4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Object code, part 2 */
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 static errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_is_aware(o_ptr);
769 /* Fully aware of the effects */
770 k_info[o_ptr->k_idx].aware = TRUE;
772 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
773 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
777 char o_name[MAX_NLEN];
780 object_copy(q_ptr, o_ptr);
783 object_desc(o_name, q_ptr, OD_NAME_ONLY);
785 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
791 * Something has been "sampled"
793 void object_tried(object_type *o_ptr)
795 /* Mark it as tried (even if "aware") */
796 k_info[o_ptr->k_idx].tried = TRUE;
801 * Return the "value" of an "unknown" item
802 * Make a guess at the value of non-aware items
804 static s32b object_value_base(object_type *o_ptr)
806 /* Aware item -- use template cost */
807 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
809 /* Analyze the type */
814 case TV_FOOD: return (5L);
816 /* Un-aware Potions */
817 case TV_POTION: return (20L);
819 /* Un-aware Scrolls */
820 case TV_SCROLL: return (20L);
822 /* Un-aware Staffs */
823 case TV_STAFF: return (70L);
826 case TV_WAND: return (50L);
829 case TV_ROD: return (90L);
832 case TV_RING: return (45L);
834 /* Un-aware Amulets */
835 case TV_AMULET: return (45L);
837 /* Figurines, relative to monster level */
840 int level = r_info[o_ptr->pval].level;
841 if (level < 20) return level*50L;
842 else if (level < 30) return 1000+(level-20)*150L;
843 else if (level < 40) return 2500+(level-30)*350L;
844 else if (level < 50) return 6000+(level-40)*800L;
845 else return 14000+(level-50)*2000L;
849 if (!o_ptr->pval) return 1000L;
850 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
853 /* Paranoia -- Oops */
858 /* Return the value of the flags the object has... */
859 s32b flag_cost(object_type *o_ptr, int plusses)
862 u32b flgs[TR_FLAG_SIZE];
866 object_kind *k_ptr = &k_info[o_ptr->k_idx];
868 object_flags(o_ptr, flgs);
871 * Exclude fixed flags of the base item.
872 * pval bonuses of base item will be treated later.
874 for (i = 0; i < TR_FLAG_SIZE; i++)
875 flgs[i] &= ~(k_ptr->flags[i]);
877 /* Exclude fixed flags of the fixed artifact. */
878 if (object_is_fixed_artifact(o_ptr))
880 artifact_type *a_ptr = &a_info[o_ptr->name1];
882 for (i = 0; i < TR_FLAG_SIZE; i++)
883 flgs[i] &= ~(a_ptr->flags[i]);
886 /* Exclude fixed flags of the ego-item. */
887 else if (object_is_ego(o_ptr))
889 ego_item_type *e_ptr = &e_info[o_ptr->name2];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(e_ptr->flags[i]);
897 * Calucurate values of remaining flags
899 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
900 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
901 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
902 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
903 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
904 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
905 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
906 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
907 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
908 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
909 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
910 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
911 total += (10000 + (2500 * plusses));
912 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
913 total += (10000 + (2500 * plusses));
917 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
918 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
919 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
920 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
921 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
922 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
923 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
924 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
925 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
926 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
927 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
928 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
929 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
930 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
931 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
932 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
933 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
934 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
935 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
936 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
937 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
940 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
941 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
942 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
943 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
944 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
945 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
946 total += (tmp_cost * count);
948 if (have_flag(flgs, TR_SUST_STR)) total += 850;
949 if (have_flag(flgs, TR_SUST_INT)) total += 850;
950 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
951 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
952 if (have_flag(flgs, TR_SUST_CON)) total += 850;
953 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
954 if (have_flag(flgs, TR_RIDING)) total += 0;
955 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
956 if (have_flag(flgs, TR_THROW)) total += 5000;
957 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
958 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
962 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
963 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
964 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
965 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
966 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
967 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
968 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
969 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
970 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
971 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
972 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
973 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
974 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
975 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
976 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
977 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
978 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
979 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
980 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
981 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
982 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
983 total += (tmp_cost * count);
985 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
986 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
987 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
988 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
989 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
990 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
991 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
992 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
993 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
994 if (have_flag(flgs, TR_LITE_1)) total += 1500;
995 if (have_flag(flgs, TR_LITE_2)) total += 2500;
996 if (have_flag(flgs, TR_LITE_3)) total += 4000;
997 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
998 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
999 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1000 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1001 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1002 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1003 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1004 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1005 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1006 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1007 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1008 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1009 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1010 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1011 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1012 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1013 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1014 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1015 if (have_flag(flgs, TR_REGEN)) total += 2500;
1016 if (have_flag(flgs, TR_WARNING)) total += 2000;
1017 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1018 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1019 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1020 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1021 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1022 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1023 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1024 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1025 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1026 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1027 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1028 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1029 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1030 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1031 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1032 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1033 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1034 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1035 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1036 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1037 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1038 if (have_flag(flgs, TR_TELEPORT))
1040 if (object_is_cursed(o_ptr))
1045 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1046 if (have_flag(flgs, TR_BLESSED)) total += 750;
1047 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1048 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1049 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1050 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1051 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1053 /* Also, give some extra for activatable powers... */
1054 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1056 const activation_type* const act_ptr = find_activation_info(o_ptr);
1058 total += act_ptr->value;
1067 * Return the "real" price of a "known" item, not including discounts
1069 * Wand and staffs get cost for each charge
1071 * Armor is worth an extra 100 gold per bonus point to armor class.
1073 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1075 * Missiles are only worth 5 gold per bonus point, since they
1076 * usually appear in groups of 20, and we want the player to get
1077 * the same amount of cash for any "equivalent" item. Note that
1078 * missiles never have any of the "pval" flags, and in fact, they
1079 * only have a few of the available flags, primarily of the "slay"
1080 * and "brand" and "ignore" variety.
1082 * Armor with a negative armor bonus is worthless.
1083 * Weapons with negative hit+damage bonuses are worthless.
1085 * Every wearable item with a "pval" bonus is worth extra (see below).
1087 s32b object_value_real(object_type *o_ptr)
1091 u32b flgs[TR_FLAG_SIZE];
1093 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1096 /* Hack -- "worthless" items */
1097 if (!k_info[o_ptr->k_idx].cost) return (0L);
1100 value = k_info[o_ptr->k_idx].cost;
1102 /* Extract some flags */
1103 object_flags(o_ptr, flgs);
1106 if (object_is_fixed_artifact(o_ptr))
1108 artifact_type *a_ptr = &a_info[o_ptr->name1];
1110 /* Hack -- "worthless" artifacts */
1111 if (!a_ptr->cost) return (0L);
1113 /* Hack -- Use the artifact cost instead */
1114 value = a_ptr->cost;
1115 value += flag_cost(o_ptr, o_ptr->pval);
1117 /* Don't add pval bonuses etc. */
1122 else if (object_is_ego(o_ptr))
1124 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1126 /* Hack -- "worthless" ego-items */
1127 if (!e_ptr->cost) return (0L);
1129 /* Hack -- Reward the ego-item with a bonus */
1130 value += e_ptr->cost;
1131 value += flag_cost(o_ptr, o_ptr->pval);
1139 for (i = 0; i < TR_FLAG_SIZE; i++)
1140 if (o_ptr->art_flags[i]) flag = TRUE;
1142 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1145 /* Analyze pval bonus for normal object */
1146 switch (o_ptr->tval)
1169 if (!o_ptr->pval) break;
1171 /* Hack -- Negative "pval" is always bad */
1172 if (o_ptr->pval < 0) return (0L);
1174 /* Give credit for stat bonuses */
1175 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1176 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1177 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1178 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1179 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1180 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1182 /* Give credit for stealth and searching */
1183 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1184 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1185 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1187 /* Give credit for infra-vision and tunneling */
1188 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1189 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1191 /* Give credit for extra attacks */
1192 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1194 /* Give credit for speed bonus */
1195 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1201 /* Analyze the item */
1202 switch (o_ptr->tval)
1207 /* Pay extra for charges, depending on standard number of
1208 * charges. Handle new-style wands correctly. -LM-
1210 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1217 /* Pay extra for charges, depending on standard number of
1220 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1230 /* Hack -- negative bonuses are bad */
1231 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1233 /* Give credit for bonuses */
1234 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1251 /* Hack -- negative armor bonus */
1252 if (o_ptr->to_a < 0) return (0L);
1254 /* Give credit for bonuses */
1255 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1268 /* Hack -- negative hit/damage bonuses */
1269 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1271 /* Factor in the bonuses */
1272 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1274 /* Hack -- Factor in extra damage dice and sides */
1275 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1276 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1287 /* Hack -- negative hit/damage bonuses */
1288 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1290 /* Factor in the bonuses */
1291 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1293 /* Hack -- Factor in extra damage dice and sides */
1294 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1295 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1301 /* Figurines, relative to monster level */
1304 int level = r_info[o_ptr->pval].level;
1305 if (level < 20) value = level*50L;
1306 else if (level < 30) value = 1000+(level-20)*150L;
1307 else if (level < 40) value = 2500+(level-30)*350L;
1308 else if (level < 50) value = 6000+(level-40)*800L;
1309 else value = 14000+(level-50)*2000L;
1315 if (!o_ptr->pval) value = 1000L;
1316 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1322 if (!o_ptr->pval) value = 0L;
1327 /* Worthless object */
1328 if (value < 0) return 0L;
1330 /* Return the value */
1336 * Return the price of an item including plusses (and charges)
1338 * This function returns the "value" of the given item (qty one)
1340 * Never notice "unknown" bonuses or properties, including "curses",
1341 * since that would give the player information he did not have.
1343 * Note that discounted items stay discounted forever, even if
1344 * the discount is "forgotten" by the player via memory loss.
1346 s32b object_value(object_type *o_ptr)
1351 /* Unknown items -- acquire a base value */
1352 if (object_is_known(o_ptr))
1354 /* Broken items -- worthless */
1355 if (object_is_broken(o_ptr)) return (0L);
1357 /* Cursed items -- worthless */
1358 if (object_is_cursed(o_ptr)) return (0L);
1360 /* Real value (see above) */
1361 value = object_value_real(o_ptr);
1364 /* Known items -- acquire the actual value */
1367 /* Hack -- Felt broken items */
1368 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1370 /* Hack -- Felt cursed items */
1371 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1373 /* Base value (see above) */
1374 value = object_value_base(o_ptr);
1378 /* Apply discount (if any) */
1379 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1382 /* Return the final value */
1388 * Determines whether an object can be destroyed, and makes fake inscription.
1390 bool can_player_destroy_object(object_type *o_ptr)
1392 /* Artifacts cannot be destroyed */
1393 if (!object_is_artifact(o_ptr)) return TRUE;
1395 /* If object is unidentified, makes fake inscription */
1396 if (!object_is_known(o_ptr))
1398 byte feel = FEEL_SPECIAL;
1400 /* Hack -- Handle icky artifacts */
1401 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1403 /* Hack -- inscribe the artifact */
1404 o_ptr->feeling = feel;
1406 /* We have "felt" it (again) */
1407 o_ptr->ident |= (IDENT_SENSE);
1409 /* Combine the pack */
1410 p_ptr->notice |= (PN_COMBINE);
1413 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1419 /* Identified artifact -- Nothing to do */
1425 * Distribute charges of rods or wands.
1427 * o_ptr = source item
1428 * q_ptr = target item, must be of the same type as o_ptr
1429 * amt = number of items that are transfered
1431 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1434 * Hack -- If rods or wands are dropped, the total maximum timeout or
1435 * charges need to be allocated between the two stacks. If all the items
1436 * are being dropped, it makes for a neater message to leave the original
1437 * stack's pval alone. -LM-
1439 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1441 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1442 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1444 /* Hack -- Rods also need to have their timeouts distributed. The
1445 * dropped stack will accept all time remaining to charge up to its
1448 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1450 if (q_ptr->pval > o_ptr->timeout)
1451 q_ptr->timeout = o_ptr->timeout;
1453 q_ptr->timeout = q_ptr->pval;
1455 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1460 void reduce_charges(object_type *o_ptr, int amt)
1463 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1464 * charges of the stack needs to be reduced, unless all the items are
1465 * being destroyed. -LM-
1467 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1468 (amt < o_ptr->number))
1470 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1476 * Determine if an item can "absorb" a second item
1478 * See "object_absorb()" for the actual "absorption" code.
1480 * If permitted, we allow staffs (if they are known to have equal charges
1481 * and both are either known or confirmed empty) and wands (if both are
1482 * either known or confirmed empty) and rods (in all cases) to combine.
1483 * Staffs will unstack (if necessary) when they are used, but wands and
1484 * rods will only unstack if one is dropped. -LM-
1486 * If permitted, we allow weapons/armor to stack, if fully "known".
1488 * Missiles will combine if both stacks have the same "known" status.
1489 * This is done to make unidentified stacks of missiles useful.
1491 * Food, potions, scrolls, and "easy know" items always stack.
1493 * Chests, and activatable items, never stack (for various reasons).
1497 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1499 #define MAX_STACK_SIZE 99
1503 * Determine if an item can partly absorb a second item.
1504 * Return maximum number of stack.
1506 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1510 /* Default maximum number of stack */
1511 int max_num = MAX_STACK_SIZE;
1513 /* Require identical object types */
1514 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1517 /* Analyze the items */
1518 switch (o_ptr->tval)
1520 /* Chests and Statues*/
1531 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1532 if (o_ptr->pval != j_ptr->pval) return 0;
1536 /* Figurines and Corpses*/
1541 if (o_ptr->pval != j_ptr->pval) return 0;
1547 /* Food and Potions and Scrolls */
1559 /* Require either knowledge or known empty for both staffs. */
1560 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1561 !object_is_known(o_ptr)) ||
1562 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1563 !object_is_known(j_ptr))) return 0;
1565 /* Require identical charges, since staffs are bulky. */
1566 if (o_ptr->pval != j_ptr->pval) return 0;
1575 /* Require either knowledge or known empty for both wands. */
1576 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1577 !object_is_known(o_ptr)) ||
1578 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1579 !object_is_known(j_ptr))) return 0;
1581 /* Wand charges combine in O&ZAngband. */
1587 /* Staffs and Wands and Rods */
1590 /* Prevent overflaw of timeout */
1591 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1597 /* Weapons and Armor */
1613 /* Rings, Amulets, Lites */
1619 /* Require full knowledge of both items */
1620 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1630 /* Require identical knowledge of both items */
1631 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1632 if (o_ptr->feeling != j_ptr->feeling) return 0;
1634 /* Require identical "bonuses" */
1635 if (o_ptr->to_h != j_ptr->to_h) return 0;
1636 if (o_ptr->to_d != j_ptr->to_d) return 0;
1637 if (o_ptr->to_a != j_ptr->to_a) return 0;
1639 /* Require identical "pval" code */
1640 if (o_ptr->pval != j_ptr->pval) return 0;
1642 /* Artifacts never stack */
1643 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1645 /* Require identical "ego-item" names */
1646 if (o_ptr->name2 != j_ptr->name2) return 0;
1648 /* Require identical added essence */
1649 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1650 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1652 /* Hack -- Never stack "powerful" items */
1653 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1655 /* Hack -- Never stack recharging items */
1656 if (o_ptr->timeout || j_ptr->timeout) return 0;
1658 /* Require identical "values" */
1659 if (o_ptr->ac != j_ptr->ac) return 0;
1660 if (o_ptr->dd != j_ptr->dd) return 0;
1661 if (o_ptr->ds != j_ptr->ds) return 0;
1670 /* Require knowledge */
1671 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1679 /* Hack -- Identical art_flags! */
1680 for (i = 0; i < TR_FLAG_SIZE; i++)
1681 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1683 /* Hack -- Require identical "cursed" status */
1684 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1686 /* Hack -- Require identical "broken" status */
1687 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1690 /* Hack -- require semi-matching "inscriptions" */
1691 if (o_ptr->inscription && j_ptr->inscription &&
1692 (o_ptr->inscription != j_ptr->inscription))
1695 /* Hack -- normally require matching "inscriptions" */
1696 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1698 /* Hack -- normally require matching "discounts" */
1699 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1702 /* They match, so they must be similar */
1707 * Determine if an item can absorb a second item.
