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)) total += 1250;
995 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
996 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
997 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
998 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
999 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1000 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1001 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1002 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1003 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1004 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1005 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1006 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1007 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1008 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1009 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1010 if (have_flag(flgs, TR_REGEN)) total += 2500;
1011 if (have_flag(flgs, TR_WARNING)) total += 2000;
1012 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1013 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1014 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1015 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1016 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1017 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1018 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1019 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1020 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1021 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1022 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1023 if (have_flag(flgs, TR_TELEPORT))
1025 if (object_is_cursed(o_ptr))
1030 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1031 if (have_flag(flgs, TR_BLESSED)) total += 750;
1032 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1033 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1034 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1035 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1036 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1038 /* Also, give some extra for activatable powers... */
1039 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1041 const activation_type* const act_ptr = find_activation_info(o_ptr);
1043 total += act_ptr->value;
1052 * Return the "real" price of a "known" item, not including discounts
1054 * Wand and staffs get cost for each charge
1056 * Armor is worth an extra 100 gold per bonus point to armor class.
1058 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1060 * Missiles are only worth 5 gold per bonus point, since they
1061 * usually appear in groups of 20, and we want the player to get
1062 * the same amount of cash for any "equivalent" item. Note that
1063 * missiles never have any of the "pval" flags, and in fact, they
1064 * only have a few of the available flags, primarily of the "slay"
1065 * and "brand" and "ignore" variety.
1067 * Armor with a negative armor bonus is worthless.
1068 * Weapons with negative hit+damage bonuses are worthless.
1070 * Every wearable item with a "pval" bonus is worth extra (see below).
1072 s32b object_value_real(object_type *o_ptr)
1076 u32b flgs[TR_FLAG_SIZE];
1078 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1081 /* Hack -- "worthless" items */
1082 if (!k_info[o_ptr->k_idx].cost) return (0L);
1085 value = k_info[o_ptr->k_idx].cost;
1087 /* Extract some flags */
1088 object_flags(o_ptr, flgs);
1091 if (object_is_fixed_artifact(o_ptr))
1093 artifact_type *a_ptr = &a_info[o_ptr->name1];
1095 /* Hack -- "worthless" artifacts */
1096 if (!a_ptr->cost) return (0L);
1098 /* Hack -- Use the artifact cost instead */
1099 value = a_ptr->cost;
1100 value += flag_cost(o_ptr, o_ptr->pval);
1102 /* Don't add pval bonuses etc. */
1107 else if (object_is_ego(o_ptr))
1109 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1111 /* Hack -- "worthless" ego-items */
1112 if (!e_ptr->cost) return (0L);
1114 /* Hack -- Reward the ego-item with a bonus */
1115 value += e_ptr->cost;
1116 value += flag_cost(o_ptr, o_ptr->pval);
1124 for (i = 0; i < TR_FLAG_SIZE; i++)
1125 if (o_ptr->art_flags[i]) flag = TRUE;
1127 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1130 /* Analyze pval bonus for normal object */
1131 switch (o_ptr->tval)
1154 if (!o_ptr->pval) break;
1156 /* Hack -- Negative "pval" is always bad */
1157 if (o_ptr->pval < 0) return (0L);
1159 /* Give credit for stat bonuses */
1160 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1161 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1162 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1163 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1164 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1165 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1167 /* Give credit for stealth and searching */
1168 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1169 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1170 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1172 /* Give credit for infra-vision and tunneling */
1173 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1174 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1176 /* Give credit for extra attacks */
1177 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1179 /* Give credit for speed bonus */
1180 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1186 /* Analyze the item */
1187 switch (o_ptr->tval)
1192 /* Pay extra for charges, depending on standard number of
1193 * charges. Handle new-style wands correctly. -LM-
1195 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1202 /* Pay extra for charges, depending on standard number of
1205 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1215 /* Hack -- negative bonuses are bad */
1216 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1218 /* Give credit for bonuses */
1219 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1236 /* Hack -- negative armor bonus */
1237 if (o_ptr->to_a < 0) return (0L);
1239 /* Give credit for bonuses */
1240 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1253 /* Hack -- negative hit/damage bonuses */
1254 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1256 /* Factor in the bonuses */
1257 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1259 /* Hack -- Factor in extra damage dice and sides */
1260 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1261 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1272 /* Hack -- negative hit/damage bonuses */
1273 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1275 /* Factor in the bonuses */
1276 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1278 /* Hack -- Factor in extra damage dice and sides */
1279 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1280 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1286 /* Figurines, relative to monster level */
1289 int level = r_info[o_ptr->pval].level;
1290 if (level < 20) value = level*50L;
1291 else if (level < 30) value = 1000+(level-20)*150L;
1292 else if (level < 40) value = 2500+(level-30)*350L;
1293 else if (level < 50) value = 6000+(level-40)*800L;
1294 else value = 14000+(level-50)*2000L;
1300 if (!o_ptr->pval) value = 1000L;
1301 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1307 if (!o_ptr->pval) value = 0L;
1312 /* Worthless object */
1313 if (value < 0) return 0L;
1315 /* Return the value */
1321 * Return the price of an item including plusses (and charges)
1323 * This function returns the "value" of the given item (qty one)
1325 * Never notice "unknown" bonuses or properties, including "curses",
1326 * since that would give the player information he did not have.
1328 * Note that discounted items stay discounted forever, even if
1329 * the discount is "forgotten" by the player via memory loss.
1331 s32b object_value(object_type *o_ptr)
1336 /* Unknown items -- acquire a base value */
1337 if (object_is_known(o_ptr))
1339 /* Broken items -- worthless */
1340 if (object_is_broken(o_ptr)) return (0L);
1342 /* Cursed items -- worthless */
1343 if (object_is_cursed(o_ptr)) return (0L);
1345 /* Real value (see above) */
1346 value = object_value_real(o_ptr);
1349 /* Known items -- acquire the actual value */
1352 /* Hack -- Felt broken items */
1353 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1355 /* Hack -- Felt cursed items */
1356 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1358 /* Base value (see above) */
1359 value = object_value_base(o_ptr);
1363 /* Apply discount (if any) */
1364 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1367 /* Return the final value */
1373 * Determines whether an object can be destroyed, and makes fake inscription.
1375 bool can_player_destroy_object(object_type *o_ptr)
1377 /* Artifacts cannot be destroyed */
1378 if (!object_is_artifact(o_ptr)) return TRUE;
1380 /* If object is unidentified, makes fake inscription */
1381 if (!object_is_known(o_ptr))
1383 byte feel = FEEL_SPECIAL;
1385 /* Hack -- Handle icky artifacts */
1386 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1388 /* Hack -- inscribe the artifact */
1389 o_ptr->feeling = feel;
1391 /* We have "felt" it (again) */
1392 o_ptr->ident |= (IDENT_SENSE);
1394 /* Combine the pack */
1395 p_ptr->notice |= (PN_COMBINE);
1398 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1404 /* Identified artifact -- Nothing to do */
1410 * Distribute charges of rods or wands.
1412 * o_ptr = source item
1413 * q_ptr = target item, must be of the same type as o_ptr
1414 * amt = number of items that are transfered
1416 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1419 * Hack -- If rods or wands are dropped, the total maximum timeout or
1420 * charges need to be allocated between the two stacks. If all the items
1421 * are being dropped, it makes for a neater message to leave the original
1422 * stack's pval alone. -LM-
1424 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1426 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1427 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1429 /* Hack -- Rods also need to have their timeouts distributed. The
1430 * dropped stack will accept all time remaining to charge up to its
1433 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1435 if (q_ptr->pval > o_ptr->timeout)
1436 q_ptr->timeout = o_ptr->timeout;
1438 q_ptr->timeout = q_ptr->pval;
1440 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1445 void reduce_charges(object_type *o_ptr, int amt)
1448 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1449 * charges of the stack needs to be reduced, unless all the items are
1450 * being destroyed. -LM-
1452 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1453 (amt < o_ptr->number))
1455 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1461 * Determine if an item can "absorb" a second item
1463 * See "object_absorb()" for the actual "absorption" code.
1465 * If permitted, we allow staffs (if they are known to have equal charges
1466 * and both are either known or confirmed empty) and wands (if both are
1467 * either known or confirmed empty) and rods (in all cases) to combine.
1468 * Staffs will unstack (if necessary) when they are used, but wands and
1469 * rods will only unstack if one is dropped. -LM-
1471 * If permitted, we allow weapons/armor to stack, if fully "known".
1473 * Missiles will combine if both stacks have the same "known" status.
1474 * This is done to make unidentified stacks of missiles useful.
1476 * Food, potions, scrolls, and "easy know" items always stack.
1478 * Chests, and activatable items, never stack (for various reasons).
1482 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1484 #define MAX_STACK_SIZE 99
1488 * Determine if an item can partly absorb a second item.
1489 * Return maximum number of stack.
1491 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1495 /* Default maximum number of stack */
1496 int max_num = MAX_STACK_SIZE;
1498 /* Require identical object types */
1499 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1502 /* Analyze the items */
1503 switch (o_ptr->tval)
1505 /* Chests and Statues*/
1516 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1517 if (o_ptr->pval != j_ptr->pval) return 0;
1521 /* Figurines and Corpses*/
1526 if (o_ptr->pval != j_ptr->pval) return 0;
1532 /* Food and Potions and Scrolls */
1544 /* Require either knowledge or known empty for both staffs. */
1545 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1546 !object_is_known(o_ptr)) ||
1547 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1548 !object_is_known(j_ptr))) return 0;
1550 /* Require identical charges, since staffs are bulky. */
1551 if (o_ptr->pval != j_ptr->pval) return 0;
1560 /* Require either knowledge or known empty for both wands. */
1561 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1562 !object_is_known(o_ptr)) ||
1563 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1564 !object_is_known(j_ptr))) return 0;
1566 /* Wand charges combine in O&ZAngband. */
1572 /* Staffs and Wands and Rods */
1575 /* Prevent overflaw of timeout */
1576 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1582 /* Weapons and Armor */
1598 /* Rings, Amulets, Lites */
1604 /* Require full knowledge of both items */
1605 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1615 /* Require identical knowledge of both items */
1616 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1617 if (o_ptr->feeling != j_ptr->feeling) return 0;
1619 /* Require identical "bonuses" */
1620 if (o_ptr->to_h != j_ptr->to_h) return 0;
1621 if (o_ptr->to_d != j_ptr->to_d) return 0;
1622 if (o_ptr->to_a != j_ptr->to_a) return 0;
1624 /* Require identical "pval" code */
1625 if (o_ptr->pval != j_ptr->pval) return 0;
1627 /* Artifacts never stack */
1628 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1630 /* Require identical "ego-item" names */
1631 if (o_ptr->name2 != j_ptr->name2) return 0;
1633 /* Require identical added essence */
1634 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1635 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1637 /* Hack -- Never stack "powerful" items */
1638 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1640 /* Hack -- Never stack recharging items */
1641 if (o_ptr->timeout || j_ptr->timeout) return 0;
1643 /* Require identical "values" */
1644 if (o_ptr->ac != j_ptr->ac) return 0;
1645 if (o_ptr->dd != j_ptr->dd) return 0;
1646 if (o_ptr->ds != j_ptr->ds) return 0;
1655 /* Require knowledge */
1656 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1664 /* Hack -- Identical art_flags! */
1665 for (i = 0; i < TR_FLAG_SIZE; i++)
1666 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1668 /* Hack -- Require identical "cursed" status */
1669 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1671 /* Hack -- Require identical "broken" status */
1672 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1675 /* Hack -- require semi-matching "inscriptions" */
1676 if (o_ptr->inscription && j_ptr->inscription &&
1677 (o_ptr->inscription != j_ptr->inscription))
1680 /* Hack -- normally require matching "inscriptions" */
1681 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1683 /* Hack -- normally require matching "discounts" */
1684 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1687 /* They match, so they must be similar */
1692 * Determine if an item can absorb a second item.
1694 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1696 int total = o_ptr->number + j_ptr->number;
1699 /* Are these objects similar? */
1700 max_num = object_similar_part(o_ptr, j_ptr);
1702 /* Return if not similar */
1703 if (!max_num) return FALSE;
1705 /* Maximal "stacking" limit */
1706 if (total > max_num) return (0);
1709 /* They match, so they must be similar */
1716 * Allow one item to "absorb" another, assuming they are similar
1718 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1720 int max_num = object_similar_part(o_ptr, j_ptr);
1721 int total = o_ptr->number + j_ptr->number;
1722 int diff = (total > max_num) ? total - max_num : 0;
1724 /* Combine quantity, lose excess items */
1725 o_ptr->number = (total > max_num) ? max_num : total;
1727 /* Hack -- blend "known" status */
1728 if (object_is_known(j_ptr)) object_known(o_ptr);
1730 /* Hack -- clear "storebought" if only one has it */
1731 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1732 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1734 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1735 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1738 /* Hack -- blend "mental" status */
1739 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1741 /* Hack -- blend "inscriptions" */
1742 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1744 /* Hack -- blend "feelings" */
1745 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1747 /* Hack -- could average discounts XXX XXX XXX */
1748 /* Hack -- save largest discount XXX XXX XXX */
1749 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1751 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1752 if (o_ptr->tval == TV_ROD)
1754 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1755 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1758 /* Hack -- if wands are stacking, combine the charges. -LM- */
1759 if (o_ptr->tval == TV_WAND)
1761 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1767 * Find the index of the object_kind with the given tval and sval
1769 s16b lookup_kind(int tval, int sval)
1776 for (k = 1; k < max_k_idx; k++)
1778 object_kind *k_ptr = &k_info[k];
1780 /* Require correct tval */
1781 if (k_ptr->tval != tval) continue;
1784 if (k_ptr->sval == sval) return (k);
1786 /* Ignore illegal items */
1787 if (sval != SV_ANY) continue;
1789 /* Apply the randomizer */
1790 if (!one_in_(++num)) continue;
1792 /* Use this value */
1796 /* Return this choice */
1805 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1807 msg_format("No object (%d,%d)", tval, sval);
1818 * Wipe an object clean.
1820 void object_wipe(object_type *o_ptr)
1822 /* Wipe the structure */
1823 (void)WIPE(o_ptr, object_type);
1828 * Prepare an object based on an existing object
1830 void object_copy(object_type *o_ptr, object_type *j_ptr)
1832 /* Copy the structure */
1833 (void)COPY(o_ptr, j_ptr, object_type);
1838 * Prepare an object based on an object kind.
