST_CON 36
70 #define TR_SUST_CHR 37
72 #define TR_EASY_SPELL 39
77 #define TR_THROW 44 /* Later */
78 #define TR_REFLECT 45 /* Reflect 'bolts' */
79 #define TR_FREE_ACT 46 /* Free Action */
80 #define TR_HOLD_EXP 47 /* Hold EXP */
81 #define TR_RES_ACID 48
82 #define TR_RES_ELEC 49
83 #define TR_RES_FIRE 50
84 #define TR_RES_COLD 51
85 #define TR_RES_POIS 52
86 #define TR_RES_FEAR 53 /* Added for Zangband */
87 #define TR_RES_LITE 54
88 #define TR_RES_DARK 55
89 #define TR_RES_BLIND 56
90 #define TR_RES_CONF 57
91 #define TR_RES_SOUND 58
92 #define TR_RES_SHARDS 59
93 #define TR_RES_NETHER 60
94 #define TR_RES_NEXUS 61
95 #define TR_RES_CHAOS 62
96 #define TR_RES_DISEN 63
98 #define TR_SH_FIRE 64 /* Immolation (Fire) */
99 #define TR_SH_ELEC 65 /* Electric Sheath */
100 #define TR_SLAY_HUMAN 66 /* Slay human */
101 #define TR_SH_COLD 67 /* cold aura */
102 #define TR_NO_TELE 68 /* Anti-teleportation */
103 #define TR_NO_MAGIC 69 /* Anti-magic */
104 #define TR_DEC_MANA 70 /* ??? */
105 #define TR_TY_CURSE 71 /* The Ancient Curse */
106 #define TR_WARNING 72 /* Warning */
107 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
108 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
109 #define TR_SLAY_GOOD 75
110 #define TR_LEVITATION 76 /* Feather Falling */
111 #define TR_LITE_1 77 /* Light Radius 1*/
112 #define TR_SEE_INVIS 78 /* See Invisible */
113 #define TR_TELEPATHY 79 /* Telepathy */
114 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
115 #define TR_REGEN 81 /* Item induces regeneration */
116 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
117 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
118 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
119 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
120 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
121 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
122 #define TR_ACTIVATE 88 /* Item can be activated */
123 #define TR_DRAIN_EXP 89 /* Item drains Experience */
124 #define TR_TELEPORT 90 /* Item teleports player */
125 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
126 #define TR_BLESSED 92 /* Item is Blessed */
127 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
128 #define TR_ES_AC 94 /* Fake flag for Smith */
129 #define TR_KILL_GOOD 95
131 #define TR_KILL_ANIMAL 96
132 #define TR_KILL_EVIL 97
133 #define TR_KILL_UNDEAD 98
134 #define TR_KILL_DEMON 99
135 #define TR_KILL_ORC 100
136 #define TR_KILL_TROLL 101
137 #define TR_KILL_GIANT 102
138 #define TR_KILL_HUMAN 103
139 #define TR_ESP_ANIMAL 104
140 #define TR_ESP_UNDEAD 105
141 #define TR_ESP_DEMON 106
142 #define TR_ESP_ORC 107
143 #define TR_ESP_TROLL 108
144 #define TR_ESP_GIANT 109
145 #define TR_ESP_DRAGON 110
146 #define TR_ESP_HUMAN 111
147 #define TR_ESP_EVIL 112
148 #define TR_ESP_GOOD 113
149 #define TR_ESP_NONLIVING 114
150 #define TR_ESP_UNIQUE 115
151 #define TR_FULL_NAME 116
152 #define TR_FIXED_FLAVOR 117
153 #define TR_ADD_L_CURSE 118
154 #define TR_ADD_H_CURSE 119
155 #define TR_DRAIN_HP 120
156 #define TR_DRAIN_MANA 121
157 #define TR_LITE_2 122
158 #define TR_LITE_3 123
159 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
160 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
161 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
162 #define TR_LITE_FUEL 127 /* Lights need Fuels */
164 #define TR_CALL_ANIMAL 128
165 #define TR_CALL_DEMON 129
166 #define TR_CALL_DRAGON 130
167 #define TR_CALL_UNDEAD 131
168 #define TR_COWARDICE 132
169 #define TR_LOW_MELEE 133
170 #define TR_LOW_AC 134
171 #define TR_LOW_MAGIC 135
172 #define TR_FAST_DIGEST 136
173 #define TR_SLOW_REGEN 137
175 #define TR_FLAG_MAX 138
176 #define TR_FLAG_SIZE 5
178 typedef struct object_type object_type;
182 KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
184 POSITION iy; /* Y-position on map, or zero */
185 POSITION ix; /* X-position on map, or zero */
188 * The values for the "tval" field of various objects.
190 * This value is the primary means by which items are sorted in the
191 * player inventory_list, followed by "sval" and "cost".
193 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
194 * weapon with tval = 16+N, and does (xP) damage when so combined. This
195 * fact is not actually used in the source, but it kind of interesting.
197 * Note that as of 2.7.8, the "item flags" apply to all items, though
198 * only armor and weapons and a few other items use any of these flags.