1709 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1711 int total = o_ptr->number + j_ptr->number;
1714 /* Are these objects similar? */
1715 max_num = object_similar_part(o_ptr, j_ptr);
1717 /* Return if not similar */
1718 if (!max_num) return FALSE;
1720 /* Maximal "stacking" limit */
1721 if (total > max_num) return (0);
1724 /* They match, so they must be similar */
1731 * Allow one item to "absorb" another, assuming they are similar
1733 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1735 int max_num = object_similar_part(o_ptr, j_ptr);
1736 int total = o_ptr->number + j_ptr->number;
1737 int diff = (total > max_num) ? total - max_num : 0;
1739 /* Combine quantity, lose excess items */
1740 o_ptr->number = (total > max_num) ? max_num : total;
1742 /* Hack -- blend "known" status */
1743 if (object_is_known(j_ptr)) object_known(o_ptr);
1745 /* Hack -- clear "storebought" if only one has it */
1746 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1747 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1749 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1750 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1753 /* Hack -- blend "mental" status */
1754 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1756 /* Hack -- blend "inscriptions" */
1757 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1759 /* Hack -- blend "feelings" */
1760 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1762 /* Hack -- could average discounts XXX XXX XXX */
1763 /* Hack -- save largest discount XXX XXX XXX */
1764 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1766 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1767 if (o_ptr->tval == TV_ROD)
1769 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1770 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1773 /* Hack -- if wands are stacking, combine the charges. -LM- */
1774 if (o_ptr->tval == TV_WAND)
1776 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1782 * Find the index of the object_kind with the given tval and sval
1784 s16b lookup_kind(int tval, int sval)
1791 for (k = 1; k < max_k_idx; k++)
1793 object_kind *k_ptr = &k_info[k];
1795 /* Require correct tval */
1796 if (k_ptr->tval != tval) continue;
1799 if (k_ptr->sval == sval) return (k);
1801 /* Ignore illegal items */
1802 if (sval != SV_ANY) continue;
1804 /* Apply the randomizer */
1805 if (!one_in_(++num)) continue;
1807 /* Use this value */
1811 /* Return this choice */
1820 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1822 msg_format("No object (%d,%d)", tval, sval);
1833 * Wipe an object clean.
1835 void object_wipe(object_type *o_ptr)
1837 /* Wipe the structure */
1838 (void)WIPE(o_ptr, object_type);
1843 * Prepare an object based on an existing object
1845 void object_copy(object_type *o_ptr, object_type *j_ptr)
1847 /* Copy the structure */
1848 (void)COPY(o_ptr, j_ptr, object_type);
1853 * Prepare an object based on an object kind.
1855 void object_prep(object_type *o_ptr, int k_idx)
1857 object_kind *k_ptr = &k_info[k_idx];
1859 /* Clear the record */
1862 /* Save the kind index */
1863 o_ptr->k_idx = k_idx;
1865 /* Efficiency -- tval/sval */
1866 o_ptr->tval = k_ptr->tval;
1867 o_ptr->sval = k_ptr->sval;
1869 /* Default "pval" */
1870 o_ptr->pval = k_ptr->pval;
1872 /* Default number */
1875 /* Default weight */
1876 o_ptr->weight = k_ptr->weight;
1879 o_ptr->to_h = k_ptr->to_h;
1880 o_ptr->to_d = k_ptr->to_d;
1881 o_ptr->to_a = k_ptr->to_a;
1884 o_ptr->ac = k_ptr->ac;
1885 o_ptr->dd = k_ptr->dd;
1886 o_ptr->ds = k_ptr->ds;
1888 /* Default activation */
1889 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1891 /* Hack -- worthless items are always "broken" */
1892 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1894 /* Hack -- cursed items are always "cursed" */
1895 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1896 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1897 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1898 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1899 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1900 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1905 * Help determine an "enchantment bonus" for an object.
1907 * To avoid floating point but still provide a smooth distribution of bonuses,
1908 * we simply round the results of division in such a way as to "average" the
1909 * correct floating point value.
1911 * This function has been changed. It uses "randnor()" to choose values from
1912 * a normal distribution, whose mean moves from zero towards the max as the
1913 * level increases, and whose standard deviation is equal to 1/4 of the max,
1914 * and whose values are forced to lie between zero and the max, inclusive.
1916 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1917 * rare to get the "full" enchantment on an object, even a deep levels.
1919 * It is always possible (albeit unlikely) to get the "full" enchantment.
1921 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1923 * N 0 1 2 3 4 5 6 7 8 9 10
1924 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1925 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1926 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1927 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1928 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1929 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1930 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1931 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1932 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1933 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1934 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1935 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1936 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1937 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1938 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1939 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1940 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1941 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1943 s16b m_bonus(int max, int level)
1945 int bonus, stand, extra, value;
1948 /* Paranoia -- enforce maximal "level" */
1949 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1952 /* The "bonus" moves towards the max */
1953 bonus = ((max * level) / MAX_DEPTH);
1955 /* Hack -- determine fraction of error */
1956 extra = ((max * level) % MAX_DEPTH);
1958 /* Hack -- simulate floating point computations */
1959 if (randint0(MAX_DEPTH) < extra) bonus++;
1962 /* The "stand" is equal to one quarter of the max */
1965 /* Hack -- determine fraction of error */
1968 /* Hack -- simulate floating point computations */
1969 if (randint0(4) < extra) stand++;
1972 /* Choose an "interesting" value */
1973 value = randnor(bonus, stand);
1975 /* Enforce the minimum value */
1976 if (value < 0) return (0);
1978 /* Enforce the maximum value */
1979 if (value > max) return (max);
1987 * Cheat -- describe a created object for the user
1989 static void object_mention(object_type *o_ptr)
1991 char o_name[MAX_NLEN];
1994 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1997 if (object_is_fixed_artifact(o_ptr))
2001 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2003 msg_format("Artifact (%s)", o_name);
2008 /* Random Artifact */
2009 else if (o_ptr->art_name)
2012 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2014 msg_print("Random artifact");
2020 else if (object_is_ego(o_ptr))
2024 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2026 msg_format("Ego-item (%s)", o_name);
2036 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2038 msg_format("Object (%s)", o_name);
2046 * Mega-Hack -- Attempt to create one of the "Special Objects"
2048 * We are only called from "make_object()", and we assume that
2049 * "apply_magic()" is called immediately after we return.
2051 * Note -- see "make_artifact()" and "apply_magic()"
2053 static bool make_artifact_special(object_type *o_ptr)
2059 /* No artifacts in the town */
2060 if (!dun_level) return (FALSE);
2063 if (get_obj_num_hook) return (FALSE);
2065 /* Check the artifact list (just the "specials") */
2066 for (i = 0; i < max_a_idx; i++)
2068 artifact_type *a_ptr = &a_info[i];
2070 /* Skip "empty" artifacts */
2071 if (!a_ptr->name) continue;
2073 /* Cannot make an artifact twice */
2074 if (a_ptr->cur_num) continue;
2076 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2077 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2079 /* XXX XXX Enforce minimum "depth" (loosely) */
2080 if (a_ptr->level > dun_level)
2082 /* Acquire the "out-of-depth factor" */
2083 int d = (a_ptr->level - dun_level) * 2;
2085 /* Roll for out-of-depth creation */
2086 if (!one_in_(d)) continue;
2089 /* Artifact "rarity roll" */
2090 if (!one_in_(a_ptr->rarity)) continue;
2092 /* Find the base object */
2093 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2095 /* XXX XXX Enforce minimum "object" level (loosely) */
2096 if (k_info[k_idx].level > object_level)
2098 /* Acquire the "out-of-depth factor" */
2099 int d = (k_info[k_idx].level - object_level) * 5;
2101 /* Roll for out-of-depth creation */
2102 if (!one_in_(d)) continue;
2105 /* Assign the template */
2106 object_prep(o_ptr, k_idx);
2108 /* Mega-Hack -- mark the item as an artifact */
2111 /* Hack: Some artifacts get random extra powers */
2112 random_artifact_resistance(o_ptr, a_ptr);
2124 * Attempt to change an object into an artifact
2126 * This routine should only be called by "apply_magic()"
2128 * Note -- see "make_artifact_special()" and "apply_magic()"
2130 static bool make_artifact(object_type *o_ptr)
2135 /* No artifacts in the town */
2136 if (!dun_level) return (FALSE);
2138 /* Paranoia -- no "plural" artifacts */
2139 if (o_ptr->number != 1) return (FALSE);
2141 /* Check the artifact list (skip the "specials") */
2142 for (i = 0; i < max_a_idx; i++)
2144 artifact_type *a_ptr = &a_info[i];
2146 /* Skip "empty" items */
2147 if (!a_ptr->name) continue;
2149 /* Cannot make an artifact twice */
2150 if (a_ptr->cur_num) continue;
2152 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2154 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2156 /* Must have the correct fields */
2157 if (a_ptr->tval != o_ptr->tval) continue;
2158 if (a_ptr->sval != o_ptr->sval) continue;
2160 /* XXX XXX Enforce minimum "depth" (loosely) */
2161 if (a_ptr->level > dun_level)
2163 /* Acquire the "out-of-depth factor" */
2164 int d = (a_ptr->level - dun_level) * 2;
2166 /* Roll for out-of-depth creation */
2167 if (!one_in_(d)) continue;
2170 /* We must make the "rarity roll" */
2171 if (!one_in_(a_ptr->rarity)) continue;
2173 /* Hack -- mark the item as an artifact */
2176 /* Hack: Some artifacts get random extra powers */
2177 random_artifact_resistance(o_ptr, a_ptr);
2189 * Choose random ego type
2191 static byte get_random_ego(byte slot, bool good)
2194 ego_item_type *e_ptr;
2198 for (i = 1; i < max_e_idx; i++)
2202 if (e_ptr->slot == slot
2203 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2206 total += (255 / e_ptr->rarity);
2210 value = randint1(total);
2212 for (i = 1; i < max_e_idx; i++)
2216 if (e_ptr->slot == slot
2217 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2220 value -= (255 / e_ptr->rarity);
2221 if (value <= 0L) break;
2229 * Apply magic to an item known to be a "weapon"
2231 * Hack -- note special base damage dice boosting
2232 * Hack -- note special processing for weapon/digger
2234 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2236 int tohit1 = randint1(5) + m_bonus(5, level);
2237 int todam1 = randint1(5) + m_bonus(5, level);
2239 int tohit2 = m_bonus(10, level);
2240 int todam2 = m_bonus(10, level);
2242 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2244 tohit2 = (tohit2+1)/2;
2245 todam2 = (todam2+1)/2;
2252 o_ptr->to_h += tohit1;
2253 o_ptr->to_d += todam1;
2259 o_ptr->to_h += tohit2;
2260 o_ptr->to_d += todam2;
2268 o_ptr->to_h -= tohit1;
2269 o_ptr->to_d -= todam1;
2274 /* Penalize again */
2275 o_ptr->to_h -= tohit2;
2276 o_ptr->to_d -= todam2;
2279 /* Cursed (if "bad") */
2280 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2283 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2286 switch (o_ptr->tval)
2293 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2294 create_artifact(o_ptr, FALSE);
2296 /* Special Ego-item */
2297 o_ptr->name2 = EGO_DIGGING;
2301 else if (power < -1)
2303 /* Hack -- Horrible digging bonus */
2304 o_ptr->pval = 0 - (5 + randint1(5));
2310 /* Hack -- Reverse digging bonus */
2311 o_ptr->pval = 0 - (o_ptr->pval);
2325 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2327 create_artifact(o_ptr, FALSE);
2332 /* Roll for an ego-item */
2333 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2334 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2336 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2338 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2343 switch (o_ptr->name2)
2346 if (one_in_(4) && (level > 40))
2347 add_flag(o_ptr->art_flags, TR_BLOWS);
2351 add_flag(o_ptr->art_flags, TR_RES_POIS);
2353 add_flag(o_ptr->art_flags, TR_WARNING);
2355 case EGO_KILL_DRAGON:
2357 add_flag(o_ptr->art_flags, TR_RES_POIS);
2361 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2363 case EGO_SLAYING_WEAPON:
2364 if (one_in_(3)) /* double damage */
2372 while (one_in_(o_ptr->dd));
2378 while (one_in_(o_ptr->ds));
2383 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2385 if (o_ptr->tval == TV_SWORD && one_in_(3))
2387 add_flag(o_ptr->art_flags, TR_VORPAL);
2392 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2398 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2400 add_flag(o_ptr->art_flags, TR_DEX);
2402 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2405 o_ptr->pval = m_bonus(5, level) + 1;
2407 case EGO_EARTHQUAKES:
2408 if (one_in_(3) && (level > 60))
2409 add_flag(o_ptr->art_flags, TR_BLOWS);
2411 o_ptr->pval = m_bonus(3, level);
2415 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2419 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2421 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2423 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2424 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2427 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2428 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2429 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2430 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2434 if (!o_ptr->art_name)
2436 /* Hack -- Super-charge the damage dice */
2437 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2439 /* Hack -- Lower the damage dice */
2440 if (o_ptr->dd > 9) o_ptr->dd = 9;
2445 else if (power < -1)
2447 /* Roll for ego-item */
2448 if (randint0(MAX_DEPTH) < level)
2452 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2453 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2459 switch (o_ptr->name2)
2462 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2463 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2465 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2466 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2467 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2468 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2469 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2470 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2484 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2486 create_artifact(o_ptr, FALSE);
2489 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2503 if (power > 2) /* power > 2 is debug only */
2505 create_artifact(o_ptr, FALSE);
2509 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2511 switch (o_ptr->name2)
2513 case EGO_SLAYING_BOLT:
2518 /* Hack -- super-charge the damage dice */
2519 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2521 /* Hack -- restrict the damage dice */
2522 if (o_ptr->dd > 9) o_ptr->dd = 9;
2526 else if (power < -1)
2528 /* Roll for ego-item */
2529 if (randint0(MAX_DEPTH) < level)
2531 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2541 static void dragon_resist(object_type * o_ptr)
2546 one_dragon_ele_resistance(o_ptr);
2548 one_high_resistance(o_ptr);
2554 static bool add_esp_strong(object_type *o_ptr)
2556 bool nonliv = FALSE;
2558 switch (randint1(3))
2560 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2561 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2562 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2569 static void add_esp_weak(object_type *o_ptr, bool extra)
2572 u32b weak_esp_list[] = {
2584 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2585 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2587 /* Add unduplicated weak esp flags randomly */
2588 for (i = 0; i < add_count; ++ i)
2590 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2592 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2593 weak_esp_list[choice] = weak_esp_list[i];
2599 * Apply magic to an item known to be "armor"
2601 * Hack -- note special processing for crown/helm
2602 * Hack -- note special processing for robe of permanence
2604 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2606 int toac1 = randint1(5) + m_bonus(5, level);
2608 int toac2 = m_bonus(10, level);
2614 o_ptr->to_a += toac1;
2620 o_ptr->to_a += toac2;
2628 o_ptr->to_a -= toac1;
2633 /* Penalize again */
2634 o_ptr->to_a -= toac2;
2637 /* Cursed (if "bad") */
2638 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2643 switch (o_ptr->tval)
2647 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2648 create_artifact(o_ptr, FALSE);
2650 /* Mention the item */
2651 if (cheat_peek) object_mention(o_ptr);
2662 /* Hack -- Try for "Robes of the Magi" */
2663 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2664 (o_ptr->sval == SV_ROBE) &&
2665 (randint0(100) < 15))
2669 o_ptr->name2 = EGO_YOIYAMI;
2670 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2671 o_ptr->sval = SV_YOIYAMI_ROBE;
2677 o_ptr->name2 = EGO_PERMANENCE;
2682 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2684 create_artifact(o_ptr, FALSE);
2690 bool okay_flag = TRUE;