1840 void object_prep(object_type *o_ptr, int k_idx)
1842 object_kind *k_ptr = &k_info[k_idx];
1844 /* Clear the record */
1847 /* Save the kind index */
1848 o_ptr->k_idx = k_idx;
1850 /* Efficiency -- tval/sval */
1851 o_ptr->tval = k_ptr->tval;
1852 o_ptr->sval = k_ptr->sval;
1854 /* Default "pval" */
1855 o_ptr->pval = k_ptr->pval;
1857 /* Default number */
1860 /* Default weight */
1861 o_ptr->weight = k_ptr->weight;
1864 o_ptr->to_h = k_ptr->to_h;
1865 o_ptr->to_d = k_ptr->to_d;
1866 o_ptr->to_a = k_ptr->to_a;
1869 o_ptr->ac = k_ptr->ac;
1870 o_ptr->dd = k_ptr->dd;
1871 o_ptr->ds = k_ptr->ds;
1873 /* Default activation */
1874 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1876 /* Hack -- worthless items are always "broken" */
1877 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1879 /* Hack -- cursed items are always "cursed" */
1880 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1881 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1882 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1883 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1884 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1885 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1890 * Help determine an "enchantment bonus" for an object.
1892 * To avoid floating point but still provide a smooth distribution of bonuses,
1893 * we simply round the results of division in such a way as to "average" the
1894 * correct floating point value.
1896 * This function has been changed. It uses "randnor()" to choose values from
1897 * a normal distribution, whose mean moves from zero towards the max as the
1898 * level increases, and whose standard deviation is equal to 1/4 of the max,
1899 * and whose values are forced to lie between zero and the max, inclusive.
1901 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1902 * rare to get the "full" enchantment on an object, even a deep levels.
1904 * It is always possible (albeit unlikely) to get the "full" enchantment.
1906 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1908 * N 0 1 2 3 4 5 6 7 8 9 10
1909 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1910 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1911 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1912 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1913 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1914 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1915 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1916 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1917 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1918 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1919 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1920 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1921 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1922 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1923 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1924 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1925 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1926 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1928 s16b m_bonus(int max, int level)
1930 int bonus, stand, extra, value;
1933 /* Paranoia -- enforce maximal "level" */
1934 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1937 /* The "bonus" moves towards the max */
1938 bonus = ((max * level) / MAX_DEPTH);
1940 /* Hack -- determine fraction of error */
1941 extra = ((max * level) % MAX_DEPTH);
1943 /* Hack -- simulate floating point computations */
1944 if (randint0(MAX_DEPTH) < extra) bonus++;
1947 /* The "stand" is equal to one quarter of the max */
1950 /* Hack -- determine fraction of error */
1953 /* Hack -- simulate floating point computations */
1954 if (randint0(4) < extra) stand++;
1957 /* Choose an "interesting" value */
1958 value = randnor(bonus, stand);
1960 /* Enforce the minimum value */
1961 if (value < 0) return (0);
1963 /* Enforce the maximum value */
1964 if (value > max) return (max);
1972 * Cheat -- describe a created object for the user
1974 static void object_mention(object_type *o_ptr)
1976 char o_name[MAX_NLEN];
1979 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1982 if (object_is_fixed_artifact(o_ptr))
1986 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1988 msg_format("Artifact (%s)", o_name);
1993 /* Random Artifact */
1994 else if (o_ptr->art_name)
1997 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1999 msg_print("Random artifact");
2005 else if (object_is_ego(o_ptr))
2009 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2011 msg_format("Ego-item (%s)", o_name);
2021 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2023 msg_format("Object (%s)", o_name);
2031 * Mega-Hack -- Attempt to create one of the "Special Objects"
2033 * We are only called from "make_object()", and we assume that
2034 * "apply_magic()" is called immediately after we return.
2036 * Note -- see "make_artifact()" and "apply_magic()"
2038 static bool make_artifact_special(object_type *o_ptr)
2044 /* No artifacts in the town */
2045 if (!dun_level) return (FALSE);
2048 if (get_obj_num_hook) return (FALSE);
2050 /* Check the artifact list (just the "specials") */
2051 for (i = 0; i < max_a_idx; i++)
2053 artifact_type *a_ptr = &a_info[i];
2055 /* Skip "empty" artifacts */
2056 if (!a_ptr->name) continue;
2058 /* Cannot make an artifact twice */
2059 if (a_ptr->cur_num) continue;
2061 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2062 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2064 /* XXX XXX Enforce minimum "depth" (loosely) */
2065 if (a_ptr->level > dun_level)
2067 /* Acquire the "out-of-depth factor" */
2068 int d = (a_ptr->level - dun_level) * 2;
2070 /* Roll for out-of-depth creation */
2071 if (!one_in_(d)) continue;
2074 /* Artifact "rarity roll" */
2075 if (!one_in_(a_ptr->rarity)) continue;
2077 /* Find the base object */
2078 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2080 /* XXX XXX Enforce minimum "object" level (loosely) */
2081 if (k_info[k_idx].level > object_level)
2083 /* Acquire the "out-of-depth factor" */
2084 int d = (k_info[k_idx].level - object_level) * 5;
2086 /* Roll for out-of-depth creation */
2087 if (!one_in_(d)) continue;
2090 /* Assign the template */
2091 object_prep(o_ptr, k_idx);
2093 /* Mega-Hack -- mark the item as an artifact */
2096 /* Hack: Some artifacts get random extra powers */
2097 random_artifact_resistance(o_ptr, a_ptr);
2109 * Attempt to change an object into an artifact
2111 * This routine should only be called by "apply_magic()"
2113 * Note -- see "make_artifact_special()" and "apply_magic()"
2115 static bool make_artifact(object_type *o_ptr)
2120 /* No artifacts in the town */
2121 if (!dun_level) return (FALSE);
2123 /* Paranoia -- no "plural" artifacts */
2124 if (o_ptr->number != 1) return (FALSE);
2126 /* Check the artifact list (skip the "specials") */
2127 for (i = 0; i < max_a_idx; i++)
2129 artifact_type *a_ptr = &a_info[i];
2131 /* Skip "empty" items */
2132 if (!a_ptr->name) continue;
2134 /* Cannot make an artifact twice */
2135 if (a_ptr->cur_num) continue;
2137 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2139 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2141 /* Must have the correct fields */
2142 if (a_ptr->tval != o_ptr->tval) continue;
2143 if (a_ptr->sval != o_ptr->sval) continue;
2145 /* XXX XXX Enforce minimum "depth" (loosely) */
2146 if (a_ptr->level > dun_level)
2148 /* Acquire the "out-of-depth factor" */
2149 int d = (a_ptr->level - dun_level) * 2;
2151 /* Roll for out-of-depth creation */
2152 if (!one_in_(d)) continue;
2155 /* We must make the "rarity roll" */
2156 if (!one_in_(a_ptr->rarity)) continue;
2158 /* Hack -- mark the item as an artifact */
2161 /* Hack: Some artifacts get random extra powers */
2162 random_artifact_resistance(o_ptr, a_ptr);
2174 * Choose random ego type
2176 static byte get_random_ego(byte slot, bool good)
2179 ego_item_type *e_ptr;
2183 for (i = 1; i < max_e_idx; i++)
2187 if (e_ptr->slot == slot
2188 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2191 total += (255 / e_ptr->rarity);
2195 value = randint1(total);
2197 for (i = 1; i < max_e_idx; i++)
2201 if (e_ptr->slot == slot
2202 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2205 value -= (255 / e_ptr->rarity);
2206 if (value <= 0L) break;
2214 * Apply magic to an item known to be a "weapon"
2216 * Hack -- note special base damage dice boosting
2217 * Hack -- note special processing for weapon/digger
2219 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2221 int tohit1 = randint1(5) + m_bonus(5, level);
2222 int todam1 = randint1(5) + m_bonus(5, level);
2224 int tohit2 = m_bonus(10, level);
2225 int todam2 = m_bonus(10, level);
2227 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2229 tohit2 = (tohit2+1)/2;
2230 todam2 = (todam2+1)/2;
2237 o_ptr->to_h += tohit1;
2238 o_ptr->to_d += todam1;
2244 o_ptr->to_h += tohit2;
2245 o_ptr->to_d += todam2;
2253 o_ptr->to_h -= tohit1;
2254 o_ptr->to_d -= todam1;
2259 /* Penalize again */
2260 o_ptr->to_h -= tohit2;
2261 o_ptr->to_d -= todam2;
2264 /* Cursed (if "bad") */
2265 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2268 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2271 switch (o_ptr->tval)
2278 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2279 create_artifact(o_ptr, FALSE);
2281 /* Special Ego-item */
2282 o_ptr->name2 = EGO_DIGGING;
2286 else if (power < -1)
2288 /* Hack -- Horrible digging bonus */
2289 o_ptr->pval = 0 - (5 + randint1(5));
2295 /* Hack -- Reverse digging bonus */
2296 o_ptr->pval = 0 - (o_ptr->pval);
2310 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2312 create_artifact(o_ptr, FALSE);
2317 /* Roll for an ego-item */
2318 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2319 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2321 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2323 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2328 switch (o_ptr->name2)
2331 if (one_in_(4) && (level > 40))
2332 add_flag(o_ptr->art_flags, TR_BLOWS);
2336 add_flag(o_ptr->art_flags, TR_RES_POIS);
2338 add_flag(o_ptr->art_flags, TR_WARNING);
2340 case EGO_KILL_DRAGON:
2342 add_flag(o_ptr->art_flags, TR_RES_POIS);
2346 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2348 case EGO_SLAYING_WEAPON:
2349 if (one_in_(3)) /* double damage */
2357 while (one_in_(o_ptr->dd));
2363 while (one_in_(o_ptr->ds));
2368 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2370 if (o_ptr->tval == TV_SWORD && one_in_(3))
2372 add_flag(o_ptr->art_flags, TR_VORPAL);
2377 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2383 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2385 add_flag(o_ptr->art_flags, TR_DEX);
2387 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2390 o_ptr->pval = m_bonus(5, level) + 1;
2392 case EGO_EARTHQUAKES:
2393 if (one_in_(3) && (level > 60))
2394 add_flag(o_ptr->art_flags, TR_BLOWS);
2396 o_ptr->pval = m_bonus(3, level);
2400 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2404 add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2408 add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2412 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2415 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2416 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2417 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2421 if (!o_ptr->art_name)
2423 /* Hack -- Super-charge the damage dice */
2424 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2426 /* Hack -- Lower the damage dice */
2427 if (o_ptr->dd > 9) o_ptr->dd = 9;
2432 else if (power < -1)
2434 /* Roll for ego-item */
2435 if (randint0(MAX_DEPTH) < level)
2439 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2440 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2446 switch (o_ptr->name2)
2449 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2451 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2452 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2453 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2454 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2455 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2456 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2470 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2472 create_artifact(o_ptr, FALSE);
2475 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2489 if (power > 2) /* power > 2 is debug only */
2491 create_artifact(o_ptr, FALSE);
2495 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2497 switch (o_ptr->name2)
2499 case EGO_SLAYING_BOLT:
2504 /* Hack -- super-charge the damage dice */
2505 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2507 /* Hack -- restrict the damage dice */
2508 if (o_ptr->dd > 9) o_ptr->dd = 9;
2512 else if (power < -1)
2514 /* Roll for ego-item */
2515 if (randint0(MAX_DEPTH) < level)
2517 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2527 static void dragon_resist(object_type * o_ptr)
2532 one_dragon_ele_resistance(o_ptr);
2534 one_high_resistance(o_ptr);
2540 static bool add_esp_strong(object_type *o_ptr)
2542 bool nonliv = FALSE;
2544 switch (randint1(3))
2546 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2547 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2548 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2555 static void add_esp_weak(object_type *o_ptr, bool extra)
2558 u32b weak_esp_list[] = {
2570 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2571 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2573 /* Add unduplicated weak esp flags randomly */
2574 for (i = 0; i < add_count; ++ i)
2576 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2578 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2579 weak_esp_list[choice] = weak_esp_list[i];
2585 * Apply magic to an item known to be "armor"
2587 * Hack -- note special processing for crown/helm
2588 * Hack -- note special processing for robe of permanence
2590 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2592 int toac1 = randint1(5) + m_bonus(5, level);
2594 int toac2 = m_bonus(10, level);
2600 o_ptr->to_a += toac1;
2606 o_ptr->to_a += toac2;
2614 o_ptr->to_a -= toac1;
2619 /* Penalize again */
2620 o_ptr->to_a -= toac2;
2623 /* Cursed (if "bad") */
2624 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2629 switch (o_ptr->tval)
2633 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2634 create_artifact(o_ptr, FALSE);
2636 /* Mention the item */
2637 if (cheat_peek) object_mention(o_ptr);
2648 /* Hack -- Try for "Robes of the Magi" */
2649 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2650 (o_ptr->sval == SV_ROBE) &&
2651 (randint0(100) < 15))
2655 o_ptr->name2 = EGO_YOIYAMI;
2656 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2657 o_ptr->sval = SV_YOIYAMI_ROBE;
2663 o_ptr->name2 = EGO_PERMANENCE;
2668 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2670 create_artifact(o_ptr, FALSE);
2676 bool okay_flag = TRUE;
2678 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2680 switch (o_ptr->name2)
2682 case EGO_RESISTANCE:
2684 add_flag(o_ptr->art_flags, TR_RES_POIS);
2690 if (o_ptr->tval != TV_HARD_ARMOR)
2697 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2698 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2702 if (o_ptr->tval != TV_SOFT_ARMOR)
2724 if (o_ptr->sval == SV_DRAGON_SHIELD)
2726 /* Mention the item */
2727 if (cheat_peek) object_mention(o_ptr);
2728 dragon_resist(o_ptr);
2729 if (!one_in_(3)) break;
2735 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2737 create_artifact(o_ptr, FALSE);
2743 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2744 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2745 && o_ptr->name2 == EGO_S_DWARVEN)
2752 switch (o_ptr->name2)
2755 if (!one_in_(3)) one_high_resistance(o_ptr);
2756 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2758 case EGO_REFLECTION:
2759 if (o_ptr->sval == SV_MIRROR_SHIELD)
2764 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2765 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2774 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2776 /* Mention the item */