201 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
202 #define TV_BOTTLE 2 /* Empty bottles ('!') */
203 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
204 #define TV_WHISTLE 4 /* Whistle ('~') */
205 #define TV_SPIKE 5 /* Spikes ('~') */
206 #define TV_CHEST 7 /* Chests ('&') */
207 #define TV_FIGURINE 8 /* Magical figurines */
208 #define TV_STATUE 9 /* Statue, what a silly object... */
209 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
210 #define TV_CAPTURE 11 /* Monster ball */
211 #define TV_NO_AMMO 15 /* Ammo for crimson */
212 #define TV_SHOT 16 /* Ammo for slings */
213 #define TV_ARROW 17 /* Ammo for bows */
214 #define TV_BOLT 18 /* Ammo for x-bows */
215 #define TV_BOW 19 /* Slings/Bows/Xbows */
216 #define TV_DIGGING 20 /* Shovels/Picks */
217 #define TV_HAFTED 21 /* Priest Weapons */
218 #define TV_POLEARM 22 /* Axes and Pikes */
219 #define TV_SWORD 23 /* Edged Weapons */
220 #define TV_BOOTS 30 /* Boots */
221 #define TV_GLOVES 31 /* Gloves */
222 #define TV_HELM 32 /* Helms */
223 #define TV_CROWN 33 /* Crowns */
224 #define TV_SHIELD 34 /* Shields */
225 #define TV_CLOAK 35 /* Cloaks */
226 #define TV_SOFT_ARMOR 36 /* Soft Armor */
227 #define TV_HARD_ARMOR 37 /* Hard Armor */
228 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
229 #define TV_LITE 39 /* Lites (including Specials) */
230 #define TV_AMULET 40 /* Amulets (including Specials) */
231 #define TV_RING 45 /* Rings (including Specials) */
236 #define TV_PARCHMENT 69
241 #define TV_LIFE_BOOK 90
242 #define TV_SORCERY_BOOK 91
243 #define TV_NATURE_BOOK 92
244 #define TV_CHAOS_BOOK 93
245 #define TV_DEATH_BOOK 94
246 #define TV_TRUMP_BOOK 95
247 #define TV_ARCANE_BOOK 96
248 #define TV_CRAFT_BOOK 97
249 #define TV_DAEMON_BOOK 98
250 #define TV_CRUSADE_BOOK 99
251 #define TV_MUSIC_BOOK 105
252 #define TV_HISSATSU_BOOK 106
253 #define TV_HEX_BOOK 107
254 #define TV_GOLD 127 /* Gold can only be picked up by players */
256 #define TV_EQUIP_BEGIN TV_SHOT
257 #define TV_EQUIP_END TV_CARD
258 #define TV_MISSILE_BEGIN TV_SHOT
259 #define TV_MISSILE_END TV_BOLT
260 #define TV_WEARABLE_BEGIN TV_BOW
261 #define TV_WEARABLE_END TV_CARD
262 #define TV_WEAPON_BEGIN TV_BOW
263 #define TV_WEAPON_END TV_SWORD
264 #define TV_ARMOR_BEGIN TV_BOOTS
265 #define TV_ARMOR_END TV_DRAG_ARMOR
266 OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
269 OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
271 PARAMETER_VALUE pval; /* Item extra-parameter */
273 DISCOUNT_RATE discount; /* Discount (if any) */
275 ITEM_NUMBER number; /* Number of items */
277 WEIGHT weight; /* Item weight */
279 ARTIFACT_IDX name1; /* Artifact type, if any */
280 EGO_IDX name2; /* Ego-Item type, if any */
284 *
\95Ï
\8bðver1.5.0
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\83\89\83O / Hack -- special "xtra" object powers
286 #define EGO_XTRA_SUSTAIN 1 /*!<
\8b\8c\94Å
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\83\80\83t
\83\89\83O(
\94ñ
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\97Í / Sustain one stat */
287 #define EGO_XTRA_POWER 2 /*!<
\8b\8c\94Å
\83A
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\83\80\83t
\83\89\83O(
\94ñ
\90\84\8f§):
\92Ç
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\90« / High resist */
288 #define EGO_XTRA_ABILITY 3 /*!<
\8b\8c\94Å
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\83\80\83t
\83\89\83O(
\94ñ
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\92Ç
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\97Í / Special ability */
289 XTRA8 xtra1; /* Extra info type (now unused) */
291 XTRA8 xtra2; /* Extra info activation index */
292 XTRA8 xtra3; /* Extra info for weaponsmith */
293 XTRA16 xtra4; /*!<
\8cõ
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\8c»HP / Extra info fuel or captured monster's current HP */
294 XTRA16 xtra5; /*!<
\95ß
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\91åHP / Extra info captured monster's max HP */
296 HIT_PROB to_h; /* Plusses to hit */
297 HIT_POINT to_d; /* Plusses to damage */
298 ARMOUR_CLASS to_a; /* Plusses to AC */
300 ARMOUR_CLASS ac; /* Normal AC */
303 DICE_SID ds; /* Damage dice/sides */
305 TIME_EFFECT timeout; /* Timeout Counter */
308 * Special Object Flags
310 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
311 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
312 #define IDENT_EMPTY 0x04 /* Item charges are known */
313 #define IDENT_KNOWN 0x08 /* Item abilities are known */
314 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
315 #define IDENT_MENTAL 0x20 /* Item information is known */
317 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
319 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
320 byte ident; /* Special flags */
323 * How object is marked (flags in object_type.mark)
324 * OM_FOUND --- original boolean flag
325 * OM_NOMSG --- temporary flag to suppress messages which were
326 * already printed in autopick_pickup_items().
