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_TELEPORT))
1023 if (object_is_cursed(o_ptr))
1028 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1029 if (have_flag(flgs, TR_BLESSED)) total += 750;
1030 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1031 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1032 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1033 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1034 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1036 /* Also, give some extra for activatable powers... */
1037 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1039 const activation_type* const act_ptr = find_activation_info(o_ptr);
1041 total += act_ptr->value;
1050 * Return the "real" price of a "known" item, not including discounts
1052 * Wand and staffs get cost for each charge
1054 * Armor is worth an extra 100 gold per bonus point to armor class.
1056 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1058 * Missiles are only worth 5 gold per bonus point, since they
1059 * usually appear in groups of 20, and we want the player to get
1060 * the same amount of cash for any "equivalent" item. Note that
1061 * missiles never have any of the "pval" flags, and in fact, they
1062 * only have a few of the available flags, primarily of the "slay"
1063 * and "brand" and "ignore" variety.
1065 * Armor with a negative armor bonus is worthless.
1066 * Weapons with negative hit+damage bonuses are worthless.
1068 * Every wearable item with a "pval" bonus is worth extra (see below).
1070 s32b object_value_real(object_type *o_ptr)
1074 u32b flgs[TR_FLAG_SIZE];
1076 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1079 /* Hack -- "worthless" items */
1080 if (!k_info[o_ptr->k_idx].cost) return (0L);
1083 value = k_info[o_ptr->k_idx].cost;
1085 /* Extract some flags */
1086 object_flags(o_ptr, flgs);
1089 if (object_is_fixed_artifact(o_ptr))
1091 artifact_type *a_ptr = &a_info[o_ptr->name1];
1093 /* Hack -- "worthless" artifacts */
1094 if (!a_ptr->cost) return (0L);
1096 /* Hack -- Use the artifact cost instead */
1097 value = a_ptr->cost;
1098 value += flag_cost(o_ptr, o_ptr->pval);
1100 /* Don't add pval bonuses etc. */
1105 else if (object_is_ego(o_ptr))
1107 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1109 /* Hack -- "worthless" ego-items */
1110 if (!e_ptr->cost) return (0L);
1112 /* Hack -- Reward the ego-item with a bonus */
1113 value += e_ptr->cost;
1114 value += flag_cost(o_ptr, o_ptr->pval);
1122 for (i = 0; i < TR_FLAG_SIZE; i++)
1123 if (o_ptr->art_flags[i]) flag = TRUE;
1125 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1128 /* Analyze pval bonus for normal object */
1129 switch (o_ptr->tval)
1152 if (!o_ptr->pval) break;
1154 /* Hack -- Negative "pval" is always bad */
1155 if (o_ptr->pval < 0) return (0L);
1157 /* Give credit for stat bonuses */
1158 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1159 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1160 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1161 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1162 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1163 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1165 /* Give credit for stealth and searching */
1166 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1167 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1168 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1170 /* Give credit for infra-vision and tunneling */
1171 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1172 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1174 /* Give credit for extra attacks */
1175 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1177 /* Give credit for speed bonus */
1178 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1184 /* Analyze the item */
1185 switch (o_ptr->tval)
1190 /* Pay extra for charges, depending on standard number of
1191 * charges. Handle new-style wands correctly. -LM-
1193 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1200 /* Pay extra for charges, depending on standard number of
1203 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1213 /* Hack -- negative bonuses are bad */
1214 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1216 /* Give credit for bonuses */
1217 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1234 /* Hack -- negative armor bonus */
1235 if (o_ptr->to_a < 0) return (0L);
1237 /* Give credit for bonuses */
1238 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1251 /* Hack -- negative hit/damage bonuses */
1252 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1254 /* Factor in the bonuses */
1255 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1257 /* Hack -- Factor in extra damage dice and sides */
1258 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1259 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1270 /* Hack -- negative hit/damage bonuses */
1271 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1273 /* Factor in the bonuses */
1274 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1276 /* Hack -- Factor in extra damage dice and sides */
1277 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1278 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1284 /* Figurines, relative to monster level */
1287 int level = r_info[o_ptr->pval].level;
1288 if (level < 20) value = level*50L;
1289 else if (level < 30) value = 1000+(level-20)*150L;
1290 else if (level < 40) value = 2500+(level-30)*350L;
1291 else if (level < 50) value = 6000+(level-40)*800L;
1292 else value = 14000+(level-50)*2000L;
1298 if (!o_ptr->pval) value = 1000L;
1299 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1305 if (!o_ptr->pval) value = 0L;
1310 /* Worthless object */
1311 if (value < 0) return 0L;
1313 /* Return the value */
1319 * Return the price of an item including plusses (and charges)
1321 * This function returns the "value" of the given item (qty one)
1323 * Never notice "unknown" bonuses or properties, including "curses",
1324 * since that would give the player information he did not have.
1326 * Note that discounted items stay discounted forever, even if
1327 * the discount is "forgotten" by the player via memory loss.
1329 s32b object_value(object_type *o_ptr)
1334 /* Unknown items -- acquire a base value */
1335 if (object_is_known(o_ptr))
1337 /* Broken items -- worthless */
1338 if (object_is_broken(o_ptr)) return (0L);
1340 /* Cursed items -- worthless */
1341 if (object_is_cursed(o_ptr)) return (0L);
1343 /* Real value (see above) */
1344 value = object_value_real(o_ptr);
1347 /* Known items -- acquire the actual value */
1350 /* Hack -- Felt broken items */
1351 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1353 /* Hack -- Felt cursed items */
1354 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1356 /* Base value (see above) */
1357 value = object_value_base(o_ptr);
1361 /* Apply discount (if any) */
1362 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1365 /* Return the final value */
1371 * Determines whether an object can be destroyed, and makes fake inscription.
1373 bool can_player_destroy_object(object_type *o_ptr)
1375 /* Artifacts cannot be destroyed */
1376 if (!object_is_artifact(o_ptr)) return TRUE;
1378 /* If object is unidentified, makes fake inscription */
1379 if (!object_is_known(o_ptr))
1381 byte feel = FEEL_SPECIAL;
1383 /* Hack -- Handle icky artifacts */
1384 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1386 /* Hack -- inscribe the artifact */
1387 o_ptr->feeling = feel;
1389 /* We have "felt" it (again) */
1390 o_ptr->ident |= (IDENT_SENSE);
1392 /* Combine the pack */
1393 p_ptr->notice |= (PN_COMBINE);
1396 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1402 /* Identified artifact -- Nothing to do */
1408 * Distribute charges of rods or wands.
1410 * o_ptr = source item
1411 * q_ptr = target item, must be of the same type as o_ptr
1412 * amt = number of items that are transfered
1414 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1417 * Hack -- If rods or wands are dropped, the total maximum timeout or
1418 * charges need to be allocated between the two stacks. If all the items
1419 * are being dropped, it makes for a neater message to leave the original
1420 * stack's pval alone. -LM-
1422 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1424 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1425 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1427 /* Hack -- Rods also need to have their timeouts distributed. The
1428 * dropped stack will accept all time remaining to charge up to its
1431 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1433 if (q_ptr->pval > o_ptr->timeout)
1434 q_ptr->timeout = o_ptr->timeout;
1436 q_ptr->timeout = q_ptr->pval;
1438 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1443 void reduce_charges(object_type *o_ptr, int amt)
1446 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1447 * charges of the stack needs to be reduced, unless all the items are
1448 * being destroyed. -LM-
1450 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1451 (amt < o_ptr->number))
1453 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1459 * Determine if an item can "absorb" a second item
1461 * See "object_absorb()" for the actual "absorption" code.
1463 * If permitted, we allow staffs (if they are known to have equal charges
1464 * and both are either known or confirmed empty) and wands (if both are
1465 * either known or confirmed empty) and rods (in all cases) to combine.
1466 * Staffs will unstack (if necessary) when they are used, but wands and
1467 * rods will only unstack if one is dropped. -LM-
1469 * If permitted, we allow weapons/armor to stack, if fully "known".
1471 * Missiles will combine if both stacks have the same "known" status.
1472 * This is done to make unidentified stacks of missiles useful.
1474 * Food, potions, scrolls, and "easy know" items always stack.
1476 * Chests, and activatable items, never stack (for various reasons).
1480 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1482 #define MAX_STACK_SIZE 99
1486 * Determine if an item can partly absorb a second item.
1487 * Return maximum number of stack.
1489 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1493 /* Default maximum number of stack */
1494 int max_num = MAX_STACK_SIZE;
1496 /* Require identical object types */
1497 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1500 /* Analyze the items */
1501 switch (o_ptr->tval)
1503 /* Chests and Statues*/
1514 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1515 if (o_ptr->pval != j_ptr->pval) return 0;
1519 /* Figurines and Corpses*/
1524 if (o_ptr->pval != j_ptr->pval) return 0;
1530 /* Food and Potions and Scrolls */
1542 /* Require either knowledge or known empty for both staffs. */
1543 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1544 !object_is_known(o_ptr)) ||
1545 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1546 !object_is_known(j_ptr))) return 0;
1548 /* Require identical charges, since staffs are bulky. */
1549 if (o_ptr->pval != j_ptr->pval) return 0;
1558 /* Require either knowledge or known empty for both wands. */
1559 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1560 !object_is_known(o_ptr)) ||
1561 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1562 !object_is_known(j_ptr))) return 0;
1564 /* Wand charges combine in O&ZAngband. */
1570 /* Staffs and Wands and Rods */
1573 /* Prevent overflaw of timeout */
1574 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1580 /* Weapons and Armor */
1596 /* Rings, Amulets, Lites */
1602 /* Require full knowledge of both items */
1603 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1613 /* Require identical knowledge of both items */
1614 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1615 if (o_ptr->feeling != j_ptr->feeling) return 0;
1617 /* Require identical "bonuses" */
1618 if (o_ptr->to_h != j_ptr->to_h) return 0;
1619 if (o_ptr->to_d != j_ptr->to_d) return 0;
1620 if (o_ptr->to_a != j_ptr->to_a) return 0;
1622 /* Require identical "pval" code */
1623 if (o_ptr->pval != j_ptr->pval) return 0;
1625 /* Artifacts never stack */
1626 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1628 /* Require identical "ego-item" names */
1629 if (o_ptr->name2 != j_ptr->name2) return 0;
1631 /* Require identical added essence */
1632 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1633 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1635 /* Hack -- Never stack "powerful" items */
1636 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1638 /* Hack -- Never stack recharging items */
1639 if (o_ptr->timeout || j_ptr->timeout) return 0;
1641 /* Require identical "values" */
1642 if (o_ptr->ac != j_ptr->ac) return 0;
1643 if (o_ptr->dd != j_ptr->dd) return 0;
1644 if (o_ptr->ds != j_ptr->ds) return 0;
1653 /* Require knowledge */
1654 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1662 /* Hack -- Identical art_flags! */
1663 for (i = 0; i < TR_FLAG_SIZE; i++)
1664 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1666 /* Hack -- Require identical "cursed" status */
1667 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1669 /* Hack -- Require identical "broken" status */
1670 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1673 /* Hack -- require semi-matching "inscriptions" */
1674 if (o_ptr->inscription && j_ptr->inscription &&
1675 (o_ptr->inscription != j_ptr->inscription))
1678 /* Hack -- normally require matching "inscriptions" */
1679 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1681 /* Hack -- normally require matching "discounts" */
1682 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1685 /* They match, so they must be similar */
1690 * Determine if an item can absorb a second item.
1692 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1694 int total = o_ptr->number + j_ptr->number;
1697 /* Are these objects similar? */
1698 max_num = object_similar_part(o_ptr, j_ptr);
1700 /* Return if not similar */
1701 if (!max_num) return FALSE;
1703 /* Maximal "stacking" limit */
1704 if (total > max_num) return (0);
1707 /* They match, so they must be similar */
1714 * Allow one item to "absorb" another, assuming they are similar
1716 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1718 int max_num = object_similar_part(o_ptr, j_ptr);
1719 int total = o_ptr->number + j_ptr->number;
1720 int diff = (total > max_num) ? total - max_num : 0;
1722 /* Combine quantity, lose excess items */
1723 o_ptr->number = (total > max_num) ? max_num : total;
1725 /* Hack -- blend "known" status */
1726 if (object_is_known(j_ptr)) object_known(o_ptr);
1728 /* Hack -- clear "storebought" if only one has it */
1729 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1730 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1732 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1733 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1736 /* Hack -- blend "mental" status */
1737 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1739 /* Hack -- blend "inscriptions" */
1740 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1742 /* Hack -- blend "feelings" */
1743 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1745 /* Hack -- could average discounts XXX XXX XXX */
1746 /* Hack -- save largest discount XXX XXX XXX */
1747 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1749 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1750 if (o_ptr->tval == TV_ROD)
1752 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1753 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1756 /* Hack -- if wands are stacking, combine the charges. -LM- */
1757 if (o_ptr->tval == TV_WAND)
1759 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1765 * Find the index of the object_kind with the given tval and sval
1767 s16b lookup_kind(int tval, int sval)
1774 for (k = 1; k < max_k_idx; k++)
1776 object_kind *k_ptr = &k_info[k];
1778 /* Require correct tval */
1779 if (k_ptr->tval != tval) continue;
1782 if (k_ptr->sval == sval) return (k);
1784 /* Ignore illegal items */
1785 if (sval != SV_ANY) continue;
1787 /* Apply the randomizer */
1788 if (!one_in_(++num)) continue;
1790 /* Use this value */
1794 /* Return this choice */
1803 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1805 msg_format("No object (%d,%d)", tval, sval);
1816 * Wipe an object clean.