2777 if (cheat_peek) object_mention(o_ptr);
2778 dragon_resist(o_ptr);
2779 if (!one_in_(3)) break;
2783 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2785 create_artifact(o_ptr, FALSE);
2788 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2792 else if (power < -1)
2794 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2802 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2804 /* Mention the item */
2805 if (cheat_peek) object_mention(o_ptr);
2806 dragon_resist(o_ptr);
2807 if (!one_in_(3)) break;
2812 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2814 create_artifact(o_ptr, FALSE);
2817 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2819 switch (o_ptr->name2)
2821 case EGO_SLOW_DESCENT:
2824 one_high_resistance(o_ptr);
2830 else if (power < -1)
2832 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2843 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2845 create_artifact(o_ptr, FALSE);
2850 bool ok_flag = TRUE;
2851 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2853 switch (o_ptr->name2)
2856 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2857 else add_esp_weak(o_ptr, FALSE);
2861 case EGO_REGENERATION:
2862 case EGO_LORDLINESS:
2867 if (one_in_(2)) add_esp_strong(o_ptr);
2868 else add_esp_weak(o_ptr, FALSE);
2871 default:/* not existing crown (wisdom,lite, etc...) */
2875 break; /* while (1) */
2881 else if (power < -1)
2883 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2891 if (o_ptr->sval == SV_DRAGON_HELM)
2893 /* Mention the item */
2894 if (cheat_peek) object_mention(o_ptr);
2895 dragon_resist(o_ptr);
2896 if (!one_in_(3)) break;
2902 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2904 create_artifact(o_ptr, FALSE);
2909 bool ok_flag = TRUE;
2910 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2912 switch (o_ptr->name2)
2914 case EGO_INTELLIGENCE:
2919 case EGO_INFRAVISION:
2924 if (one_in_(2)) add_esp_strong(o_ptr);
2925 else add_esp_weak(o_ptr, FALSE);
2928 default:/* not existing helm (Magi, Might, etc...)*/
2932 break; /* while (1) */
2937 else if (power < -1)
2939 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2949 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2951 create_artifact(o_ptr, FALSE);
2954 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2956 switch (o_ptr->name2)
2967 else if (power < -1)
2969 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2979 * Apply magic to an item known to be a "ring" or "amulet"
2981 * Hack -- note special "pval boost" code for ring of speed
2982 * Hack -- note that some items must be cursed (or blessed)
2984 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2986 /* Apply magic (good or bad) according to type */
2987 switch (o_ptr->tval)
2992 switch (o_ptr->sval)
2994 case SV_RING_ATTACKS:
2997 o_ptr->pval = m_bonus(2, level);
2998 if (one_in_(15)) o_ptr->pval++;
2999 if (o_ptr->pval < 1) o_ptr->pval = 1;
3005 o_ptr->ident |= (IDENT_BROKEN);
3008 o_ptr->curse_flags |= TRC_CURSED;
3011 o_ptr->pval = 0 - (o_ptr->pval);
3022 /* Strength, Constitution, Dexterity, Intelligence */
3028 o_ptr->pval = 1 + m_bonus(5, level);
3034 o_ptr->ident |= (IDENT_BROKEN);
3037 o_ptr->curse_flags |= TRC_CURSED;
3040 o_ptr->pval = 0 - (o_ptr->pval);
3046 /* Ring of Speed! */
3049 /* Base speed (1 to 10) */
3050 o_ptr->pval = randint1(5) + m_bonus(5, level);
3052 /* Super-charge the ring */
3053 while (randint0(100) < 50) o_ptr->pval++;
3059 o_ptr->ident |= (IDENT_BROKEN);
3062 o_ptr->curse_flags |= TRC_CURSED;
3065 o_ptr->pval = 0 - (o_ptr->pval);
3070 /* Mention the item */
3071 if (cheat_peek) object_mention(o_ptr);
3076 case SV_RING_LORDLY:
3080 one_lordly_high_resistance(o_ptr);
3084 /* Bonus to armor class */
3085 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3089 case SV_RING_WARNING:
3091 if (one_in_(3)) one_low_esp(o_ptr);
3096 case SV_RING_SEARCHING:
3098 /* Bonus to searching */
3099 o_ptr->pval = 1 + m_bonus(5, level);
3105 o_ptr->ident |= (IDENT_BROKEN);
3108 o_ptr->curse_flags |= TRC_CURSED;
3111 o_ptr->pval = 0 - (o_ptr->pval);
3117 /* Flames, Acid, Ice */
3118 case SV_RING_FLAMES:
3123 /* Bonus to armor class */
3124 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3128 /* Weakness, Stupidity */
3129 case SV_RING_WEAKNESS:
3130 case SV_RING_STUPIDITY:
3133 o_ptr->ident |= (IDENT_BROKEN);
3136 o_ptr->curse_flags |= TRC_CURSED;
3139 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3140 if (power > 0) power = 0 - power;
3145 /* WOE, Stupidity */
3149 o_ptr->ident |= (IDENT_BROKEN);
3152 o_ptr->curse_flags |= TRC_CURSED;
3155 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3156 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3157 if (power > 0) power = 0 - power;
3162 /* Ring of damage */
3163 case SV_RING_DAMAGE:
3165 /* Bonus to damage */
3166 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3172 o_ptr->ident |= (IDENT_BROKEN);
3175 o_ptr->curse_flags |= TRC_CURSED;
3178 o_ptr->to_d = 0 - o_ptr->to_d;
3184 /* Ring of Accuracy */
3185 case SV_RING_ACCURACY:
3188 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3194 o_ptr->ident |= (IDENT_BROKEN);
3197 o_ptr->curse_flags |= TRC_CURSED;
3200 o_ptr->to_h = 0 - o_ptr->to_h;
3206 /* Ring of Protection */
3207 case SV_RING_PROTECTION:
3209 /* Bonus to armor class */
3210 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3216 o_ptr->ident |= (IDENT_BROKEN);
3219 o_ptr->curse_flags |= TRC_CURSED;
3222 o_ptr->to_a = 0 - o_ptr->to_a;
3228 /* Ring of Slaying */
3229 case SV_RING_SLAYING:
3231 /* Bonus to damage and to hit */
3232 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3233 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3239 o_ptr->ident |= (IDENT_BROKEN);
3242 o_ptr->curse_flags |= TRC_CURSED;
3244 /* Reverse bonuses */
3245 o_ptr->to_h = 0 - o_ptr->to_h;
3246 o_ptr->to_d = 0 - o_ptr->to_d;
3252 case SV_RING_MUSCLE:
3254 o_ptr->pval = 1 + m_bonus(3, level);
3255 if (one_in_(4)) o_ptr->pval++;
3261 o_ptr->ident |= (IDENT_BROKEN);
3264 o_ptr->curse_flags |= TRC_CURSED;
3266 /* Reverse bonuses */
3267 o_ptr->pval = 0 - o_ptr->pval;
3272 case SV_RING_AGGRAVATION:
3275 o_ptr->ident |= (IDENT_BROKEN);
3278 o_ptr->curse_flags |= TRC_CURSED;
3280 if (power > 0) power = 0 - power;
3284 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3285 || (power > 2)) /* power > 2 is debug only */
3287 o_ptr->pval = MIN(o_ptr->pval, 4);
3288 /* Randart amulet */
3289 create_artifact(o_ptr, FALSE);
3291 else if ((power == 2) && one_in_(2))
3293 while(!o_ptr->name2)
3295 int tmp = m_bonus(10, level);
3296 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3297 switch(randint1(28))
3300 o_ptr->name2 = EGO_RING_THROW;
3303 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3304 o_ptr->name2 = EGO_RING_REGEN;
3307 if (have_flag(k_ptr->flags, TR_LITE)) break;
3308 o_ptr->name2 = EGO_RING_LITE;
3311 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3312 o_ptr->name2 = EGO_RING_TELEPORT;
3315 if (o_ptr->to_h) break;
3316 o_ptr->name2 = EGO_RING_TO_H;
3319 if (o_ptr->to_d) break;
3320 o_ptr->name2 = EGO_RING_TO_D;
3323 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3324 o_ptr->name2 = EGO_RING_SLAY;
3327 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3328 o_ptr->name2 = EGO_RING_WIZARD;
3331 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3332 o_ptr->name2 = EGO_RING_HERO;
3335 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3336 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3337 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3338 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3341 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3342 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;
3343 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3344 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3345 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3348 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3349 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;
3350 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3351 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3352 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3355 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3356 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;
3357 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3358 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3361 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3362 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;
3363 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3364 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3366 case 21: case 22: case 23: case 24: case 25: case 26:
3367 switch (o_ptr->sval)
3370 if (!one_in_(3)) break;
3371 o_ptr->name2 = EGO_RING_D_SPEED;
3373 case SV_RING_DAMAGE:
3374 case SV_RING_ACCURACY:
3375 case SV_RING_SLAYING:
3376 if (one_in_(2)) break;
3377 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3380 o_ptr->name2 = EGO_RING_BERSERKER;
3381 o_ptr->to_h -= 2+randint1(4);
3382 o_ptr->to_d += 2+randint1(4);
3385 case SV_RING_PROTECTION:
3386 o_ptr->name2 = EGO_RING_SUPER_AC;
3387 o_ptr->to_a += 7 + m_bonus(5, level);
3389 case SV_RING_RES_FEAR:
3390 o_ptr->name2 = EGO_RING_HERO;
3393 if (one_in_(2)) break;
3394 o_ptr->name2 = EGO_RING_HUNTER;
3396 case SV_RING_SEARCHING:
3397 o_ptr->name2 = EGO_RING_STEALTH;
3399 case SV_RING_TELEPORTATION:
3400 o_ptr->name2 = EGO_RING_TELE_AWAY;
3402 case SV_RING_RES_BLINDNESS:
3404 o_ptr->name2 = EGO_RING_RES_LITE;
3406 o_ptr->name2 = EGO_RING_RES_DARK;
3408 case SV_RING_LORDLY:
3409 if (!one_in_(20)) break;
3410 one_lordly_high_resistance(o_ptr);
3411 one_lordly_high_resistance(o_ptr);
3412 o_ptr->name2 = EGO_RING_TRUE;
3414 case SV_RING_SUSTAIN:
3415 if (!one_in_(4)) break;
3416 o_ptr->name2 = EGO_RING_RES_TIME;
3418 case SV_RING_FLAMES:
3419 if (!one_in_(2)) break;
3420 o_ptr->name2 = EGO_RING_DRAGON_F;
3423 if (!one_in_(2)) break;
3424 o_ptr->name2 = EGO_RING_DRAGON_C;
3426 case SV_RING_WARNING:
3427 if (!one_in_(2)) break;
3428 o_ptr->name2 = EGO_RING_M_DETECT;
3437 o_ptr->curse_flags = 0L;
3439 else if ((power == -2) && one_in_(2))
3441 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3442 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3443 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3444 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3445 o_ptr->art_flags[0] = 0;
3446 o_ptr->art_flags[1] = 0;
3447 while(!o_ptr->name2)
3449 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3453 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3454 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3457 o_ptr->name2 = EGO_RING_NO_MELEE;
3460 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3461 o_ptr->name2 = EGO_RING_AGGRAVATE;
3464 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3465 o_ptr->name2 = EGO_RING_TY_CURSE;
3468 o_ptr->name2 = EGO_RING_ALBINO;
3473 o_ptr->ident |= (IDENT_BROKEN);
3476 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3484 switch (o_ptr->sval)
3486 /* Amulet of wisdom/charisma */
3487 case SV_AMULET_INTELLIGENCE:
3488 case SV_AMULET_WISDOM:
3489 case SV_AMULET_CHARISMA:
3491 o_ptr->pval = 1 + m_bonus(5, level);
3497 o_ptr->ident |= (IDENT_BROKEN);
3500 o_ptr->curse_flags |= (TRC_CURSED);
3502 /* Reverse bonuses */
3503 o_ptr->pval = 0 - o_ptr->pval;
3509 /* Amulet of brilliance */
3510 case SV_AMULET_BRILLIANCE:
3512 o_ptr->pval = 1 + m_bonus(3, level);
3513 if (one_in_(4)) o_ptr->pval++;
3519 o_ptr->ident |= (IDENT_BROKEN);
3522 o_ptr->curse_flags |= (TRC_CURSED);
3524 /* Reverse bonuses */
3525 o_ptr->pval = 0 - o_ptr->pval;
3531 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3535 o_ptr->curse_flags |= (TRC_CURSED);
3540 case SV_AMULET_RESISTANCE:
3542 if (one_in_(5)) one_high_resistance(o_ptr);
3543 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3547 /* Amulet of searching */
3548 case SV_AMULET_SEARCHING:
3550 o_ptr->pval = randint1(2) + m_bonus(4, level);
3556 o_ptr->ident |= (IDENT_BROKEN);
3559 o_ptr->curse_flags |= (TRC_CURSED);
3561 /* Reverse bonuses */
3562 o_ptr->pval = 0 - (o_ptr->pval);
3568 /* Amulet of the Magi -- never cursed */
3569 case SV_AMULET_THE_MAGI:
3571 o_ptr->pval = randint1(5) + m_bonus(5, level);
3572 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3574 /* gain one low ESP */
3575 add_esp_weak(o_ptr, FALSE);
3577 /* Mention the item */
3578 if (cheat_peek) object_mention(o_ptr);
3583 /* Amulet of Doom -- always cursed */
3584 case SV_AMULET_DOOM:
3587 o_ptr->ident |= (IDENT_BROKEN);
3590 o_ptr->curse_flags |= (TRC_CURSED);
3593 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3594 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3595 if (power > 0) power = 0 - power;
3600 case SV_AMULET_MAGIC_MASTERY:
3602 o_ptr->pval = 1 + m_bonus(4, level);
3608 o_ptr->ident |= (IDENT_BROKEN);
3611 o_ptr->curse_flags |= (TRC_CURSED);
3613 /* Reverse bonuses */
3614 o_ptr->pval = 0 - o_ptr->pval;
3620 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3621 || (power > 2)) /* power > 2 is debug only */
3623 o_ptr->pval = MIN(o_ptr->pval, 4);
3624 /* Randart amulet */
3625 create_artifact(o_ptr, FALSE);
3627 else if ((power == 2) && one_in_(2))
3629 while(!o_ptr->name2)
3631 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3632 switch(randint1(21))
3635 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3636 o_ptr->name2 = EGO_AMU_SLOW_D;
3639 if (o_ptr->pval) break;
3640 o_ptr->name2 = EGO_AMU_INFRA;
3643 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3644 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3647 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3648 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3651 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3652 o_ptr->name2 = EGO_AMU_LEVITATION;
3654 case 10: case 11: case 21:
3655 o_ptr->name2 = EGO_AMU_AC;
3658 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3659 if (m_bonus(10, level) > 8)
3660 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3662 o_ptr->name2 = EGO_AMU_RES_FIRE;
3665 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3666 if (m_bonus(10, level) > 8)
3667 o_ptr->name2 = EGO_AMU_RES_COLD_;
3669 o_ptr->name2 = EGO_AMU_RES_COLD;
3672 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3673 if (m_bonus(10, level) > 8)
3674 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3676 o_ptr->name2 = EGO_AMU_RES_ELEC;
3679 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3680 if (m_bonus(10, level) > 8)
3681 o_ptr->name2 = EGO_AMU_RES_ACID_;
3683 o_ptr->name2 = EGO_AMU_RES_ACID;
3685 case 16: case 17: case 18: case 19: case 20:
3686 switch (o_ptr->sval)
3688 case SV_AMULET_TELEPORT:
3689 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3690 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3691 else o_ptr->name2 = EGO_AMU_TELEPORT;
3693 case SV_AMULET_RESIST_ACID:
3694 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3696 case SV_AMULET_SEARCHING:
3697 o_ptr->name2 = EGO_AMU_STEALTH;
3699 case SV_AMULET_BRILLIANCE:
3700 if (!one_in_(3)) break;
3701 o_ptr->name2 = EGO_AMU_IDENT;
3703 case SV_AMULET_CHARISMA:
3704 if (!one_in_(3)) break;
3705 o_ptr->name2 = EGO_AMU_CHARM;
3707 case SV_AMULET_THE_MAGI:
3708 if (one_in_(2)) break;
3709 o_ptr->name2 = EGO_AMU_GREAT;
3711 case SV_AMULET_RESISTANCE:
3712 if (!one_in_(5)) break;
3713 o_ptr->name2 = EGO_AMU_DEFENDER;
3715 case SV_AMULET_TELEPATHY:
3716 if (!one_in_(3)) break;
3717 o_ptr->name2 = EGO_AMU_DETECTION;
3723 o_ptr->curse_flags = 0L;
3725 else if ((power == -2) && one_in_(2))
3727 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3728 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3729 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3730 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3731 o_ptr->art_flags[0] = 0;
3732 o_ptr->art_flags[1] = 0;
3733 while(!o_ptr->name2)
3735 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3739 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3740 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3743 o_ptr->name2 = EGO_AMU_FOOL;