328 #define OM_FOUND 0x01 /*!<
\83A
\83C
\83e
\83\80\82ð
\88ê
\93x
\82Å
\82à
\8e\8b\8aE
\82É
\8eû
\82ß
\82½
\82±
\82Æ
\82ª
\82 \82é
\82© */
329 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
330 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
331 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
332 #define OM_TOUCHED 0x10 /* Object was touched by player */
333 byte marked; /* Object is marked */
335 u16b inscription; /* Inscription index */
336 u16b art_name; /* Artifact name (random artifacts) */
338 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
340 BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
341 BIT_FLAGS curse_flags; /* Flags for curse */
343 OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
344 MONSTER_IDX held_m_idx; /* Monster holding us (if any) */
346 ARTIFACT_BIAS_IDX artifact_bias; /*!<
\83\89\83\93\83_
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349 extern bool(*item_tester_hook)(object_type *o_ptr);
350 extern OBJECT_TYPE_VALUE item_tester_tval;
351 extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
354 extern ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode);
355 extern COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width);
356 extern void reset_visuals(void);
357 extern void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
358 extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
359 extern concptr item_activation(object_type *o_ptr);
360 extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode);
361 extern char index_to_label(int i);
362 extern INVENTORY_IDX label_to_inven(int c);
363 extern INVENTORY_IDX label_to_equip(int c);
364 extern s16b wield_slot(object_type *o_ptr);
365 extern concptr mention_use(int i);
366 extern concptr describe_use(int i);
367 extern bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval);
368 extern bool item_tester_okay(object_type *o_ptr);
369 extern void display_inven(void);
370 extern void display_equip(void);
371 extern COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode);
372 extern COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode);
373 extern void toggle_inven_equip(void);
376 * get_item()
\8aÖ
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378 #define USE_EQUIP 0x01 /*!<
\83A
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\91I
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\91\95\94õ
\95i
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\82é / Allow equip items */
379 #define USE_INVEN 0x02 /*!<
\83A
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\91I
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\8f\8a\8e\9d\95i
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\8b\96\89Â
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\82é / Allow inven items */
380 #define USE_FLOOR 0x04 /*!<
\83A
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\91I
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\94Í
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\8f°
\89º
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\82é / Allow floor items */
381 #define USE_FORCE 0x08 /*!<
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382 #define IGNORE_BOTHHAND_SLOT 0x10 /*!<
\83A
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\91I
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\97¼
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\83\8d\83b
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\82É
\8aÜ
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383 #define USE_FULL 0x20 /*!<
\83A
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\8bó
\97\93\82Ü
\82Å
\82·
\82×
\82Ä
\95\
\8e¦
\82·
\82é*/
384 extern bool can_get_item(void);
385 extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode);
386 extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option);
387 PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type);
389 extern int bow_tval_ammo(object_type *o_ptr);
392 extern void excise_object_idx(OBJECT_IDX o_idx);
393 extern void delete_object_idx(OBJECT_IDX o_idx);
394 extern void delete_object(POSITION y, POSITION x);
395 extern void compact_objects(int size);
396 extern void wipe_o_list(void);
397 extern OBJECT_IDX o_pop(void);
398 extern OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode);
399 extern void object_known(object_type *o_ptr);
400 extern void object_aware(object_type *o_ptr);
401 extern void object_tried(object_type *o_ptr);
404 *
\83A
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\83\80\82Ì
\8aÈ
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\92è
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\8b` / Game generated inscription indices. These are stored in the object,
405 * and are used to index the string array from tables.c.
407 #define FEEL_NONE 0 /*!<
\8aÈ
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\92è:
\96¢
\8aÓ
\92è */
408 #define FEEL_BROKEN 1 /*!<
\8aÈ
\88Õ
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\92è:
\89ó
\82ê
\82Ä
\82¢
\82é */
409 #define FEEL_TERRIBLE 2 /*!<
\8aÈ
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\8b°
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\82µ
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410 #define FEEL_WORTHLESS 3 /*!<
\8aÈ
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411 #define FEEL_CURSED 4 /*!<
\8aÈ
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\8eô
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\82é */
412 #define FEEL_UNCURSED 5 /*!<
\8aÈ
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\8eô
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413 #define FEEL_AVERAGE 6 /*!<
\8aÈ
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414 #define FEEL_GOOD 7 /*!<
\8aÈ
\88Õ
\8aÓ
\92è:
\8fã
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415 #define FEEL_EXCELLENT 8 /*!<
\8aÈ
\88Õ
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\8d\82\8b\89 */
416 #define FEEL_SPECIAL 9 /*!<
\8aÈ
\88Õ
\8aÓ
\92è:
\93Á
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417 #define FEEL_MAX 9 /*!<
\8aÈ
\88Õ
\8aÓ
\92è
\82Ì
\8eí
\95Ê
\90\94 */
418 extern byte value_check_aux1(object_type *o_ptr);
419 extern byte value_check_aux2(object_type *o_ptr);
421 extern PRICE object_value(object_type *o_ptr);
422 extern PRICE object_value_real(object_type *o_ptr);
423 extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
424 extern void reduce_charges(object_type *o_ptr, int amt);
425 extern int object_similar_part(object_type *o_ptr, object_type *j_ptr);
426 extern bool object_similar(object_type *o_ptr, object_type *j_ptr);
427 extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
428 extern IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval);
429 extern void object_wipe(object_type *o_ptr);
430 extern void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx);
431 extern void object_copy(object_type *o_ptr, object_type *j_ptr);
434 * Bit flags for apply_magic() (etc)
436 #define AM_NO_FIXED_ART 0x00000001 /*!< Don't allow roll for fixed artifacts */
437 #define AM_GOOD 0x00000002 /*!< Generate good items */
438 #define AM_GREAT 0x00000004 /*!< Generate great items */
439 #define AM_SPECIAL 0x00000008 /*!< Generate artifacts (for debug mode only) */
440 #define AM_CURSED 0x00000010 /*!< Generate cursed/worthless items */
441 #define AM_FORBID_CHEST 0x00000020 /*!<
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442 extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
444 extern OBJECT_SUBTYPE_VALUE coin_type;
446 extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
447 extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode);
448 extern bool make_gold(object_type *j_ptr);
449 extern void place_gold(POSITION y, POSITION x);
450 extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
451 extern void inven_item_charges(INVENTORY_IDX item);
452 extern void inven_item_describe(INVENTORY_IDX item);
453 extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
454 extern void inven_item_optimize(INVENTORY_IDX item);
455 extern void floor_item_charges(INVENTORY_IDX item);
456 extern void floor_item_describe(INVENTORY_IDX item);
457 extern void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
458 extern void floor_item_optimize(INVENTORY_IDX item);
459 extern bool inven_carry_okay(object_type *o_ptr);
460 extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
461 extern s16b inven_carry(object_type *o_ptr);
462 extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt);
463 extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt);
464 extern void combine_pack(void);
465 extern void reorder_pack(void);
466 extern void display_koff(KIND_OBJECT_IDX k_idx);
467 extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
468 extern void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds);
469 extern void torch_lost_fuel(object_type *o_ptr);
470 extern concptr essence_name[];
472 extern s32b flag_cost(object_type *o_ptr, int plusses);
474 extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode);
475 extern void py_pickup_floor(bool pickup);
478 * Return the "attr" for a given item.
479 * Use "flavor" if available.
480 * Default to user definitions.