2692 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2694 switch (o_ptr->name2)
2697 if (o_ptr->tval != TV_HARD_ARMOR)
2703 if (o_ptr->tval != TV_SOFT_ARMOR)
2715 switch (o_ptr->name2)
2717 case EGO_RESISTANCE:
2719 add_flag(o_ptr->art_flags, TR_RES_POIS);
2722 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2723 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2727 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2729 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2731 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2732 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2734 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2735 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2736 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2737 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2738 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2739 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2740 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2741 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2744 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2745 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2746 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2747 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2748 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2749 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2762 if (o_ptr->sval == SV_DRAGON_SHIELD)
2764 /* Mention the item */
2765 if (cheat_peek) object_mention(o_ptr);
2766 dragon_resist(o_ptr);
2767 if (!one_in_(3)) break;
2773 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2775 create_artifact(o_ptr, FALSE);
2781 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2782 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2783 && o_ptr->name2 == EGO_S_DWARVEN)
2790 switch (o_ptr->name2)
2793 if (!one_in_(3)) one_high_resistance(o_ptr);
2794 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2796 case EGO_REFLECTION:
2797 if (o_ptr->sval == SV_MIRROR_SHIELD)
2802 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2803 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2812 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2814 /* Mention the item */
2815 if (cheat_peek) object_mention(o_ptr);
2816 dragon_resist(o_ptr);
2817 if (!one_in_(3)) break;
2821 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2823 create_artifact(o_ptr, FALSE);
2826 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2830 else if (power < -1)
2832 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2840 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2842 /* Mention the item */
2843 if (cheat_peek) object_mention(o_ptr);
2844 dragon_resist(o_ptr);
2845 if (!one_in_(3)) break;
2850 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2852 create_artifact(o_ptr, FALSE);
2855 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2857 switch (o_ptr->name2)
2859 case EGO_SLOW_DESCENT:
2862 one_high_resistance(o_ptr);
2868 else if (power < -1)
2870 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2881 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2883 create_artifact(o_ptr, FALSE);
2888 bool ok_flag = TRUE;
2889 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2891 switch (o_ptr->name2)
2894 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2895 else add_esp_weak(o_ptr, FALSE);
2899 case EGO_REGENERATION:
2900 case EGO_LORDLINESS:
2906 if (one_in_(2)) add_esp_strong(o_ptr);
2907 else add_esp_weak(o_ptr, FALSE);
2910 default:/* not existing crown (wisdom,lite, etc...) */
2914 break; /* while (1) */
2920 else if (power < -1)
2924 bool ok_flag = TRUE;
2925 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2927 switch (o_ptr->name2)
2929 case EGO_ANCIENT_CURSE:
2930 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2931 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2932 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2933 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2934 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2935 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2939 break; /* while (1) */
2948 if (o_ptr->sval == SV_DRAGON_HELM)
2950 /* Mention the item */
2951 if (cheat_peek) object_mention(o_ptr);
2952 dragon_resist(o_ptr);
2953 if (!one_in_(3)) break;
2959 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2961 create_artifact(o_ptr, FALSE);
2966 bool ok_flag = TRUE;
2967 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2969 switch (o_ptr->name2)
2971 case EGO_BRILLIANCE:
2973 case EGO_INFRAVISION:
2974 case EGO_H_PROTECTION:
2979 if (one_in_(2)) add_esp_strong(o_ptr);
2980 else add_esp_weak(o_ptr, FALSE);
2984 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2985 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2988 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2990 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2992 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2993 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2995 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2996 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2997 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2998 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2999 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3000 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3001 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3002 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3004 default:/* not existing helm (Magi, Might, etc...)*/
3008 break; /* while (1) */
3013 else if (power < -1)
3017 bool ok_flag = TRUE;
3018 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3020 switch (o_ptr->name2)
3022 case EGO_ANCIENT_CURSE:
3026 break; /* while (1) */
3037 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3039 create_artifact(o_ptr, FALSE);
3042 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3044 switch (o_ptr->name2)
3053 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3054 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3055 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3056 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3063 else if (power < -1)
3065 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3075 * Apply magic to an item known to be a "ring" or "amulet"
3077 * Hack -- note special "pval boost" code for ring of speed
3078 * Hack -- note that some items must be cursed (or blessed)
3080 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3082 /* Apply magic (good or bad) according to type */
3083 switch (o_ptr->tval)
3088 switch (o_ptr->sval)
3090 case SV_RING_ATTACKS:
3093 o_ptr->pval = m_bonus(2, level);
3094 if (one_in_(15)) o_ptr->pval++;
3095 if (o_ptr->pval < 1) o_ptr->pval = 1;
3101 o_ptr->ident |= (IDENT_BROKEN);
3104 o_ptr->curse_flags |= TRC_CURSED;
3107 o_ptr->pval = 0 - (o_ptr->pval);
3118 /* Strength, Constitution, Dexterity, Intelligence */
3124 o_ptr->pval = 1 + m_bonus(5, level);
3130 o_ptr->ident |= (IDENT_BROKEN);
3133 o_ptr->curse_flags |= TRC_CURSED;
3136 o_ptr->pval = 0 - (o_ptr->pval);
3142 /* Ring of Speed! */
3145 /* Base speed (1 to 10) */
3146 o_ptr->pval = randint1(5) + m_bonus(5, level);
3148 /* Super-charge the ring */
3149 while (randint0(100) < 50) o_ptr->pval++;
3155 o_ptr->ident |= (IDENT_BROKEN);
3158 o_ptr->curse_flags |= TRC_CURSED;
3161 o_ptr->pval = 0 - (o_ptr->pval);
3166 /* Mention the item */
3167 if (cheat_peek) object_mention(o_ptr);
3172 case SV_RING_LORDLY:
3176 one_lordly_high_resistance(o_ptr);
3180 /* Bonus to armor class */
3181 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3185 case SV_RING_WARNING:
3187 if (one_in_(3)) one_low_esp(o_ptr);
3192 case SV_RING_SEARCHING:
3194 /* Bonus to searching */
3195 o_ptr->pval = 1 + m_bonus(5, level);
3201 o_ptr->ident |= (IDENT_BROKEN);
3204 o_ptr->curse_flags |= TRC_CURSED;
3207 o_ptr->pval = 0 - (o_ptr->pval);
3213 /* Flames, Acid, Ice */
3214 case SV_RING_FLAMES:
3219 /* Bonus to armor class */
3220 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3224 /* Weakness, Stupidity */
3225 case SV_RING_WEAKNESS:
3226 case SV_RING_STUPIDITY:
3229 o_ptr->ident |= (IDENT_BROKEN);
3232 o_ptr->curse_flags |= TRC_CURSED;
3235 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3236 if (power > 0) power = 0 - power;
3241 /* WOE, Stupidity */
3245 o_ptr->ident |= (IDENT_BROKEN);
3248 o_ptr->curse_flags |= TRC_CURSED;
3251 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3252 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3253 if (power > 0) power = 0 - power;
3258 /* Ring of damage */
3259 case SV_RING_DAMAGE:
3261 /* Bonus to damage */
3262 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3268 o_ptr->ident |= (IDENT_BROKEN);
3271 o_ptr->curse_flags |= TRC_CURSED;
3274 o_ptr->to_d = 0 - o_ptr->to_d;
3280 /* Ring of Accuracy */
3281 case SV_RING_ACCURACY:
3284 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3290 o_ptr->ident |= (IDENT_BROKEN);
3293 o_ptr->curse_flags |= TRC_CURSED;
3296 o_ptr->to_h = 0 - o_ptr->to_h;
3302 /* Ring of Protection */
3303 case SV_RING_PROTECTION:
3305 /* Bonus to armor class */
3306 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3312 o_ptr->ident |= (IDENT_BROKEN);
3315 o_ptr->curse_flags |= TRC_CURSED;
3318 o_ptr->to_a = 0 - o_ptr->to_a;
3324 /* Ring of Slaying */
3325 case SV_RING_SLAYING:
3327 /* Bonus to damage and to hit */
3328 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3329 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3335 o_ptr->ident |= (IDENT_BROKEN);
3338 o_ptr->curse_flags |= TRC_CURSED;
3340 /* Reverse bonuses */
3341 o_ptr->to_h = 0 - o_ptr->to_h;
3342 o_ptr->to_d = 0 - o_ptr->to_d;
3348 case SV_RING_MUSCLE:
3350 o_ptr->pval = 1 + m_bonus(3, level);
3351 if (one_in_(4)) o_ptr->pval++;
3357 o_ptr->ident |= (IDENT_BROKEN);
3360 o_ptr->curse_flags |= TRC_CURSED;
3362 /* Reverse bonuses */
3363 o_ptr->pval = 0 - o_ptr->pval;
3368 case SV_RING_AGGRAVATION:
3371 o_ptr->ident |= (IDENT_BROKEN);
3374 o_ptr->curse_flags |= TRC_CURSED;
3376 if (power > 0) power = 0 - power;
3380 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3381 || (power > 2)) /* power > 2 is debug only */
3383 o_ptr->pval = MIN(o_ptr->pval, 4);
3384 /* Randart amulet */
3385 create_artifact(o_ptr, FALSE);
3387 else if ((power == 2) && one_in_(2))
3389 while(!o_ptr->name2)
3391 int tmp = m_bonus(10, level);
3392 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3393 switch(randint1(28))
3396 o_ptr->name2 = EGO_RING_THROW;
3399 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3400 o_ptr->name2 = EGO_RING_REGEN;
3403 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3404 o_ptr->name2 = EGO_RING_LITE;
3407 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3408 o_ptr->name2 = EGO_RING_TELEPORT;
3411 if (o_ptr->to_h) break;
3412 o_ptr->name2 = EGO_RING_TO_H;
3415 if (o_ptr->to_d) break;
3416 o_ptr->name2 = EGO_RING_TO_D;
3419 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3420 o_ptr->name2 = EGO_RING_SLAY;
3423 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3424 o_ptr->name2 = EGO_RING_WIZARD;
3427 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3428 o_ptr->name2 = EGO_RING_HERO;
3431 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3432 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3433 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3434 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3437 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3438 if (!(have_flag(k_ptr->flags, TR_RES_FIRE)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3439 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3440 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3441 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3444 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3445 if (!(have_flag(k_ptr->flags, TR_RES_COLD)) && (have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3446 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3447 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3448 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3451 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3452 if (!(have_flag(k_ptr->flags, TR_RES_ELEC)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3453 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3454 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3457 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3458 if (!(have_flag(k_ptr->flags, TR_RES_ACID)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_FIRE))) break;
3459 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3460 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3462 case 21: case 22: case 23: case 24: case 25: case 26:
3463 switch (o_ptr->sval)
3466 if (!one_in_(3)) break;
3467 o_ptr->name2 = EGO_RING_D_SPEED;
3469 case SV_RING_DAMAGE:
3470 case SV_RING_ACCURACY:
3471 case SV_RING_SLAYING:
3472 if (one_in_(2)) break;
3473 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3476 o_ptr->name2 = EGO_RING_BERSERKER;
3477 o_ptr->to_h -= 2+randint1(4);
3478 o_ptr->to_d += 2+randint1(4);
3481 case SV_RING_PROTECTION:
3482 o_ptr->name2 = EGO_RING_SUPER_AC;
3483 o_ptr->to_a += 7 + m_bonus(5, level);
3485 case SV_RING_RES_FEAR:
3486 o_ptr->name2 = EGO_RING_HERO;
3489 if (one_in_(2)) break;
3490 o_ptr->name2 = EGO_RING_HUNTER;
3492 case SV_RING_SEARCHING:
3493 o_ptr->name2 = EGO_RING_STEALTH;
3495 case SV_RING_TELEPORTATION:
3496 o_ptr->name2 = EGO_RING_TELE_AWAY;
3498 case SV_RING_RES_BLINDNESS:
3500 o_ptr->name2 = EGO_RING_RES_LITE;
3502 o_ptr->name2 = EGO_RING_RES_DARK;
3504 case SV_RING_LORDLY:
3505 if (!one_in_(20)) break;
3506 one_lordly_high_resistance(o_ptr);
3507 one_lordly_high_resistance(o_ptr);
3508 o_ptr->name2 = EGO_RING_TRUE;
3510 case SV_RING_SUSTAIN:
3511 if (!one_in_(4)) break;
3512 o_ptr->name2 = EGO_RING_RES_TIME;
3514 case SV_RING_FLAMES:
3515 if (!one_in_(2)) break;
3516 o_ptr->name2 = EGO_RING_DRAGON_F;
3519 if (!one_in_(2)) break;
3520 o_ptr->name2 = EGO_RING_DRAGON_C;
3522 case SV_RING_WARNING:
3523 if (!one_in_(2)) break;
3524 o_ptr->name2 = EGO_RING_M_DETECT;
3533 o_ptr->curse_flags = 0L;
3535 else if ((power == -2) && one_in_(2))
3537 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3538 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3539 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3540 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3541 o_ptr->art_flags[0] = 0;
3542 o_ptr->art_flags[1] = 0;
3543 while(!o_ptr->name2)
3545 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3549 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3550 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3553 o_ptr->name2 = EGO_RING_NO_MELEE;
3556 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3557 o_ptr->name2 = EGO_RING_AGGRAVATE;
3560 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3561 o_ptr->name2 = EGO_RING_TY_CURSE;
3564 o_ptr->name2 = EGO_RING_ALBINO;
3569 o_ptr->ident |= (IDENT_BROKEN);
3572 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3580 switch (o_ptr->sval)
3582 /* Amulet of wisdom/charisma */
3583 case SV_AMULET_INTELLIGENCE:
3584 case SV_AMULET_WISDOM:
3585 case SV_AMULET_CHARISMA:
3587 o_ptr->pval = 1 + m_bonus(5, level);
3593 o_ptr->ident |= (IDENT_BROKEN);
3596 o_ptr->curse_flags |= (TRC_CURSED);
3598 /* Reverse bonuses */
3599 o_ptr->pval = 0 - o_ptr->pval;
3605 /* Amulet of brilliance */
3606 case SV_AMULET_BRILLIANCE:
3608 o_ptr->pval = 1 + m_bonus(3, level);
3609 if (one_in_(4)) o_ptr->pval++;
3615 o_ptr->ident |= (IDENT_BROKEN);
3618 o_ptr->curse_flags |= (TRC_CURSED);
3620 /* Reverse bonuses */
3621 o_ptr->pval = 0 - o_ptr->pval;
3627 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3631 o_ptr->curse_flags |= (TRC_CURSED);
3636 case SV_AMULET_RESISTANCE:
3638 if (one_in_(5)) one_high_resistance(o_ptr);
3639 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3643 /* Amulet of searching */
3644 case SV_AMULET_SEARCHING:
3646 o_ptr->pval = randint1(2) + m_bonus(4, level);
3652 o_ptr->ident |= (IDENT_BROKEN);
3655 o_ptr->curse_flags |= (TRC_CURSED);
3657 /* Reverse bonuses */
3658 o_ptr->pval = 0 - (o_ptr->pval);
3664 /* Amulet of the Magi -- never cursed */
3665 case SV_AMULET_THE_MAGI:
3667 o_ptr->pval = randint1(5) + m_bonus(5, level);
3668 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3670 /* gain one low ESP */
3671 add_esp_weak(o_ptr, FALSE);
3673 /* Mention the item */
3674 if (cheat_peek) object_mention(o_ptr);
3679 /* Amulet of Doom -- always cursed */
3680 case SV_AMULET_DOOM:
3683 o_ptr->ident |= (IDENT_BROKEN);
3686 o_ptr->curse_flags |= (TRC_CURSED);
3689 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3690 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3691 if (power > 0) power = 0 - power;
3696 case SV_AMULET_MAGIC_MASTERY:
3698 o_ptr->pval = 1 + m_bonus(4, level);
3704 o_ptr->ident |= (IDENT_BROKEN);
3707 o_ptr->curse_flags |= (TRC_CURSED);
3709 /* Reverse bonuses */
3710 o_ptr->pval = 0 - o_ptr->pval;
3716 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3717 || (power > 2)) /* power > 2 is debug only */
3719 o_ptr->pval = MIN(o_ptr->pval, 4);
3720 /* Randart amulet */
3721 create_artifact(o_ptr, FALSE);
3723 else if ((power == 2) && one_in_(2))
3725 while(!o_ptr->name2)
3727 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3728 switch(randint1(21))
3731 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3732 o_ptr->name2 = EGO_AMU_SLOW_D;
3735 if (o_ptr->pval) break;
3736 o_ptr->name2 = EGO_AMU_INFRA;
3739 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3740 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3743 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3744 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3747 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3748 o_ptr->name2 = EGO_AMU_LEVITATION;
3750 case 10: case 11: case 21:
3751 o_ptr->name2 = EGO_AMU_AC;
3754 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3755 if (m_bonus(10, level) > 8)
3756 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3758 o_ptr->name2 = EGO_AMU_RES_FIRE;