3746 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3747 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3750 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3751 o_ptr->name2 = EGO_AMU_TY_CURSE;
3754 o_ptr->name2 = EGO_AMU_NAIVETY;
3759 o_ptr->ident |= (IDENT_BROKEN);
3762 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3771 * Hack -- help pick an item type
3773 static bool item_monster_okay(int r_idx)
3775 monster_race *r_ptr = &r_info[r_idx];
3778 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3779 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3780 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3781 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3782 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3783 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3791 * Apply magic to an item known to be "boring"
3793 * Hack -- note the special code for various items
3795 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3797 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3802 /* Apply magic (good or bad) according to type */
3803 switch (o_ptr->tval)
3812 o_ptr->ident |= (IDENT_BROKEN);
3815 o_ptr->curse_flags |= (TRC_CURSED);
3822 o_ptr->xtra4 = o_ptr->pval;
3828 /* Hack -- Torches -- random fuel */
3829 if (o_ptr->sval == SV_LITE_TORCH)
3831 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3835 /* Hack -- Lanterns -- random fuel */
3836 if (o_ptr->sval == SV_LITE_LANTERN)
3838 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3842 if (power > 2) /* power > 2 is debug only */
3844 create_artifact(o_ptr, FALSE);
3846 else if ((power == 2) || ((power == 1) && one_in_(3)))
3848 while (!o_ptr->name2)
3852 bool okay_flag = TRUE;
3854 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3856 switch (o_ptr->name2)
3859 if (o_ptr->sval == SV_LITE_FEANOR)
3867 else if (power == -2)
3869 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3871 switch (o_ptr->name2)
3873 case EGO_LITE_DARKNESS:
3885 /* The wand or staff gets a number of initial charges equal
3886 * to between 1/2 (+1) and the full object kind's pval. -LM-
3888 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3894 /* Transfer the pval. -LM- */
3895 o_ptr->pval = k_ptr->pval;
3902 object_aware(o_ptr);
3903 object_known(o_ptr);
3912 monster_race *r_ptr;
3914 /* Pick a random non-unique monster race */
3917 i = randint1(max_r_idx - 1);
3919 if (!item_monster_okay(i)) continue;
3920 if (i == MON_TSUCHINOKO) continue;
3924 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3926 /* Ignore dead monsters */
3927 if (!r_ptr->rarity) continue;
3929 /* Ignore uncommon monsters */
3930 if (r_ptr->rarity > 100) continue;
3932 /* Prefer less out-of-depth monsters */
3933 if (randint0(check)) continue;
3940 /* Some figurines are cursed */
3941 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3946 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3948 msg_format("Figurine of %s, depth +%d%s",
3951 r_name + r_ptr->name, check - 1,
3952 !object_is_cursed(o_ptr) ? "" : " {cursed}");
3965 monster_race *r_ptr;
3967 if (o_ptr->sval == SV_SKELETON)
3969 match = RF9_DROP_SKELETON;
3971 else if (o_ptr->sval == SV_CORPSE)
3973 match = RF9_DROP_CORPSE;
3976 /* Hack -- Remove the monster restriction */
3977 get_mon_num_prep(item_monster_okay, NULL);
3979 /* Pick a random non-unique monster race */
3982 i = get_mon_num(dun_level);
3986 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3988 /* Ignore dead monsters */
3989 if (!r_ptr->rarity) continue;
3991 /* Ignore corpseless monsters */
3992 if (!(r_ptr->flags9 & match)) continue;
3994 /* Prefer less out-of-depth monsters */
3995 if (randint0(check)) continue;
4005 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4007 msg_format("Corpse of %s, depth +%d",
4010 r_name + r_ptr->name, check - 1);
4013 object_aware(o_ptr);
4014 object_known(o_ptr);
4022 monster_race *r_ptr;
4024 /* Pick a random monster race */
4027 i = randint1(max_r_idx - 1);
4031 /* Ignore dead monsters */
4032 if (!r_ptr->rarity) continue;
4042 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4044 msg_format("Statue of %s", r_name + r_ptr->name);
4048 object_aware(o_ptr);
4049 object_known(o_ptr);
4056 byte obj_level = k_info[o_ptr->k_idx].level;
4058 /* Hack -- skip ruined chests */
4059 if (obj_level <= 0) break;
4061 /* Hack -- pick a "difficulty" */
4062 o_ptr->pval = randint1(obj_level);
4063 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4065 o_ptr->xtra3 = dun_level + 5;
4067 /* Never exceed "difficulty" of 55 to 59 */
4068 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4077 * Complete the "creation" of an object by applying "magic" to the item
4079 * This includes not only rolling for random bonuses, but also putting the
4080 * finishing touches on ego-items and artifacts, giving charges to wands and
4081 * staffs, giving fuel to lites, and placing traps on chests.
4083 * In particular, note that "Instant Artifacts", if "created" by an external
4084 * routine, must pass through this function to complete the actual creation.
4086 * The base "chance" of the item being "good" increases with the "level"
4087 * parameter, which is usually derived from the dungeon level, being equal
4088 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4089 * the object is guaranteed to be "good". If an object is "good", then
4090 * the chance that the object will be "great" (ego-item or artifact), also
4091 * increases with the "level", being equal to half the level, plus 5, up to
4092 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4093 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4095 * If the object is not "good", there is a chance it will be "cursed", and
4096 * if it is "cursed", there is a chance it will be "broken". These chances
4097 * are related to the "good" / "great" chances above.
4099 * Otherwise "normal" rings and amulets will be "good" half the time and
4100 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4102 * If "okay" is true, and the object is going to be "great", then there is
4103 * a chance that an artifact will be created. This is true even if both the
4104 * "good" and "great" arguments are false. As a total hack, if "great" is
4105 * true, then the item gets 3 extra "attempts" to become an artifact.
4107 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4109 int i, rolls, f1, f2, power;
4111 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4113 /* Maximum "level" for various things */
4114 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4116 /* Base chance of being "good" */
4119 /* Maximal chance of being "good" */
4120 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4122 /* Base chance of being "great" */
4125 /* Maximal chance of being "great" */
4126 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4127 f2 = d_info[dungeon_type].obj_great;
4129 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4134 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4143 /* Roll for "good" */
4144 if ((mode & AM_GOOD) || magik(f1))
4149 /* Roll for "great" */
4150 if ((mode & AM_GREAT) || magik(f2))
4154 /* Roll for "special" */
4155 if (mode & AM_SPECIAL) power = 3;
4159 /* Roll for "cursed" */
4162 /* Assume "cursed" */
4165 /* Roll for "broken" */
4166 if (magik(f2)) power = -2;
4170 if (mode & AM_CURSED)
4172 /* Assume 'cursed' */
4177 /* Everything else gets more badly cursed */
4184 /* Assume no rolls */
4187 /* Get one roll if excellent */
4188 if (power >= 2) rolls = 1;
4190 /* Hack -- Get four rolls if forced great or special */
4191 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4193 /* Hack -- Get no rolls if not allowed */
4194 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4196 /* Roll for artifacts if allowed */
4197 for (i = 0; i < rolls; i++)
4199 /* Roll for an artifact */
4200 if (make_artifact(o_ptr)) break;
4201 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4203 if (make_artifact(o_ptr)) break;
4208 /* Hack -- analyze artifacts */
4209 if (object_is_fixed_artifact(o_ptr))
4211 artifact_type *a_ptr = &a_info[o_ptr->name1];
4213 /* Hack -- Mark the artifact as "created" */
4216 /* Hack -- Memorize location of artifact in saved floors */
4217 if (character_dungeon)
4218 a_ptr->floor_id = p_ptr->floor_id;
4220 /* Extract the other fields */
4221 o_ptr->pval = a_ptr->pval;
4222 o_ptr->ac = a_ptr->ac;
4223 o_ptr->dd = a_ptr->dd;
4224 o_ptr->ds = a_ptr->ds;
4225 o_ptr->to_a = a_ptr->to_a;
4226 o_ptr->to_h = a_ptr->to_h;
4227 o_ptr->to_d = a_ptr->to_d;
4228 o_ptr->weight = a_ptr->weight;
4229 o_ptr->xtra2 = a_ptr->act_idx;
4231 /* Hack -- extract the "broken" flag */
4232 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4234 /* Hack -- extract the "cursed" flag */
4235 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4236 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4237 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4238 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4239 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4240 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4243 /* Cheat -- peek at the item */
4244 if (cheat_peek) object_mention(o_ptr);
4252 switch (o_ptr->tval)
4261 if (power) a_m_aux_1(o_ptr, lev, power);
4267 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4273 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4287 /* Elven Cloak and Black Clothes ... */
4288 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4289 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4290 o_ptr->pval = randint1(4);
4294 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4295 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4296 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4297 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4298 a_m_aux_2(o_ptr, lev, power);
4300 if (power) a_m_aux_2(o_ptr, lev, power);
4308 if (!power && (randint0(100) < 50)) power = -1;
4309 a_m_aux_3(o_ptr, lev, power);
4315 a_m_aux_4(o_ptr, lev, power);
4320 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4321 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4322 (p_ptr->pseikaku == SEIKAKU_SEXY))
4325 add_flag(o_ptr->art_flags, TR_STR);
4326 add_flag(o_ptr->art_flags, TR_INT);
4327 add_flag(o_ptr->art_flags, TR_WIS);
4328 add_flag(o_ptr->art_flags, TR_DEX);
4329 add_flag(o_ptr->art_flags, TR_CON);
4330 add_flag(o_ptr->art_flags, TR_CHR);
4333 /* Hack -- analyze ego-items */
4334 if (object_is_ego(o_ptr))
4336 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4338 /* Hack -- acquire "broken" flag */
4339 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4341 /* Hack -- acquire "cursed" flag */
4342 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4343 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4344 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4345 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4346 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4347 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4349 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4350 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4351 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4352 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4353 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4354 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4355 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4356 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4362 while (one_in_(o_ptr->dd));
4364 if (o_ptr->dd > 9) o_ptr->dd = 9;
4367 /* Hack -- apply activatin index if needed */
4368 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4370 /* Hack -- apply extra penalties if needed */
4371 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4373 /* Hack -- obtain bonuses */
4374 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4375 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4376 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4378 /* Hack -- obtain pval */
4379 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4382 /* Hack -- apply extra bonuses if needed */
4385 /* Hack -- obtain bonuses */
4386 if (e_ptr->max_to_h)
4388 if (e_ptr->max_to_h > 127)
4389 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4390 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4392 if (e_ptr->max_to_d)
4394 if (e_ptr->max_to_d > 127)
4395 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4396 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4398 if (e_ptr->max_to_a)
4400 if (e_ptr->max_to_a > 127)
4401 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4402 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4405 /* Accuracy ego must have high to_h */
4406 if(o_ptr->name2 == EGO_ACCURACY)
4408 while(o_ptr->to_h < o_ptr->to_d + 10)
4413 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4416 /* Accuracy ego must have high to_h */
4417 if(o_ptr->name2 == EGO_VELOCITY)
4419 while(o_ptr->to_d < o_ptr->to_h + 10)
4424 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4427 /* Protection ego must have high to_a */
4428 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION))
4430 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4433 /* Hack -- obtain pval */
4434 if (e_ptr->max_pval)
4436 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4439 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4441 else if (o_ptr->name2 == EGO_DEMON)
4443 o_ptr->curse_flags |= (TRC_CURSED);
4444 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4445 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4447 o_ptr->pval += randint1(2);
4451 o_ptr->pval += randint1(e_ptr->max_pval);
4454 else if (o_ptr->name2 == EGO_ATTACKS)
4456 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4457 if (o_ptr->pval > 3) o_ptr->pval = 3;
4458 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4459 o_ptr->pval += randint1(2);
4461 else if (o_ptr->name2 == EGO_BAT)
4463 o_ptr->pval = randint1(e_ptr->max_pval);
4464 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4468 o_ptr->pval += randint1(e_ptr->max_pval);
4471 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4473 o_ptr->pval = randint1(o_ptr->pval);
4475 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4479 /* Cheat -- describe the item */
4480 if (cheat_peek) object_mention(o_ptr);
4486 /* Examine real objects */
4489 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4491 /* Hack -- acquire "broken" flag */
4492 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4494 /* Hack -- acquire "cursed" flag */
4495 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4496 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4497 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4498 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4499 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4500 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4506 * Hack -- determine if a template is "good"
4508 static bool kind_is_good(int k_idx)
4510 object_kind *k_ptr = &k_info[k_idx];
4512 /* Analyze the item type */
4513 switch (k_ptr->tval)
4515 /* Armor -- Good unless damaged */
4526 if (k_ptr->to_a < 0) return (FALSE);
4530 /* Weapons -- Good unless damaged */
4537 if (k_ptr->to_h < 0) return (FALSE);
4538 if (k_ptr->to_d < 0) return (FALSE);
4542 /* Ammo -- Arrows/Bolts are good */
4549 /* Books -- High level books are good (except Arcane books) */
4551 case TV_SORCERY_BOOK:
4552 case TV_NATURE_BOOK:
4557 case TV_DAEMON_BOOK:
4558 case TV_CRUSADE_BOOK:
4560 case TV_HISSATSU_BOOK:
4563 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4567 /* Rings -- Rings of Speed are good */
4570 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4571 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4575 /* Amulets -- Amulets of the Magi and Resistance are good */
4578 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4579 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4584 /* Assume not good */
4590 * Attempt to make an object (normal or good/great)
4592 * This routine plays nasty games to generate the "special artifacts".