482 #define object_attr(T) \
483 ((k_info[(T)->k_idx].flavor) ? \
484 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
485 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
486 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
487 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
490 /*** Object "sval" codes ***/
495 /* The "sval" codes for TV_FIGURINE */
496 #define SV_FIGURINE_NORMAL 0
498 #define SV_CAPTURE_NONE 0
500 /* The "sval" codes for TV_STATUE */
501 #define SV_WOODEN_STATUE 0
502 #define SV_CLAY_STATUE 1
503 #define SV_STONE_STATUE 2
504 #define SV_IRON_STATUE 3
505 #define SV_COPPER_STATUE 4
506 #define SV_SILVER_STATUE 5
507 #define SV_GOLDEN_STATUE 6
508 #define SV_IVORY_STATUE 7
509 #define SV_MITHRIL_STATUE 8
510 #define SV_ORNATE_STATUE 9
513 /* The "sval" codes for TV_CORPSE */
514 #define SV_SKELETON 0
517 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
518 #define SV_AMMO_LIGHT 0 /* pebbles */
519 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
520 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
522 /* The "sval" codes for TV_BOW (note information in "sval") */
523 #define SV_SLING 2 /* (x2) */
524 #define SV_SHORT_BOW 12 /* (x2) */
525 #define SV_LONG_BOW 13 /* (x3) */
526 #define SV_LIGHT_XBOW 23 /* (x3) */
527 #define SV_HEAVY_XBOW 24 /* (x4) */
528 #define SV_CRIMSON 50 /* (x0) */
529 #define SV_HARP 51 /* (x0) */
530 #define SV_NAMAKE_BOW 63 /* (x3) */
532 /* The "sval" codes for TV_DIGGING */
534 #define SV_GNOMISH_SHOVEL 2
535 #define SV_DWARVEN_SHOVEL 3
537 #define SV_ORCISH_PICK 5
538 #define SV_DWARVEN_PICK 6
541 /* The "sval" values for TV_HAFTED */
542 #define SV_CLUB 1 /* 1d4 */
543 #define SV_WHIP 2 /* 1d6 */
544 #define SV_QUARTERSTAFF 3 /* 1d9 */
545 #define SV_NUNCHAKU 4 /* 2d3 */
546 #define SV_MACE 5 /* 2d4 */
547 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
548 #define SV_JO_STAFF 7 /* 1d7 */
549 #define SV_WAR_HAMMER 8 /* 3d3 */
550 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
551 #define SV_MORNING_STAR 12 /* 2d6 */
552 #define SV_FLAIL 13 /* 2d6 */
553 #define SV_BO_STAFF 14 /* 1d11 */
554 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
555 #define SV_TETSUBO 16 /* 2d7 */
556 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
557 #define SV_GREAT_HAMMER 19 /* 4d6 */
558 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
559 #define SV_WIZSTAFF 21 /* 1d2 */
560 #define SV_GROND 50 /* 3d9 */
561 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
563 /* The "sval" values for TV_POLEARM */
564 #define SV_HATCHET 1 /* 1d5 */
565 #define SV_SPEAR 2 /* 1d6 */
566 #define SV_SICKLE 3 /* 2d3 */
567 #define SV_AWL_PIKE 4 /* 1d8 */
568 #define SV_TRIDENT 5 /* 1d9 */
569 #define SV_FAUCHARD 6 /* 1d10 */
570 #define SV_BROAD_SPEAR 7 /* 1d9 */
571 #define SV_PIKE 8 /* 2d5 */
572 #define SV_NAGINATA 9 /* 2d6 */
573 #define SV_BEAKED_AXE 10 /* 2d6 */
574 #define SV_BROAD_AXE 11 /* 2d6 */
575 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
576 #define SV_GLAIVE 13 /* 2d6 */
577 #define SV_LAJATANG 14 /* 2d7 */
578 #define SV_HALBERD 15 /* 3d4 */
579 #define SV_GUISARME 16 /* 2d5 */
580 #define SV_SCYTHE 17 /* 5d3 */
581 #define SV_LANCE 20 /* 2d8 */
582 #define SV_BATTLE_AXE 22 /* 2d8 */
583 #define SV_GREAT_AXE 25 /* 4d4 */
584 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
585 #define SV_LOCHABER_AXE 28 /* 3d8 */
586 #define SV_HEAVY_LANCE 29 /* 4d8 */
587 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
588 #define SV_TSURIZAO 40 /* 1d1 */
589 #define SV_DEATH_SCYTHE 50 /* 10d10 */
591 /* The "sval" codes for TV_SWORD */
592 #define SV_BROKEN_DAGGER 1 /* 1d1 */
593 #define SV_BROKEN_SWORD 2 /* 1d2 */
594 #define SV_DAGGER 4 /* 1d4 */
595 #define SV_MAIN_GAUCHE 5 /* 1d5 */
596 #define SV_TANTO 6 /* 1d5 */
597 #define SV_RAPIER 7 /* 1d6 */
598 #define SV_SMALL_SWORD 8 /* 1d6 */
599 #define SV_BASILLARD 9 /* 1d8 */
600 #define SV_SHORT_SWORD 10 /* 1d7 */
601 #define SV_SABRE 11 /* 1d7 */
602 #define SV_CUTLASS 12 /* 1d7 */
603 #define SV_WAKIZASHI 13 /* 2d4 */
604 #define SV_KHOPESH 14 /* 2d4 */
605 #define SV_TULWAR 15 /* 2d4 */
606 #define SV_BROAD_SWORD 16 /* 2d5 */
607 #define SV_LONG_SWORD 17 /* 2d5 */