3761 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3762 if (m_bonus(10, level) > 8)
3763 o_ptr->name2 = EGO_AMU_RES_COLD_;
3765 o_ptr->name2 = EGO_AMU_RES_COLD;
3768 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3769 if (m_bonus(10, level) > 8)
3770 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3772 o_ptr->name2 = EGO_AMU_RES_ELEC;
3775 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3776 if (m_bonus(10, level) > 8)
3777 o_ptr->name2 = EGO_AMU_RES_ACID_;
3779 o_ptr->name2 = EGO_AMU_RES_ACID;
3781 case 16: case 17: case 18: case 19: case 20:
3782 switch (o_ptr->sval)
3784 case SV_AMULET_TELEPORT:
3785 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3786 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3787 else o_ptr->name2 = EGO_AMU_TELEPORT;
3789 case SV_AMULET_RESIST_ACID:
3790 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3792 case SV_AMULET_SEARCHING:
3793 o_ptr->name2 = EGO_AMU_STEALTH;
3795 case SV_AMULET_BRILLIANCE:
3796 if (!one_in_(3)) break;
3797 o_ptr->name2 = EGO_AMU_IDENT;
3799 case SV_AMULET_CHARISMA:
3800 if (!one_in_(3)) break;
3801 o_ptr->name2 = EGO_AMU_CHARM;
3803 case SV_AMULET_THE_MAGI:
3804 if (one_in_(2)) break;
3805 o_ptr->name2 = EGO_AMU_GREAT;
3807 case SV_AMULET_RESISTANCE:
3808 if (!one_in_(5)) break;
3809 o_ptr->name2 = EGO_AMU_DEFENDER;
3811 case SV_AMULET_TELEPATHY:
3812 if (!one_in_(3)) break;
3813 o_ptr->name2 = EGO_AMU_DETECTION;
3819 o_ptr->curse_flags = 0L;
3821 else if ((power == -2) && one_in_(2))
3823 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3824 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3825 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3826 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3827 o_ptr->art_flags[0] = 0;
3828 o_ptr->art_flags[1] = 0;
3829 while(!o_ptr->name2)
3831 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3835 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3836 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3839 o_ptr->name2 = EGO_AMU_FOOL;
3842 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3843 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3846 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3847 o_ptr->name2 = EGO_AMU_TY_CURSE;
3850 o_ptr->name2 = EGO_AMU_NAIVETY;
3855 o_ptr->ident |= (IDENT_BROKEN);
3858 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3867 * Hack -- help pick an item type
3869 static bool item_monster_okay(int r_idx)
3871 monster_race *r_ptr = &r_info[r_idx];
3874 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3875 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3876 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3877 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3878 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3879 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3887 * Apply magic to an item known to be "boring"
3889 * Hack -- note the special code for various items
3891 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3893 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3898 /* Apply magic (good or bad) according to type */
3899 switch (o_ptr->tval)
3908 o_ptr->ident |= (IDENT_BROKEN);
3911 o_ptr->curse_flags |= (TRC_CURSED);
3918 o_ptr->xtra4 = o_ptr->pval;
3924 /* Hack -- Torches -- random fuel */
3925 if (o_ptr->sval == SV_LITE_TORCH)
3927 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3931 /* Hack -- Lanterns -- random fuel */
3932 if (o_ptr->sval == SV_LITE_LANTERN)
3934 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3938 if (power > 2) /* power > 2 is debug only */
3940 create_artifact(o_ptr, FALSE);
3942 else if ((power == 2) || ((power == 1) && one_in_(3)))
3944 while (!o_ptr->name2)
3948 bool okay_flag = TRUE;
3950 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3952 switch (o_ptr->name2)
3955 if (o_ptr->sval == SV_LITE_FEANOR)
3963 else if (power == -2)
3965 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3967 switch (o_ptr->name2)
3969 case EGO_LITE_DARKNESS:
3981 /* The wand or staff gets a number of initial charges equal
3982 * to between 1/2 (+1) and the full object kind's pval. -LM-
3984 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3990 /* Transfer the pval. -LM- */
3991 o_ptr->pval = k_ptr->pval;
3998 object_aware(o_ptr);
3999 object_known(o_ptr);
4008 monster_race *r_ptr;
4010 /* Pick a random non-unique monster race */
4013 i = randint1(max_r_idx - 1);
4015 if (!item_monster_okay(i)) continue;
4016 if (i == MON_TSUCHINOKO) continue;
4020 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4022 /* Ignore dead monsters */
4023 if (!r_ptr->rarity) continue;
4025 /* Ignore uncommon monsters */
4026 if (r_ptr->rarity > 100) continue;
4028 /* Prefer less out-of-depth monsters */
4029 if (randint0(check)) continue;
4036 /* Some figurines are cursed */
4037 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4042 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
4044 msg_format("Figurine of %s, depth +%d%s",
4047 r_name + r_ptr->name, check - 1,
4048 !object_is_cursed(o_ptr) ? "" : " {cursed}");
4061 monster_race *r_ptr;
4063 if (o_ptr->sval == SV_SKELETON)
4065 match = RF9_DROP_SKELETON;
4067 else if (o_ptr->sval == SV_CORPSE)
4069 match = RF9_DROP_CORPSE;
4072 /* Hack -- Remove the monster restriction */
4073 get_mon_num_prep(item_monster_okay, NULL);
4075 /* Pick a random non-unique monster race */
4078 i = get_mon_num(dun_level);
4082 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4084 /* Ignore dead monsters */
4085 if (!r_ptr->rarity) continue;
4087 /* Ignore corpseless monsters */
4088 if (!(r_ptr->flags9 & match)) continue;
4090 /* Prefer less out-of-depth monsters */
4091 if (randint0(check)) continue;
4101 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4103 msg_format("Corpse of %s, depth +%d",
4106 r_name + r_ptr->name, check - 1);
4109 object_aware(o_ptr);
4110 object_known(o_ptr);
4118 monster_race *r_ptr;
4120 /* Pick a random monster race */
4123 i = randint1(max_r_idx - 1);
4127 /* Ignore dead monsters */
4128 if (!r_ptr->rarity) continue;
4138 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4140 msg_format("Statue of %s", r_name + r_ptr->name);
4144 object_aware(o_ptr);
4145 object_known(o_ptr);
4152 byte obj_level = k_info[o_ptr->k_idx].level;
4154 /* Hack -- skip ruined chests */
4155 if (obj_level <= 0) break;
4157 /* Hack -- pick a "difficulty" */
4158 o_ptr->pval = randint1(obj_level);
4159 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4161 o_ptr->xtra3 = dun_level + 5;
4163 /* Never exceed "difficulty" of 55 to 59 */
4164 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4173 * Complete the "creation" of an object by applying "magic" to the item
4175 * This includes not only rolling for random bonuses, but also putting the
4176 * finishing touches on ego-items and artifacts, giving charges to wands and
4177 * staffs, giving fuel to lites, and placing traps on chests.
4179 * In particular, note that "Instant Artifacts", if "created" by an external
4180 * routine, must pass through this function to complete the actual creation.
4182 * The base "chance" of the item being "good" increases with the "level"
4183 * parameter, which is usually derived from the dungeon level, being equal
4184 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4185 * the object is guaranteed to be "good". If an object is "good", then
4186 * the chance that the object will be "great" (ego-item or artifact), also
4187 * increases with the "level", being equal to half the level, plus 5, up to
4188 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4189 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4191 * If the object is not "good", there is a chance it will be "cursed", and
4192 * if it is "cursed", there is a chance it will be "broken". These chances
4193 * are related to the "good" / "great" chances above.
4195 * Otherwise "normal" rings and amulets will be "good" half the time and
4196 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4198 * If "okay" is true, and the object is going to be "great", then there is
4199 * a chance that an artifact will be created. This is true even if both the
4200 * "good" and "great" arguments are false. As a total hack, if "great" is
4201 * true, then the item gets 3 extra "attempts" to become an artifact.
4203 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4205 int i, rolls, f1, f2, power;
4207 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4209 /* Maximum "level" for various things */
4210 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4212 /* Base chance of being "good" */
4215 /* Maximal chance of being "good" */
4216 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4218 /* Base chance of being "great" */
4221 /* Maximal chance of being "great" */
4222 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4223 f2 = d_info[dungeon_type].obj_great;
4225 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4230 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4239 /* Roll for "good" */
4240 if ((mode & AM_GOOD) || magik(f1))
4245 /* Roll for "great" */
4246 if ((mode & AM_GREAT) || magik(f2))
4250 /* Roll for "special" */
4251 if (mode & AM_SPECIAL) power = 3;
4255 /* Roll for "cursed" */
4258 /* Assume "cursed" */
4261 /* Roll for "broken" */
4262 if (magik(f2)) power = -2;
4266 if (mode & AM_CURSED)
4268 /* Assume 'cursed' */
4273 /* Everything else gets more badly cursed */
4280 /* Assume no rolls */
4283 /* Get one roll if excellent */
4284 if (power >= 2) rolls = 1;
4286 /* Hack -- Get four rolls if forced great or special */
4287 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4289 /* Hack -- Get no rolls if not allowed */
4290 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4292 /* Roll for artifacts if allowed */
4293 for (i = 0; i < rolls; i++)
4295 /* Roll for an artifact */
4296 if (make_artifact(o_ptr)) break;
4297 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4299 if (make_artifact(o_ptr)) break;
4304 /* Hack -- analyze artifacts */
4305 if (object_is_fixed_artifact(o_ptr))
4307 artifact_type *a_ptr = &a_info[o_ptr->name1];
4309 /* Hack -- Mark the artifact as "created" */
4312 /* Hack -- Memorize location of artifact in saved floors */
4313 if (character_dungeon)
4314 a_ptr->floor_id = p_ptr->floor_id;
4316 /* Extract the other fields */
4317 o_ptr->pval = a_ptr->pval;
4318 o_ptr->ac = a_ptr->ac;
4319 o_ptr->dd = a_ptr->dd;
4320 o_ptr->ds = a_ptr->ds;
4321 o_ptr->to_a = a_ptr->to_a;
4322 o_ptr->to_h = a_ptr->to_h;
4323 o_ptr->to_d = a_ptr->to_d;
4324 o_ptr->weight = a_ptr->weight;
4325 o_ptr->xtra2 = a_ptr->act_idx;
4327 /* Hack -- extract the "broken" flag */
4328 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4330 /* Hack -- extract the "cursed" flag */
4331 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4332 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4333 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4334 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4335 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4336 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4339 /* Cheat -- peek at the item */
4340 if (cheat_peek) object_mention(o_ptr);
4348 switch (o_ptr->tval)
4357 if (power) a_m_aux_1(o_ptr, lev, power);
4363 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4369 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4383 /* Elven Cloak and Black Clothes ... */
4384 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4385 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4386 o_ptr->pval = randint1(4);
4390 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4391 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4392 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4393 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4394 a_m_aux_2(o_ptr, lev, power);
4396 if (power) a_m_aux_2(o_ptr, lev, power);
4404 if (!power && (randint0(100) < 50)) power = -1;
4405 a_m_aux_3(o_ptr, lev, power);
4411 a_m_aux_4(o_ptr, lev, power);
4416 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4417 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4418 (p_ptr->pseikaku == SEIKAKU_SEXY))
4421 add_flag(o_ptr->art_flags, TR_STR);
4422 add_flag(o_ptr->art_flags, TR_INT);
4423 add_flag(o_ptr->art_flags, TR_WIS);
4424 add_flag(o_ptr->art_flags, TR_DEX);
4425 add_flag(o_ptr->art_flags, TR_CON);
4426 add_flag(o_ptr->art_flags, TR_CHR);
4429 /* Hack -- analyze ego-items */
4430 if (object_is_ego(o_ptr))
4432 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4434 /* Hack -- acquire "broken" flag */
4435 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4437 /* Hack -- acquire "cursed" flag */
4438 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4439 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4440 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4441 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4442 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4443 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4445 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4446 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4447 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4448 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4449 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4450 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4451 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4452 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4458 while (one_in_(o_ptr->dd));
4460 if (o_ptr->dd > 9) o_ptr->dd = 9;
4463 /* Hack -- apply activatin index if needed */
4464 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4466 /* Hack -- apply extra penalties if needed */
4467 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4469 /* Hack -- obtain bonuses */
4470 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4471 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4472 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4474 /* Hack -- obtain pval */
4475 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4478 /* Hack -- apply extra bonuses if needed */
4481 /* Hack -- obtain bonuses */
4482 if (e_ptr->max_to_h)
4484 if (e_ptr->max_to_h > 127)
4485 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4486 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4488 if (e_ptr->max_to_d)
4490 if (e_ptr->max_to_d > 127)
4491 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4492 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4494 if (e_ptr->max_to_a)
4496 if (e_ptr->max_to_a > 127)
4497 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4498 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4501 /* Accuracy ego must have high to_h */
4502 if(o_ptr->name2 == EGO_ACCURACY)
4504 while(o_ptr->to_h < o_ptr->to_d + 10)
4509 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4512 /* Accuracy ego must have high to_h */
4513 if(o_ptr->name2 == EGO_VELOCITY)
4515 while(o_ptr->to_d < o_ptr->to_h + 10)
4520 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4523 /* Protection ego must have high to_a */
4524 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4526 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4529 /* Hack -- obtain pval */
4530 if (e_ptr->max_pval)
4532 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4535 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4537 else if (o_ptr->name2 == EGO_DEMON)
4539 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4541 o_ptr->pval += randint1(2);
4545 o_ptr->pval += randint1(e_ptr->max_pval);
4548 else if (o_ptr->name2 == EGO_ATTACKS)
4550 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4551 if (o_ptr->pval > 3) o_ptr->pval = 3;
4552 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4553 o_ptr->pval += randint1(2);
4555 else if (o_ptr->name2 == EGO_BAT)
4557 o_ptr->pval = randint1(e_ptr->max_pval);
4558 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4560 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4562 o_ptr->pval = randint1(e_ptr->max_pval);
4566 o_ptr->pval += randint1(e_ptr->max_pval);
4571 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4573 o_ptr->pval = randint1(o_ptr->pval);
4575 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4579 /* Cheat -- describe the item */
4580 if (cheat_peek) object_mention(o_ptr);
4586 /* Examine real objects */
4589 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4591 /* Hack -- acquire "broken" flag */
4592 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4594 /* Hack -- acquire "cursed" flag */
4595 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4596 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4597 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4598 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4599 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4600 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4606 * Hack -- determine if a template is "good"
4608 static bool kind_is_good(int k_idx)
4610 object_kind *k_ptr = &k_info[k_idx];
4612 /* Analyze the item type */
4613 switch (k_ptr->tval)
4615 /* Armor -- Good unless damaged */
4626 if (k_ptr->to_a < 0) return (FALSE);
4630 /* Weapons -- Good unless damaged */
4637 if (k_ptr->to_h < 0) return (FALSE);
4638 if (k_ptr->to_d < 0) return (FALSE);
4642 /* Ammo -- Arrows/Bolts are good */
4649 /* Books -- High level books are good (except Arcane books) */
4651 case TV_SORCERY_BOOK:
4652 case TV_NATURE_BOOK:
4657 case TV_DAEMON_BOOK:
4658 case TV_CRUSADE_BOOK:
4660 case TV_HISSATSU_BOOK:
4663 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4667 /* Rings -- Rings of Speed are good */
4670 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4671 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4675 /* Amulets -- Amulets of the Magi and Resistance are good */
4678 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4679 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4684 /* Assume not good */
4690 * Attempt to make an object (normal or good/great)
4692 * This routine plays nasty games to generate the "special artifacts".