1818 void object_wipe(object_type *o_ptr)
1820 /* Wipe the structure */
1821 (void)WIPE(o_ptr, object_type);
1826 * Prepare an object based on an existing object
1828 void object_copy(object_type *o_ptr, object_type *j_ptr)
1830 /* Copy the structure */
1831 (void)COPY(o_ptr, j_ptr, object_type);
1836 * Prepare an object based on an object kind.
1838 void object_prep(object_type *o_ptr, int k_idx)
1840 object_kind *k_ptr = &k_info[k_idx];
1842 /* Clear the record */
1845 /* Save the kind index */
1846 o_ptr->k_idx = k_idx;
1848 /* Efficiency -- tval/sval */
1849 o_ptr->tval = k_ptr->tval;
1850 o_ptr->sval = k_ptr->sval;
1852 /* Default "pval" */
1853 o_ptr->pval = k_ptr->pval;
1855 /* Default number */
1858 /* Default weight */
1859 o_ptr->weight = k_ptr->weight;
1862 o_ptr->to_h = k_ptr->to_h;
1863 o_ptr->to_d = k_ptr->to_d;
1864 o_ptr->to_a = k_ptr->to_a;
1867 o_ptr->ac = k_ptr->ac;
1868 o_ptr->dd = k_ptr->dd;
1869 o_ptr->ds = k_ptr->ds;
1871 /* Default activation */
1872 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1874 /* Hack -- worthless items are always "broken" */
1875 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1877 /* Hack -- cursed items are always "cursed" */
1878 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1879 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1880 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1881 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1882 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1883 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1888 * Help determine an "enchantment bonus" for an object.
1890 * To avoid floating point but still provide a smooth distribution of bonuses,
1891 * we simply round the results of division in such a way as to "average" the
1892 * correct floating point value.
1894 * This function has been changed. It uses "randnor()" to choose values from
1895 * a normal distribution, whose mean moves from zero towards the max as the
1896 * level increases, and whose standard deviation is equal to 1/4 of the max,
1897 * and whose values are forced to lie between zero and the max, inclusive.
1899 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1900 * rare to get the "full" enchantment on an object, even a deep levels.
1902 * It is always possible (albeit unlikely) to get the "full" enchantment.
1904 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1906 * N 0 1 2 3 4 5 6 7 8 9 10
1907 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1908 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1909 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1910 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1911 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1912 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1913 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1914 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1915 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1916 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1917 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1918 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1919 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1920 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1921 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1922 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1923 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1924 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1926 s16b m_bonus(int max, int level)
1928 int bonus, stand, extra, value;
1931 /* Paranoia -- enforce maximal "level" */
1932 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1935 /* The "bonus" moves towards the max */
1936 bonus = ((max * level) / MAX_DEPTH);
1938 /* Hack -- determine fraction of error */
1939 extra = ((max * level) % MAX_DEPTH);
1941 /* Hack -- simulate floating point computations */
1942 if (randint0(MAX_DEPTH) < extra) bonus++;
1945 /* The "stand" is equal to one quarter of the max */
1948 /* Hack -- determine fraction of error */
1951 /* Hack -- simulate floating point computations */
1952 if (randint0(4) < extra) stand++;
1955 /* Choose an "interesting" value */
1956 value = randnor(bonus, stand);
1958 /* Enforce the minimum value */
1959 if (value < 0) return (0);
1961 /* Enforce the maximum value */
1962 if (value > max) return (max);
1970 * Cheat -- describe a created object for the user
1972 static void object_mention(object_type *o_ptr)
1974 char o_name[MAX_NLEN];
1977 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1980 if (object_is_fixed_artifact(o_ptr))
1984 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1986 msg_format("Artifact (%s)", o_name);
1991 /* Random Artifact */
1992 else if (o_ptr->art_name)
1995 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1997 msg_print("Random artifact");
2003 else if (object_is_ego(o_ptr))
2007 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2009 msg_format("Ego-item (%s)", o_name);
2019 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2021 msg_format("Object (%s)", o_name);
2029 * Mega-Hack -- Attempt to create one of the "Special Objects"
2031 * We are only called from "make_object()", and we assume that
2032 * "apply_magic()" is called immediately after we return.
2034 * Note -- see "make_artifact()" and "apply_magic()"
2036 static bool make_artifact_special(object_type *o_ptr)
2042 /* No artifacts in the town */
2043 if (!dun_level) return (FALSE);
2046 if (get_obj_num_hook) return (FALSE);
2048 /* Check the artifact list (just the "specials") */
2049 for (i = 0; i < max_a_idx; i++)
2051 artifact_type *a_ptr = &a_info[i];
2053 /* Skip "empty" artifacts */
2054 if (!a_ptr->name) continue;
2056 /* Cannot make an artifact twice */
2057 if (a_ptr->cur_num) continue;
2059 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2060 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2062 /* XXX XXX Enforce minimum "depth" (loosely) */
2063 if (a_ptr->level > dun_level)
2065 /* Acquire the "out-of-depth factor" */
2066 int d = (a_ptr->level - dun_level) * 2;
2068 /* Roll for out-of-depth creation */
2069 if (!one_in_(d)) continue;
2072 /* Artifact "rarity roll" */
2073 if (!one_in_(a_ptr->rarity)) continue;
2075 /* Find the base object */
2076 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2078 /* XXX XXX Enforce minimum "object" level (loosely) */
2079 if (k_info[k_idx].level > object_level)
2081 /* Acquire the "out-of-depth factor" */
2082 int d = (k_info[k_idx].level - object_level) * 5;
2084 /* Roll for out-of-depth creation */
2085 if (!one_in_(d)) continue;
2088 /* Assign the template */
2089 object_prep(o_ptr, k_idx);
2091 /* Mega-Hack -- mark the item as an artifact */
2094 /* Hack: Some artifacts get random extra powers */
2095 random_artifact_resistance(o_ptr, a_ptr);
2107 * Attempt to change an object into an artifact
2109 * This routine should only be called by "apply_magic()"
2111 * Note -- see "make_artifact_special()" and "apply_magic()"
2113 static bool make_artifact(object_type *o_ptr)
2118 /* No artifacts in the town */
2119 if (!dun_level) return (FALSE);
2121 /* Paranoia -- no "plural" artifacts */
2122 if (o_ptr->number != 1) return (FALSE);
2124 /* Check the artifact list (skip the "specials") */
2125 for (i = 0; i < max_a_idx; i++)
2127 artifact_type *a_ptr = &a_info[i];
2129 /* Skip "empty" items */
2130 if (!a_ptr->name) continue;
2132 /* Cannot make an artifact twice */
2133 if (a_ptr->cur_num) continue;
2135 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2137 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2139 /* Must have the correct fields */
2140 if (a_ptr->tval != o_ptr->tval) continue;
2141 if (a_ptr->sval != o_ptr->sval) continue;
2143 /* XXX XXX Enforce minimum "depth" (loosely) */
2144 if (a_ptr->level > dun_level)
2146 /* Acquire the "out-of-depth factor" */
2147 int d = (a_ptr->level - dun_level) * 2;
2149 /* Roll for out-of-depth creation */
2150 if (!one_in_(d)) continue;
2153 /* We must make the "rarity roll" */
2154 if (!one_in_(a_ptr->rarity)) continue;
2156 /* Hack -- mark the item as an artifact */
2159 /* Hack: Some artifacts get random extra powers */
2160 random_artifact_resistance(o_ptr, a_ptr);
2172 * Choose random ego type
2174 static byte get_random_ego(byte slot, bool good)
2177 ego_item_type *e_ptr;
2181 for (i = 1; i < max_e_idx; i++)
2185 if (e_ptr->slot == slot
2186 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2189 total += (255 / e_ptr->rarity);
2193 value = randint1(total);
2195 for (i = 1; i < max_e_idx; i++)
2199 if (e_ptr->slot == slot
2200 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2203 value -= (255 / e_ptr->rarity);
2204 if (value <= 0L) break;
2212 * Apply magic to an item known to be a "weapon"
2214 * Hack -- note special base damage dice boosting
2215 * Hack -- note special processing for weapon/digger
2217 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2219 int tohit1 = randint1(5) + m_bonus(5, level);
2220 int todam1 = randint1(5) + m_bonus(5, level);
2222 int tohit2 = m_bonus(10, level);
2223 int todam2 = m_bonus(10, level);
2225 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2227 tohit2 = (tohit2+1)/2;
2228 todam2 = (todam2+1)/2;
2235 o_ptr->to_h += tohit1;
2236 o_ptr->to_d += todam1;
2242 o_ptr->to_h += tohit2;
2243 o_ptr->to_d += todam2;
2251 o_ptr->to_h -= tohit1;
2252 o_ptr->to_d -= todam1;
2257 /* Penalize again */
2258 o_ptr->to_h -= tohit2;
2259 o_ptr->to_d -= todam2;
2262 /* Cursed (if "bad") */
2263 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2266 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2269 switch (o_ptr->tval)
2276 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2277 create_artifact(o_ptr, FALSE);
2279 /* Special Ego-item */
2280 o_ptr->name2 = EGO_DIGGING;
2284 else if (power < -1)
2286 /* Hack -- Horrible digging bonus */
2287 o_ptr->pval = 0 - (5 + randint1(5));
2293 /* Hack -- Reverse digging bonus */
2294 o_ptr->pval = 0 - (o_ptr->pval);
2308 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2310 create_artifact(o_ptr, FALSE);
2315 /* Roll for an ego-item */
2316 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2317 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2319 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2321 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2326 switch (o_ptr->name2)
2329 if (one_in_(4) && (level > 40))
2330 add_flag(o_ptr->art_flags, TR_BLOWS);
2334 add_flag(o_ptr->art_flags, TR_RES_POIS);
2336 add_flag(o_ptr->art_flags, TR_WARNING);
2338 case EGO_KILL_DRAGON:
2340 add_flag(o_ptr->art_flags, TR_RES_POIS);
2344 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2346 case EGO_SLAYING_WEAPON:
2347 if (one_in_(3)) /* double damage */
2355 while (one_in_(o_ptr->dd));
2361 while (one_in_(o_ptr->ds));
2366 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2368 if (o_ptr->tval == TV_SWORD && one_in_(3))
2370 add_flag(o_ptr->art_flags, TR_VORPAL);
2375 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2381 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2383 add_flag(o_ptr->art_flags, TR_DEX);
2385 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2388 o_ptr->pval = m_bonus(5, level) + 1;
2390 case EGO_EARTHQUAKES:
2391 if (one_in_(3) && (level > 60))
2392 add_flag(o_ptr->art_flags, TR_BLOWS);
2394 o_ptr->pval = m_bonus(3, level);
2398 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2401 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2402 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2403 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2404 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2408 if (!o_ptr->art_name)
2410 /* Hack -- Super-charge the damage dice */
2411 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2413 /* Hack -- Lower the damage dice */
2414 if (o_ptr->dd > 9) o_ptr->dd = 9;
2419 else if (power < -1)
2421 /* Roll for ego-item */
2422 if (randint0(MAX_DEPTH) < level)
2426 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2427 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2433 switch (o_ptr->name2)
2436 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2438 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2439 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2440 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2441 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2442 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2443 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2457 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2459 create_artifact(o_ptr, FALSE);
2462 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2476 if (power > 2) /* power > 2 is debug only */