608 #define SV_SCIMITAR 18 /* 2d5 */
609 #define SV_NINJATO 19 /* 1d9 */
610 #define SV_KATANA 20 /* 3d4 */
611 #define SV_BASTARD_SWORD 21 /* 3d4 */
612 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
613 #define SV_CLAYMORE 23 /* 2d8 */
614 #define SV_ESPADON 24 /* 2d9 */
615 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
616 #define SV_FLAMBERGE 26 /* 3d7 */
617 #define SV_NO_DACHI 27 /* 5d4 */
618 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
619 #define SV_ZWEIHANDER 29 /* 4d6 */
620 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
621 #define SV_DIAMOND_EDGE 31 /* 7d5 */
622 #define SV_DOKUBARI 32 /* 1d1 */
623 #define SV_HAYABUSA 33 /* 1d6 */
625 /* The "sval" codes for TV_SHIELD */
626 #define SV_SMALL_LEATHER_SHIELD 2
627 #define SV_SMALL_METAL_SHIELD 3
628 #define SV_LARGE_LEATHER_SHIELD 4
629 #define SV_LARGE_METAL_SHIELD 5
630 #define SV_DRAGON_SHIELD 6
631 #define SV_KNIGHT_SHIELD 7
632 #define SV_MIRROR_SHIELD 10
633 #define SV_YATA_MIRROR 50
635 /* The "sval" codes for TV_HELM */
636 #define SV_HARD_LEATHER_CAP 2
637 #define SV_METAL_CAP 3
638 #define SV_JINGASA 4 /* 4 */
639 #define SV_IRON_HELM 5
640 #define SV_STEEL_HELM 6
641 #define SV_DRAGON_HELM 7
642 #define SV_KABUTO 8 /* 7 */
644 /* The "sval" codes for TV_CROWN */
645 #define SV_IRON_CROWN 10
646 #define SV_GOLDEN_CROWN 11
647 #define SV_JEWELED_CROWN 12
650 /* The "sval" codes for TV_BOOTS */
651 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
652 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
653 #define SV_PAIR_OF_DRAGON_GREAVE 4
654 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
656 /* The "sval" codes for TV_CLOAK */
658 #define SV_ELVEN_CLOAK 2
659 #define SV_FUR_CLOAK 3
660 #define SV_ETHEREAL_CLOAK 5
661 #define SV_SHADOW_CLOAK 6
663 /* The "sval" codes for TV_GLOVES */
664 #define SV_SET_OF_LEATHER_GLOVES 1
665 #define SV_SET_OF_GAUNTLETS 2
666 #define SV_SET_OF_DRAGON_GLOVES 3
667 #define SV_SET_OF_CESTI 5
669 /* The "sval" codes for TV_SOFT_ARMOR */
671 #define SV_FILTHY_RAG 1
673 #define SV_PAPER_ARMOR 3 /* 4 */
674 #define SV_SOFT_LEATHER_ARMOR 4
675 #define SV_SOFT_STUDDED_LEATHER 5
676 #define SV_HARD_LEATHER_ARMOR 6
677 #define SV_HARD_STUDDED_LEATHER 7
678 #define SV_RHINO_HIDE_ARMOR 8
679 #define SV_CORD_ARMOR 9 /* 6 */
680 #define SV_PADDED_ARMOR 10 /* 4 */
681 #define SV_LEATHER_SCALE_MAIL 11
682 #define SV_LEATHER_JACK 12
683 #define SV_KUROSHOUZOKU 13
684 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
685 #define SV_ABUNAI_MIZUGI 50
686 #define SV_YOIYAMI_ROBE 60
687 #define SV_NAMAKE_ARMOR 63
689 /* The "sval" codes for TV_HARD_ARMOR */
690 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
691 #define SV_RING_MAIL 2 /* 12 */
692 #define SV_METAL_SCALE_MAIL 3 /* 13 */
693 #define SV_CHAIN_MAIL 4 /* 14 */
694 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
695 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
696 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
697 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
698 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
699 #define SV_SPLINT_MAIL 10 /* 19 */
700 #define SV_DO_MARU 11 /* 20 */
701 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
702 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
703 #define SV_HARAMAKIDO 14 /* 17 */
704 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
705 #define SV_O_YOROI 16 /* 24 */
706 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
707 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
708 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
709 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
711 /* The "sval" codes for TV_DRAG_ARMOR */
712 #define SV_DRAGON_BLACK 1
713 #define SV_DRAGON_BLUE 2
714 #define SV_DRAGON_WHITE 3
715 #define SV_DRAGON_RED 4
716 #define SV_DRAGON_GREEN 5
717 #define SV_DRAGON_MULTIHUED 6
718 #define SV_DRAGON_SHINING 10
719 #define SV_DRAGON_LAW 12
720 #define SV_DRAGON_BRONZE 14
721 #define SV_DRAGON_GOLD 16
722 #define SV_DRAGON_CHAOS 18
723 #define SV_DRAGON_BALANCE 20
724 #define SV_DRAGON_POWER 30
726 /* The sval codes for TV_LITE */
727 #define SV_LITE_TORCH 0