4694 * This routine uses "object_level" for the "generation level".
4696 * We assume that the given object has been "wiped".
4698 bool make_object(object_type *j_ptr, u32b mode)
4704 /* Chance of "special object" */
4705 prob = ((mode & AM_GOOD) ? 10 : 1000);
4707 /* Base level for the object */
4708 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4711 /* Generate a special object, or a normal object */
4712 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4717 if ((mode & AM_GOOD) && !get_obj_num_hook)
4719 /* Activate restriction (if already specified, use that) */
4720 get_obj_num_hook = kind_is_good;
4723 /* Restricted objects - prepare allocation table */
4724 if (get_obj_num_hook) get_obj_num_prep();
4726 /* Pick a random object */
4727 k_idx = get_obj_num(base);
4729 /* Restricted objects */
4730 if (get_obj_num_hook)
4732 /* Clear restriction */
4733 get_obj_num_hook = NULL;
4735 /* Reset allocation table to default */
4739 /* Handle failure */
4740 if (!k_idx) return (FALSE);
4742 /* Prepare the object */
4743 object_prep(j_ptr, k_idx);
4746 /* Apply magic (allow artifacts) */
4747 apply_magic(j_ptr, object_level, mode);
4749 /* Hack -- generate multiple spikes/missiles */
4750 switch (j_ptr->tval)
4758 j_ptr->number = (byte)damroll(6, 7);
4762 obj_level = k_info[j_ptr->k_idx].level;
4763 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4765 /* Notice "okay" out-of-depth objects */
4766 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4767 (obj_level > dun_level))
4769 /* Cheat -- peek at items */
4770 if (cheat_peek) object_mention(j_ptr);
4779 * Attempt to place an object (normal or good/great) at the given location.
4781 * This routine plays nasty games to generate the "special artifacts".
4783 * This routine uses "object_level" for the "generation level".
4785 * This routine requires a clean floor grid destination.
4787 void place_object(int y, int x, u32b mode)
4792 cave_type *c_ptr = &cave[y][x];
4798 /* Paranoia -- check bounds */
4799 if (!in_bounds(y, x)) return;
4801 /* Require floor space */
4802 if (!cave_drop_bold(y, x)) return;
4804 /* Avoid stacking on other objects */
4805 if (c_ptr->o_idx) return;
4808 /* Get local object */
4811 /* Wipe the object */
4814 /* Make an object (if possible) */
4815 if (!make_object(q_ptr, mode)) return;
4818 /* Make an object */
4826 /* Acquire object */
4827 o_ptr = &o_list[o_idx];
4829 /* Structure Copy */
4830 object_copy(o_ptr, q_ptr);
4837 o_ptr->next_o_idx = c_ptr->o_idx;
4839 /* Place the object */
4840 c_ptr->o_idx = o_idx;
4850 /* Hack -- Preserve artifacts */
4851 if (object_is_fixed_artifact(q_ptr))
4853 a_info[q_ptr->name1].cur_num = 0;
4860 * Make a treasure object
4862 * The location must be a legal, clean, floor grid.
4864 bool make_gold(object_type *j_ptr)
4871 /* Hack -- Pick a Treasure variety */
4872 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4874 /* Apply "extra" magic */
4875 if (one_in_(GREAT_OBJ))
4877 i += randint1(object_level + 1);
4880 /* Hack -- Creeping Coins only generate "themselves" */
4881 if (coin_type) i = coin_type;
4883 /* Do not create "illegal" Treasure Types */
4884 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4886 /* Prepare a gold object */
4887 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4889 /* Hack -- Base coin cost */
4890 base = k_info[OBJ_GOLD_LIST+i].cost;
4892 /* Determine how much the treasure is "worth" */
4893 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4901 * Places a treasure (Gold or Gems) at given location
4903 * The location must be a legal, clean, floor grid.
4905 void place_gold(int y, int x)
4910 cave_type *c_ptr = &cave[y][x];
4917 /* Paranoia -- check bounds */
4918 if (!in_bounds(y, x)) return;
4920 /* Require floor space */
4921 if (!cave_drop_bold(y, x)) return;
4923 /* Avoid stacking on other objects */
4924 if (c_ptr->o_idx) return;
4927 /* Get local object */
4930 /* Wipe the object */
4933 /* Make some gold */
4934 if (!make_gold(q_ptr)) return;
4937 /* Make an object */
4945 /* Acquire object */
4946 o_ptr = &o_list[o_idx];
4948 /* Copy the object */
4949 object_copy(o_ptr, q_ptr);
4956 o_ptr->next_o_idx = c_ptr->o_idx;
4958 /* Place the object */
4959 c_ptr->o_idx = o_idx;
4971 * Let an object fall to the ground at or near a location.
4973 * The initial location is assumed to be "in_bounds()".
4975 * This function takes a parameter "chance". This is the percentage
4976 * chance that the item will "disappear" instead of drop. If the object
4977 * has been thrown, then this is the chance of disappearance on contact.
4979 * Hack -- this function uses "chance" to determine if it should produce
4980 * some form of "description" of the drop event (under the player).
4982 * We check several locations to see if we can find a location at which
4983 * the object can combine, stack, or be placed. Artifacts will try very
4984 * hard to be placed, including "teleporting" to a useful grid if needed.
4986 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4997 s16b this_o_idx, next_o_idx = 0;
5001 char o_name[MAX_NLEN];
5007 /* Extract plural */
5008 bool plural = (j_ptr->number != 1);
5011 /* Describe object */
5012 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5015 /* Handle normal "breakage" */
5016 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5020 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5022 msg_format("The %s disappear%s.",
5023 o_name, (plural ? "" : "s"));
5029 if (p_ptr->wizard) msg_print("(ÇË»)");
5031 if (p_ptr->wizard) msg_print("(breakage)");
5050 /* Scan local grids */
5051 for (dy = -3; dy <= 3; dy++)
5053 /* Scan local grids */
5054 for (dx = -3; dx <= 3; dx++)
5058 /* Calculate actual distance */
5059 d = (dy * dy) + (dx * dx);
5061 /* Ignore distant grids */
5062 if (d > 10) continue;
5068 /* Skip illegal grids */
5069 if (!in_bounds(ty, tx)) continue;
5071 /* Require line of projection */
5072 if (!projectable(y, x, ty, tx)) continue;
5075 c_ptr = &cave[ty][tx];
5077 /* Require floor space */
5078 if (!cave_drop_bold(ty, tx)) continue;
5083 /* Scan objects in that grid */
5084 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5088 /* Acquire object */
5089 o_ptr = &o_list[this_o_idx];
5091 /* Acquire next object */
5092 next_o_idx = o_ptr->next_o_idx;
5094 /* Check for possible combination */
5095 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5101 /* Add new object */
5105 if (k > 99) continue;
5107 /* Calculate score */
5108 s = 1000 - (d + k * 5);
5110 /* Skip bad values */
5111 if (s < bs) continue;
5113 /* New best value */
5116 /* Apply the randomizer to equivalent values */
5117 if ((++bn >= 2) && !one_in_(bn)) continue;
5132 /* Handle lack of space */
5133 if (!flag && !object_is_artifact(j_ptr))
5137 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5139 msg_format("The %s disappear%s.",
5140 o_name, (plural ? "" : "s"));
5146 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5148 if (p_ptr->wizard) msg_print("(no floor space)");
5158 for (i = 0; !flag && (i < 1000); i++)
5161 ty = rand_spread(by, 1);
5162 tx = rand_spread(bx, 1);
5164 /* Verify location */
5165 if (!in_bounds(ty, tx)) continue;
5167 /* Bounce to that location */
5171 /* Require floor space */
5172 if (!cave_drop_bold(by, bx)) continue;
5181 int candidates = 0, pick;
5183 for (ty = 1; ty < cur_hgt - 1; ty++)
5185 for (tx = 1; tx < cur_wid - 1; tx++)
5187 /* A valid space found */
5188 if (cave_drop_bold(ty, tx)) candidates++;
5192 /* No valid place! */
5197 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5199 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5204 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5206 if (p_ptr->wizard) msg_print("(no floor space)");
5209 /* Mega-Hack -- preserve artifacts */
5212 /* Hack -- Preserve unknown artifacts */
5213 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5215 /* Mega-Hack -- Preserve the artifact */
5216 a_info[j_ptr->name1].cur_num = 0;
5224 /* Choose a random one */
5225 pick = randint1(candidates);
5227 for (ty = 1; ty < cur_hgt - 1; ty++)
5229 for (tx = 1; tx < cur_wid - 1; tx++)
5231 if (cave_drop_bold(ty, tx))
5235 /* Is this a picked one? */
5249 c_ptr = &cave[by][bx];
5251 /* Scan objects in that grid for combination */
5252 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5256 /* Acquire object */
5257 o_ptr = &o_list[this_o_idx];
5259 /* Acquire next object */
5260 next_o_idx = o_ptr->next_o_idx;
5262 /* Check for combination */
5263 if (object_similar(o_ptr, j_ptr))
5265 /* Combine the items */
5266 object_absorb(o_ptr, j_ptr);
5276 /* Get new object */
5277 if (!done) o_idx = o_pop();
5280 if (!done && !o_idx)
5284 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5286 msg_format("The %s disappear%s.",
5287 o_name, (plural ? "" : "s"));
5293 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5295 if (p_ptr->wizard) msg_print("(too many objects)");
5299 /* Hack -- Preserve artifacts */
5300 if (object_is_fixed_artifact(j_ptr))
5302 a_info[j_ptr->name1].cur_num = 0;
5312 /* Structure copy */
5313 object_copy(&o_list[o_idx], j_ptr);
5315 /* Access new object */
5316 j_ptr = &o_list[o_idx];
5323 j_ptr->held_m_idx = 0;
5326 j_ptr->next_o_idx = c_ptr->o_idx;
5328 /* Place the object */
5329 c_ptr->o_idx = o_idx;
5344 /* Mega-Hack -- no message if "dropped" by player */
5345 /* Message when an object falls under the player */
5346 if (chance && player_bold(by, bx))
5349 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5351 msg_print("You feel something roll beneath your feet.");
5364 * Scatter some "great" objects near the player
5366 void acquirement(int y1, int x1, int num, bool great, bool known)
5369 object_type object_type_body;
5370 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5375 /* Get local object */
5376 i_ptr = &object_type_body;
5378 /* Wipe the object */
5381 /* Make a good (or great) object (if possible) */
5382 if (!make_object(i_ptr, mode)) continue;
5386 object_aware(i_ptr);
5387 object_known(i_ptr);
5390 /* Drop the object */
5391 (void)drop_near(i_ptr, -1, y1, x1);
5397 * Scatter some "amusing" objects near the player
5400 #define AMS_NOTHING 0x00 /* No restriction */
5401 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5402 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5403 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5404 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5414 amuse_type amuse_info[] =
5416 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5417 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5418 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5419 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5420 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5421 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5422 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5423 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5424 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5425 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5426 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5427 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5428 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5433 void amusement(int y1, int x1, int num, bool known)
5436 object_type object_type_body;
5439 for (n = 0; amuse_info[n].tval != 0; n++)
5441 t += amuse_info[n].prob;
5447 int i, k_idx, a_idx = 0;
5448 int r = randint0(t);
5449 bool insta_art, fixed_art;
5453 r -= amuse_info[i].prob;
5457 /* Get local object */
5458 i_ptr = &object_type_body;
5460 /* Wipe the object */
5463 /* Wipe the object */
5464 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5466 /* Paranoia - reroll if nothing */
5467 if (!k_idx) continue;
5469 /* Search an artifact index if need */
5470 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5471 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5473 if (insta_art || fixed_art)
5475 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5477 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5478 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5479 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5480 if (a_info[a_idx].cur_num > 0) continue;
5484 if (a_idx >= max_a_idx) continue;
5487 /* Make an object (if possible) */
5488 object_prep(i_ptr, k_idx);
5489 if (a_idx) i_ptr->name1 = a_idx;
5490 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5492 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5494 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5497 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5498 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5502 object_aware(i_ptr);
5503 object_known(i_ptr);
5506 /* Paranoia - reroll if nothing */
5507 if (!(i_ptr->k_idx)) continue;
5509 /* Drop the object */
5510 (void)drop_near(i_ptr, -1, y1, x1);
5517 #define MAX_NORMAL_TRAPS 18
5519 /* See init_feat_variables() in init2.c */
5520 static s16b normal_traps[MAX_NORMAL_TRAPS];
5523 * Initialize arrays for normal traps
5525 void init_normal_traps(void)
5529 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5530 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5531 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5532 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5533 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5534 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5535 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5536 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5537 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5538 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5539 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5540 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5541 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5542 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5543 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5544 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5545 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5546 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5552 * XXX XXX XXX This routine should be redone to reflect trap "level".