2478 create_artifact(o_ptr, FALSE);
2482 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2484 switch (o_ptr->name2)
2486 case EGO_SLAYING_BOLT:
2491 /* Hack -- super-charge the damage dice */
2492 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2494 /* Hack -- restrict the damage dice */
2495 if (o_ptr->dd > 9) o_ptr->dd = 9;
2499 else if (power < -1)
2501 /* Roll for ego-item */
2502 if (randint0(MAX_DEPTH) < level)
2504 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2514 static void dragon_resist(object_type * o_ptr)
2519 one_dragon_ele_resistance(o_ptr);
2521 one_high_resistance(o_ptr);
2527 static bool add_esp_strong(object_type *o_ptr)
2529 bool nonliv = FALSE;
2531 switch (randint1(3))
2533 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2534 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2535 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2542 static void add_esp_weak(object_type *o_ptr, bool extra)
2545 u32b weak_esp_list[] = {
2557 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2558 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2560 /* Add unduplicated weak esp flags randomly */
2561 for (i = 0; i < add_count; ++ i)
2563 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2565 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2566 weak_esp_list[choice] = weak_esp_list[i];
2572 * Apply magic to an item known to be "armor"
2574 * Hack -- note special processing for crown/helm
2575 * Hack -- note special processing for robe of permanence
2577 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2579 int toac1 = randint1(5) + m_bonus(5, level);
2581 int toac2 = m_bonus(10, level);
2587 o_ptr->to_a += toac1;
2593 o_ptr->to_a += toac2;
2601 o_ptr->to_a -= toac1;
2606 /* Penalize again */
2607 o_ptr->to_a -= toac2;
2610 /* Cursed (if "bad") */
2611 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2616 switch (o_ptr->tval)
2620 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2621 create_artifact(o_ptr, FALSE);
2623 /* Mention the item */
2624 if (cheat_peek) object_mention(o_ptr);
2635 /* Hack -- Try for "Robes of the Magi" */
2636 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2637 (o_ptr->sval == SV_ROBE) &&
2638 (randint0(100) < 15))
2642 o_ptr->name2 = EGO_YOIYAMI;
2643 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2644 o_ptr->sval = SV_YOIYAMI_ROBE;
2650 o_ptr->name2 = EGO_PERMANENCE;
2655 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2657 create_artifact(o_ptr, FALSE);
2663 bool okay_flag = TRUE;
2665 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2667 switch (o_ptr->name2)
2669 case EGO_RESISTANCE:
2671 add_flag(o_ptr->art_flags, TR_RES_POIS);
2677 if (o_ptr->tval != TV_HARD_ARMOR)
2684 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2685 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2689 if (o_ptr->tval != TV_SOFT_ARMOR)
2711 if (o_ptr->sval == SV_DRAGON_SHIELD)
2713 /* Mention the item */
2714 if (cheat_peek) object_mention(o_ptr);
2715 dragon_resist(o_ptr);
2716 if (!one_in_(3)) break;
2722 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2724 create_artifact(o_ptr, FALSE);
2727 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2729 switch (o_ptr->name2)
2732 if (!one_in_(3)) one_high_resistance(o_ptr);
2733 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2735 case EGO_REFLECTION:
2736 if (o_ptr->sval == SV_MIRROR_SHIELD)
2746 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2748 /* Mention the item */
2749 if (cheat_peek) object_mention(o_ptr);
2750 dragon_resist(o_ptr);
2751 if (!one_in_(3)) break;
2755 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2757 create_artifact(o_ptr, FALSE);
2760 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2764 else if (power < -1)
2766 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2774 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2776 /* Mention the item */
2777 if (cheat_peek) object_mention(o_ptr);
2778 dragon_resist(o_ptr);
2779 if (!one_in_(3)) break;
2784 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2786 create_artifact(o_ptr, FALSE);
2789 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2791 switch (o_ptr->name2)
2793 case EGO_SLOW_DESCENT:
2796 one_high_resistance(o_ptr);
2802 else if (power < -1)
2804 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2815 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2817 create_artifact(o_ptr, FALSE);
2822 bool ok_flag = TRUE;
2823 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2825 switch (o_ptr->name2)
2828 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2829 else add_esp_weak(o_ptr, FALSE);
2833 case EGO_REGENERATION:
2834 case EGO_LORDLINESS:
2839 if (one_in_(2)) add_esp_strong(o_ptr);
2840 else add_esp_weak(o_ptr, FALSE);
2843 default:/* not existing crown (wisdom,lite, etc...) */
2847 break; /* while (1) */
2853 else if (power < -1)
2855 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2863 if (o_ptr->sval == SV_DRAGON_HELM)
2865 /* Mention the item */
2866 if (cheat_peek) object_mention(o_ptr);
2867 dragon_resist(o_ptr);
2868 if (!one_in_(3)) break;
2874 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2876 create_artifact(o_ptr, FALSE);
2881 bool ok_flag = TRUE;
2882 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2884 switch (o_ptr->name2)
2886 case EGO_INTELLIGENCE:
2891 case EGO_INFRAVISION:
2896 if (one_in_(2)) add_esp_strong(o_ptr);
2897 else add_esp_weak(o_ptr, FALSE);
2900 default:/* not existing helm (Magi, Might, etc...)*/
2904 break; /* while (1) */
2909 else if (power < -1)
2911 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2921 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2923 create_artifact(o_ptr, FALSE);
2926 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2928 switch (o_ptr->name2)
2939 else if (power < -1)
2941 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2951 * Apply magic to an item known to be a "ring" or "amulet"
2953 * Hack -- note special "pval boost" code for ring of speed
2954 * Hack -- note that some items must be cursed (or blessed)
2956 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2958 /* Apply magic (good or bad) according to type */
2959 switch (o_ptr->tval)
2964 switch (o_ptr->sval)
2966 case SV_RING_ATTACKS:
2969 o_ptr->pval = m_bonus(2, level);
2970 if (one_in_(15)) o_ptr->pval++;
2971 if (o_ptr->pval < 1) o_ptr->pval = 1;
2977 o_ptr->ident |= (IDENT_BROKEN);
2980 o_ptr->curse_flags |= TRC_CURSED;
2983 o_ptr->pval = 0 - (o_ptr->pval);
2994 /* Strength, Constitution, Dexterity, Intelligence */
3000 o_ptr->pval = 1 + m_bonus(5, level);
3006 o_ptr->ident |= (IDENT_BROKEN);
3009 o_ptr->curse_flags |= TRC_CURSED;
3012 o_ptr->pval = 0 - (o_ptr->pval);
3018 /* Ring of Speed! */
3021 /* Base speed (1 to 10) */
3022 o_ptr->pval = randint1(5) + m_bonus(5, level);
3024 /* Super-charge the ring */
3025 while (randint0(100) < 50) o_ptr->pval++;
3031 o_ptr->ident |= (IDENT_BROKEN);
3034 o_ptr->curse_flags |= TRC_CURSED;
3037 o_ptr->pval = 0 - (o_ptr->pval);
3042 /* Mention the item */
3043 if (cheat_peek) object_mention(o_ptr);
3048 case SV_RING_LORDLY:
3052 one_lordly_high_resistance(o_ptr);
3056 /* Bonus to armor class */
3057 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3061 case SV_RING_WARNING:
3063 if (one_in_(3)) one_low_esp(o_ptr);
3068 case SV_RING_SEARCHING:
3070 /* Bonus to searching */
3071 o_ptr->pval = 1 + m_bonus(5, level);
3077 o_ptr->ident |= (IDENT_BROKEN);
3080 o_ptr->curse_flags |= TRC_CURSED;
3083 o_ptr->pval = 0 - (o_ptr->pval);
3089 /* Flames, Acid, Ice */
3090 case SV_RING_FLAMES:
3095 /* Bonus to armor class */
3096 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3100 /* Weakness, Stupidity */
3101 case SV_RING_WEAKNESS:
3102 case SV_RING_STUPIDITY:
3105 o_ptr->ident |= (IDENT_BROKEN);
3108 o_ptr->curse_flags |= TRC_CURSED;
3111 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3112 if (power > 0) power = 0 - power;
3117 /* WOE, Stupidity */
3121 o_ptr->ident |= (IDENT_BROKEN);
3124 o_ptr->curse_flags |= TRC_CURSED;
3127 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3128 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3129 if (power > 0) power = 0 - power;
3134 /* Ring of damage */
3135 case SV_RING_DAMAGE:
3137 /* Bonus to damage */
3138 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3144 o_ptr->ident |= (IDENT_BROKEN);
3147 o_ptr->curse_flags |= TRC_CURSED;
3150 o_ptr->to_d = 0 - o_ptr->to_d;
3156 /* Ring of Accuracy */
3157 case SV_RING_ACCURACY:
3160 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3166 o_ptr->ident |= (IDENT_BROKEN);
3169 o_ptr->curse_flags |= TRC_CURSED;
3172 o_ptr->to_h = 0 - o_ptr->to_h;
3178 /* Ring of Protection */
3179 case SV_RING_PROTECTION:
3181 /* Bonus to armor class */
3182 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3188 o_ptr->ident |= (IDENT_BROKEN);
3191 o_ptr->curse_flags |= TRC_CURSED;
3194 o_ptr->to_a = 0 - o_ptr->to_a;
3200 /* Ring of Slaying */
3201 case SV_RING_SLAYING:
3203 /* Bonus to damage and to hit */
3204 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3205 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3211 o_ptr->ident |= (IDENT_BROKEN);
3214 o_ptr->curse_flags |= TRC_CURSED;
3216 /* Reverse bonuses */
3217 o_ptr->to_h = 0 - o_ptr->to_h;
3218 o_ptr->to_d = 0 - o_ptr->to_d;
3224 case SV_RING_MUSCLE:
3226 o_ptr->pval = 1 + m_bonus(3, level);
3227 if (one_in_(4)) o_ptr->pval++;
3233 o_ptr->ident |= (IDENT_BROKEN);
3236 o_ptr->curse_flags |= TRC_CURSED;
3238 /* Reverse bonuses */
3239 o_ptr->pval = 0 - o_ptr->pval;
3244 case SV_RING_AGGRAVATION:
3247 o_ptr->ident |= (IDENT_BROKEN);
3250 o_ptr->curse_flags |= TRC_CURSED;
3252 if (power > 0) power = 0 - power;
3256 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3257 || (power > 2)) /* power > 2 is debug only */
3259 o_ptr->pval = MIN(o_ptr->pval, 4);
3260 /* Randart amulet */
3261 create_artifact(o_ptr, FALSE);
3263 else if ((power == 2) && one_in_(2))
3265 while(!o_ptr->name2)
3267 int tmp = m_bonus(10, level);
3268 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3269 switch(randint1(28))
3272 o_ptr->name2 = EGO_RING_THROW;
3275 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3276 o_ptr->name2 = EGO_RING_REGEN;
3279 if (have_flag(k_ptr->flags, TR_LITE)) break;
3280 o_ptr->name2 = EGO_RING_LITE;
3283 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3284 o_ptr->name2 = EGO_RING_TELEPORT;
3287 if (o_ptr->to_h) break;
3288 o_ptr->name2 = EGO_RING_TO_H;
3291 if (o_ptr->to_d) break;
3292 o_ptr->name2 = EGO_RING_TO_D;
3295 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3296 o_ptr->name2 = EGO_RING_SLAY;
3299 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3300 o_ptr->name2 = EGO_RING_WIZARD;
3303 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3304 o_ptr->name2 = EGO_RING_HERO;
3307 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3308 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3309 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3310 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3313 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3314 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;
3315 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3316 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3317 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3320 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3321 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;
3322 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3323 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3324 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3327 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3328 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;
3329 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3330 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3333 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3334 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;
3335 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3336 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3338 case 21: case 22: case 23: case 24: case 25: case 26:
3339 switch (o_ptr->sval)
3342 if (!one_in_(3)) break;
3343 o_ptr->name2 = EGO_RING_D_SPEED;
3345 case SV_RING_DAMAGE:
3346 case SV_RING_ACCURACY:
3347 case SV_RING_SLAYING:
3348 if (one_in_(2)) break;
3349 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3352 o_ptr->name2 = EGO_RING_BERSERKER;
3353 o_ptr->to_h -= 2+randint1(4);
3354 o_ptr->to_d += 2+randint1(4);
3357 case SV_RING_PROTECTION:
3358 o_ptr->name2 = EGO_RING_SUPER_AC;
3359 o_ptr->to_a += 7 + m_bonus(5, level);
3361 case SV_RING_RES_FEAR:
3362 o_ptr->name2 = EGO_RING_HERO;