728 #define SV_LITE_LANTERN 1
729 #define SV_LITE_FEANOR 2
730 #define SV_LITE_EDISON 3
731 #define SV_LITE_GALADRIEL 4
732 #define SV_LITE_ELENDIL 5
733 #define SV_LITE_JUDGE 6
734 #define SV_LITE_LORE 7
735 #define SV_LITE_PALANTIR 8
736 #define SV_LITE_FLY_STONE 9
738 /* The "sval" codes for TV_AMULET */
739 #define SV_AMULET_DOOM 0
740 #define SV_AMULET_TELEPORT 1
741 #define SV_AMULET_ADORNMENT 2
742 #define SV_AMULET_SLOW_DIGEST 3
743 #define SV_AMULET_RESIST_ACID 4
744 #define SV_AMULET_SEARCHING 5
745 #define SV_AMULET_BRILLIANCE 6
746 #define SV_AMULET_CHARISMA 7
747 #define SV_AMULET_THE_MAGI 8
748 #define SV_AMULET_REFLECTION 9
749 #define SV_AMULET_CARLAMMAS 10
750 #define SV_AMULET_INGWE 11
751 #define SV_AMULET_DWARVES 12
752 #define SV_AMULET_NO_MAGIC 13
753 #define SV_AMULET_NO_TELE 14
754 #define SV_AMULET_RESISTANCE 15
755 #define SV_AMULET_TELEPATHY 16
756 #define SV_AMULET_FARAMIR 17
757 #define SV_AMULET_BOROMIR 18
758 #define SV_AMULET_MAGATAMA 19
759 #define SV_AMULET_INROU 20
760 #define SV_AMULET_INTELLIGENCE 21
761 #define SV_AMULET_WISDOM 22
762 #define SV_AMULET_MAGIC_MASTERY 23
763 #define SV_AMULET_NIGHT 24
765 /* The sval codes for TV_RING */
766 #define SV_RING_WOE 0
767 #define SV_RING_AGGRAVATION 1
768 #define SV_RING_WEAKNESS 2
769 #define SV_RING_STUPIDITY 3
770 #define SV_RING_TELEPORTATION 4
771 #define SV_RING_SLOW_DIGESTION 6
772 #define SV_RING_LEVITATION_FALL 7
773 #define SV_RING_RESIST_FIRE 8
774 #define SV_RING_RESIST_COLD 9
775 #define SV_RING_SUSTAIN_STR 10
776 #define SV_RING_SUSTAIN_INT 11
777 #define SV_RING_SUSTAIN_WIS 12
778 #define SV_RING_SUSTAIN_CON 13
779 #define SV_RING_SUSTAIN_DEX 14
780 #define SV_RING_SUSTAIN_CHR 15
781 #define SV_RING_PROTECTION 16
782 #define SV_RING_ACID 17
783 #define SV_RING_FLAMES 18
784 #define SV_RING_ICE 19
785 #define SV_RING_RESIST_POIS 20
786 #define SV_RING_FREE_ACTION 21
787 #define SV_RING_SEE_INVIS 22
788 #define SV_RING_SEARCHING 23
789 #define SV_RING_STR 24
790 #define SV_RING_ELEC 25
791 #define SV_RING_DEX 26
792 #define SV_RING_CON 27
793 #define SV_RING_ACCURACY 28
794 #define SV_RING_DAMAGE 29
795 #define SV_RING_SLAYING 30
796 #define SV_RING_SPEED 31
797 #define SV_RING_FRAKIR 32
798 #define SV_RING_TULKAS 33
799 #define SV_RING_NARYA 34
800 #define SV_RING_NENYA 35
801 #define SV_RING_VILYA 36
802 #define SV_RING_POWER 37
803 #define SV_RING_RES_FEAR 38
804 #define SV_RING_RES_LD 39
805 #define SV_RING_RES_NETHER 40
806 #define SV_RING_RES_NEXUS 41
807 #define SV_RING_RES_SOUND 42
808 #define SV_RING_RES_CONFUSION 43
809 #define SV_RING_RES_SHARDS 44
810 #define SV_RING_RES_DISENCHANT 45
811 #define SV_RING_RES_CHAOS 46
812 #define SV_RING_RES_BLINDNESS 47
813 #define SV_RING_LORDLY 48
814 #define SV_RING_ATTACKS 49
815 #define SV_RING_AHO 50
816 #define SV_RING_SHOTS 51
817 #define SV_RING_SUSTAIN 52
818 #define SV_RING_DEC_MANA 53
819 #define SV_RING_WARNING 54
820 #define SV_RING_MUSCLE 55
822 #define SV_EXPRESS_CARD 0
824 /* The "sval" codes for TV_STAFF */
825 #define SV_STAFF_DARKNESS 0
826 #define SV_STAFF_SLOWNESS 1
827 #define SV_STAFF_HASTE_MONSTERS 2
828 #define SV_STAFF_SUMMONING 3
829 #define SV_STAFF_TELEPORTATION 4
830 #define SV_STAFF_IDENTIFY 5
831 #define SV_STAFF_REMOVE_CURSE 6
832 #define SV_STAFF_STARLITE 7
833 #define SV_STAFF_LITE 8
834 #define SV_STAFF_MAPPING 9
835 #define SV_STAFF_DETECT_GOLD 10
836 #define SV_STAFF_DETECT_ITEM 11
837 #define SV_STAFF_DETECT_TRAP 12
838 #define SV_STAFF_DETECT_DOOR 13
839 #define SV_STAFF_DETECT_INVIS 14
840 #define SV_STAFF_DETECT_EVIL 15
841 #define SV_STAFF_CURE_LIGHT 16
842 #define SV_STAFF_CURING 17
843 #define SV_STAFF_HEALING 18
844 #define SV_STAFF_THE_MAGI 19
845 #define SV_STAFF_SLEEP_MONSTERS 20
846 #define SV_STAFF_SLOW_MONSTERS 21
847 #define SV_STAFF_SPEED 22
848 #define SV_STAFF_PROBING 23
849 #define SV_STAFF_DISPEL_EVIL 24
850 #define SV_STAFF_POWER 25
851 #define SV_STAFF_HOLINESS 26
852 #define SV_STAFF_GENOCIDE 27
853 #define SV_STAFF_EARTHQUAKES 28
854 #define SV_STAFF_DESTRUCTION 29
855 #define SV_STAFF_ANIMATE_DEAD 30
856 #define SV_STAFF_MSTORM 31
857 #define SV_STAFF_NOTHING 32
860 /* The "sval" codes for TV_WAND */