5553 * That is, it does not make sense to have spiked pits at 50 feet.
5554 * Actually, it is not this routine, but the "trap instantiation"
5555 * code, which should also check for "trap doors" on quest levels.
5557 s16b choose_random_trap(void)
5564 /* Hack -- pick a trap */
5565 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5567 /* Accept non-trapdoors */
5568 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5570 /* Hack -- no trap doors on special levels */
5571 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5573 /* Hack -- no trap doors on the deepest level */
5574 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5583 * Disclose an invisible trap
5585 void disclose_grid(int y, int x)
5587 cave_type *c_ptr = &cave[y][x];
5589 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5591 /* No longer hidden */
5592 cave_alter_feat(y, x, FF_SECRET);
5594 else if (c_ptr->mimic)
5596 /* No longer hidden */
5609 * Places a random trap at the given location.
5611 * The location must be a legal, naked, floor grid.
5613 * Note that all traps start out as "invisible" and "untyped", and then
5614 * when they are "discovered" (by detecting them or setting them off),
5615 * the trap is "instantiated" as a visible, "typed", trap.
5617 void place_trap(int y, int x)
5619 cave_type *c_ptr = &cave[y][x];
5621 /* Paranoia -- verify location */
5622 if (!in_bounds(y, x)) return;
5624 /* Require empty, clean, floor grid */
5625 if (!cave_clean_bold(y, x)) return;
5627 /* Place an invisible trap */
5628 c_ptr->mimic = c_ptr->feat;
5629 c_ptr->feat = choose_random_trap();
5634 * Describe the charges on an item in the inventory.
5636 void inven_item_charges(int item)
5638 object_type *o_ptr = &inventory[item];
5640 /* Require staff/wand */
5641 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5643 /* Require known item */
5644 if (!object_is_known(o_ptr)) return;
5647 if (o_ptr->pval <= 0)
5649 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5653 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5656 /* Multiple charges */
5657 if (o_ptr->pval != 1)
5659 /* Print a message */
5660 msg_format("You have %d charges remaining.", o_ptr->pval);
5666 /* Print a message */
5667 msg_format("You have %d charge remaining.", o_ptr->pval);
5675 * Describe an item in the inventory.
5677 void inven_item_describe(int item)
5679 object_type *o_ptr = &inventory[item];
5680 char o_name[MAX_NLEN];
5682 /* Get a description */
5683 object_desc(o_name, o_ptr, 0);
5685 /* Print a message */
5687 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5688 if (o_ptr->number <= 0)
5690 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5691 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5695 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5696 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5699 msg_format("You have %s.", o_name);
5706 * Increase the "number" of an item in the inventory
5708 void inven_item_increase(int item, int num)
5710 object_type *o_ptr = &inventory[item];
5713 num += o_ptr->number;
5716 if (num > 255) num = 255;
5717 else if (num < 0) num = 0;
5720 num -= o_ptr->number;
5722 /* Change the number and weight */
5725 /* Add the number */
5726 o_ptr->number += num;
5728 /* Add the weight */
5729 p_ptr->total_weight += (num * o_ptr->weight);
5731 /* Recalculate bonuses */
5732 p_ptr->update |= (PU_BONUS);
5734 /* Recalculate mana XXX */
5735 p_ptr->update |= (PU_MANA);
5737 /* Combine the pack */
5738 p_ptr->notice |= (PN_COMBINE);
5741 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5743 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5744 if (!o_ptr->number && p_ptr->ele_attack)
5746 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5748 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5750 /* Clear all temporary elemental brands */
5751 set_ele_attack(0, 0);
5760 * Erase an inventory slot if it has no more items
5762 void inven_item_optimize(int item)
5764 object_type *o_ptr = &inventory[item];
5766 /* Only optimize real items */
5767 if (!o_ptr->k_idx) return;
5769 /* Only optimize empty items */
5770 if (o_ptr->number) return;
5772 /* The item is in the pack */
5773 if (item < INVEN_RARM)
5780 /* Slide everything down */
5781 for (i = item; i < INVEN_PACK; i++)
5783 /* Structure copy */
5784 inventory[i] = inventory[i+1];
5787 /* Erase the "final" slot */
5788 object_wipe(&inventory[i]);
5791 p_ptr->window |= (PW_INVEN);
5794 /* The item is being wielded */
5800 /* Erase the empty slot */
5801 object_wipe(&inventory[item]);
5803 /* Recalculate bonuses */
5804 p_ptr->update |= (PU_BONUS);
5806 /* Recalculate torch */
5807 p_ptr->update |= (PU_TORCH);
5809 /* Recalculate mana XXX */
5810 p_ptr->update |= (PU_MANA);
5813 p_ptr->window |= (PW_EQUIP);
5817 p_ptr->window |= (PW_SPELL);
5822 * Describe the charges on an item on the floor.
5824 void floor_item_charges(int item)
5826 object_type *o_ptr = &o_list[item];
5828 /* Require staff/wand */
5829 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5831 /* Require known item */
5832 if (!object_is_known(o_ptr)) return;
5835 if (o_ptr->pval <= 0)
5837 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5841 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5844 /* Multiple charges */
5845 if (o_ptr->pval != 1)
5847 /* Print a message */
5848 msg_format("There are %d charges remaining.", o_ptr->pval);
5854 /* Print a message */
5855 msg_format("There is %d charge remaining.", o_ptr->pval);
5863 * Describe an item in the inventory.
5865 void floor_item_describe(int item)
5867 object_type *o_ptr = &o_list[item];
5868 char o_name[MAX_NLEN];
5870 /* Get a description */
5871 object_desc(o_name, o_ptr, 0);
5873 /* Print a message */
5875 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5876 if (o_ptr->number <= 0)
5878 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5882 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5885 msg_format("You see %s.", o_name);
5892 * Increase the "number" of an item on the floor
5894 void floor_item_increase(int item, int num)
5896 object_type *o_ptr = &o_list[item];
5899 num += o_ptr->number;
5902 if (num > 255) num = 255;
5903 else if (num < 0) num = 0;
5906 num -= o_ptr->number;
5908 /* Change the number */
5909 o_ptr->number += num;
5914 * Optimize an item on the floor (destroy "empty" items)
5916 void floor_item_optimize(int item)
5918 object_type *o_ptr = &o_list[item];
5920 /* Paranoia -- be sure it exists */
5921 if (!o_ptr->k_idx) return;
5923 /* Only optimize empty items */
5924 if (o_ptr->number) return;
5926 /* Delete the object */
5927 delete_object_idx(item);
5932 * Check if we have space for an item in the pack without overflow
5934 bool inven_carry_okay(object_type *o_ptr)
5939 if (inven_cnt < INVEN_PACK) return (TRUE);
5942 for (j = 0; j < INVEN_PACK; j++)
5944 object_type *j_ptr = &inventory[j];
5946 /* Skip non-objects */
5947 if (!j_ptr->k_idx) continue;
5949 /* Check if the two items can be combined */
5950 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5958 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5962 /* Use empty slots */
5963 if (!j_ptr->k_idx) return TRUE;
5965 /* Hack -- readable books always come first */
5966 if ((o_ptr->tval == REALM1_BOOK) &&
5967 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5968 if ((j_ptr->tval == REALM1_BOOK) &&
5969 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5971 if ((o_ptr->tval == REALM2_BOOK) &&
5972 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5973 if ((j_ptr->tval == REALM2_BOOK) &&
5974 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5976 /* Objects sort by decreasing type */
5977 if (o_ptr->tval > j_ptr->tval) return TRUE;
5978 if (o_ptr->tval < j_ptr->tval) return FALSE;
5980 /* Non-aware (flavored) items always come last */
5981 /* Can happen in the home */
5982 if (!object_is_aware(o_ptr)) return FALSE;
5983 if (!object_is_aware(j_ptr)) return TRUE;
5985 /* Objects sort by increasing sval */
5986 if (o_ptr->sval < j_ptr->sval) return TRUE;
5987 if (o_ptr->sval > j_ptr->sval) return FALSE;
5989 /* Unidentified objects always come last */
5990 /* Objects in the home can be unknown */
5991 if (!object_is_known(o_ptr)) return FALSE;
5992 if (!object_is_known(j_ptr)) return TRUE;
5994 /* Fixed artifacts, random artifacts and ego items */
5995 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5996 else if (o_ptr->art_name) o_type = 2;
5997 else if (object_is_ego(o_ptr)) o_type = 1;
6000 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
6001 else if (j_ptr->art_name) j_type = 2;
6002 else if (object_is_ego(j_ptr)) j_type = 1;
6005 if (o_type < j_type) return TRUE;
6006 if (o_type > j_type) return FALSE;
6008 switch (o_ptr->tval)
6014 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
6015 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
6021 /* Objects sort by increasing hit/damage bonuses */
6022 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
6023 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
6026 /* Hack: otherwise identical rods sort by
6027 increasing recharge time --dsb */
6029 if (o_ptr->pval < j_ptr->pval) return TRUE;
6030 if (o_ptr->pval > j_ptr->pval) return FALSE;
6034 /* Objects sort by decreasing value */
6035 return o_value > object_value(j_ptr);
6040 * Add an item to the players inventory, and return the slot used.
6042 * If the new item can combine with an existing item in the inventory,
6043 * it will do so, using "object_similar()" and "object_absorb()", else,
6044 * the item will be placed into the "proper" location in the inventory.
6046 * This function can be used to "over-fill" the player's pack, but only
6047 * once, and such an action must trigger the "overflow" code immediately.
6048 * Note that when the pack is being "over-filled", the new item must be
6049 * placed into the "overflow" slot, and the "overflow" must take place
6050 * before the pack is reordered, but (optionally) after the pack is
6051 * combined. This may be tricky. See "dungeon.c" for info.
6053 * Note that this code must remove any location/stack information
6054 * from the object once it is placed into the inventory.
6056 s16b inven_carry(object_type *o_ptr)
6064 /* Check for combining */
6065 for (j = 0; j < INVEN_PACK; j++)
6067 j_ptr = &inventory[j];
6069 /* Skip non-objects */
6070 if (!j_ptr->k_idx) continue;
6072 /* Hack -- track last item */
6075 /* Check if the two items can be combined */
6076 if (object_similar(j_ptr, o_ptr))
6078 /* Combine the items */
6079 object_absorb(j_ptr, o_ptr);
6081 /* Increase the weight */
6082 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6084 /* Recalculate bonuses */
6085 p_ptr->update |= (PU_BONUS);
6088 p_ptr->window |= (PW_INVEN);
6097 if (inven_cnt > INVEN_PACK) return (-1);
6099 /* Find an empty slot */
6100 for (j = 0; j <= INVEN_PACK; j++)
6102 j_ptr = &inventory[j];
6104 /* Use it if found */
6105 if (!j_ptr->k_idx) break;
6112 /* Reorder the pack */
6115 /* Get the "value" of the item */
6116 s32b o_value = object_value(o_ptr);
6118 /* Scan every occupied slot */
6119 for (j = 0; j < INVEN_PACK; j++)
6121 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6128 for (k = n; k >= i; k--)
6130 /* Hack -- Slide the item */
6131 object_copy(&inventory[k+1], &inventory[k]);
6134 /* Wipe the empty slot */
6135 object_wipe(&inventory[i]);
6140 object_copy(&inventory[i], o_ptr);
6142 /* Access new object */
6143 j_ptr = &inventory[i];
6146 j_ptr->next_o_idx = 0;
6148 /* Forget monster */
6149 j_ptr->held_m_idx = 0;
6151 /* Forget location */
6152 j_ptr->iy = j_ptr->ix = 0;
6154 /* Player touches it, and no longer marked */
6155 j_ptr->marked = OM_TOUCHED;
6157 /* Increase the weight */
6158 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6160 /* Count the items */
6163 /* Recalculate bonuses */
6164 p_ptr->update |= (PU_BONUS);
6166 /* Combine and Reorder pack */
6167 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6170 p_ptr->window |= (PW_INVEN);
6172 /* Return the slot */
6178 * Take off (some of) a non-cursed equipment item
6180 * Note that only one item at a time can be wielded per slot.
6182 * Note that taking off an item when "full" may cause that item
6183 * to fall to the ground.
6185 * Return the inventory slot into which the item is placed.
6187 s16b inven_takeoff(int item, int amt)
6198 char o_name[MAX_NLEN];
6201 /* Get the item to take off */
6202 o_ptr = &inventory[item];
6205 if (amt <= 0) return (-1);
6208 if (amt > o_ptr->number) amt = o_ptr->number;
6210 /* Get local object */
6213 /* Obtain a local object */
6214 object_copy(q_ptr, o_ptr);
6216 /* Modify quantity */
6217 q_ptr->number = amt;
6219 /* Describe the object */
6220 object_desc(o_name, q_ptr, 0);
6222 /* Took off weapon */
6223 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6224 object_is_melee_weapon(o_ptr))
6227 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6229 act = "You were wielding";
6235 else if (item == INVEN_BOW)
6238 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6240 act = "You were holding";
6245 /* Took off light */
6246 else if (item == INVEN_LITE)
6249 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6251 act = "You were holding";
6256 /* Took off something */
6260 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6262 act = "You were wearing";
6267 /* Modify, Optimize */
6268 inven_item_increase(item, -amt);
6269 inven_item_optimize(item);
6271 /* Carry the object */
6272 slot = inven_carry(q_ptr);
6276 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6278 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6288 * Drop (some of) a non-cursed inventory/equipment item
6290 * The object will be dropped "near" the current location
6292 void inven_drop(int item, int amt)
6299 char o_name[MAX_NLEN];
6302 /* Access original object */
6303 o_ptr = &inventory[item];
6306 if (amt <= 0) return;
6309 if (amt > o_ptr->number) amt = o_ptr->number;
6312 /* Take off equipment */
6313 if (item >= INVEN_RARM)
6315 /* Take off first */
6316 item = inven_takeoff(item, amt);
6318 /* Access original object */
6319 o_ptr = &inventory[item];
6323 /* Get local object */
6326 /* Obtain local object */
6327 object_copy(q_ptr, o_ptr);
6329 /* Distribute charges of wands or rods */
6330 distribute_charges(o_ptr, q_ptr, amt);
6332 /* Modify quantity */
6333 q_ptr->number = amt;
6335 /* Describe local object */
6336 object_desc(o_name, q_ptr, 0);
6340 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6342 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6346 /* Drop it near the player */
6347 (void)drop_near(q_ptr, 0, py, px);
6349 /* Modify, Describe, Optimize */
6350 inven_item_increase(item, -amt);
6351 inven_item_describe(item);
6352 inven_item_optimize(item);
6357 * Combine items in the pack
6359 * Note special handling of the "overflow" slot
6361 void combine_pack(void)
6366 bool flag = FALSE, combined;
6372 /* Combine the pack (backwards) */
6373 for (i = INVEN_PACK; i > 0; i--)
6376 o_ptr = &inventory[i];
6378 /* Skip empty items */
6379 if (!o_ptr->k_idx) continue;
6381 /* Scan the items above that item */
6382 for (j = 0; j < i; j++)
6387 j_ptr = &inventory[j];
6389 /* Skip empty items */
6390 if (!j_ptr->k_idx) continue;
6393 * Get maximum number of the stack if these
6394 * are similar, get zero otherwise.