3365 if (one_in_(2)) break;
3366 o_ptr->name2 = EGO_RING_HUNTER;
3368 case SV_RING_SEARCHING:
3369 o_ptr->name2 = EGO_RING_STEALTH;
3371 case SV_RING_TELEPORTATION:
3372 o_ptr->name2 = EGO_RING_TELE_AWAY;
3374 case SV_RING_RES_BLINDNESS:
3376 o_ptr->name2 = EGO_RING_RES_LITE;
3378 o_ptr->name2 = EGO_RING_RES_DARK;
3380 case SV_RING_LORDLY:
3381 if (!one_in_(20)) break;
3382 one_lordly_high_resistance(o_ptr);
3383 one_lordly_high_resistance(o_ptr);
3384 o_ptr->name2 = EGO_RING_TRUE;
3386 case SV_RING_SUSTAIN:
3387 if (!one_in_(4)) break;
3388 o_ptr->name2 = EGO_RING_RES_TIME;
3390 case SV_RING_FLAMES:
3391 if (!one_in_(2)) break;
3392 o_ptr->name2 = EGO_RING_DRAGON_F;
3395 if (!one_in_(2)) break;
3396 o_ptr->name2 = EGO_RING_DRAGON_C;
3398 case SV_RING_WARNING:
3399 if (!one_in_(2)) break;
3400 o_ptr->name2 = EGO_RING_M_DETECT;
3409 o_ptr->curse_flags = 0L;
3411 else if ((power == -2) && one_in_(2))
3413 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3414 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3415 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3416 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3417 o_ptr->art_flags[0] = 0;
3418 o_ptr->art_flags[1] = 0;
3419 while(!o_ptr->name2)
3421 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3425 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3426 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3429 o_ptr->name2 = EGO_RING_NO_MELEE;
3432 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3433 o_ptr->name2 = EGO_RING_AGGRAVATE;
3436 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3437 o_ptr->name2 = EGO_RING_TY_CURSE;
3440 o_ptr->name2 = EGO_RING_ALBINO;
3445 o_ptr->ident |= (IDENT_BROKEN);
3448 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3456 switch (o_ptr->sval)
3458 /* Amulet of wisdom/charisma */
3459 case SV_AMULET_INTELLIGENCE:
3460 case SV_AMULET_WISDOM:
3461 case SV_AMULET_CHARISMA:
3463 o_ptr->pval = 1 + m_bonus(5, level);
3469 o_ptr->ident |= (IDENT_BROKEN);
3472 o_ptr->curse_flags |= (TRC_CURSED);
3474 /* Reverse bonuses */
3475 o_ptr->pval = 0 - o_ptr->pval;
3481 /* Amulet of brilliance */
3482 case SV_AMULET_BRILLIANCE:
3484 o_ptr->pval = 1 + m_bonus(3, level);
3485 if (one_in_(4)) o_ptr->pval++;
3491 o_ptr->ident |= (IDENT_BROKEN);
3494 o_ptr->curse_flags |= (TRC_CURSED);
3496 /* Reverse bonuses */
3497 o_ptr->pval = 0 - o_ptr->pval;
3503 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3507 o_ptr->curse_flags |= (TRC_CURSED);
3512 case SV_AMULET_RESISTANCE:
3514 if (one_in_(5)) one_high_resistance(o_ptr);
3515 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3519 /* Amulet of searching */
3520 case SV_AMULET_SEARCHING:
3522 o_ptr->pval = randint1(2) + m_bonus(4, level);
3528 o_ptr->ident |= (IDENT_BROKEN);
3531 o_ptr->curse_flags |= (TRC_CURSED);
3533 /* Reverse bonuses */
3534 o_ptr->pval = 0 - (o_ptr->pval);
3540 /* Amulet of the Magi -- never cursed */
3541 case SV_AMULET_THE_MAGI:
3543 o_ptr->pval = randint1(5) + m_bonus(5, level);
3544 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3546 /* gain one low ESP */
3547 add_esp_weak(o_ptr, FALSE);
3549 /* Mention the item */
3550 if (cheat_peek) object_mention(o_ptr);
3555 /* Amulet of Doom -- always cursed */
3556 case SV_AMULET_DOOM:
3559 o_ptr->ident |= (IDENT_BROKEN);
3562 o_ptr->curse_flags |= (TRC_CURSED);
3565 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3566 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3567 if (power > 0) power = 0 - power;
3572 case SV_AMULET_MAGIC_MASTERY:
3574 o_ptr->pval = 1 + m_bonus(4, level);
3580 o_ptr->ident |= (IDENT_BROKEN);
3583 o_ptr->curse_flags |= (TRC_CURSED);
3585 /* Reverse bonuses */
3586 o_ptr->pval = 0 - o_ptr->pval;
3592 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3593 || (power > 2)) /* power > 2 is debug only */
3595 o_ptr->pval = MIN(o_ptr->pval, 4);
3596 /* Randart amulet */
3597 create_artifact(o_ptr, FALSE);
3599 else if ((power == 2) && one_in_(2))
3601 while(!o_ptr->name2)
3603 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3604 switch(randint1(21))
3607 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3608 o_ptr->name2 = EGO_AMU_SLOW_D;
3611 if (o_ptr->pval) break;
3612 o_ptr->name2 = EGO_AMU_INFRA;
3615 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3616 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3619 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3620 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3623 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3624 o_ptr->name2 = EGO_AMU_LEVITATION;
3626 case 10: case 11: case 21:
3627 o_ptr->name2 = EGO_AMU_AC;
3630 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3631 if (m_bonus(10, level) > 8)
3632 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3634 o_ptr->name2 = EGO_AMU_RES_FIRE;
3637 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3638 if (m_bonus(10, level) > 8)
3639 o_ptr->name2 = EGO_AMU_RES_COLD_;
3641 o_ptr->name2 = EGO_AMU_RES_COLD;
3644 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3645 if (m_bonus(10, level) > 8)
3646 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3648 o_ptr->name2 = EGO_AMU_RES_ELEC;
3651 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3652 if (m_bonus(10, level) > 8)
3653 o_ptr->name2 = EGO_AMU_RES_ACID_;
3655 o_ptr->name2 = EGO_AMU_RES_ACID;
3657 case 16: case 17: case 18: case 19: case 20:
3658 switch (o_ptr->sval)
3660 case SV_AMULET_TELEPORT:
3661 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3662 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3663 else o_ptr->name2 = EGO_AMU_TELEPORT;
3665 case SV_AMULET_RESIST_ACID:
3666 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3668 case SV_AMULET_SEARCHING:
3669 o_ptr->name2 = EGO_AMU_STEALTH;
3671 case SV_AMULET_BRILLIANCE:
3672 if (!one_in_(3)) break;
3673 o_ptr->name2 = EGO_AMU_IDENT;
3675 case SV_AMULET_CHARISMA:
3676 if (!one_in_(3)) break;
3677 o_ptr->name2 = EGO_AMU_CHARM;
3679 case SV_AMULET_THE_MAGI:
3680 if (one_in_(2)) break;
3681 o_ptr->name2 = EGO_AMU_GREAT;
3683 case SV_AMULET_RESISTANCE:
3684 if (!one_in_(5)) break;
3685 o_ptr->name2 = EGO_AMU_DEFENDER;
3687 case SV_AMULET_TELEPATHY:
3688 if (!one_in_(3)) break;
3689 o_ptr->name2 = EGO_AMU_DETECTION;
3695 o_ptr->curse_flags = 0L;
3697 else if ((power == -2) && one_in_(2))
3699 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3700 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3701 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3702 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3703 o_ptr->art_flags[0] = 0;
3704 o_ptr->art_flags[1] = 0;
3705 while(!o_ptr->name2)
3707 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3711 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3712 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3715 o_ptr->name2 = EGO_AMU_FOOL;
3718 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3719 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3722 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3723 o_ptr->name2 = EGO_AMU_TY_CURSE;
3726 o_ptr->name2 = EGO_AMU_NAIVETY;
3731 o_ptr->ident |= (IDENT_BROKEN);
3734 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3743 * Hack -- help pick an item type
3745 static bool item_monster_okay(int r_idx)
3747 monster_race *r_ptr = &r_info[r_idx];
3750 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3751 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3752 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3753 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3754 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3755 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3763 * Apply magic to an item known to be "boring"
3765 * Hack -- note the special code for various items
3767 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3769 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3774 /* Apply magic (good or bad) according to type */
3775 switch (o_ptr->tval)
3784 o_ptr->ident |= (IDENT_BROKEN);
3787 o_ptr->curse_flags |= (TRC_CURSED);
3794 o_ptr->xtra4 = o_ptr->pval;
3800 /* Hack -- Torches -- random fuel */
3801 if (o_ptr->sval == SV_LITE_TORCH)
3803 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3807 /* Hack -- Lanterns -- random fuel */
3808 if (o_ptr->sval == SV_LITE_LANTERN)
3810 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3814 if (power > 2) /* power > 2 is debug only */
3816 create_artifact(o_ptr, FALSE);
3818 else if ((power == 2) || ((power == 1) && one_in_(3)))
3820 while (!o_ptr->name2)
3824 bool okay_flag = TRUE;
3826 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3828 switch (o_ptr->name2)
3831 if (o_ptr->sval == SV_LITE_FEANOR)
3839 else if (power == -2)
3841 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3843 switch (o_ptr->name2)
3845 case EGO_LITE_DARKNESS:
3857 /* The wand or staff gets a number of initial charges equal
3858 * to between 1/2 (+1) and the full object kind's pval. -LM-
3860 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3866 /* Transfer the pval. -LM- */
3867 o_ptr->pval = k_ptr->pval;
3874 object_aware(o_ptr);
3875 object_known(o_ptr);
3884 monster_race *r_ptr;
3886 /* Pick a random non-unique monster race */
3889 i = randint1(max_r_idx - 1);
3891 if (!item_monster_okay(i)) continue;
3892 if (i == MON_TSUCHINOKO) continue;
3896 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3898 /* Ignore dead monsters */
3899 if (!r_ptr->rarity) continue;
3901 /* Ignore uncommon monsters */
3902 if (r_ptr->rarity > 100) continue;
3904 /* Prefer less out-of-depth monsters */
3905 if (randint0(check)) continue;
3912 /* Some figurines are cursed */
3913 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3918 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3920 msg_format("Figurine of %s, depth +%d%s",
3923 r_name + r_ptr->name, check - 1,
3924 !object_is_cursed(o_ptr) ? "" : " {cursed}");
3937 monster_race *r_ptr;
3939 if (o_ptr->sval == SV_SKELETON)
3941 match = RF9_DROP_SKELETON;
3943 else if (o_ptr->sval == SV_CORPSE)
3945 match = RF9_DROP_CORPSE;
3948 /* Hack -- Remove the monster restriction */
3949 get_mon_num_prep(item_monster_okay, NULL);
3951 /* Pick a random non-unique monster race */
3954 i = get_mon_num(dun_level);
3958 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3960 /* Ignore dead monsters */
3961 if (!r_ptr->rarity) continue;
3963 /* Ignore corpseless monsters */
3964 if (!(r_ptr->flags9 & match)) continue;
3966 /* Prefer less out-of-depth monsters */
3967 if (randint0(check)) continue;
3977 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
3979 msg_format("Corpse of %s, depth +%d",
3982 r_name + r_ptr->name, check - 1);
3985 object_aware(o_ptr);
3986 object_known(o_ptr);
3994 monster_race *r_ptr;
3996 /* Pick a random monster race */
3999 i = randint1(max_r_idx - 1);
4003 /* Ignore dead monsters */
4004 if (!r_ptr->rarity) continue;
4014 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4016 msg_format("Statue of %s", r_name + r_ptr->name);
4020 object_aware(o_ptr);
4021 object_known(o_ptr);
4028 byte obj_level = k_info[o_ptr->k_idx].level;
4030 /* Hack -- skip ruined chests */
4031 if (obj_level <= 0) break;
4033 /* Hack -- pick a "difficulty" */
4034 o_ptr->pval = randint1(obj_level);
4035 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4037 o_ptr->xtra3 = dun_level + 5;
4039 /* Never exceed "difficulty" of 55 to 59 */
4040 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4049 * Complete the "creation" of an object by applying "magic" to the item
4051 * This includes not only rolling for random bonuses, but also putting the
4052 * finishing touches on ego-items and artifacts, giving charges to wands and
4053 * staffs, giving fuel to lites, and placing traps on chests.
4055 * In particular, note that "Instant Artifacts", if "created" by an external
4056 * routine, must pass through this function to complete the actual creation.
4058 * The base "chance" of the item being "good" increases with the "level"
4059 * parameter, which is usually derived from the dungeon level, being equal
4060 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4061 * the object is guaranteed to be "good". If an object is "good", then
4062 * the chance that the object will be "great" (ego-item or artifact), also
4063 * increases with the "level", being equal to half the level, plus 5, up to
4064 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4065 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4067 * If the object is not "good", there is a chance it will be "cursed", and
4068 * if it is "cursed", there is a chance it will be "broken". These chances
4069 * are related to the "good" / "great" chances above.