861 #define SV_WAND_HEAL_MONSTER 0
862 #define SV_WAND_HASTE_MONSTER 1
863 #define SV_WAND_CLONE_MONSTER 2
864 #define SV_WAND_TELEPORT_AWAY 3
865 #define SV_WAND_DISARMING 4
866 #define SV_WAND_TRAP_DOOR_DEST 5
867 #define SV_WAND_STONE_TO_MUD 6
868 #define SV_WAND_LITE 7
869 #define SV_WAND_SLEEP_MONSTER 8
870 #define SV_WAND_SLOW_MONSTER 9
871 #define SV_WAND_CONFUSE_MONSTER 10
872 #define SV_WAND_FEAR_MONSTER 11
873 #define SV_WAND_HYPODYNAMIA 12
874 #define SV_WAND_POLYMORPH 13
875 #define SV_WAND_STINKING_CLOUD 14
876 #define SV_WAND_MAGIC_MISSILE 15
877 #define SV_WAND_ACID_BOLT 16
878 #define SV_WAND_CHARM_MONSTER 17
879 #define SV_WAND_FIRE_BOLT 18
880 #define SV_WAND_COLD_BOLT 19
881 #define SV_WAND_ACID_BALL 20
882 #define SV_WAND_ELEC_BALL 21
883 #define SV_WAND_FIRE_BALL 22
884 #define SV_WAND_COLD_BALL 23
885 #define SV_WAND_WONDER 24
886 #define SV_WAND_DISINTEGRATE 25
887 #define SV_WAND_DRAGON_FIRE 26
888 #define SV_WAND_DRAGON_COLD 27
889 #define SV_WAND_DRAGON_BREATH 28
890 #define SV_WAND_ROCKETS 29
891 #define SV_WAND_STRIKING 30
892 #define SV_WAND_GENOCIDE 31
894 /* The "sval" codes for TV_ROD */
895 #define SV_ROD_DETECT_TRAP 0
896 #define SV_ROD_DETECT_DOOR 1
897 #define SV_ROD_IDENTIFY 2
898 #define SV_ROD_RECALL 3
899 #define SV_ROD_ILLUMINATION 4
900 #define SV_ROD_MAPPING 5
901 #define SV_ROD_DETECTION 6
902 #define SV_ROD_PROBING 7
903 #define SV_ROD_CURING 8
904 #define SV_ROD_HEALING 9
905 #define SV_ROD_RESTORATION 10
906 #define SV_ROD_SPEED 11
907 #define SV_ROD_PESTICIDE 12
908 #define SV_ROD_TELEPORT_AWAY 13
909 #define SV_ROD_DISARMING 14
910 #define SV_ROD_LITE 15
911 #define SV_ROD_SLEEP_MONSTER 16
912 #define SV_ROD_SLOW_MONSTER 17
913 #define SV_ROD_HYPODYNAMIA 18
914 #define SV_ROD_POLYMORPH 19
915 #define SV_ROD_ACID_BOLT 20
916 #define SV_ROD_ELEC_BOLT 21
917 #define SV_ROD_FIRE_BOLT 22
918 #define SV_ROD_COLD_BOLT 23
919 #define SV_ROD_ACID_BALL 24
920 #define SV_ROD_ELEC_BALL 25
921 #define SV_ROD_FIRE_BALL 26
922 #define SV_ROD_COLD_BALL 27
923 #define SV_ROD_HAVOC 28
924 #define SV_ROD_STONE_TO_MUD 29
925 #define SV_ROD_AGGRAVATE 30
928 /* The "sval" codes for TV_SCROLL */
930 #define SV_SCROLL_DARKNESS 0
931 #define SV_SCROLL_AGGRAVATE_MONSTER 1
932 #define SV_SCROLL_CURSE_ARMOR 2
933 #define SV_SCROLL_CURSE_WEAPON 3
934 #define SV_SCROLL_SUMMON_MONSTER 4
935 #define SV_SCROLL_SUMMON_UNDEAD 5
936 #define SV_SCROLL_SUMMON_PET 6
937 #define SV_SCROLL_TRAP_CREATION 7
938 #define SV_SCROLL_PHASE_DOOR 8
939 #define SV_SCROLL_TELEPORT 9
940 #define SV_SCROLL_TELEPORT_LEVEL 10
941 #define SV_SCROLL_WORD_OF_RECALL 11
942 #define SV_SCROLL_IDENTIFY 12
943 #define SV_SCROLL_STAR_IDENTIFY 13
944 #define SV_SCROLL_REMOVE_CURSE 14
945 #define SV_SCROLL_STAR_REMOVE_CURSE 15
946 #define SV_SCROLL_ENCHANT_ARMOR 16
947 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
948 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
949 /* xxx enchant missile? */
950 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
951 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
952 #define SV_SCROLL_RECHARGING 22
953 #define SV_SCROLL_MUNDANITY 23
954 #define SV_SCROLL_LIGHT 24
955 #define SV_SCROLL_MAPPING 25
956 #define SV_SCROLL_DETECT_GOLD 26
957 #define SV_SCROLL_DETECT_ITEM 27
958 #define SV_SCROLL_DETECT_TRAP 28
959 #define SV_SCROLL_DETECT_DOOR 29
960 #define SV_SCROLL_DETECT_INVIS 30
961 /* xxx (detect evil?) */
962 #define SV_SCROLL_SATISFY_HUNGER 32
963 #define SV_SCROLL_BLESSING 33
964 #define SV_SCROLL_HOLY_CHANT 34
965 #define SV_SCROLL_HOLY_PRAYER 35
966 #define SV_SCROLL_MONSTER_CONFUSION 36
967 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
968 #define SV_SCROLL_RUNE_OF_PROTECTION 38
969 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
971 #define SV_SCROLL_STAR_DESTRUCTION 41
972 #define SV_SCROLL_DISPEL_UNDEAD 42
973 #define SV_SCROLL_SPELL 43
974 #define SV_SCROLL_GENOCIDE 44
975 #define SV_SCROLL_MASS_GENOCIDE 45
976 #define SV_SCROLL_ACQUIREMENT 46
977 #define SV_SCROLL_STAR_ACQUIREMENT 47
978 #define SV_SCROLL_FIRE 48
979 #define SV_SCROLL_ICE 49
980 #define SV_SCROLL_CHAOS 50
981 #define SV_SCROLL_RUMOR 51
982 #define SV_SCROLL_ARTIFACT 52