4594 * This routine uses "object_level" for the "generation level".
4596 * We assume that the given object has been "wiped".
4598 bool make_object(object_type *j_ptr, u32b mode)
4604 /* Chance of "special object" */
4605 prob = ((mode & AM_GOOD) ? 10 : 1000);
4607 /* Base level for the object */
4608 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4611 /* Generate a special object, or a normal object */
4612 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4617 if ((mode & AM_GOOD) && !get_obj_num_hook)
4619 /* Activate restriction (if already specified, use that) */
4620 get_obj_num_hook = kind_is_good;
4623 /* Restricted objects - prepare allocation table */
4624 if (get_obj_num_hook) get_obj_num_prep();
4626 /* Pick a random object */
4627 k_idx = get_obj_num(base);
4629 /* Restricted objects */
4630 if (get_obj_num_hook)
4632 /* Clear restriction */
4633 get_obj_num_hook = NULL;
4635 /* Reset allocation table to default */
4639 /* Handle failure */
4640 if (!k_idx) return (FALSE);
4642 /* Prepare the object */
4643 object_prep(j_ptr, k_idx);
4646 /* Apply magic (allow artifacts) */
4647 apply_magic(j_ptr, object_level, mode);
4649 /* Hack -- generate multiple spikes/missiles */
4650 switch (j_ptr->tval)
4658 j_ptr->number = (byte)damroll(6, 7);
4662 obj_level = k_info[j_ptr->k_idx].level;
4663 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4665 /* Notice "okay" out-of-depth objects */
4666 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4667 (obj_level > dun_level))
4669 /* Cheat -- peek at items */
4670 if (cheat_peek) object_mention(j_ptr);
4679 * Attempt to place an object (normal or good/great) at the given location.
4681 * This routine plays nasty games to generate the "special artifacts".
4683 * This routine uses "object_level" for the "generation level".
4685 * This routine requires a clean floor grid destination.
4687 void place_object(int y, int x, u32b mode)
4692 cave_type *c_ptr = &cave[y][x];
4698 /* Paranoia -- check bounds */
4699 if (!in_bounds(y, x)) return;
4701 /* Require floor space */
4702 if (!cave_drop_bold(y, x)) return;
4704 /* Avoid stacking on other objects */
4705 if (c_ptr->o_idx) return;
4708 /* Get local object */
4711 /* Wipe the object */
4714 /* Make an object (if possible) */
4715 if (!make_object(q_ptr, mode)) return;
4718 /* Make an object */
4726 /* Acquire object */
4727 o_ptr = &o_list[o_idx];
4729 /* Structure Copy */
4730 object_copy(o_ptr, q_ptr);
4737 o_ptr->next_o_idx = c_ptr->o_idx;
4739 /* Place the object */
4740 c_ptr->o_idx = o_idx;
4750 /* Hack -- Preserve artifacts */
4751 if (object_is_fixed_artifact(q_ptr))
4753 a_info[q_ptr->name1].cur_num = 0;
4760 * Make a treasure object
4762 * The location must be a legal, clean, floor grid.
4764 bool make_gold(object_type *j_ptr)
4771 /* Hack -- Pick a Treasure variety */
4772 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4774 /* Apply "extra" magic */
4775 if (one_in_(GREAT_OBJ))
4777 i += randint1(object_level + 1);
4780 /* Hack -- Creeping Coins only generate "themselves" */
4781 if (coin_type) i = coin_type;
4783 /* Do not create "illegal" Treasure Types */
4784 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4786 /* Prepare a gold object */
4787 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4789 /* Hack -- Base coin cost */
4790 base = k_info[OBJ_GOLD_LIST+i].cost;
4792 /* Determine how much the treasure is "worth" */
4793 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4801 * Places a treasure (Gold or Gems) at given location
4803 * The location must be a legal, clean, floor grid.
4805 void place_gold(int y, int x)
4810 cave_type *c_ptr = &cave[y][x];
4817 /* Paranoia -- check bounds */
4818 if (!in_bounds(y, x)) return;
4820 /* Require floor space */
4821 if (!cave_drop_bold(y, x)) return;
4823 /* Avoid stacking on other objects */
4824 if (c_ptr->o_idx) return;
4827 /* Get local object */
4830 /* Wipe the object */
4833 /* Make some gold */
4834 if (!make_gold(q_ptr)) return;
4837 /* Make an object */
4845 /* Acquire object */
4846 o_ptr = &o_list[o_idx];
4848 /* Copy the object */
4849 object_copy(o_ptr, q_ptr);
4856 o_ptr->next_o_idx = c_ptr->o_idx;
4858 /* Place the object */
4859 c_ptr->o_idx = o_idx;
4871 * Let an object fall to the ground at or near a location.
4873 * The initial location is assumed to be "in_bounds()".
4875 * This function takes a parameter "chance". This is the percentage
4876 * chance that the item will "disappear" instead of drop. If the object
4877 * has been thrown, then this is the chance of disappearance on contact.
4879 * Hack -- this function uses "chance" to determine if it should produce
4880 * some form of "description" of the drop event (under the player).
4882 * We check several locations to see if we can find a location at which
4883 * the object can combine, stack, or be placed. Artifacts will try very
4884 * hard to be placed, including "teleporting" to a useful grid if needed.
4886 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4897 s16b this_o_idx, next_o_idx = 0;
4901 char o_name[MAX_NLEN];
4907 /* Extract plural */
4908 bool plural = (j_ptr->number != 1);
4911 /* Describe object */
4912 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4915 /* Handle normal "breakage" */
4916 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4920 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4922 msg_format("The %s disappear%s.",
4923 o_name, (plural ? "" : "s"));
4929 if (p_ptr->wizard) msg_print("(ÇË»)");
4931 if (p_ptr->wizard) msg_print("(breakage)");
4950 /* Scan local grids */
4951 for (dy = -3; dy <= 3; dy++)
4953 /* Scan local grids */
4954 for (dx = -3; dx <= 3; dx++)
4958 /* Calculate actual distance */
4959 d = (dy * dy) + (dx * dx);
4961 /* Ignore distant grids */
4962 if (d > 10) continue;
4968 /* Skip illegal grids */
4969 if (!in_bounds(ty, tx)) continue;
4971 /* Require line of projection */
4972 if (!projectable(y, x, ty, tx)) continue;
4975 c_ptr = &cave[ty][tx];
4977 /* Require floor space */
4978 if (!cave_drop_bold(ty, tx)) continue;
4983 /* Scan objects in that grid */
4984 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4988 /* Acquire object */
4989 o_ptr = &o_list[this_o_idx];
4991 /* Acquire next object */
4992 next_o_idx = o_ptr->next_o_idx;
4994 /* Check for possible combination */
4995 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5001 /* Add new object */
5005 if (k > 99) continue;
5007 /* Calculate score */
5008 s = 1000 - (d + k * 5);
5010 /* Skip bad values */
5011 if (s < bs) continue;
5013 /* New best value */
5016 /* Apply the randomizer to equivalent values */
5017 if ((++bn >= 2) && !one_in_(bn)) continue;
5032 /* Handle lack of space */
5033 if (!flag && !object_is_artifact(j_ptr))
5037 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5039 msg_format("The %s disappear%s.",
5040 o_name, (plural ? "" : "s"));
5046 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5048 if (p_ptr->wizard) msg_print("(no floor space)");
5058 for (i = 0; !flag && (i < 1000); i++)
5061 ty = rand_spread(by, 1);
5062 tx = rand_spread(bx, 1);
5064 /* Verify location */
5065 if (!in_bounds(ty, tx)) continue;
5067 /* Bounce to that location */
5071 /* Require floor space */
5072 if (!cave_drop_bold(by, bx)) continue;
5081 int candidates = 0, pick;
5083 for (ty = 1; ty < cur_hgt - 1; ty++)
5085 for (tx = 1; tx < cur_wid - 1; tx++)
5087 /* A valid space found */
5088 if (cave_drop_bold(ty, tx)) candidates++;
5092 /* No valid place! */
5097 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5099 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5104 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5106 if (p_ptr->wizard) msg_print("(no floor space)");
5109 /* Mega-Hack -- preserve artifacts */
5112 /* Hack -- Preserve unknown artifacts */
5113 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5115 /* Mega-Hack -- Preserve the artifact */
5116 a_info[j_ptr->name1].cur_num = 0;
5124 /* Choose a random one */
5125 pick = randint1(candidates);
5127 for (ty = 1; ty < cur_hgt - 1; ty++)
5129 for (tx = 1; tx < cur_wid - 1; tx++)
5131 if (cave_drop_bold(ty, tx))
5135 /* Is this a picked one? */
5149 c_ptr = &cave[by][bx];
5151 /* Scan objects in that grid for combination */
5152 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5156 /* Acquire object */
5157 o_ptr = &o_list[this_o_idx];
5159 /* Acquire next object */
5160 next_o_idx = o_ptr->next_o_idx;
5162 /* Check for combination */
5163 if (object_similar(o_ptr, j_ptr))
5165 /* Combine the items */
5166 object_absorb(o_ptr, j_ptr);
5176 /* Get new object */
5177 if (!done) o_idx = o_pop();
5180 if (!done && !o_idx)
5184 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5186 msg_format("The %s disappear%s.",
5187 o_name, (plural ? "" : "s"));
5193 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5195 if (p_ptr->wizard) msg_print("(too many objects)");
5199 /* Hack -- Preserve artifacts */
5200 if (object_is_fixed_artifact(j_ptr))
5202 a_info[j_ptr->name1].cur_num = 0;
5212 /* Structure copy */
5213 object_copy(&o_list[o_idx], j_ptr);
5215 /* Access new object */
5216 j_ptr = &o_list[o_idx];
5223 j_ptr->held_m_idx = 0;
5226 j_ptr->next_o_idx = c_ptr->o_idx;
5228 /* Place the object */
5229 c_ptr->o_idx = o_idx;
5244 /* Mega-Hack -- no message if "dropped" by player */
5245 /* Message when an object falls under the player */
5246 if (chance && player_bold(by, bx))
5249 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5251 msg_print("You feel something roll beneath your feet.");
5264 * Scatter some "great" objects near the player
5266 void acquirement(int y1, int x1, int num, bool great, bool known)
5269 object_type object_type_body;
5270 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5275 /* Get local object */
5276 i_ptr = &object_type_body;
5278 /* Wipe the object */
5281 /* Make a good (or great) object (if possible) */
5282 if (!make_object(i_ptr, mode)) continue;
5286 object_aware(i_ptr);
5287 object_known(i_ptr);
5290 /* Drop the object */
5291 (void)drop_near(i_ptr, -1, y1, x1);
5297 * Scatter some "amusing" objects near the player
5300 #define AMS_NOTHING 0x00 /* No restriction */
5301 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5302 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5303 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5304 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5314 amuse_type amuse_info[] =
5316 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5317 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5318 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5319 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5320 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5321 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5322 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5323 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5324 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5325 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5326 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5327 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5328 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5333 void amusement(int y1, int x1, int num, bool known)
5336 object_type object_type_body;
5339 for (n = 0; amuse_info[n].tval != 0; n++)
5341 t += amuse_info[n].prob;
5347 int i, k_idx, a_idx = 0;
5348 int r = randint0(t);
5349 bool insta_art, fixed_art;
5353 r -= amuse_info[i].prob;
5357 /* Get local object */
5358 i_ptr = &object_type_body;
5360 /* Wipe the object */
5363 /* Wipe the object */
5364 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5366 /* Paranoia - reroll if nothing */
5367 if (!k_idx) continue;
5369 /* Search an artifact index if need */
5370 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5371 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5373 if (insta_art || fixed_art)
5375 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5377 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5378 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5379 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5380 if (a_info[a_idx].cur_num > 0) continue;
5384 if (a_idx >= max_a_idx) continue;
5387 /* Make an object (if possible) */
5388 object_prep(i_ptr, k_idx);
5389 if (a_idx) i_ptr->name1 = a_idx;
5390 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5392 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5394 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5397 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5398 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5402 object_aware(i_ptr);
5403 object_known(i_ptr);
5406 /* Paranoia - reroll if nothing */
5407 if (!(i_ptr->k_idx)) continue;
5409 /* Drop the object */
5410 (void)drop_near(i_ptr, -1, y1, x1);
5417 #define MAX_NORMAL_TRAPS 18
5419 /* See init_feat_variables() in init2.c */
5420 static s16b normal_traps[MAX_NORMAL_TRAPS];
5423 * Initialize arrays for normal traps
5425 void init_normal_traps(void)
5429 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5430 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5431 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5432 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5433 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5434 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5435 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5436 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5437 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5438 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5439 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5440 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5441 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5442 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5443 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5444 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5445 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5446 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5452 * XXX XXX XXX This routine should be redone to reflect trap "level".
5453 * That is, it does not make sense to have spiked pits at 50 feet.
5454 * Actually, it is not this routine, but the "trap instantiation"
5455 * code, which should also check for "trap doors" on quest levels.
5457 s16b choose_random_trap(void)
5464 /* Hack -- pick a trap */
5465 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5467 /* Accept non-trapdoors */
5468 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5470 /* Hack -- no trap doors on special levels */
5471 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5473 /* Hack -- no trap doors on the deepest level */
5474 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5483 * Disclose an invisible trap
5485 void disclose_grid(int y, int x)
5487 cave_type *c_ptr = &cave[y][x];
5489 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5491 /* No longer hidden */
5492 cave_alter_feat(y, x, FF_SECRET);
5494 else if (c_ptr->mimic)
5496 /* No longer hidden */
5509 * Places a random trap at the given location.