4071 * Otherwise "normal" rings and amulets will be "good" half the time and
4072 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4074 * If "okay" is true, and the object is going to be "great", then there is
4075 * a chance that an artifact will be created. This is true even if both the
4076 * "good" and "great" arguments are false. As a total hack, if "great" is
4077 * true, then the item gets 3 extra "attempts" to become an artifact.
4079 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4081 int i, rolls, f1, f2, power;
4083 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4085 /* Maximum "level" for various things */
4086 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4088 /* Base chance of being "good" */
4091 /* Maximal chance of being "good" */
4092 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4094 /* Base chance of being "great" */
4097 /* Maximal chance of being "great" */
4098 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4099 f2 = d_info[dungeon_type].obj_great;
4101 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4106 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4115 /* Roll for "good" */
4116 if ((mode & AM_GOOD) || magik(f1))
4121 /* Roll for "great" */
4122 if ((mode & AM_GREAT) || magik(f2))
4126 /* Roll for "special" */
4127 if (mode & AM_SPECIAL) power = 3;
4131 /* Roll for "cursed" */
4134 /* Assume "cursed" */
4137 /* Roll for "broken" */
4138 if (magik(f2)) power = -2;
4142 if (mode & AM_CURSED)
4144 /* Assume 'cursed' */
4149 /* Everything else gets more badly cursed */
4156 /* Assume no rolls */
4159 /* Get one roll if excellent */
4160 if (power >= 2) rolls = 1;
4162 /* Hack -- Get four rolls if forced great or special */
4163 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4165 /* Hack -- Get no rolls if not allowed */
4166 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4168 /* Roll for artifacts if allowed */
4169 for (i = 0; i < rolls; i++)
4171 /* Roll for an artifact */
4172 if (make_artifact(o_ptr)) break;
4173 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4175 if (make_artifact(o_ptr)) break;
4180 /* Hack -- analyze artifacts */
4181 if (object_is_fixed_artifact(o_ptr))
4183 artifact_type *a_ptr = &a_info[o_ptr->name1];
4185 /* Hack -- Mark the artifact as "created" */
4188 /* Hack -- Memorize location of artifact in saved floors */
4189 if (character_dungeon)
4190 a_ptr->floor_id = p_ptr->floor_id;
4192 /* Extract the other fields */
4193 o_ptr->pval = a_ptr->pval;
4194 o_ptr->ac = a_ptr->ac;
4195 o_ptr->dd = a_ptr->dd;
4196 o_ptr->ds = a_ptr->ds;
4197 o_ptr->to_a = a_ptr->to_a;
4198 o_ptr->to_h = a_ptr->to_h;
4199 o_ptr->to_d = a_ptr->to_d;
4200 o_ptr->weight = a_ptr->weight;
4201 o_ptr->xtra2 = a_ptr->act_idx;
4203 /* Hack -- extract the "broken" flag */
4204 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4206 /* Hack -- extract the "cursed" flag */
4207 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4208 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4209 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4210 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4211 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4212 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4215 /* Cheat -- peek at the item */
4216 if (cheat_peek) object_mention(o_ptr);
4224 switch (o_ptr->tval)
4233 if (power) a_m_aux_1(o_ptr, lev, power);
4239 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4245 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4259 /* Elven Cloak and Black Clothes ... */
4260 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4261 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4262 o_ptr->pval = randint1(4);
4266 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4267 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4268 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4269 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4270 a_m_aux_2(o_ptr, lev, power);
4272 if (power) a_m_aux_2(o_ptr, lev, power);
4280 if (!power && (randint0(100) < 50)) power = -1;
4281 a_m_aux_3(o_ptr, lev, power);
4287 a_m_aux_4(o_ptr, lev, power);
4292 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4293 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4294 (p_ptr->pseikaku == SEIKAKU_SEXY))
4297 add_flag(o_ptr->art_flags, TR_STR);
4298 add_flag(o_ptr->art_flags, TR_INT);
4299 add_flag(o_ptr->art_flags, TR_WIS);
4300 add_flag(o_ptr->art_flags, TR_DEX);
4301 add_flag(o_ptr->art_flags, TR_CON);
4302 add_flag(o_ptr->art_flags, TR_CHR);
4305 /* Hack -- analyze ego-items */
4306 if (object_is_ego(o_ptr))
4308 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4310 /* Hack -- acquire "broken" flag */
4311 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4313 /* Hack -- acquire "cursed" flag */
4314 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4315 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4316 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4317 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4318 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4319 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4321 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4322 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4323 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4324 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4325 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4326 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4327 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4328 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4334 while (one_in_(o_ptr->dd));
4336 if (o_ptr->dd > 9) o_ptr->dd = 9;
4339 /* Hack -- apply activatin index if needed */
4340 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4342 /* Hack -- apply extra penalties if needed */
4343 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4345 /* Hack -- obtain bonuses */
4346 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4347 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4348 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4350 /* Hack -- obtain pval */
4351 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4354 /* Hack -- apply extra bonuses if needed */
4357 /* Hack -- obtain bonuses */
4358 if (e_ptr->max_to_h)
4360 if (e_ptr->max_to_h > 127)
4361 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4362 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4364 if (e_ptr->max_to_d)
4366 if (e_ptr->max_to_d > 127)
4367 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4368 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4370 if (e_ptr->max_to_a)
4372 if (e_ptr->max_to_a > 127)
4373 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4374 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4377 /* Hack -- obtain pval */
4378 if (e_ptr->max_pval)
4380 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4383 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4385 else if (o_ptr->name2 == EGO_DEMON)
4387 o_ptr->curse_flags |= (TRC_CURSED);
4388 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4389 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4391 o_ptr->pval += randint1(2);
4395 o_ptr->pval += randint1(e_ptr->max_pval);
4398 else if (o_ptr->name2 == EGO_ATTACKS)
4400 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4401 if (o_ptr->pval > 3) o_ptr->pval = 3;
4402 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4403 o_ptr->pval += randint1(2);
4405 else if (o_ptr->name2 == EGO_BAT)
4407 o_ptr->pval = randint1(e_ptr->max_pval);
4408 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4412 o_ptr->pval += randint1(e_ptr->max_pval);
4415 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4417 o_ptr->pval = randint1(o_ptr->pval);
4419 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4423 /* Cheat -- describe the item */
4424 if (cheat_peek) object_mention(o_ptr);
4430 /* Examine real objects */
4433 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4435 /* Hack -- acquire "broken" flag */
4436 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4438 /* Hack -- acquire "cursed" flag */
4439 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4440 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4441 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4442 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4443 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4444 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4450 * Hack -- determine if a template is "good"
4452 static bool kind_is_good(int k_idx)
4454 object_kind *k_ptr = &k_info[k_idx];
4456 /* Analyze the item type */
4457 switch (k_ptr->tval)
4459 /* Armor -- Good unless damaged */
4470 if (k_ptr->to_a < 0) return (FALSE);
4474 /* Weapons -- Good unless damaged */
4481 if (k_ptr->to_h < 0) return (FALSE);
4482 if (k_ptr->to_d < 0) return (FALSE);
4486 /* Ammo -- Arrows/Bolts are good */
4493 /* Books -- High level books are good (except Arcane books) */
4495 case TV_SORCERY_BOOK:
4496 case TV_NATURE_BOOK:
4501 case TV_DAEMON_BOOK:
4502 case TV_CRUSADE_BOOK:
4504 case TV_HISSATSU_BOOK:
4507 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4511 /* Rings -- Rings of Speed are good */
4514 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4515 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4519 /* Amulets -- Amulets of the Magi and Resistance are good */
4522 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4523 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4528 /* Assume not good */
4534 * Attempt to make an object (normal or good/great)
4536 * This routine plays nasty games to generate the "special artifacts".
4538 * This routine uses "object_level" for the "generation level".
4540 * We assume that the given object has been "wiped".
4542 bool make_object(object_type *j_ptr, u32b mode)
4548 /* Chance of "special object" */
4549 prob = ((mode & AM_GOOD) ? 10 : 1000);
4551 /* Base level for the object */
4552 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4555 /* Generate a special object, or a normal object */
4556 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4561 if ((mode & AM_GOOD) && !get_obj_num_hook)
4563 /* Activate restriction (if already specified, use that) */
4564 get_obj_num_hook = kind_is_good;
4567 /* Restricted objects - prepare allocation table */
4568 if (get_obj_num_hook) get_obj_num_prep();
4570 /* Pick a random object */
4571 k_idx = get_obj_num(base);
4573 /* Restricted objects */
4574 if (get_obj_num_hook)
4576 /* Clear restriction */
4577 get_obj_num_hook = NULL;
4579 /* Reset allocation table to default */
4583 /* Handle failure */
4584 if (!k_idx) return (FALSE);
4586 /* Prepare the object */
4587 object_prep(j_ptr, k_idx);
4590 /* Apply magic (allow artifacts) */
4591 apply_magic(j_ptr, object_level, mode);
4593 /* Hack -- generate multiple spikes/missiles */
4594 switch (j_ptr->tval)
4602 j_ptr->number = (byte)damroll(6, 7);
4606 obj_level = k_info[j_ptr->k_idx].level;
4607 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4609 /* Notice "okay" out-of-depth objects */
4610 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4611 (obj_level > dun_level))
4613 /* Cheat -- peek at items */
4614 if (cheat_peek) object_mention(j_ptr);
4623 * Attempt to place an object (normal or good/great) at the given location.
4625 * This routine plays nasty games to generate the "special artifacts".
4627 * This routine uses "object_level" for the "generation level".
4629 * This routine requires a clean floor grid destination.
4631 void place_object(int y, int x, u32b mode)
4636 cave_type *c_ptr = &cave[y][x];
4642 /* Paranoia -- check bounds */
4643 if (!in_bounds(y, x)) return;
4645 /* Require floor space */
4646 if (!cave_drop_bold(y, x)) return;
4648 /* Avoid stacking on other objects */
4649 if (c_ptr->o_idx) return;
4652 /* Get local object */
4655 /* Wipe the object */
4658 /* Make an object (if possible) */
4659 if (!make_object(q_ptr, mode)) return;
4662 /* Make an object */
4670 /* Acquire object */
4671 o_ptr = &o_list[o_idx];
4673 /* Structure Copy */
4674 object_copy(o_ptr, q_ptr);
4681 o_ptr->next_o_idx = c_ptr->o_idx;
4683 /* Place the object */
4684 c_ptr->o_idx = o_idx;
4694 /* Hack -- Preserve artifacts */
4695 if (object_is_fixed_artifact(q_ptr))
4697 a_info[q_ptr->name1].cur_num = 0;
4704 * Make a treasure object
4706 * The location must be a legal, clean, floor grid.
4708 bool make_gold(object_type *j_ptr)
4715 /* Hack -- Pick a Treasure variety */
4716 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4718 /* Apply "extra" magic */
4719 if (one_in_(GREAT_OBJ))
4721 i += randint1(object_level + 1);
4724 /* Hack -- Creeping Coins only generate "themselves" */
4725 if (coin_type) i = coin_type;
4727 /* Do not create "illegal" Treasure Types */
4728 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4730 /* Prepare a gold object */
4731 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4733 /* Hack -- Base coin cost */
4734 base = k_info[OBJ_GOLD_LIST+i].cost;
4736 /* Determine how much the treasure is "worth" */
4737 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4745 * Places a treasure (Gold or Gems) at given location
4747 * The location must be a legal, clean, floor grid.
4749 void place_gold(int y, int x)
4754 cave_type *c_ptr = &cave[y][x];
4761 /* Paranoia -- check bounds */
4762 if (!in_bounds(y, x)) return;
4764 /* Require floor space */
4765 if (!cave_drop_bold(y, x)) return;
4767 /* Avoid stacking on other objects */
4768 if (c_ptr->o_idx) return;
4771 /* Get local object */
4774 /* Wipe the object */
4777 /* Make some gold */
4778 if (!make_gold(q_ptr)) return;
4781 /* Make an object */
4789 /* Acquire object */
4790 o_ptr = &o_list[o_idx];
4792 /* Copy the object */
4793 object_copy(o_ptr, q_ptr);
4800 o_ptr->next_o_idx = c_ptr->o_idx;
4802 /* Place the object */
4803 c_ptr->o_idx = o_idx;
4815 * Let an object fall to the ground at or near a location.
4817 * The initial location is assumed to be "in_bounds()".