983 #define SV_SCROLL_RESET_RECALL 53
984 #define SV_SCROLL_SUMMON_KIN 54
985 #define SV_SCROLL_AMUSEMENT 55
986 #define SV_SCROLL_STAR_AMUSEMENT 56
988 /* The "sval" codes for TV_POTION */
989 #define SV_POTION_WATER 0
990 #define SV_POTION_APPLE_JUICE 1
991 #define SV_POTION_SLIME_MOLD 2
992 /* xxx (fixed color) */
993 #define SV_POTION_SLOWNESS 4
994 #define SV_POTION_SALT_WATER 5
995 #define SV_POTION_POISON 6
996 #define SV_POTION_BLINDNESS 7
998 #define SV_POTION_BOOZE 9
1000 #define SV_POTION_SLEEP 11
1002 #define SV_POTION_LOSE_MEMORIES 13
1004 #define SV_POTION_RUINATION 15
1005 #define SV_POTION_DEC_STR 16
1006 #define SV_POTION_DEC_INT 17
1007 #define SV_POTION_DEC_WIS 18
1008 #define SV_POTION_DEC_DEX 19
1009 #define SV_POTION_DEC_CON 20
1010 #define SV_POTION_DEC_CHR 21
1011 #define SV_POTION_DETONATIONS 22
1012 #define SV_POTION_DEATH 23
1013 #define SV_POTION_INFRAVISION 24
1014 #define SV_POTION_DETECT_INVIS 25
1015 #define SV_POTION_SLOW_POISON 26
1016 #define SV_POTION_CURE_POISON 27
1017 #define SV_POTION_BOLDNESS 28
1018 #define SV_POTION_SPEED 29
1019 #define SV_POTION_RESIST_HEAT 30
1020 #define SV_POTION_RESIST_COLD 31
1021 #define SV_POTION_HEROISM 32
1022 #define SV_POTION_BESERK_STRENGTH 33
1023 #define SV_POTION_CURE_LIGHT 34
1024 #define SV_POTION_CURE_SERIOUS 35
1025 #define SV_POTION_CURE_CRITICAL 36
1026 #define SV_POTION_HEALING 37
1027 #define SV_POTION_STAR_HEALING 38
1028 #define SV_POTION_LIFE 39
1029 #define SV_POTION_RESTORE_MANA 40
1030 #define SV_POTION_RESTORE_EXP 41
1031 #define SV_POTION_RES_STR 42
1032 #define SV_POTION_RES_INT 43
1033 #define SV_POTION_RES_WIS 44
1034 #define SV_POTION_RES_DEX 45
1035 #define SV_POTION_RES_CON 46
1036 #define SV_POTION_RES_CHR 47
1037 #define SV_POTION_INC_STR 48
1038 #define SV_POTION_INC_INT 49
1039 #define SV_POTION_INC_WIS 50
1040 #define SV_POTION_INC_DEX 51
1041 #define SV_POTION_INC_CON 52
1042 #define SV_POTION_INC_CHR 53
1044 #define SV_POTION_AUGMENTATION 55
1045 #define SV_POTION_ENLIGHTENMENT 56
1046 #define SV_POTION_STAR_ENLIGHTENMENT 57
1047 #define SV_POTION_SELF_KNOWLEDGE 58
1048 #define SV_POTION_EXPERIENCE 59
1049 #define SV_POTION_RESISTANCE 60
1050 #define SV_POTION_CURING 61
1051 #define SV_POTION_INVULNERABILITY 62
1052 #define SV_POTION_NEW_LIFE 63
1053 #define SV_POTION_NEO_TSUYOSHI 64
1054 #define SV_POTION_TSUYOSHI 65
1055 #define SV_POTION_POLYMORPH 66
1057 /* The "sval" codes for TV_FLASK */
1058 #define SV_FLASK_OIL 0
1060 /* The "sval" codes for TV_FOOD */
1061 #define SV_FOOD_POISON 0
1062 #define SV_FOOD_BLINDNESS 1
1063 #define SV_FOOD_PARANOIA 2
1064 #define SV_FOOD_CONFUSION 3
1065 #define SV_FOOD_HALLUCINATION 4
1066 #define SV_FOOD_PARALYSIS 5
1067 #define SV_FOOD_WEAKNESS 6
1068 #define SV_FOOD_SICKNESS 7
1069 #define SV_FOOD_STUPIDITY 8
1070 #define SV_FOOD_NAIVETY 9
1071 #define SV_FOOD_UNHEALTH 10
1072 #define SV_FOOD_DISEASE 11
1073 #define SV_FOOD_CURE_POISON 12
1074 #define SV_FOOD_CURE_BLINDNESS 13
1075 #define SV_FOOD_CURE_PARANOIA 14
1076 #define SV_FOOD_CURE_CONFUSION 15
1077 #define SV_FOOD_CURE_SERIOUS 16
1078 #define SV_FOOD_RESTORE_STR 17
1079 #define SV_FOOD_RESTORE_CON 18
1080 #define SV_FOOD_RESTORING 19
1081 /* many missing mushrooms */
1082 #define SV_FOOD_BISCUIT 32
1083 #define SV_FOOD_JERKY 33
1084 #define SV_FOOD_RATION 35
1085 #define SV_FOOD_SLIME_MOLD 36
1086 #define SV_FOOD_WAYBREAD 37
1087 #define SV_FOOD_PINT_OF_ALE 38
1088 #define SV_FOOD_PINT_OF_WINE 39
1091 #define SV_ROD_MIN_DIRECTION 12 /*!<
\82±
\82Ì
\92l
\88È
\8d~
\82Ì
\8f¬
\8d\80\96ÚID
\82ð
\8e\9d\82Á
\82½
\83\8d\83b
\83h
\82Í
\8eg
\97p
\8e\9e\82É
\83^
\81[
\83Q
\83b
\83g
\82ð
\97v
\8b\81\82·
\82é / Special "sval" limit -- first "aimed" rod */
1093 #define SV_CHEST_MIN_LARGE 4 /*!<
\82±
\82Ì
\92l
\88È
\8d~
\82Ì
\8f¬
\8d\80\96ÚID
\82ð
\8e\9d\82Á
\82½
\94 \82Í
\91å
\8c^
\82Ì
\94 \82Æ
\82µ
\82Ä
\83h
\83\8d\83b
\83v
\90\94\82ð
\91\9d\82â
\82· / Special "sval" limit -- first "large" chest */
1094 #define SV_CHEST_KANDUME 50 /*!<
\94 \83A
\83C
\83e
\83\80\82Ì
\8f¬
\8d\80\96ÚID:
\82¨
\82à
\82¿
\82á
\82Ì
\83J
\83\93\83d
\83\81 */
1097 * Special "sval" limit -- first "good" magic/prayer book
1099 #define SV_BOOK_MIN_GOOD 2