6396 max_num = object_similar_part(j_ptr, o_ptr);
6398 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6399 if (max_num && j_ptr->number < max_num)
6401 if (o_ptr->number + j_ptr->number <= max_num)
6406 /* Add together the item counts */
6407 object_absorb(j_ptr, o_ptr);
6409 /* One object is gone */
6412 /* Slide everything down */
6413 for (k = i; k < INVEN_PACK; k++)
6415 /* Structure copy */
6416 inventory[k] = inventory[k+1];
6419 /* Erase the "final" slot */
6420 object_wipe(&inventory[k]);
6424 int old_num = o_ptr->number;
6425 int remain = j_ptr->number + o_ptr->number - max_num;
6427 o_ptr->number -= remain;
6429 /* Add together the item counts */
6430 object_absorb(j_ptr, o_ptr);
6432 o_ptr->number = remain;
6434 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6435 if (o_ptr->tval == TV_ROD)
6437 o_ptr->pval = o_ptr->pval * remain / old_num;
6438 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6441 /* Hack -- if wands are stacking, combine the charges. -LM- */
6442 if (o_ptr->tval == TV_WAND)
6444 o_ptr->pval = o_ptr->pval * remain / old_num;
6449 p_ptr->window |= (PW_INVEN);
6464 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6466 if (flag) msg_print("You combine some items in your pack.");
6472 * Reorder items in the pack
6474 * Note special handling of the "overflow" slot
6476 void reorder_pack(void)
6486 /* Re-order the pack (forwards) */
6487 for (i = 0; i < INVEN_PACK; i++)
6489 /* Mega-Hack -- allow "proper" over-flow */
6490 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6493 o_ptr = &inventory[i];
6495 /* Skip empty slots */
6496 if (!o_ptr->k_idx) continue;
6498 /* Get the "value" of the item */
6499 o_value = object_value(o_ptr);
6501 /* Scan every occupied slot */
6502 for (j = 0; j < INVEN_PACK; j++)
6504 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6507 /* Never move down */
6508 if (j >= i) continue;
6513 /* Get local object */
6516 /* Save a copy of the moving item */
6517 object_copy(q_ptr, &inventory[i]);
6519 /* Slide the objects */
6520 for (k = i; k > j; k--)
6522 /* Slide the item */
6523 object_copy(&inventory[k], &inventory[k-1]);
6526 /* Insert the moving item */
6527 object_copy(&inventory[j], q_ptr);
6530 p_ptr->window |= (PW_INVEN);
6535 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6537 if (flag) msg_print("You reorder some items in your pack.");
6544 * Hack -- display an object kind in the current window
6546 * Include list of usable spells for readible books
6548 void display_koff(int k_idx)
6557 char o_name[MAX_NLEN];
6560 /* Erase the window */
6561 for (y = 0; y < Term->hgt; y++)
6563 /* Erase the line */
6564 Term_erase(0, y, 255);
6570 /* Get local object */
6573 /* Prepare the object */
6574 object_prep(q_ptr, k_idx);
6577 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6579 /* Mention the object name */
6580 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6582 /* Access the item's sval */
6584 use_realm = tval2realm(q_ptr->tval);
6586 /* Warriors are illiterate */
6587 if (p_ptr->realm1 || p_ptr->realm2)
6589 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6593 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6594 if (!is_magic(use_realm)) return;
6595 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6598 /* Display spells in readible books */
6604 /* Extract spells */
6605 for (spell = 0; spell < 32; spell++)
6607 /* Check for this spell */
6608 if (fake_spell_flags[sval] & (1L << spell))
6610 /* Collect this spell */
6611 spells[num++] = spell;
6616 print_spells(0, spells, num, 2, 0, use_realm);
6620 /* Choose one of items that have warning flag */
6621 object_type *choose_warning_item(void)
6624 int choices[INVEN_TOTAL - INVEN_RARM];
6627 /* Paranoia -- Player has no warning ability */
6628 if (!p_ptr->warning) return NULL;
6630 /* Search Inventory */
6631 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6633 u32b flgs[TR_FLAG_SIZE];
6634 object_type *o_ptr = &inventory[i];
6636 object_flags(o_ptr, flgs);
6637 if (have_flag(flgs, TR_WARNING))
6639 choices[number] = i;
6644 /* Choice one of them */
6645 return number ? &inventory[choices[randint0(number)]] : NULL;
6648 /* Calculate spell damages */
6649 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6651 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6652 int rlev = r_ptr->level;
6653 bool ignore_wraith_form = FALSE;
6655 if (limit) dam = (dam > limit) ? limit : dam;
6657 /* Vulnerability, resistance and immunity */
6661 if (p_ptr->immune_elec)
6664 ignore_wraith_form = TRUE;
6668 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6669 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6670 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6671 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6672 if (IS_OPPOSE_ELEC())
6673 dam = (dam + 2) / 3;
6678 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6679 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6683 if (p_ptr->immune_acid)
6686 ignore_wraith_form = TRUE;
6690 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6691 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6692 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6693 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6699 if (p_ptr->immune_cold)
6702 ignore_wraith_form = TRUE;
6706 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6707 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6708 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6709 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6714 if (p_ptr->immune_fire)
6717 ignore_wraith_form = TRUE;
6721 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6722 if (prace_is_(RACE_ENT)) dam += dam / 3;
6723 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6724 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6725 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6730 ignore_wraith_form = TRUE;
6734 if (!p_ptr->blind &&
6735 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6736 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6739 ignore_wraith_form = TRUE;
6744 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6745 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6746 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6749 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6750 * "dam *= 2;" for later "dam /= 2"
6752 if (p_ptr->wraith_form) dam *= 2;
6756 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6759 ignore_wraith_form = TRUE;
6761 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6765 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6769 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6773 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6777 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6781 if (prace_is_(RACE_SPECTRE))
6784 ignore_wraith_form = TRUE;
6786 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6790 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6794 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6798 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6802 if (p_ptr->levitation) dam = (dam * 2) / 3;
6806 if (p_ptr->resist_shard) dam /= 2;
6810 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6811 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6815 if (p_ptr->mimic_form)
6817 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6820 ignore_wraith_form = TRUE;
6825 switch (p_ptr->prace)
6834 ignore_wraith_form = TRUE;
6841 if (p_ptr->align > 10) dam /= 2;
6842 else if (p_ptr->align < -10) dam *= 2;
6846 if (p_ptr->align > 10) dam *= 2;
6850 case GF_BRAIN_SMASH:
6851 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6854 ignore_wraith_form = TRUE;
6862 if (100 + rlev / 2 <= p_ptr->skill_sav)
6865 ignore_wraith_form = TRUE;
6870 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6873 ignore_wraith_form = TRUE;
6878 if (p_ptr->wraith_form && !ignore_wraith_form)
6884 if (dam > *max) *max = dam;
6887 /* Calculate blow damages */
6888 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6890 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6892 bool check_wraith_form = TRUE;
6894 if (blow_ptr->method != RBM_EXPLODE)
6896 int ac = p_ptr->ac + p_ptr->to_a;
6898 switch (blow_ptr->effect)
6902 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6903 dam = MAX(dam, tmp_dam * 2);
6909 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6913 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6915 check_wraith_form = FALSE;
6919 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6921 check_wraith_form = FALSE;
6925 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6927 check_wraith_form = FALSE;
6931 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6933 check_wraith_form = FALSE;
6938 check_wraith_form = FALSE;
6942 if (check_wraith_form && p_ptr->wraith_form)
6950 dam = (dam + 1) / 2;
6951 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6958 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6959 bool process_warning(int xx, int yy)
6963 char o_name[MAX_NLEN];
6965 #define WARNING_AWARE_RANGE 12
6967 static int old_damage = 0;
6969 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6971 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6974 monster_type *m_ptr;
6975 monster_race *r_ptr;
6977 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6979 c_ptr = &cave[my][mx];
6981 if (!c_ptr->m_idx) continue;
6983 m_ptr = &m_list[c_ptr->m_idx];
6985 if (MON_CSLEEP(m_ptr)) continue;
6986 if (!is_hostile(m_ptr)) continue;
6988 r_ptr = &r_info[m_ptr->r_idx];
6990 /* Monster spells (only powerful ones)*/
6991 if (projectable(my, mx, yy, xx))
6993 int breath_dam_div3 = m_ptr->hp / 3;
6994 int breath_dam_div6 = m_ptr->hp / 6;
6995 u32b f4 = r_ptr->flags4;
6996 u32b f5 = r_ptr->flags5;
6997 u32b f6 = r_ptr->flags6;
6999 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
7001 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
7002 int storm_dam = rlev * 4 + 150;
7003 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
7005 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
7006 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
7007 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
7008 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
7009 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
7010 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
7012 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
7013 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
7014 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
7015 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
7016 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
7017 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
7018 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
7019 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
7020 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
7021 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
7022 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
7023 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
7024 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
7025 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
7026 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
7027 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
7028 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
7029 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
7030 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
7031 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
7032 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
7033 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
7034 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
7037 /* Monster melee attacks */
7038 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
7040 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
7044 for (m = 0; m < 4; m++)
7046 /* Skip non-attacks */
7047 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
7049 /* Extract the attack info */
7050 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
7051 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
7053 if (dam_melee > dam_max0) dam_max0 = dam_melee;
7057 /* Contribution from this monster */
7058 dam_max += dam_max0;
7062 /* Prevent excessive warning */
7063 if (dam_max > old_damage)
7065 old_damage = dam_max * 3 / 2;
7067 if (dam_max > p_ptr->chp / 2)
7069 object_type *o_ptr = choose_warning_item();
7071 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7073 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7074 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
7076 else strcpy(o_name, "body"); /* Warning ability without item */
7077 msg_format("Your %s pulsates sharply!", o_name);
7081 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7083 return get_check("Really want to go ahead? ");
7087 else old_damage = old_damage / 2;
7089 c_ptr = &cave[yy][xx];
7090 if (((!easy_disarm && is_trap(c_ptr->feat))
7091 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7093 object_type *o_ptr = choose_warning_item();
7095 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7097 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7098 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
7100 else strcpy(o_name, "body"); /* Warning ability without item */
7101 msg_format("Your %s pulsates!", o_name);
7105 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7107 return get_check("Really want to go ahead? ");
7115 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7117 switch (o_ptr->tval)
7130 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7139 * A structure for smithing
7142 int add; /* TR flag number or special essence id */
7143 cptr add_name; /* Name of this ability */
7144 int type; /* Menu number */
7145 int essence; /* Index for carrying essences */
7146 int value; /* Needed value to add this ability */
7151 * Smithing type data for Weapon smith
7154 static essence_type essence_info[] =
7156 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
7157 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
7158 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
7159 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
7160 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
7161 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
7162 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
7163 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
7164 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
7165 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
7166 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
7167 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
7168 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
7169 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
7170 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
7171 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
7172 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
7173 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
7174 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
7175 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
7176 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
7177 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7178 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
7179 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
7180 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
7181 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7182 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7183 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
7184 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
7185 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
7186 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
7187 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
7188 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
7189 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
7190 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
7191 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
7192 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
7193 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
7194 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
7195 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
7196 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
7197 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
7198 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
7199 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
7200 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7201 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7202 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7203 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7204 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7205 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7206 {TR_SH_FIRE, "", 0, -2, 0},
7207 {TR_SH_ELEC, "", 0, -2, 0},
7208 {TR_SH_COLD, "", 0, -2, 0},
7209 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7210 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7211 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7212 {TR_LITE_1, "±Êµ×¸÷¸»", 3, TR_LITE_1, 15},
7213 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7214 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7215 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7216 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7217 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7219 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7220 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7221 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7222 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7223 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7224 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7225 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7226 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7227 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7228 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7229 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7230 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7231 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7232 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7233 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7234 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7235 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7236 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7238 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7239 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7240 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7241 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7242 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7243 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7244 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7245 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7247 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7248 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7249 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7250 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7251 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7252 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7253 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7254 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7255 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7256 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7257 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7258 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7260 {-1, NULL, 0, -1, 0}
7263 static essence_type essence_info[] =
7265 {TR_STR, "strength", 4, TR_STR, 20},
7266 {TR_INT, "intelligence", 4, TR_INT, 20},
7267 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7268 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7269 {TR_CON, "constitution", 4, TR_CON, 20},
7270 {TR_CHR, "charisma", 4, TR_CHR, 20},
7271 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7272 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7273 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7274 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7275 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7276 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7277 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7278 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7279 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7280 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7281 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7282 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7283 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7284 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7285 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7286 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7287 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7288 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7289 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7290 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7291 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7292 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7293 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7294 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7295 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7296 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7297 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7298 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7299 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7300 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7301 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7302 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7303 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7304 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7305 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7306 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7307 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7308 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7309 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7310 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7311 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7312 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7313 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7314 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7315 {TR_SH_FIRE, "", 0, -2, 0},
7316 {TR_SH_ELEC, "", 0, -2, 0},
7317 {TR_SH_COLD, "", 0, -2, 0},