4819 * This function takes a parameter "chance". This is the percentage
4820 * chance that the item will "disappear" instead of drop. If the object
4821 * has been thrown, then this is the chance of disappearance on contact.
4823 * Hack -- this function uses "chance" to determine if it should produce
4824 * some form of "description" of the drop event (under the player).
4826 * We check several locations to see if we can find a location at which
4827 * the object can combine, stack, or be placed. Artifacts will try very
4828 * hard to be placed, including "teleporting" to a useful grid if needed.
4830 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4841 s16b this_o_idx, next_o_idx = 0;
4845 char o_name[MAX_NLEN];
4851 /* Extract plural */
4852 bool plural = (j_ptr->number != 1);
4855 /* Describe object */
4856 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4859 /* Handle normal "breakage" */
4860 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4864 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4866 msg_format("The %s disappear%s.",
4867 o_name, (plural ? "" : "s"));
4873 if (p_ptr->wizard) msg_print("(ÇË»)");
4875 if (p_ptr->wizard) msg_print("(breakage)");
4894 /* Scan local grids */
4895 for (dy = -3; dy <= 3; dy++)
4897 /* Scan local grids */
4898 for (dx = -3; dx <= 3; dx++)
4902 /* Calculate actual distance */
4903 d = (dy * dy) + (dx * dx);
4905 /* Ignore distant grids */
4906 if (d > 10) continue;
4912 /* Skip illegal grids */
4913 if (!in_bounds(ty, tx)) continue;
4915 /* Require line of projection */
4916 if (!projectable(y, x, ty, tx)) continue;
4919 c_ptr = &cave[ty][tx];
4921 /* Require floor space */
4922 if (!cave_drop_bold(ty, tx)) continue;
4927 /* Scan objects in that grid */
4928 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4932 /* Acquire object */
4933 o_ptr = &o_list[this_o_idx];
4935 /* Acquire next object */
4936 next_o_idx = o_ptr->next_o_idx;
4938 /* Check for possible combination */
4939 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4945 /* Add new object */
4949 if (k > 99) continue;
4951 /* Calculate score */
4952 s = 1000 - (d + k * 5);
4954 /* Skip bad values */
4955 if (s < bs) continue;
4957 /* New best value */
4960 /* Apply the randomizer to equivalent values */
4961 if ((++bn >= 2) && !one_in_(bn)) continue;
4976 /* Handle lack of space */
4977 if (!flag && !object_is_artifact(j_ptr))
4981 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4983 msg_format("The %s disappear%s.",
4984 o_name, (plural ? "" : "s"));
4990 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
4992 if (p_ptr->wizard) msg_print("(no floor space)");
5002 for (i = 0; !flag && (i < 1000); i++)
5005 ty = rand_spread(by, 1);
5006 tx = rand_spread(bx, 1);
5008 /* Verify location */
5009 if (!in_bounds(ty, tx)) continue;
5011 /* Bounce to that location */
5015 /* Require floor space */
5016 if (!cave_drop_bold(by, bx)) continue;
5025 int candidates = 0, pick;
5027 for (ty = 1; ty < cur_hgt - 1; ty++)
5029 for (tx = 1; tx < cur_wid - 1; tx++)
5031 /* A valid space found */
5032 if (cave_drop_bold(ty, tx)) candidates++;
5036 /* No valid place! */
5041 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5043 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5048 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5050 if (p_ptr->wizard) msg_print("(no floor space)");
5053 /* Mega-Hack -- preserve artifacts */
5056 /* Hack -- Preserve unknown artifacts */
5057 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5059 /* Mega-Hack -- Preserve the artifact */
5060 a_info[j_ptr->name1].cur_num = 0;
5068 /* Choose a random one */
5069 pick = randint1(candidates);
5071 for (ty = 1; ty < cur_hgt - 1; ty++)
5073 for (tx = 1; tx < cur_wid - 1; tx++)
5075 if (cave_drop_bold(ty, tx))
5079 /* Is this a picked one? */
5093 c_ptr = &cave[by][bx];
5095 /* Scan objects in that grid for combination */
5096 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5100 /* Acquire object */
5101 o_ptr = &o_list[this_o_idx];
5103 /* Acquire next object */
5104 next_o_idx = o_ptr->next_o_idx;
5106 /* Check for combination */
5107 if (object_similar(o_ptr, j_ptr))
5109 /* Combine the items */
5110 object_absorb(o_ptr, j_ptr);
5120 /* Get new object */
5121 if (!done) o_idx = o_pop();
5124 if (!done && !o_idx)
5128 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5130 msg_format("The %s disappear%s.",
5131 o_name, (plural ? "" : "s"));
5137 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5139 if (p_ptr->wizard) msg_print("(too many objects)");
5143 /* Hack -- Preserve artifacts */
5144 if (object_is_fixed_artifact(j_ptr))
5146 a_info[j_ptr->name1].cur_num = 0;
5156 /* Structure copy */
5157 object_copy(&o_list[o_idx], j_ptr);
5159 /* Access new object */
5160 j_ptr = &o_list[o_idx];
5167 j_ptr->held_m_idx = 0;
5170 j_ptr->next_o_idx = c_ptr->o_idx;
5172 /* Place the object */
5173 c_ptr->o_idx = o_idx;
5188 /* Mega-Hack -- no message if "dropped" by player */
5189 /* Message when an object falls under the player */
5190 if (chance && player_bold(by, bx))
5193 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5195 msg_print("You feel something roll beneath your feet.");
5208 * Scatter some "great" objects near the player
5210 void acquirement(int y1, int x1, int num, bool great, bool known)
5213 object_type object_type_body;
5214 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5219 /* Get local object */
5220 i_ptr = &object_type_body;
5222 /* Wipe the object */
5225 /* Make a good (or great) object (if possible) */
5226 if (!make_object(i_ptr, mode)) continue;
5230 object_aware(i_ptr);
5231 object_known(i_ptr);
5234 /* Drop the object */
5235 (void)drop_near(i_ptr, -1, y1, x1);
5241 * Scatter some "amusing" objects near the player
5244 #define AMS_NOTHING 0x00 /* No restriction */
5245 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5246 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5247 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5248 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5258 amuse_type amuse_info[] =
5260 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5261 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5262 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5263 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5264 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5265 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5266 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5267 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5268 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5269 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5270 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5271 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5272 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5277 void amusement(int y1, int x1, int num, bool known)
5280 object_type object_type_body;
5283 for (n = 0; amuse_info[n].tval != 0; n++)
5285 t += amuse_info[n].prob;
5291 int i, k_idx, a_idx = 0;
5292 int r = randint0(t);
5293 bool insta_art, fixed_art;
5297 r -= amuse_info[i].prob;
5301 /* Get local object */
5302 i_ptr = &object_type_body;
5304 /* Wipe the object */
5307 /* Wipe the object */
5308 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5310 /* Paranoia - reroll if nothing */
5311 if (!k_idx) continue;
5313 /* Search an artifact index if need */
5314 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5315 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5317 if (insta_art || fixed_art)
5319 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5321 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5322 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5323 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5324 if (a_info[a_idx].cur_num > 0) continue;
5328 if (a_idx >= max_a_idx) continue;
5331 /* Make an object (if possible) */
5332 object_prep(i_ptr, k_idx);
5333 if (a_idx) i_ptr->name1 = a_idx;
5334 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5336 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5338 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5341 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5342 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5346 object_aware(i_ptr);
5347 object_known(i_ptr);
5350 /* Paranoia - reroll if nothing */
5351 if (!(i_ptr->k_idx)) continue;
5353 /* Drop the object */
5354 (void)drop_near(i_ptr, -1, y1, x1);
5361 #define MAX_NORMAL_TRAPS 18
5363 /* See init_feat_variables() in init2.c */
5364 static s16b normal_traps[MAX_NORMAL_TRAPS];
5367 * Initialize arrays for normal traps
5369 void init_normal_traps(void)
5373 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5374 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5375 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5376 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5377 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5378 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5379 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5380 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5381 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5382 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5383 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5384 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5385 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5386 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5387 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5388 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5389 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5390 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5396 * XXX XXX XXX This routine should be redone to reflect trap "level".
5397 * That is, it does not make sense to have spiked pits at 50 feet.
5398 * Actually, it is not this routine, but the "trap instantiation"
5399 * code, which should also check for "trap doors" on quest levels.
5401 s16b choose_random_trap(void)
5408 /* Hack -- pick a trap */
5409 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5411 /* Accept non-trapdoors */
5412 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5414 /* Hack -- no trap doors on special levels */
5415 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5417 /* Hack -- no trap doors on the deepest level */
5418 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5427 * Disclose an invisible trap
5429 void disclose_grid(int y, int x)
5431 cave_type *c_ptr = &cave[y][x];
5433 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5435 /* No longer hidden */
5436 cave_alter_feat(y, x, FF_SECRET);
5438 else if (c_ptr->mimic)
5440 /* No longer hidden */
5453 * Places a random trap at the given location.
5455 * The location must be a legal, naked, floor grid.
5457 * Note that all traps start out as "invisible" and "untyped", and then
5458 * when they are "discovered" (by detecting them or setting them off),
5459 * the trap is "instantiated" as a visible, "typed", trap.
5461 void place_trap(int y, int x)
5463 cave_type *c_ptr = &cave[y][x];
5465 /* Paranoia -- verify location */
5466 if (!in_bounds(y, x)) return;
5468 /* Require empty, clean, floor grid */
5469 if (!cave_clean_bold(y, x)) return;
5471 /* Place an invisible trap */
5472 c_ptr->mimic = c_ptr->feat;
5473 c_ptr->feat = choose_random_trap();
5478 * Describe the charges on an item in the inventory.
5480 void inven_item_charges(int item)
5482 object_type *o_ptr = &inventory[item];
5484 /* Require staff/wand */
5485 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5487 /* Require known item */
5488 if (!object_is_known(o_ptr)) return;
5491 if (o_ptr->pval <= 0)
5493 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5497 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5500 /* Multiple charges */
5501 if (o_ptr->pval != 1)
5503 /* Print a message */
5504 msg_format("You have %d charges remaining.", o_ptr->pval);
5510 /* Print a message */
5511 msg_format("You have %d charge remaining.", o_ptr->pval);
5519 * Describe an item in the inventory.
5521 void inven_item_describe(int item)
5523 object_type *o_ptr = &inventory[item];
5524 char o_name[MAX_NLEN];
5526 /* Get a description */
5527 object_desc(o_name, o_ptr, 0);
5529 /* Print a message */
5531 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5532 if (o_ptr->number <= 0)
5534 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5535 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5539 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5540 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5543 msg_format("You have %s.", o_name);
5550 * Increase the "number" of an item in the inventory
5552 void inven_item_increase(int item, int num)
5554 object_type *o_ptr = &inventory[item];
5557 num += o_ptr->number;
5560 if (num > 255) num = 255;
5561 else if (num < 0) num = 0;
5564 num -= o_ptr->number;
5566 /* Change the number and weight */
5569 /* Add the number */
5570 o_ptr->number += num;
5572 /* Add the weight */
5573 p_ptr->total_weight += (num * o_ptr->weight);
5575 /* Recalculate bonuses */
5576 p_ptr->update |= (PU_BONUS);
5578 /* Recalculate mana XXX */
5579 p_ptr->update |= (PU_MANA);
5581 /* Combine the pack */
5582 p_ptr->notice |= (PN_COMBINE);
5585 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5587 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5588 if (!o_ptr->number && p_ptr->ele_attack)
5590 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5592 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5594 /* Clear all temporary elemental brands */
5595 set_ele_attack(0, 0);
5604 * Erase an inventory slot if it has no more items
5606 void inven_item_optimize(int item)
5608 object_type *o_ptr = &inventory[item];
5610 /* Only optimize real items */
5611 if (!o_ptr->k_idx) return;
5613 /* Only optimize empty items */
5614 if (o_ptr->number) return;
5616 /* The item is in the pack */
5617 if (item < INVEN_RARM)
5624 /* Slide everything down */
5625 for (i = item; i < INVEN_PACK; i++)
5627 /* Structure copy */
5628 inventory[i] = inventory[i+1];
5631 /* Erase the "final" slot */
5632 object_wipe(&inventory[i]);
5635 p_ptr->window |= (PW_INVEN);
5638 /* The item is being wielded */
5644 /* Erase the empty slot */
5645 object_wipe(&inventory[item]);
5647 /* Recalculate bonuses */
5648 p_ptr->update |= (PU_BONUS);
5650 /* Recalculate torch */
5651 p_ptr->update |= (PU_TORCH);
5653 /* Recalculate mana XXX */
5654 p_ptr->update |= (PU_MANA);
5657 p_ptr->window |= (PW_EQUIP);
5661 p_ptr->window |= (PW_SPELL);
5666 * Describe the charges on an item on the floor.