5511 * The location must be a legal, naked, floor grid.
5513 * Note that all traps start out as "invisible" and "untyped", and then
5514 * when they are "discovered" (by detecting them or setting them off),
5515 * the trap is "instantiated" as a visible, "typed", trap.
5517 void place_trap(int y, int x)
5519 cave_type *c_ptr = &cave[y][x];
5521 /* Paranoia -- verify location */
5522 if (!in_bounds(y, x)) return;
5524 /* Require empty, clean, floor grid */
5525 if (!cave_clean_bold(y, x)) return;
5527 /* Place an invisible trap */
5528 c_ptr->mimic = c_ptr->feat;
5529 c_ptr->feat = choose_random_trap();
5534 * Describe the charges on an item in the inventory.
5536 void inven_item_charges(int item)
5538 object_type *o_ptr = &inventory[item];
5540 /* Require staff/wand */
5541 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5543 /* Require known item */
5544 if (!object_is_known(o_ptr)) return;
5547 if (o_ptr->pval <= 0)
5549 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5553 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5556 /* Multiple charges */
5557 if (o_ptr->pval != 1)
5559 /* Print a message */
5560 msg_format("You have %d charges remaining.", o_ptr->pval);
5566 /* Print a message */
5567 msg_format("You have %d charge remaining.", o_ptr->pval);
5575 * Describe an item in the inventory.
5577 void inven_item_describe(int item)
5579 object_type *o_ptr = &inventory[item];
5580 char o_name[MAX_NLEN];
5582 /* Get a description */
5583 object_desc(o_name, o_ptr, 0);
5585 /* Print a message */
5587 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5588 if (o_ptr->number <= 0)
5590 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5591 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5595 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5596 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5599 msg_format("You have %s.", o_name);
5606 * Increase the "number" of an item in the inventory
5608 void inven_item_increase(int item, int num)
5610 object_type *o_ptr = &inventory[item];
5613 num += o_ptr->number;
5616 if (num > 255) num = 255;
5617 else if (num < 0) num = 0;
5620 num -= o_ptr->number;
5622 /* Change the number and weight */
5625 /* Add the number */
5626 o_ptr->number += num;
5628 /* Add the weight */
5629 p_ptr->total_weight += (num * o_ptr->weight);
5631 /* Recalculate bonuses */
5632 p_ptr->update |= (PU_BONUS);
5634 /* Recalculate mana XXX */
5635 p_ptr->update |= (PU_MANA);
5637 /* Combine the pack */
5638 p_ptr->notice |= (PN_COMBINE);
5641 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5643 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5644 if (!o_ptr->number && p_ptr->ele_attack)
5646 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5648 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5650 /* Clear all temporary elemental brands */
5651 set_ele_attack(0, 0);
5660 * Erase an inventory slot if it has no more items
5662 void inven_item_optimize(int item)
5664 object_type *o_ptr = &inventory[item];
5666 /* Only optimize real items */
5667 if (!o_ptr->k_idx) return;
5669 /* Only optimize empty items */
5670 if (o_ptr->number) return;
5672 /* The item is in the pack */
5673 if (item < INVEN_RARM)
5680 /* Slide everything down */
5681 for (i = item; i < INVEN_PACK; i++)
5683 /* Structure copy */
5684 inventory[i] = inventory[i+1];
5687 /* Erase the "final" slot */
5688 object_wipe(&inventory[i]);
5691 p_ptr->window |= (PW_INVEN);
5694 /* The item is being wielded */
5700 /* Erase the empty slot */
5701 object_wipe(&inventory[item]);
5703 /* Recalculate bonuses */
5704 p_ptr->update |= (PU_BONUS);
5706 /* Recalculate torch */
5707 p_ptr->update |= (PU_TORCH);
5709 /* Recalculate mana XXX */
5710 p_ptr->update |= (PU_MANA);
5713 p_ptr->window |= (PW_EQUIP);
5717 p_ptr->window |= (PW_SPELL);
5722 * Describe the charges on an item on the floor.
5724 void floor_item_charges(int item)
5726 object_type *o_ptr = &o_list[item];
5728 /* Require staff/wand */
5729 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5731 /* Require known item */
5732 if (!object_is_known(o_ptr)) return;
5735 if (o_ptr->pval <= 0)
5737 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5741 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5744 /* Multiple charges */
5745 if (o_ptr->pval != 1)
5747 /* Print a message */
5748 msg_format("There are %d charges remaining.", o_ptr->pval);
5754 /* Print a message */
5755 msg_format("There is %d charge remaining.", o_ptr->pval);
5763 * Describe an item in the inventory.
5765 void floor_item_describe(int item)
5767 object_type *o_ptr = &o_list[item];
5768 char o_name[MAX_NLEN];
5770 /* Get a description */
5771 object_desc(o_name, o_ptr, 0);
5773 /* Print a message */
5775 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5776 if (o_ptr->number <= 0)
5778 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5782 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5785 msg_format("You see %s.", o_name);
5792 * Increase the "number" of an item on the floor
5794 void floor_item_increase(int item, int num)
5796 object_type *o_ptr = &o_list[item];
5799 num += o_ptr->number;
5802 if (num > 255) num = 255;
5803 else if (num < 0) num = 0;
5806 num -= o_ptr->number;
5808 /* Change the number */
5809 o_ptr->number += num;
5814 * Optimize an item on the floor (destroy "empty" items)
5816 void floor_item_optimize(int item)
5818 object_type *o_ptr = &o_list[item];
5820 /* Paranoia -- be sure it exists */
5821 if (!o_ptr->k_idx) return;
5823 /* Only optimize empty items */
5824 if (o_ptr->number) return;
5826 /* Delete the object */
5827 delete_object_idx(item);
5832 * Check if we have space for an item in the pack without overflow
5834 bool inven_carry_okay(object_type *o_ptr)
5839 if (inven_cnt < INVEN_PACK) return (TRUE);
5842 for (j = 0; j < INVEN_PACK; j++)
5844 object_type *j_ptr = &inventory[j];
5846 /* Skip non-objects */
5847 if (!j_ptr->k_idx) continue;
5849 /* Check if the two items can be combined */
5850 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5858 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5862 /* Use empty slots */
5863 if (!j_ptr->k_idx) return TRUE;
5865 /* Hack -- readable books always come first */
5866 if ((o_ptr->tval == REALM1_BOOK) &&
5867 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5868 if ((j_ptr->tval == REALM1_BOOK) &&
5869 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5871 if ((o_ptr->tval == REALM2_BOOK) &&
5872 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5873 if ((j_ptr->tval == REALM2_BOOK) &&
5874 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5876 /* Objects sort by decreasing type */
5877 if (o_ptr->tval > j_ptr->tval) return TRUE;
5878 if (o_ptr->tval < j_ptr->tval) return FALSE;
5880 /* Non-aware (flavored) items always come last */
5881 /* Can happen in the home */
5882 if (!object_is_aware(o_ptr)) return FALSE;
5883 if (!object_is_aware(j_ptr)) return TRUE;
5885 /* Objects sort by increasing sval */
5886 if (o_ptr->sval < j_ptr->sval) return TRUE;
5887 if (o_ptr->sval > j_ptr->sval) return FALSE;
5889 /* Unidentified objects always come last */
5890 /* Objects in the home can be unknown */
5891 if (!object_is_known(o_ptr)) return FALSE;
5892 if (!object_is_known(j_ptr)) return TRUE;
5894 /* Fixed artifacts, random artifacts and ego items */
5895 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5896 else if (o_ptr->art_name) o_type = 2;
5897 else if (object_is_ego(o_ptr)) o_type = 1;
5900 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5901 else if (j_ptr->art_name) j_type = 2;
5902 else if (object_is_ego(j_ptr)) j_type = 1;
5905 if (o_type < j_type) return TRUE;
5906 if (o_type > j_type) return FALSE;
5908 switch (o_ptr->tval)
5914 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5915 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5921 /* Objects sort by increasing hit/damage bonuses */
5922 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5923 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5926 /* Hack: otherwise identical rods sort by
5927 increasing recharge time --dsb */
5929 if (o_ptr->pval < j_ptr->pval) return TRUE;
5930 if (o_ptr->pval > j_ptr->pval) return FALSE;
5934 /* Objects sort by decreasing value */
5935 return o_value > object_value(j_ptr);
5940 * Add an item to the players inventory, and return the slot used.
5942 * If the new item can combine with an existing item in the inventory,
5943 * it will do so, using "object_similar()" and "object_absorb()", else,
5944 * the item will be placed into the "proper" location in the inventory.
5946 * This function can be used to "over-fill" the player's pack, but only
5947 * once, and such an action must trigger the "overflow" code immediately.
5948 * Note that when the pack is being "over-filled", the new item must be
5949 * placed into the "overflow" slot, and the "overflow" must take place
5950 * before the pack is reordered, but (optionally) after the pack is
5951 * combined. This may be tricky. See "dungeon.c" for info.
5953 * Note that this code must remove any location/stack information
5954 * from the object once it is placed into the inventory.
5956 s16b inven_carry(object_type *o_ptr)
5964 /* Check for combining */
5965 for (j = 0; j < INVEN_PACK; j++)
5967 j_ptr = &inventory[j];
5969 /* Skip non-objects */
5970 if (!j_ptr->k_idx) continue;
5972 /* Hack -- track last item */
5975 /* Check if the two items can be combined */
5976 if (object_similar(j_ptr, o_ptr))
5978 /* Combine the items */
5979 object_absorb(j_ptr, o_ptr);
5981 /* Increase the weight */
5982 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5984 /* Recalculate bonuses */
5985 p_ptr->update |= (PU_BONUS);
5988 p_ptr->window |= (PW_INVEN);
5997 if (inven_cnt > INVEN_PACK) return (-1);
5999 /* Find an empty slot */
6000 for (j = 0; j <= INVEN_PACK; j++)
6002 j_ptr = &inventory[j];
6004 /* Use it if found */
6005 if (!j_ptr->k_idx) break;
6012 /* Reorder the pack */
6015 /* Get the "value" of the item */
6016 s32b o_value = object_value(o_ptr);
6018 /* Scan every occupied slot */
6019 for (j = 0; j < INVEN_PACK; j++)
6021 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6028 for (k = n; k >= i; k--)
6030 /* Hack -- Slide the item */
6031 object_copy(&inventory[k+1], &inventory[k]);
6034 /* Wipe the empty slot */
6035 object_wipe(&inventory[i]);
6040 object_copy(&inventory[i], o_ptr);
6042 /* Access new object */
6043 j_ptr = &inventory[i];
6046 j_ptr->next_o_idx = 0;
6048 /* Forget monster */
6049 j_ptr->held_m_idx = 0;
6051 /* Forget location */
6052 j_ptr->iy = j_ptr->ix = 0;
6054 /* Player touches it, and no longer marked */
6055 j_ptr->marked = OM_TOUCHED;
6057 /* Increase the weight */
6058 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6060 /* Count the items */
6063 /* Recalculate bonuses */
6064 p_ptr->update |= (PU_BONUS);
6066 /* Combine and Reorder pack */
6067 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6070 p_ptr->window |= (PW_INVEN);
6072 /* Return the slot */
6078 * Take off (some of) a non-cursed equipment item
6080 * Note that only one item at a time can be wielded per slot.
6082 * Note that taking off an item when "full" may cause that item
6083 * to fall to the ground.
6085 * Return the inventory slot into which the item is placed.
6087 s16b inven_takeoff(int item, int amt)
6098 char o_name[MAX_NLEN];
6101 /* Get the item to take off */
6102 o_ptr = &inventory[item];
6105 if (amt <= 0) return (-1);
6108 if (amt > o_ptr->number) amt = o_ptr->number;
6110 /* Get local object */
6113 /* Obtain a local object */
6114 object_copy(q_ptr, o_ptr);
6116 /* Modify quantity */
6117 q_ptr->number = amt;
6119 /* Describe the object */
6120 object_desc(o_name, q_ptr, 0);
6122 /* Took off weapon */
6123 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6124 object_is_melee_weapon(o_ptr))
6127 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6129 act = "You were wielding";
6135 else if (item == INVEN_BOW)
6138 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6140 act = "You were holding";
6145 /* Took off light */
6146 else if (item == INVEN_LITE)
6149 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6151 act = "You were holding";
6156 /* Took off something */
6160 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6162 act = "You were wearing";
6167 /* Modify, Optimize */
6168 inven_item_increase(item, -amt);
6169 inven_item_optimize(item);
6171 /* Carry the object */
6172 slot = inven_carry(q_ptr);
6176 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6178 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6188 * Drop (some of) a non-cursed inventory/equipment item
6190 * The object will be dropped "near" the current location
6192 void inven_drop(int item, int amt)
6199 char o_name[MAX_NLEN];
6202 /* Access original object */
6203 o_ptr = &inventory[item];
6206 if (amt <= 0) return;
6209 if (amt > o_ptr->number) amt = o_ptr->number;
6212 /* Take off equipment */
6213 if (item >= INVEN_RARM)
6215 /* Take off first */
6216 item = inven_takeoff(item, amt);
6218 /* Access original object */
6219 o_ptr = &inventory[item];
6223 /* Get local object */
6226 /* Obtain local object */
6227 object_copy(q_ptr, o_ptr);
6229 /* Distribute charges of wands or rods */
6230 distribute_charges(o_ptr, q_ptr, amt);
6232 /* Modify quantity */
6233 q_ptr->number = amt;
6235 /* Describe local object */
6236 object_desc(o_name, q_ptr, 0);
6240 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6242 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6246 /* Drop it near the player */
6247 (void)drop_near(q_ptr, 0, py, px);
6249 /* Modify, Describe, Optimize */
6250 inven_item_increase(item, -amt);
6251 inven_item_describe(item);
6252 inven_item_optimize(item);
6257 * Combine items in the pack
6259 * Note special handling of the "overflow" slot
6261 void combine_pack(void)
6266 bool flag = FALSE, combined;
6272 /* Combine the pack (backwards) */
6273 for (i = INVEN_PACK; i > 0; i--)
6276 o_ptr = &inventory[i];
6278 /* Skip empty items */
6279 if (!o_ptr->k_idx) continue;
6281 /* Scan the items above that item */
6282 for (j = 0; j < i; j++)
6287 j_ptr = &inventory[j];
6289 /* Skip empty items */
6290 if (!j_ptr->k_idx) continue;
6293 * Get maximum number of the stack if these
6294 * are similar, get zero otherwise.