7318 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7319 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7320 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7321 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7322 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7323 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7324 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7325 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7326 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7328 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7329 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7330 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7331 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7332 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7333 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7334 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7335 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7336 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7337 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7338 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7339 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7340 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7341 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7342 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7343 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7344 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7345 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7347 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7348 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7349 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7350 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7351 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7352 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7353 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7354 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7356 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7357 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7358 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7359 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7360 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7361 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7362 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7363 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7364 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7365 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7366 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7367 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7369 {-1, NULL, 0, -1, 0}
7375 * Essense names for Weapon smith
7378 static cptr essence_name[] =
7481 static cptr essence_name[] =
7584 static void display_essence(void)
7589 for (i = 1; i < 22; i++)
7594 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7596 prt("Essence Num Essence Num Essence Num ", 1, 8);
7598 for (i = 0; essence_name[i]; i++)
7600 if (!essence_name[i][0]) continue;
7601 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7605 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7607 prt("List of all essences you have.", 0, 0);
7614 static void drain_essence(void)
7616 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7619 bool observe = FALSE;
7620 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7621 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7624 byte iy, ix, marked, number;
7625 s16b next_o_idx, weight;
7627 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7630 item_tester_hook = object_is_weapon_armour_ammo;
7631 item_tester_no_ryoute = TRUE;
7635 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7636 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7638 q = "Extract from which item? ";
7639 s = "You have nothing you can extract from.";
7642 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7644 /* Get the item (in the pack) */
7647 o_ptr = &inventory[item];
7650 /* Get the item (on the floor) */
7653 o_ptr = &o_list[0 - item];
7656 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7658 char o_name[MAX_NLEN];
7659 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7661 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7663 if (!get_check(format("Really extract from %s? ", o_name))) return;
7669 object_flags(o_ptr, old_flgs);
7670 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7671 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7672 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7673 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7674 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7675 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7676 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7677 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7678 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7680 old_to_a = o_ptr->to_a;
7682 old_to_h = o_ptr->to_h;
7683 old_to_d = o_ptr->to_d;
7686 old_pval = o_ptr->pval;
7687 old_name2 = o_ptr->name2;
7688 old_timeout = o_ptr->timeout;
7689 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7690 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7691 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7692 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7693 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7694 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7695 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7696 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7697 if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7698 if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7699 if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7700 if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7701 if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7702 if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7703 if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7704 if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7705 if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7706 if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7707 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7711 next_o_idx = o_ptr->next_o_idx;
7712 marked = o_ptr->marked;
7713 weight = o_ptr->weight;
7714 number = o_ptr->number;
7716 object_prep(o_ptr, o_ptr->k_idx);
7720 o_ptr->next_o_idx=next_o_idx;
7721 o_ptr->marked=marked;
7722 o_ptr->number = number;
7723 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7724 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7725 o_ptr->ident |= (IDENT_MENTAL);
7726 object_aware(o_ptr);
7727 object_known(o_ptr);
7729 object_flags(o_ptr, new_flgs);
7731 for (i = 0; essence_info[i].add_name; i++)
7733 essence_type *es_ptr = &essence_info[i];
7736 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7737 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7739 if (es_ptr->add < TR_FLAG_MAX &&
7740 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7741 have_flag(old_flgs, es_ptr->add))
7745 drain_value[es_ptr->essence] += 10 * pval;
7747 else if (es_ptr->essence != -2)
7749 drain_value[es_ptr->essence] += 10;
7751 else if (es_ptr->add == TR_SH_FIRE)
7753 drain_value[TR_BRAND_FIRE] += 10;
7754 drain_value[TR_RES_FIRE] += 10;
7756 else if (es_ptr->add == TR_SH_ELEC)
7758 drain_value[TR_BRAND_ELEC] += 10;
7759 drain_value[TR_RES_ELEC] += 10;
7761 else if (es_ptr->add == TR_SH_COLD)
7763 drain_value[TR_BRAND_COLD] += 10;
7764 drain_value[TR_RES_COLD] += 10;
7769 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7771 drain_value[TR_INT] += 5;
7772 drain_value[TR_WIS] += 5;
7774 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7776 drain_value[TR_BRAND_POIS] += 5;
7777 drain_value[TR_BRAND_ACID] += 5;
7778 drain_value[TR_BRAND_ELEC] += 5;
7779 drain_value[TR_BRAND_FIRE] += 5;
7780 drain_value[TR_BRAND_COLD] += 5;
7782 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7784 drain_value[TR_INT] += 10;
7786 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7788 drain_value[TR_STR] += 10;
7790 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7792 drain_value[TR_DEX] += 10;
7794 if (old_name2 == EGO_2WEAPON)
7796 drain_value[TR_DEX] += 20;
7798 if (object_is_weapon_ammo(o_ptr))
7800 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7802 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7804 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7805 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7806 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7807 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7809 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7811 drain_value[i] *= number;
7812 drain_value[i] = drain_value[i] * dec / 4;
7813 drain_value[i] = MAX(drain_value[i], 0);
7814 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7822 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7826 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7828 for (i = 0; essence_name[i]; i++)
7830 if (!essence_name[i][0]) continue;
7831 if (!drain_value[i]) continue;
7833 p_ptr->magic_num1[i] += drain_value[i];
7834 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7836 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7840 /* Apply autodestroy/inscription to the drained item */
7841 autopick_alter_item(item, TRUE);
7843 /* Combine the pack */
7844 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7847 p_ptr->window |= (PW_INVEN);
7852 static int choose_essence(void)
7856 int menu_line = (use_menu ? 1 : 0);
7859 cptr menu_name[] = {
7869 cptr menu_name[] = {
7879 const int mode_max = 7;
7882 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7885 #endif /* ALLOW_REPEAT */
7894 for (i = 0; i < mode_max; i++)
7896 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7897 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7899 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7900 prt("Choose from menu.", 0, 0);
7919 menu_line += mode_max - 1;
7928 if (menu_line > mode_max) menu_line -= mode_max;
7939 for (i = 0; i < mode_max; i++)
7940 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7943 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7945 if (!get_com("Command :", &choice, TRUE))
7952 if (isupper(choice)) choice = tolower(choice);
7954 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7955 mode = (int)choice - 'a' + 1;
7962 #endif /* ALLOW_REPEAT */
7966 static void add_essence(int mode)
7968 int item, max_num = 0;
7977 char o_name[MAX_NLEN];
7979 essence_type *es_ptr;
7981 int menu_line = (use_menu ? 1 : 0);
7983 for (i = 0; essence_info[i].add_name; i++)
7985 es_ptr = &essence_info[i];
7987 if (es_ptr->type != mode) continue;
7992 if (!repeat_pull(&i) || i<0 || i>=max_num)
7994 #endif /* ALLOW_REPEAT */
7997 /* Nothing chosen yet */
8003 /* Build a prompt */
8005 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
8007 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
8009 if (use_menu) screen_save();
8011 /* Get a spell from the user */
8013 choice = (always_show_list || use_menu) ? ESCAPE:1;
8017 if( choice==ESCAPE ) choice = ' ';
8018 else if( !get_com(out_val, &choice, FALSE) )break;
8020 if (use_menu && choice != ' ')
8034 menu_line += (max_num-1);
8057 menu_line = max_num;
8071 if (menu_line > max_num) menu_line -= max_num;
8073 /* Request redraw */
8074 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
8077 if (!redraw || use_menu)
8081 char dummy[80], dummy2[80];
8089 /* Save the screen */
8090 if (!use_menu) screen_save();
8092 for (y = 1; y < 24; y++)
8095 /* Print header(s) */
8097 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
8100 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
8103 for (ctr = 0; ctr < max_num; ctr++)
8105 es_ptr = &essence_info[num[ctr]];
8109 if (ctr == (menu_line-1))
8111 strcpy(dummy, "¡Õ ");
8113 strcpy(dummy, "> ");
8115 else strcpy(dummy, " ");
8118 /* letter/number for power selection */
8121 sprintf(dummy, "%c) ",I2A(ctr));
8124 strcat(dummy, es_ptr->add_name);
8129 if (es_ptr->essence != -1)
8131 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8132 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8138 case ESSENCE_SH_FIRE:
8140 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
8142 strcat(dummy, "(brand fire + res.fire)");
8144 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8145 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8147 case ESSENCE_SH_ELEC:
8149 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
8151 strcat(dummy, "(brand elec. + res. elec.)");
8153 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8154 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8156 case ESSENCE_SH_COLD:
8158 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
8160 strcat(dummy, "(brand cold + res. cold)");
8162 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8163 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8165 case ESSENCE_RESISTANCE:
8167 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8169 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8171 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8172 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8173 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8174 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8176 case ESSENCE_SUSTAIN:
8178 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8180 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8182 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8183 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8184 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8185 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8190 if (!able[ctr]) col = TERM_RED;
8192 if (es_ptr->essence != -1)
8194 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8198 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8201 c_prt(col, dummy2, ctr+2, x);
8211 /* Restore the screen */
8222 ask = (isupper(choice));
8225 if (ask) choice = tolower(choice);
8227 /* Extract request */
8228 i = (islower(choice) ? A2I(choice) : -1);
8231 /* Totally Illegal */
8232 if ((i < 0) || (i >= max_num) || !able[i])
8245 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8247 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8250 /* Belay that order */
8251 if (!get_check(tmp_val)) continue;
8258 /* Restore the screen */
8259 if (redraw) screen_load();
8266 #endif /* ALLOW_REPEAT */
8268 es_ptr = &essence_info[num[i]];
8270 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8271 item_tester_tval = TV_GLOVES;
8272 else if (mode == 1 || mode == 5)
8273 item_tester_hook = item_tester_hook_melee_ammo;
8274 else if (es_ptr->add == ESSENCE_ATTACK)
8275 item_tester_hook = object_allow_enchant_weapon;
8276 else if (es_ptr->add == ESSENCE_AC)
8277 item_tester_hook = object_is_armour;
8279 item_tester_hook = object_is_weapon_armour_ammo;
8280 item_tester_no_ryoute = TRUE;
8284 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8285 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8287 q = "Improve which item? ";
8288 s = "You have nothing to improve.";
8291 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8293 /* Get the item (in the pack) */
8296 o_ptr = &inventory[item];
8299 /* Get the item (on the floor) */
8302 o_ptr = &o_list[0 - item];
8305 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8308 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8310 msg_print("This item is no more able to be improved.");
8315 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8317 use_essence = es_ptr->value;
8318 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8319 if (o_ptr->number > 1)
8321 use_essence *= o_ptr->number;
8323 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8325 msg_format("It will take %d essences.",use_essence);
8330 if (es_ptr->essence != -1)
8332 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8335 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8337 msg_print("You don't have enough essences.");
8341 if (is_pval_flag(es_ptr->add))
8343 if (o_ptr->pval < 0)
8346 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8348 msg_print("You cannot increase magic number of this item.");
8352 else if (es_ptr->add == TR_BLOWS)
8354 if (o_ptr->pval > 1)
8357 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8359 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8365 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8367 msg_format("It will take %d essences.", use_essence);
8370 else if (o_ptr->pval > 0)
8372 use_essence *= o_ptr->pval;
8374 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8376 msg_format("It will take %d essences.", use_essence);
8384 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8387 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8389 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8391 strcpy(tmp_val, "1");
8393 if (!get_string(tmp, tmp_val, 1)) return;
8394 pval = atoi(tmp_val);
8395 if (pval > limit) pval = limit;
8396 else if (pval < 1) pval = 1;
8397 o_ptr->pval += pval;
8398 use_essence *= pval;
8400 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8402 msg_format("It will take %d essences.", use_essence);
8406 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8409 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8411 msg_print("You don't have enough essences.");
8416 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8420 int get_to_h, get_to_d;
8422 strcpy(tmp_val, "1");
8424 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8426 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8428 val = atoi(tmp_val);
8429 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8430 else if (val < 1) val = 1;
8433 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8435 msg_format("It will take %d essences.", use_essence);
8437 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8440 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8442 msg_print("You don't have enough essences.");
8446 get_to_h = ((val+1)/2+randint0(val/2+1));
8447 get_to_d = ((val+1)/2+randint0(val/2+1));
8448 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8449 o_ptr->to_h += get_to_h;
8450 o_ptr->to_d += get_to_d;
8452 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8453 if (es_ptr->add == ESSENCE_ATTACK)
8455 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8458 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8460 msg_print("You failed to enchant.");
8467 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8468 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8471 else if (es_ptr->add == ESSENCE_AC)
8473 if (o_ptr->to_a >= p_ptr->lev/5+5)
8476 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8478 msg_print("You failed to enchant.");
8485 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8490 o_ptr->xtra3 = es_ptr->add + 1;
8495 bool success = TRUE;
8499 case ESSENCE_SH_FIRE:
8500 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8505 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8506 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8508 case ESSENCE_SH_ELEC:
8509 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8514 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8515 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8517 case ESSENCE_SH_COLD:
8518 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8523 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8524 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8526 case ESSENCE_RESISTANCE:
8527 case ESSENCE_SUSTAIN:
8528 if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8533 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8534 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8535 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8536 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8542 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8544 msg_print("You don't have enough essences.");
8548 if (es_ptr->add == ESSENCE_SUSTAIN)
8550 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8551 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8552 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8553 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8557 o_ptr->xtra3 = es_ptr->add + 1;
8564 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8566 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8569 /* Combine the pack */
8570 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8573 p_ptr->window |= (PW_INVEN);
8577 static void erase_essence(void)
8582 char o_name[MAX_NLEN];
8583 u32b flgs[TR_FLAG_SIZE];
8585 item_tester_hook = object_is_smith;
8589 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8590 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8592 q = "Remove from which item? ";
8593 s = "You have nothing to remove essence.";
8596 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8598 /* Get the item (in the pack) */
8601 o_ptr = &inventory[item];
8604 /* Get the item (on the floor) */
8607 o_ptr = &o_list[0 - item];
8610 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8612 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8614 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8619 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8621 o_ptr->to_h -= (o_ptr->xtra4>>8);
8622 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8624 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8625 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8628 object_flags(o_ptr, flgs);
8629 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8631 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8633 msg_print("You removed all essence you have added.");
8636 /* Combine the pack */
8637 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8640 p_ptr->window |= (PW_INVEN);
8643 void do_cmd_kaji(bool only_browse)
8648 int menu_line = (use_menu ? 1 : 0);
8652 if (p_ptr->confused)
8655 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8657 msg_print("You are too confused!");
8665 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8667 msg_print("You are blind!");
8675 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8677 msg_print("You are hallucinating!");
8685 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8687 #endif /* ALLOW_REPEAT */
8689 if (only_browse) screen_save();
8691 if (!only_browse) screen_save();
8697 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8698 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8699 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8700 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8701 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8702 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8704 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8705 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8706 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8707 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8708 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8709 prt(format("Choose command from menu."), 0, 0);
8736 if (menu_line > 5) menu_line -= 5;
8745 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8746 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8747 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8748 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8749 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8750 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8752 prt(" a) List essences", 2, 14);
8753 prt(" b) Extract essence", 3, 14);
8754 prt(" c) Remove essence", 4, 14);
8755 prt(" d) Add essence", 5, 14);
8756 prt(" e) Enchant weapon/armor", 6, 14);
8757 if (!get_com("Command :", &choice, TRUE))
8794 /* Clear lines, position cursor (really should use strlen here) */
8795 Term_erase(14, 21, 255);
8796 Term_erase(14, 20, 255);
8797 Term_erase(14, 19, 255);
8798 Term_erase(14, 18, 255);
8799 Term_erase(14, 17, 255);
8800 Term_erase(14, 16, 255);
8802 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8803 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8805 prt(&temp[j], line, 15);
8810 if (!only_browse) screen_load();
8811 } while (only_browse);
8815 #endif /* ALLOW_REPEAT */
8819 case 1: display_essence();break;
8820 case 2: drain_essence();break;
8821 case 3: erase_essence();break;
8823 mode = choose_essence();
8828 case 5: add_essence(10);break;
8834 * Torches have special abilities when they are flaming.
8836 void torch_flags(object_type *o_ptr, u32b *flgs)
8838 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8840 if (o_ptr->xtra4 > 0)
8842 add_flag(flgs, TR_BRAND_FIRE);
8843 add_flag(flgs, TR_KILL_UNDEAD);
8844 add_flag(flgs, TR_THROW);
8849 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8851 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8853 if (o_ptr->xtra4 > 0)
8861 void torch_lost_fuel(object_type *o_ptr)
8863 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8865 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8866 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;