5668 void floor_item_charges(int item)
5670 object_type *o_ptr = &o_list[item];
5672 /* Require staff/wand */
5673 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5675 /* Require known item */
5676 if (!object_is_known(o_ptr)) return;
5679 if (o_ptr->pval <= 0)
5681 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5685 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5688 /* Multiple charges */
5689 if (o_ptr->pval != 1)
5691 /* Print a message */
5692 msg_format("There are %d charges remaining.", o_ptr->pval);
5698 /* Print a message */
5699 msg_format("There is %d charge remaining.", o_ptr->pval);
5707 * Describe an item in the inventory.
5709 void floor_item_describe(int item)
5711 object_type *o_ptr = &o_list[item];
5712 char o_name[MAX_NLEN];
5714 /* Get a description */
5715 object_desc(o_name, o_ptr, 0);
5717 /* Print a message */
5719 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5720 if (o_ptr->number <= 0)
5722 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5726 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5729 msg_format("You see %s.", o_name);
5736 * Increase the "number" of an item on the floor
5738 void floor_item_increase(int item, int num)
5740 object_type *o_ptr = &o_list[item];
5743 num += o_ptr->number;
5746 if (num > 255) num = 255;
5747 else if (num < 0) num = 0;
5750 num -= o_ptr->number;
5752 /* Change the number */
5753 o_ptr->number += num;
5758 * Optimize an item on the floor (destroy "empty" items)
5760 void floor_item_optimize(int item)
5762 object_type *o_ptr = &o_list[item];
5764 /* Paranoia -- be sure it exists */
5765 if (!o_ptr->k_idx) return;
5767 /* Only optimize empty items */
5768 if (o_ptr->number) return;
5770 /* Delete the object */
5771 delete_object_idx(item);
5776 * Check if we have space for an item in the pack without overflow
5778 bool inven_carry_okay(object_type *o_ptr)
5783 if (inven_cnt < INVEN_PACK) return (TRUE);
5786 for (j = 0; j < INVEN_PACK; j++)
5788 object_type *j_ptr = &inventory[j];
5790 /* Skip non-objects */
5791 if (!j_ptr->k_idx) continue;
5793 /* Check if the two items can be combined */
5794 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5802 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5806 /* Use empty slots */
5807 if (!j_ptr->k_idx) return TRUE;
5809 /* Hack -- readable books always come first */
5810 if ((o_ptr->tval == REALM1_BOOK) &&
5811 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5812 if ((j_ptr->tval == REALM1_BOOK) &&
5813 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5815 if ((o_ptr->tval == REALM2_BOOK) &&
5816 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5817 if ((j_ptr->tval == REALM2_BOOK) &&
5818 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5820 /* Objects sort by decreasing type */
5821 if (o_ptr->tval > j_ptr->tval) return TRUE;
5822 if (o_ptr->tval < j_ptr->tval) return FALSE;
5824 /* Non-aware (flavored) items always come last */
5825 /* Can happen in the home */
5826 if (!object_is_aware(o_ptr)) return FALSE;
5827 if (!object_is_aware(j_ptr)) return TRUE;
5829 /* Objects sort by increasing sval */
5830 if (o_ptr->sval < j_ptr->sval) return TRUE;
5831 if (o_ptr->sval > j_ptr->sval) return FALSE;
5833 /* Unidentified objects always come last */
5834 /* Objects in the home can be unknown */
5835 if (!object_is_known(o_ptr)) return FALSE;
5836 if (!object_is_known(j_ptr)) return TRUE;
5838 /* Fixed artifacts, random artifacts and ego items */
5839 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5840 else if (o_ptr->art_name) o_type = 2;
5841 else if (object_is_ego(o_ptr)) o_type = 1;
5844 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5845 else if (j_ptr->art_name) j_type = 2;
5846 else if (object_is_ego(j_ptr)) j_type = 1;
5849 if (o_type < j_type) return TRUE;
5850 if (o_type > j_type) return FALSE;
5852 switch (o_ptr->tval)
5858 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5859 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5865 /* Objects sort by increasing hit/damage bonuses */
5866 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5867 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5870 /* Hack: otherwise identical rods sort by
5871 increasing recharge time --dsb */
5873 if (o_ptr->pval < j_ptr->pval) return TRUE;
5874 if (o_ptr->pval > j_ptr->pval) return FALSE;
5878 /* Objects sort by decreasing value */
5879 return o_value > object_value(j_ptr);
5884 * Add an item to the players inventory, and return the slot used.
5886 * If the new item can combine with an existing item in the inventory,
5887 * it will do so, using "object_similar()" and "object_absorb()", else,
5888 * the item will be placed into the "proper" location in the inventory.
5890 * This function can be used to "over-fill" the player's pack, but only
5891 * once, and such an action must trigger the "overflow" code immediately.
5892 * Note that when the pack is being "over-filled", the new item must be
5893 * placed into the "overflow" slot, and the "overflow" must take place
5894 * before the pack is reordered, but (optionally) after the pack is
5895 * combined. This may be tricky. See "dungeon.c" for info.
5897 * Note that this code must remove any location/stack information
5898 * from the object once it is placed into the inventory.
5900 s16b inven_carry(object_type *o_ptr)
5908 /* Check for combining */
5909 for (j = 0; j < INVEN_PACK; j++)
5911 j_ptr = &inventory[j];
5913 /* Skip non-objects */
5914 if (!j_ptr->k_idx) continue;
5916 /* Hack -- track last item */
5919 /* Check if the two items can be combined */
5920 if (object_similar(j_ptr, o_ptr))
5922 /* Combine the items */
5923 object_absorb(j_ptr, o_ptr);
5925 /* Increase the weight */
5926 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5928 /* Recalculate bonuses */
5929 p_ptr->update |= (PU_BONUS);
5932 p_ptr->window |= (PW_INVEN);
5941 if (inven_cnt > INVEN_PACK) return (-1);
5943 /* Find an empty slot */
5944 for (j = 0; j <= INVEN_PACK; j++)
5946 j_ptr = &inventory[j];
5948 /* Use it if found */
5949 if (!j_ptr->k_idx) break;
5956 /* Reorder the pack */
5959 /* Get the "value" of the item */
5960 s32b o_value = object_value(o_ptr);
5962 /* Scan every occupied slot */
5963 for (j = 0; j < INVEN_PACK; j++)
5965 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5972 for (k = n; k >= i; k--)
5974 /* Hack -- Slide the item */
5975 object_copy(&inventory[k+1], &inventory[k]);
5978 /* Wipe the empty slot */
5979 object_wipe(&inventory[i]);
5984 object_copy(&inventory[i], o_ptr);
5986 /* Access new object */
5987 j_ptr = &inventory[i];
5990 j_ptr->next_o_idx = 0;
5992 /* Forget monster */
5993 j_ptr->held_m_idx = 0;
5995 /* Forget location */
5996 j_ptr->iy = j_ptr->ix = 0;
5998 /* Player touches it, and no longer marked */
5999 j_ptr->marked = OM_TOUCHED;
6001 /* Increase the weight */
6002 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6004 /* Count the items */
6007 /* Recalculate bonuses */
6008 p_ptr->update |= (PU_BONUS);
6010 /* Combine and Reorder pack */
6011 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6014 p_ptr->window |= (PW_INVEN);
6016 /* Return the slot */
6022 * Take off (some of) a non-cursed equipment item
6024 * Note that only one item at a time can be wielded per slot.
6026 * Note that taking off an item when "full" may cause that item
6027 * to fall to the ground.
6029 * Return the inventory slot into which the item is placed.
6031 s16b inven_takeoff(int item, int amt)
6042 char o_name[MAX_NLEN];
6045 /* Get the item to take off */
6046 o_ptr = &inventory[item];
6049 if (amt <= 0) return (-1);
6052 if (amt > o_ptr->number) amt = o_ptr->number;
6054 /* Get local object */
6057 /* Obtain a local object */
6058 object_copy(q_ptr, o_ptr);
6060 /* Modify quantity */
6061 q_ptr->number = amt;
6063 /* Describe the object */
6064 object_desc(o_name, q_ptr, 0);
6066 /* Took off weapon */
6067 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6068 object_is_melee_weapon(o_ptr))
6071 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6073 act = "You were wielding";
6079 else if (item == INVEN_BOW)
6082 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6084 act = "You were holding";
6089 /* Took off light */
6090 else if (item == INVEN_LITE)
6093 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6095 act = "You were holding";
6100 /* Took off something */
6104 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6106 act = "You were wearing";
6111 /* Modify, Optimize */
6112 inven_item_increase(item, -amt);
6113 inven_item_optimize(item);
6115 /* Carry the object */
6116 slot = inven_carry(q_ptr);
6120 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6122 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6132 * Drop (some of) a non-cursed inventory/equipment item
6134 * The object will be dropped "near" the current location
6136 void inven_drop(int item, int amt)
6143 char o_name[MAX_NLEN];
6146 /* Access original object */
6147 o_ptr = &inventory[item];
6150 if (amt <= 0) return;
6153 if (amt > o_ptr->number) amt = o_ptr->number;
6156 /* Take off equipment */
6157 if (item >= INVEN_RARM)
6159 /* Take off first */
6160 item = inven_takeoff(item, amt);
6162 /* Access original object */
6163 o_ptr = &inventory[item];
6167 /* Get local object */
6170 /* Obtain local object */
6171 object_copy(q_ptr, o_ptr);
6173 /* Distribute charges of wands or rods */
6174 distribute_charges(o_ptr, q_ptr, amt);
6176 /* Modify quantity */
6177 q_ptr->number = amt;
6179 /* Describe local object */
6180 object_desc(o_name, q_ptr, 0);
6184 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6186 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6190 /* Drop it near the player */
6191 (void)drop_near(q_ptr, 0, py, px);
6193 /* Modify, Describe, Optimize */
6194 inven_item_increase(item, -amt);
6195 inven_item_describe(item);
6196 inven_item_optimize(item);
6201 * Combine items in the pack
6203 * Note special handling of the "overflow" slot
6205 void combine_pack(void)
6210 bool flag = FALSE, combined;
6216 /* Combine the pack (backwards) */
6217 for (i = INVEN_PACK; i > 0; i--)
6220 o_ptr = &inventory[i];
6222 /* Skip empty items */
6223 if (!o_ptr->k_idx) continue;
6225 /* Scan the items above that item */
6226 for (j = 0; j < i; j++)
6231 j_ptr = &inventory[j];
6233 /* Skip empty items */
6234 if (!j_ptr->k_idx) continue;
6237 * Get maximum number of the stack if these
6238 * are similar, get zero otherwise.