6296 max_num = object_similar_part(j_ptr, o_ptr);
6298 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6299 if (max_num && j_ptr->number < max_num)
6301 if (o_ptr->number + j_ptr->number <= max_num)
6306 /* Add together the item counts */
6307 object_absorb(j_ptr, o_ptr);
6309 /* One object is gone */
6312 /* Slide everything down */
6313 for (k = i; k < INVEN_PACK; k++)
6315 /* Structure copy */
6316 inventory[k] = inventory[k+1];
6319 /* Erase the "final" slot */
6320 object_wipe(&inventory[k]);
6324 int old_num = o_ptr->number;
6325 int remain = j_ptr->number + o_ptr->number - max_num;
6327 o_ptr->number -= remain;
6329 /* Add together the item counts */
6330 object_absorb(j_ptr, o_ptr);
6332 o_ptr->number = remain;
6334 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6335 if (o_ptr->tval == TV_ROD)
6337 o_ptr->pval = o_ptr->pval * remain / old_num;
6338 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6341 /* Hack -- if wands are stacking, combine the charges. -LM- */
6342 if (o_ptr->tval == TV_WAND)
6344 o_ptr->pval = o_ptr->pval * remain / old_num;
6349 p_ptr->window |= (PW_INVEN);
6364 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6366 if (flag) msg_print("You combine some items in your pack.");
6372 * Reorder items in the pack
6374 * Note special handling of the "overflow" slot
6376 void reorder_pack(void)
6386 /* Re-order the pack (forwards) */
6387 for (i = 0; i < INVEN_PACK; i++)
6389 /* Mega-Hack -- allow "proper" over-flow */
6390 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6393 o_ptr = &inventory[i];
6395 /* Skip empty slots */
6396 if (!o_ptr->k_idx) continue;
6398 /* Get the "value" of the item */
6399 o_value = object_value(o_ptr);
6401 /* Scan every occupied slot */
6402 for (j = 0; j < INVEN_PACK; j++)
6404 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6407 /* Never move down */
6408 if (j >= i) continue;
6413 /* Get local object */
6416 /* Save a copy of the moving item */
6417 object_copy(q_ptr, &inventory[i]);
6419 /* Slide the objects */
6420 for (k = i; k > j; k--)
6422 /* Slide the item */
6423 object_copy(&inventory[k], &inventory[k-1]);
6426 /* Insert the moving item */
6427 object_copy(&inventory[j], q_ptr);
6430 p_ptr->window |= (PW_INVEN);
6435 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6437 if (flag) msg_print("You reorder some items in your pack.");
6444 * Hack -- display an object kind in the current window
6446 * Include list of usable spells for readible books
6448 void display_koff(int k_idx)
6457 char o_name[MAX_NLEN];
6460 /* Erase the window */
6461 for (y = 0; y < Term->hgt; y++)
6463 /* Erase the line */
6464 Term_erase(0, y, 255);
6470 /* Get local object */
6473 /* Prepare the object */
6474 object_prep(q_ptr, k_idx);
6477 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6479 /* Mention the object name */
6480 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6482 /* Access the item's sval */
6484 use_realm = tval2realm(q_ptr->tval);
6486 /* Warriors are illiterate */
6487 if (p_ptr->realm1 || p_ptr->realm2)
6489 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6493 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6494 if (!is_magic(use_realm)) return;
6495 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6498 /* Display spells in readible books */
6504 /* Extract spells */
6505 for (spell = 0; spell < 32; spell++)
6507 /* Check for this spell */
6508 if (fake_spell_flags[sval] & (1L << spell))
6510 /* Collect this spell */
6511 spells[num++] = spell;
6516 print_spells(0, spells, num, 2, 0, use_realm);
6520 /* Choose one of items that have warning flag */
6521 object_type *choose_warning_item(void)
6524 int choices[INVEN_TOTAL - INVEN_RARM];
6527 /* Paranoia -- Player has no warning ability */
6528 if (!p_ptr->warning) return NULL;
6530 /* Search Inventory */
6531 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6533 u32b flgs[TR_FLAG_SIZE];
6534 object_type *o_ptr = &inventory[i];
6536 object_flags(o_ptr, flgs);
6537 if (have_flag(flgs, TR_WARNING))
6539 choices[number] = i;
6544 /* Choice one of them */
6545 return number ? &inventory[choices[randint0(number)]] : NULL;
6548 /* Calculate spell damages */
6549 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6551 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6552 int rlev = r_ptr->level;
6553 bool ignore_wraith_form = FALSE;
6555 if (limit) dam = (dam > limit) ? limit : dam;
6557 /* Vulnerability, resistance and immunity */
6561 if (p_ptr->immune_elec)
6564 ignore_wraith_form = TRUE;
6568 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6569 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6570 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6571 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6572 if (IS_OPPOSE_ELEC())
6573 dam = (dam + 2) / 3;
6578 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6579 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6583 if (p_ptr->immune_acid)
6586 ignore_wraith_form = TRUE;
6590 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6591 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6592 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6593 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6599 if (p_ptr->immune_cold)
6602 ignore_wraith_form = TRUE;
6606 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6607 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6608 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6609 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6614 if (p_ptr->immune_fire)
6617 ignore_wraith_form = TRUE;
6621 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6622 if (prace_is_(RACE_ENT)) dam += dam / 3;
6623 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6624 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6625 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6630 ignore_wraith_form = TRUE;
6634 if (!p_ptr->blind &&
6635 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6636 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6639 ignore_wraith_form = TRUE;
6644 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6645 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6646 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6649 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6650 * "dam *= 2;" for later "dam /= 2"
6652 if (p_ptr->wraith_form) dam *= 2;
6656 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6659 ignore_wraith_form = TRUE;
6661 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6665 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6669 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6673 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6677 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6681 if (prace_is_(RACE_SPECTRE))
6684 ignore_wraith_form = TRUE;
6686 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6690 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6694 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6698 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6702 if (p_ptr->levitation) dam = (dam * 2) / 3;
6706 if (p_ptr->resist_shard) dam /= 2;
6710 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6711 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6715 if (p_ptr->mimic_form)
6717 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6720 ignore_wraith_form = TRUE;
6725 switch (p_ptr->prace)
6734 ignore_wraith_form = TRUE;
6741 if (p_ptr->align > 10) dam /= 2;
6742 else if (p_ptr->align < -10) dam *= 2;
6746 if (p_ptr->align > 10) dam *= 2;
6750 case GF_BRAIN_SMASH:
6751 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6754 ignore_wraith_form = TRUE;
6762 if (100 + rlev / 2 <= p_ptr->skill_sav)
6765 ignore_wraith_form = TRUE;
6770 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6773 ignore_wraith_form = TRUE;
6778 if (p_ptr->wraith_form && !ignore_wraith_form)
6784 if (dam > *max) *max = dam;
6787 /* Calculate blow damages */
6788 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6790 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6792 bool check_wraith_form = TRUE;
6794 if (blow_ptr->method != RBM_EXPLODE)
6796 int ac = p_ptr->ac + p_ptr->to_a;
6798 switch (blow_ptr->effect)
6802 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6803 dam = MAX(dam, tmp_dam * 2);
6809 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6813 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6815 check_wraith_form = FALSE;
6819 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6821 check_wraith_form = FALSE;
6825 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6827 check_wraith_form = FALSE;
6831 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6833 check_wraith_form = FALSE;
6838 check_wraith_form = FALSE;
6842 if (check_wraith_form && p_ptr->wraith_form)
6850 dam = (dam + 1) / 2;
6851 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6858 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6859 bool process_warning(int xx, int yy)
6863 char o_name[MAX_NLEN];
6865 #define WARNING_AWARE_RANGE 12
6867 static int old_damage = 0;
6869 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6871 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6874 monster_type *m_ptr;
6875 monster_race *r_ptr;
6877 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6879 c_ptr = &cave[my][mx];
6881 if (!c_ptr->m_idx) continue;
6883 m_ptr = &m_list[c_ptr->m_idx];
6885 if (MON_CSLEEP(m_ptr)) continue;
6886 if (!is_hostile(m_ptr)) continue;
6888 r_ptr = &r_info[m_ptr->r_idx];
6890 /* Monster spells (only powerful ones)*/
6891 if (projectable(my, mx, yy, xx))
6893 int breath_dam_div3 = m_ptr->hp / 3;
6894 int breath_dam_div6 = m_ptr->hp / 6;
6895 u32b f4 = r_ptr->flags4;
6896 u32b f5 = r_ptr->flags5;
6897 u32b f6 = r_ptr->flags6;
6899 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6901 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6902 int storm_dam = rlev * 4 + 150;
6903 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6905 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6906 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6907 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6908 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6909 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6910 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6912 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6913 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6914 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6915 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6916 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6917 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6918 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6919 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6920 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6921 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6922 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6923 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6924 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6925 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6926 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6927 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6928 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6929 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6930 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6931 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6932 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6933 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6934 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6937 /* Monster melee attacks */
6938 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6940 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6944 for (m = 0; m < 4; m++)
6946 /* Skip non-attacks */
6947 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6949 /* Extract the attack info */
6950 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6951 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6953 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6957 /* Contribution from this monster */
6958 dam_max += dam_max0;
6962 /* Prevent excessive warning */
6963 if (dam_max > old_damage)
6965 old_damage = dam_max * 3 / 2;
6967 if (dam_max > p_ptr->chp / 2)
6969 object_type *o_ptr = choose_warning_item();
6971 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6973 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6974 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6976 else strcpy(o_name, "body"); /* Warning ability without item */
6977 msg_format("Your %s pulsates sharply!", o_name);
6981 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6983 return get_check("Really want to go ahead? ");
6987 else old_damage = old_damage / 2;
6989 c_ptr = &cave[yy][xx];
6990 if (((!easy_disarm && is_trap(c_ptr->feat))
6991 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6993 object_type *o_ptr = choose_warning_item();
6995 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6997 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6998 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
7000 else strcpy(o_name, "body"); /* Warning ability without item */
7001 msg_format("Your %s pulsates!", o_name);
7005 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7007 return get_check("Really want to go ahead? ");
7015 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7017 switch (o_ptr->tval)
7030 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7039 * A structure for smithing
7042 int add; /* TR flag number or special essence id */
7043 cptr add_name; /* Name of this ability */
7044 int type; /* Menu number */
7045 int essence; /* Index for carrying essences */
7046 int value; /* Needed value to add this ability */
7051 * Smithing type data for Weapon smith
7054 static essence_type essence_info[] =
7056 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
7057 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
7058 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
7059 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
7060 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
7061 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
7062 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
7063 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
7064 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
7065 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
7066 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
7067 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
7068 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
7069 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
7070 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
7071 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
7072 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
7073 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
7074 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
7075 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
7076 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
7077 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7078 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
7079 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
7080 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
7081 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7082 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7083 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
7084 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
7085 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
7086 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
7087 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
7088 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
7089 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
7090 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
7091 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
7092 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
7093 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
7094 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
7095 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
7096 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
7097 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
7098 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
7099 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
7100 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7101 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7102 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7103 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7104 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7105 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7106 {TR_SH_FIRE, "", 0, -2, 0},
7107 {TR_SH_ELEC, "", 0, -2, 0},
7108 {TR_SH_COLD, "", 0, -2, 0},
7109 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7110 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7111 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7112 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
7113 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7114 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7115 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7116 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7117 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7119 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7120 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7121 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7122 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7123 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7124 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7125 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7126 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7127 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7128 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7129 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7130 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7131 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7132 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7133 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7134 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7135 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7136 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7138 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7139 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7140 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7141 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7142 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7143 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7144 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7145 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7147 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7148 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7149 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7150 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7151 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7152 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7153 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7154 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7155 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7156 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7157 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7158 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7160 {-1, NULL, 0, -1, 0}
7163 static essence_type essence_info[] =
7165 {TR_STR, "strength", 4, TR_STR, 20},
7166 {TR_INT, "intelligence", 4, TR_INT, 20},
7167 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7168 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7169 {TR_CON, "constitution", 4, TR_CON, 20},
7170 {TR_CHR, "charisma", 4, TR_CHR, 20},
7171 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7172 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7173 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7174 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7175 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7176 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7177 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7178 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7179 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7180 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7181 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7182 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7183 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7184 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7185 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7186 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7187 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7188 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7189 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7190 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7191 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7192 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7193 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7194 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7195 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7196 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7197 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7198 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7199 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7200 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7201 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7202 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7203 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7204 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7205 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7206 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7207 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7208 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7209 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7210 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7211 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7212 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7213 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7214 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7215 {TR_SH_FIRE, "", 0, -2, 0},
7216 {TR_SH_ELEC, "", 0, -2, 0},
7217 {TR_SH_COLD, "", 0, -2, 0},
7218 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7219 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7220 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7221 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7222 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7223 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7224 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7225 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7226 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7228 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7229 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7230 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7231 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7232 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7233 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7234 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7235 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7236 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7237 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7238 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7239 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7240 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7241 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7242 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7243 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7244 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7245 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7247 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7248 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7249 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7250 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7251 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7252 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7253 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7254 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7256 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7257 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7258 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7259 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7260 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7261 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7262 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7263 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7264 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7265 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7266 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7267 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7269 {-1, NULL, 0, -1, 0}
7275 * Essense names for Weapon smith
7278 static cptr essence_name[] =
7381 static cptr essence_name[] =
7484 static void display_essence(void)
7489 for (i = 1; i < 22; i++)
7494 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7496 prt("Essence Num Essence Num Essence Num ", 1, 8);
7498 for (i = 0; essence_name[i]; i++)
7500 if (!essence_name[i][0]) continue;
7501 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7505 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7507 prt("List of all essences you have.", 0, 0);
7514 static void drain_essence(void)
7516 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7519 bool observe = FALSE;
7520 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7521 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7524 byte iy, ix, marked, number;
7525 s16b next_o_idx, weight;
7527 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7530 item_tester_hook = object_is_weapon_armour_ammo;
7531 item_tester_no_ryoute = TRUE;
7535 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7536 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7538 q = "Extract from which item? ";
7539 s = "You have nothing you can extract from.";
7542 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7544 /* Get the item (in the pack) */
7547 o_ptr = &inventory[item];
7550 /* Get the item (on the floor) */
7553 o_ptr = &o_list[0 - item];
7556 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7558 char o_name[MAX_NLEN];
7559 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7561 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7563 if (!get_check(format("Really extract from %s? ", o_name))) return;
7569 object_flags(o_ptr, old_flgs);
7570 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7571 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7572 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7573 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7574 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7575 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7576 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7577 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7578 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7580 old_to_a = o_ptr->to_a;
7582 old_to_h = o_ptr->to_h;
7583 old_to_d = o_ptr->to_d;
7586 old_pval = o_ptr->pval;
7587 old_name2 = o_ptr->name2;
7588 old_timeout = o_ptr->timeout;
7589 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7590 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7591 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7592 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7593 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7594 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7595 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7596 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7597 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7601 next_o_idx = o_ptr->next_o_idx;
7602 marked = o_ptr->marked;
7603 weight = o_ptr->weight;
7604 number = o_ptr->number;
7606 object_prep(o_ptr, o_ptr->k_idx);
7610 o_ptr->next_o_idx=next_o_idx;
7611 o_ptr->marked=marked;
7612 o_ptr->number = number;
7613 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7614 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7615 o_ptr->ident |= (IDENT_MENTAL);
7616 object_aware(o_ptr);
7617 object_known(o_ptr);
7619 object_flags(o_ptr, new_flgs);
7621 for (i = 0; essence_info[i].add_name; i++)
7623 essence_type *es_ptr = &essence_info[i];
7626 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7627 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7629 if (es_ptr->add < TR_FLAG_MAX &&
7630 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7631 have_flag(old_flgs, es_ptr->add))
7635 drain_value[es_ptr->essence] += 10 * pval;
7637 else if (es_ptr->essence != -2)
7639 drain_value[es_ptr->essence] += 10;
7641 else if (es_ptr->add == TR_SH_FIRE)
7643 drain_value[TR_BRAND_FIRE] += 10;
7644 drain_value[TR_RES_FIRE] += 10;
7646 else if (es_ptr->add == TR_SH_ELEC)
7648 drain_value[TR_BRAND_ELEC] += 10;
7649 drain_value[TR_RES_ELEC] += 10;
7651 else if (es_ptr->add == TR_SH_COLD)
7653 drain_value[TR_BRAND_COLD] += 10;
7654 drain_value[TR_RES_COLD] += 10;
7659 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7661 drain_value[TR_INT] += 5;
7662 drain_value[TR_WIS] += 5;
7664 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7666 drain_value[TR_BRAND_POIS] += 5;
7667 drain_value[TR_BRAND_ACID] += 5;
7668 drain_value[TR_BRAND_ELEC] += 5;
7669 drain_value[TR_BRAND_FIRE] += 5;
7670 drain_value[TR_BRAND_COLD] += 5;
7672 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7674 drain_value[TR_INT] += 10;
7676 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7678 drain_value[TR_STR] += 10;
7680 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7682 drain_value[TR_DEX] += 10;
7684 if (old_name2 == EGO_2WEAPON)
7686 drain_value[TR_DEX] += 20;
7688 if (object_is_weapon_ammo(o_ptr))
7690 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7692 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7694 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7695 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7696 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7697 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7699 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7701 drain_value[i] *= number;
7702 drain_value[i] = drain_value[i] * dec / 4;
7703 drain_value[i] = MAX(drain_value[i], 0);
7704 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7712 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7716 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7718 for (i = 0; essence_name[i]; i++)
7720 if (!essence_name[i][0]) continue;
7721 if (!drain_value[i]) continue;
7723 p_ptr->magic_num1[i] += drain_value[i];
7724 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7726 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7730 /* Apply autodestroy/inscription to the drained item */
7731 autopick_alter_item(item, TRUE);
7733 /* Combine the pack */
7734 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7737 p_ptr->window |= (PW_INVEN);
7742 static int choose_essence(void)
7746 int menu_line = (use_menu ? 1 : 0);
7749 cptr menu_name[] = {
7759 cptr menu_name[] = {
7769 const int mode_max = 7;
7772 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7775 #endif /* ALLOW_REPEAT */
7784 for (i = 0; i < mode_max; i++)
7786 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7787 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7789 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7790 prt("Choose from menu.", 0, 0);
7809 menu_line += mode_max - 1;
7818 if (menu_line > mode_max) menu_line -= mode_max;
7829 for (i = 0; i < mode_max; i++)
7830 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7833 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7835 if (!get_com("Command :", &choice, TRUE))
7842 if (isupper(choice)) choice = tolower(choice);
7844 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7845 mode = (int)choice - 'a' + 1;
7852 #endif /* ALLOW_REPEAT */
7856 static void add_essence(int mode)
7858 int item, max_num = 0;
7867 char o_name[MAX_NLEN];
7869 essence_type *es_ptr;
7871 int menu_line = (use_menu ? 1 : 0);
7873 for (i = 0; essence_info[i].add_name; i++)
7875 es_ptr = &essence_info[i];
7877 if (es_ptr->type != mode) continue;
7882 if (!repeat_pull(&i) || i<0 || i>=max_num)
7884 #endif /* ALLOW_REPEAT */
7887 /* Nothing chosen yet */
7893 /* Build a prompt */
7895 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7897 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7899 if (use_menu) screen_save();
7901 /* Get a spell from the user */
7903 choice = (always_show_list || use_menu) ? ESCAPE:1;
7907 if( choice==ESCAPE ) choice = ' ';
7908 else if( !get_com(out_val, &choice, FALSE) )break;
7910 if (use_menu && choice != ' ')
7924 menu_line += (max_num-1);
7947 menu_line = max_num;
7961 if (menu_line > max_num) menu_line -= max_num;
7963 /* Request redraw */
7964 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7967 if (!redraw || use_menu)
7971 char dummy[80], dummy2[80];
7979 /* Save the screen */
7980 if (!use_menu) screen_save();
7982 for (y = 1; y < 24; y++)
7985 /* Print header(s) */
7987 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7990 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7993 for (ctr = 0; ctr < max_num; ctr++)
7995 es_ptr = &essence_info[num[ctr]];
7999 if (ctr == (menu_line-1))
8001 strcpy(dummy, "¡Õ ");
8003 strcpy(dummy, "> ");
8005 else strcpy(dummy, " ");
8008 /* letter/number for power selection */
8011 sprintf(dummy, "%c) ",I2A(ctr));
8014 strcat(dummy, es_ptr->add_name);
8019 if (es_ptr->essence != -1)
8021 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8022 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8028 case ESSENCE_SH_FIRE:
8030 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
8032 strcat(dummy, "(brand fire + res.fire)");
8034 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8035 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8037 case ESSENCE_SH_ELEC:
8039 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
8041 strcat(dummy, "(brand elec. + res. elec.)");
8043 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8044 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8046 case ESSENCE_SH_COLD:
8048 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
8050 strcat(dummy, "(brand cold + res. cold)");
8052 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8053 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8055 case ESSENCE_RESISTANCE:
8057 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8059 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8061 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8062 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8063 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8064 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8066 case ESSENCE_SUSTAIN:
8068 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8070 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8072 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8073 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8074 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8075 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8080 if (!able[ctr]) col = TERM_RED;
8082 if (es_ptr->essence != -1)
8084 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8088 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8091 c_prt(col, dummy2, ctr+2, x);
8101 /* Restore the screen */
8112 ask = (isupper(choice));
8115 if (ask) choice = tolower(choice);
8117 /* Extract request */
8118 i = (islower(choice) ? A2I(choice) : -1);
8121 /* Totally Illegal */
8122 if ((i < 0) || (i >= max_num) || !able[i])
8135 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8137 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8140 /* Belay that order */
8141 if (!get_check(tmp_val)) continue;
8148 /* Restore the screen */
8149 if (redraw) screen_load();
8156 #endif /* ALLOW_REPEAT */
8158 es_ptr = &essence_info[num[i]];
8160 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8161 item_tester_tval = TV_GLOVES;
8162 else if (mode == 1 || mode == 5)
8163 item_tester_hook = item_tester_hook_melee_ammo;
8164 else if (es_ptr->add == ESSENCE_ATTACK)
8165 item_tester_hook = object_allow_enchant_weapon;
8166 else if (es_ptr->add == ESSENCE_AC)
8167 item_tester_hook = object_is_armour;
8169 item_tester_hook = object_is_weapon_armour_ammo;
8170 item_tester_no_ryoute = TRUE;
8174 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8175 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8177 q = "Improve which item? ";
8178 s = "You have nothing to improve.";
8181 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8183 /* Get the item (in the pack) */
8186 o_ptr = &inventory[item];
8189 /* Get the item (on the floor) */
8192 o_ptr = &o_list[0 - item];
8195 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8198 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8200 msg_print("This item is no more able to be improved.");
8205 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8207 use_essence = es_ptr->value;
8208 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8209 if (o_ptr->number > 1)
8211 use_essence *= o_ptr->number;
8213 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8215 msg_format("It will take %d essences.",use_essence);
8220 if (es_ptr->essence != -1)
8222 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8225 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8227 msg_print("You don't have enough essences.");
8231 if (is_pval_flag(es_ptr->add))
8233 if (o_ptr->pval < 0)
8236 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8238 msg_print("You cannot increase magic number of this item.");
8242 else if (es_ptr->add == TR_BLOWS)
8244 if (o_ptr->pval > 1)
8247 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8249 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8255 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8257 msg_format("It will take %d essences.", use_essence);
8260 else if (o_ptr->pval > 0)
8262 use_essence *= o_ptr->pval;
8264 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8266 msg_format("It will take %d essences.", use_essence);
8274 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8277 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8279 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8281 strcpy(tmp_val, "1");
8283 if (!get_string(tmp, tmp_val, 1)) return;
8284 pval = atoi(tmp_val);
8285 if (pval > limit) pval = limit;
8286 else if (pval < 1) pval = 1;
8287 o_ptr->pval += pval;
8288 use_essence *= pval;
8290 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8292 msg_format("It will take %d essences.", use_essence);
8296 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8299 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8301 msg_print("You don't have enough essences.");
8306 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8310 int get_to_h, get_to_d;
8312 strcpy(tmp_val, "1");
8314 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8316 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8318 val = atoi(tmp_val);
8319 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8320 else if (val < 1) val = 1;
8323 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8325 msg_format("It will take %d essences.", use_essence);
8327 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8330 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8332 msg_print("You don't have enough essences.");
8336 get_to_h = ((val+1)/2+randint0(val/2+1));
8337 get_to_d = ((val+1)/2+randint0(val/2+1));
8338 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8339 o_ptr->to_h += get_to_h;
8340 o_ptr->to_d += get_to_d;
8342 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8343 if (es_ptr->add == ESSENCE_ATTACK)
8345 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8348 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8350 msg_print("You failed to enchant.");
8357 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8358 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8361 else if (es_ptr->add == ESSENCE_AC)
8363 if (o_ptr->to_a >= p_ptr->lev/5+5)
8366 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8368 msg_print("You failed to enchant.");
8375 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8380 o_ptr->xtra3 = es_ptr->add + 1;
8385 bool success = TRUE;
8389 case ESSENCE_SH_FIRE:
8390 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8395 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8396 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8398 case ESSENCE_SH_ELEC:
8399 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8404 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8405 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8407 case ESSENCE_SH_COLD:
8408 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8413 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8414 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8416 case ESSENCE_RESISTANCE:
8417 case ESSENCE_SUSTAIN:
8418 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))
8423 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8424 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8425 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8426 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8432 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8434 msg_print("You don't have enough essences.");
8438 if (es_ptr->add == ESSENCE_SUSTAIN)
8440 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8441 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8442 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8443 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8447 o_ptr->xtra3 = es_ptr->add + 1;
8454 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8456 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8459 /* Combine the pack */
8460 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8463 p_ptr->window |= (PW_INVEN);
8467 static void erase_essence(void)
8472 char o_name[MAX_NLEN];
8473 u32b flgs[TR_FLAG_SIZE];
8475 item_tester_hook = object_is_smith;
8479 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8480 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8482 q = "Remove from which item? ";
8483 s = "You have nothing to remove essence.";
8486 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8488 /* Get the item (in the pack) */
8491 o_ptr = &inventory[item];
8494 /* Get the item (on the floor) */
8497 o_ptr = &o_list[0 - item];
8500 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8502 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8504 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8509 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8511 o_ptr->to_h -= (o_ptr->xtra4>>8);
8512 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8514 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8515 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8518 object_flags(o_ptr, flgs);
8519 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8521 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8523 msg_print("You removed all essence you have added.");
8526 /* Combine the pack */
8527 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8530 p_ptr->window |= (PW_INVEN);
8533 void do_cmd_kaji(bool only_browse)
8538 int menu_line = (use_menu ? 1 : 0);
8542 if (p_ptr->confused)
8545 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8547 msg_print("You are too confused!");
8555 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8557 msg_print("You are blind!");
8565 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8567 msg_print("You are hallucinating!");
8575 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8577 #endif /* ALLOW_REPEAT */
8579 if (only_browse) screen_save();
8581 if (!only_browse) screen_save();
8587 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8588 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8589 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8590 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8591 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8592 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8594 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8595 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8596 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8597 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8598 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8599 prt(format("Choose command from menu."), 0, 0);
8626 if (menu_line > 5) menu_line -= 5;
8635 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8636 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8637 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8638 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8639 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8640 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8642 prt(" a) List essences", 2, 14);
8643 prt(" b) Extract essence", 3, 14);
8644 prt(" c) Remove essence", 4, 14);
8645 prt(" d) Add essence", 5, 14);
8646 prt(" e) Enchant weapon/armor", 6, 14);
8647 if (!get_com("Command :", &choice, TRUE))
8684 /* Clear lines, position cursor (really should use strlen here) */
8685 Term_erase(14, 21, 255);
8686 Term_erase(14, 20, 255);
8687 Term_erase(14, 19, 255);
8688 Term_erase(14, 18, 255);
8689 Term_erase(14, 17, 255);
8690 Term_erase(14, 16, 255);
8692 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8693 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8695 prt(&temp[j], line, 15);
8700 if (!only_browse) screen_load();
8701 } while (only_browse);
8705 #endif /* ALLOW_REPEAT */
8709 case 1: display_essence();break;
8710 case 2: drain_essence();break;
8711 case 3: erase_essence();break;
8713 mode = choose_essence();
8718 case 5: add_essence(10);break;
8724 * Torches have special abilities when they are flaming.
8726 void torch_flags(object_type *o_ptr, u32b *flgs)
8728 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8730 if (o_ptr->xtra4 > 0)
8732 add_flag(flgs, TR_BRAND_FIRE);
8733 add_flag(flgs, TR_KILL_UNDEAD);
8734 add_flag(flgs, TR_THROW);
8739 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8741 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8743 if (o_ptr->xtra4 > 0)
8751 void torch_lost_fuel(object_type *o_ptr)
8753 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8755 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8756 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;