6240 max_num = object_similar_part(j_ptr, o_ptr);
6242 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6243 if (max_num && j_ptr->number < max_num)
6245 if (o_ptr->number + j_ptr->number <= max_num)
6250 /* Add together the item counts */
6251 object_absorb(j_ptr, o_ptr);
6253 /* One object is gone */
6256 /* Slide everything down */
6257 for (k = i; k < INVEN_PACK; k++)
6259 /* Structure copy */
6260 inventory[k] = inventory[k+1];
6263 /* Erase the "final" slot */
6264 object_wipe(&inventory[k]);
6268 int old_num = o_ptr->number;
6269 int remain = j_ptr->number + o_ptr->number - max_num;
6271 o_ptr->number -= remain;
6273 /* Add together the item counts */
6274 object_absorb(j_ptr, o_ptr);
6276 o_ptr->number = remain;
6278 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6279 if (o_ptr->tval == TV_ROD)
6281 o_ptr->pval = o_ptr->pval * remain / old_num;
6282 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6285 /* Hack -- if wands are stacking, combine the charges. -LM- */
6286 if (o_ptr->tval == TV_WAND)
6288 o_ptr->pval = o_ptr->pval * remain / old_num;
6293 p_ptr->window |= (PW_INVEN);
6308 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6310 if (flag) msg_print("You combine some items in your pack.");
6316 * Reorder items in the pack
6318 * Note special handling of the "overflow" slot
6320 void reorder_pack(void)
6330 /* Re-order the pack (forwards) */
6331 for (i = 0; i < INVEN_PACK; i++)
6333 /* Mega-Hack -- allow "proper" over-flow */
6334 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6337 o_ptr = &inventory[i];
6339 /* Skip empty slots */
6340 if (!o_ptr->k_idx) continue;
6342 /* Get the "value" of the item */
6343 o_value = object_value(o_ptr);
6345 /* Scan every occupied slot */
6346 for (j = 0; j < INVEN_PACK; j++)
6348 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6351 /* Never move down */
6352 if (j >= i) continue;
6357 /* Get local object */
6360 /* Save a copy of the moving item */
6361 object_copy(q_ptr, &inventory[i]);
6363 /* Slide the objects */
6364 for (k = i; k > j; k--)
6366 /* Slide the item */
6367 object_copy(&inventory[k], &inventory[k-1]);
6370 /* Insert the moving item */
6371 object_copy(&inventory[j], q_ptr);
6374 p_ptr->window |= (PW_INVEN);
6379 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6381 if (flag) msg_print("You reorder some items in your pack.");
6388 * Hack -- display an object kind in the current window
6390 * Include list of usable spells for readible books
6392 void display_koff(int k_idx)
6401 char o_name[MAX_NLEN];
6404 /* Erase the window */
6405 for (y = 0; y < Term->hgt; y++)
6407 /* Erase the line */
6408 Term_erase(0, y, 255);
6414 /* Get local object */
6417 /* Prepare the object */
6418 object_prep(q_ptr, k_idx);
6421 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6423 /* Mention the object name */
6424 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6426 /* Access the item's sval */
6428 use_realm = tval2realm(q_ptr->tval);
6430 /* Warriors are illiterate */
6431 if (p_ptr->realm1 || p_ptr->realm2)
6433 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6437 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6438 if (!is_magic(use_realm)) return;
6439 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6442 /* Display spells in readible books */
6448 /* Extract spells */
6449 for (spell = 0; spell < 32; spell++)
6451 /* Check for this spell */
6452 if (fake_spell_flags[sval] & (1L << spell))
6454 /* Collect this spell */
6455 spells[num++] = spell;
6460 print_spells(0, spells, num, 2, 0, use_realm);
6464 /* Choose one of items that have warning flag */
6465 object_type *choose_warning_item(void)
6468 int choices[INVEN_TOTAL - INVEN_RARM];
6471 /* Paranoia -- Player has no warning ability */
6472 if (!p_ptr->warning) return NULL;
6474 /* Search Inventory */
6475 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6477 u32b flgs[TR_FLAG_SIZE];
6478 object_type *o_ptr = &inventory[i];
6480 object_flags(o_ptr, flgs);
6481 if (have_flag(flgs, TR_WARNING))
6483 choices[number] = i;
6488 /* Choice one of them */
6489 return number ? &inventory[choices[randint0(number)]] : NULL;
6492 /* Calculate spell damages */
6493 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6495 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6496 int rlev = r_ptr->level;
6497 bool ignore_wraith_form = FALSE;
6499 if (limit) dam = (dam > limit) ? limit : dam;
6501 /* Vulnerability, resistance and immunity */
6505 if (p_ptr->immune_elec)
6508 ignore_wraith_form = TRUE;
6512 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6513 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6514 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6515 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6516 if (IS_OPPOSE_ELEC())
6517 dam = (dam + 2) / 3;
6522 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6523 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6527 if (p_ptr->immune_acid)
6530 ignore_wraith_form = TRUE;
6534 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6535 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6536 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6537 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6543 if (p_ptr->immune_cold)
6546 ignore_wraith_form = TRUE;
6550 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6551 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6552 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6553 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6558 if (p_ptr->immune_fire)
6561 ignore_wraith_form = TRUE;
6565 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6566 if (prace_is_(RACE_ENT)) dam += dam / 3;
6567 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6568 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6569 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6574 ignore_wraith_form = TRUE;
6578 if (!p_ptr->blind &&
6579 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6580 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6583 ignore_wraith_form = TRUE;
6588 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6589 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6590 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6593 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6594 * "dam *= 2;" for later "dam /= 2"
6596 if (p_ptr->wraith_form) dam *= 2;
6600 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6603 ignore_wraith_form = TRUE;
6605 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6609 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6613 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6617 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6621 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6625 if (prace_is_(RACE_SPECTRE))
6628 ignore_wraith_form = TRUE;
6630 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6634 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6638 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6642 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6646 if (p_ptr->levitation) dam = (dam * 2) / 3;
6650 if (p_ptr->resist_shard) dam /= 2;
6654 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6655 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6659 if (p_ptr->mimic_form)
6661 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6664 ignore_wraith_form = TRUE;
6669 switch (p_ptr->prace)
6678 ignore_wraith_form = TRUE;
6685 if (p_ptr->align > 10) dam /= 2;
6686 else if (p_ptr->align < -10) dam *= 2;
6690 if (p_ptr->align > 10) dam *= 2;
6694 case GF_BRAIN_SMASH:
6695 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6698 ignore_wraith_form = TRUE;
6706 if (100 + rlev / 2 <= p_ptr->skill_sav)
6709 ignore_wraith_form = TRUE;
6714 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6717 ignore_wraith_form = TRUE;
6722 if (p_ptr->wraith_form && !ignore_wraith_form)
6728 if (dam > *max) *max = dam;
6731 /* Calculate blow damages */
6732 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6734 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6736 bool check_wraith_form = TRUE;
6738 if (blow_ptr->method != RBM_EXPLODE)
6740 int ac = p_ptr->ac + p_ptr->to_a;
6742 switch (blow_ptr->effect)
6746 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6747 dam = MAX(dam, tmp_dam * 2);
6753 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6757 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6759 check_wraith_form = FALSE;
6763 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6765 check_wraith_form = FALSE;
6769 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6771 check_wraith_form = FALSE;
6775 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6777 check_wraith_form = FALSE;
6782 check_wraith_form = FALSE;
6786 if (check_wraith_form && p_ptr->wraith_form)
6794 dam = (dam + 1) / 2;
6795 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6802 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6803 bool process_warning(int xx, int yy)
6807 char o_name[MAX_NLEN];
6809 #define WARNING_AWARE_RANGE 12
6811 static int old_damage = 0;
6813 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6815 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6818 monster_type *m_ptr;
6819 monster_race *r_ptr;
6821 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6823 c_ptr = &cave[my][mx];
6825 if (!c_ptr->m_idx) continue;
6827 m_ptr = &m_list[c_ptr->m_idx];
6829 if (MON_CSLEEP(m_ptr)) continue;
6830 if (!is_hostile(m_ptr)) continue;
6832 r_ptr = &r_info[m_ptr->r_idx];
6834 /* Monster spells (only powerful ones)*/
6835 if (projectable(my, mx, yy, xx))
6837 int breath_dam_div3 = m_ptr->hp / 3;
6838 int breath_dam_div6 = m_ptr->hp / 6;
6839 u32b f4 = r_ptr->flags4;
6840 u32b f5 = r_ptr->flags5;
6841 u32b f6 = r_ptr->flags6;
6843 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6845 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6846 int storm_dam = rlev * 4 + 150;
6847 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6849 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6850 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6851 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6852 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6853 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6854 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6856 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6857 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6858 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6859 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6860 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6861 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6862 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6863 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6864 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6865 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6866 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6867 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6868 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6869 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6870 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6871 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6872 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6873 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6874 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6875 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6876 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6877 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6878 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6881 /* Monster melee attacks */
6882 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6884 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6888 for (m = 0; m < 4; m++)
6890 /* Skip non-attacks */
6891 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6893 /* Extract the attack info */
6894 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6895 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6897 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6901 /* Contribution from this monster */
6902 dam_max += dam_max0;
6906 /* Prevent excessive warning */
6907 if (dam_max > old_damage)
6909 old_damage = dam_max * 3 / 2;
6911 if (dam_max > p_ptr->chp / 2)
6913 object_type *o_ptr = choose_warning_item();
6915 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6917 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6918 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6920 else strcpy(o_name, "body"); /* Warning ability without item */
6921 msg_format("Your %s pulsates sharply!", o_name);
6925 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6927 return get_check("Really want to go ahead? ");
6931 else old_damage = old_damage / 2;
6933 c_ptr = &cave[yy][xx];
6934 if (((!easy_disarm && is_trap(c_ptr->feat))
6935 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6937 object_type *o_ptr = choose_warning_item();
6939 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6941 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6942 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6944 else strcpy(o_name, "body"); /* Warning ability without item */
6945 msg_format("Your %s pulsates!", o_name);
6949 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6951 return get_check("Really want to go ahead? ");
6959 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6961 switch (o_ptr->tval)
6974 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6983 * A structure for smithing
6986 int add; /* TR flag number or special essence id */
6987 cptr add_name; /* Name of this ability */
6988 int type; /* Menu number */
6989 int essence; /* Index for carrying essences */
6990 int value; /* Needed value to add this ability */
6995 * Smithing type data for Weapon smith
6998 static essence_type essence_info[] =
7000 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
7001 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
7002 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
7003 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
7004 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
7005 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
7006 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
7007 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
7008 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
7009 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
7010 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
7011 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
7012 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
7013 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
7014 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
7015 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
7016 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
7017 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
7018 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
7019 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
7020 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
7021 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7022 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
7023 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
7024 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
7025 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7026 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7027 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
7028 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
7029 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
7030 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
7031 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
7032 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
7033 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
7034 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
7035 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
7036 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
7037 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
7038 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
7039 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
7040 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
7041 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
7042 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
7043 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
7044 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7045 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7046 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7047 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7048 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7049 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7050 {TR_SH_FIRE, "", 0, -2, 0},
7051 {TR_SH_ELEC, "", 0, -2, 0},
7052 {TR_SH_COLD, "", 0, -2, 0},
7053 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7054 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7055 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7056 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
7057 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7058 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7059 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7060 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7061 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7063 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7064 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7065 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7066 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7067 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7068 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7069 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7070 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7071 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7072 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7073 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7074 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7075 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7076 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7077 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7078 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7079 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7080 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7082 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7083 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7084 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7085 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7086 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7087 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7088 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7089 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7091 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7092 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7093 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7094 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7095 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7096 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7097 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7098 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7099 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7100 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7101 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7102 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7104 {-1, NULL, 0, -1, 0}
7107 static essence_type essence_info[] =
7109 {TR_STR, "strength", 4, TR_STR, 20},
7110 {TR_INT, "intelligence", 4, TR_INT, 20},
7111 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7112 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7113 {TR_CON, "constitution", 4, TR_CON, 20},
7114 {TR_CHR, "charisma", 4, TR_CHR, 20},
7115 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7116 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7117 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7118 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7119 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7120 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7121 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7122 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7123 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7124 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7125 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7126 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7127 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7128 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7129 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7130 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7131 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7132 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7133 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7134 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7135 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7136 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7137 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7138 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7139 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7140 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7141 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7142 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7143 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7144 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7145 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7146 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7147 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7148 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7149 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7150 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7151 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7152 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7153 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7154 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7155 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7156 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7157 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7158 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7159 {TR_SH_FIRE, "", 0, -2, 0},
7160 {TR_SH_ELEC, "", 0, -2, 0},
7161 {TR_SH_COLD, "", 0, -2, 0},
7162 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7163 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7164 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7165 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7166 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7167 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7168 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7169 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7170 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7172 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7173 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7174 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7175 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7176 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7177 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7178 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7179 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7180 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7181 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7182 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7183 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7184 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7185 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7186 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7187 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7188 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7189 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7191 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7192 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7193 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7194 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7195 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7196 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7197 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7198 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7200 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7201 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7202 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7203 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7204 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7205 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7206 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7207 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7208 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7209 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7210 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7211 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7213 {-1, NULL, 0, -1, 0}
7219 * Essense names for Weapon smith
7222 static cptr essence_name[] =
7325 static cptr essence_name[] =
7428 static void display_essence(void)
7433 for (i = 1; i < 22; i++)
7438 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7440 prt("Essence Num Essence Num Essence Num ", 1, 8);
7442 for (i = 0; essence_name[i]; i++)
7444 if (!essence_name[i][0]) continue;
7445 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7449 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7451 prt("List of all essences you have.", 0, 0);
7458 static void drain_essence(void)
7460 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7463 bool observe = FALSE;
7464 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7465 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7468 byte iy, ix, marked, number;
7469 s16b next_o_idx, weight;
7471 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7474 item_tester_hook = object_is_weapon_armour_ammo;
7475 item_tester_no_ryoute = TRUE;
7479 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7480 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7482 q = "Extract from which item? ";
7483 s = "You have nothing you can extract from.";
7486 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7488 /* Get the item (in the pack) */
7491 o_ptr = &inventory[item];
7494 /* Get the item (on the floor) */
7497 o_ptr = &o_list[0 - item];
7500 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7502 char o_name[MAX_NLEN];
7503 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7505 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7507 if (!get_check(format("Really extract from %s? ", o_name))) return;
7513 object_flags(o_ptr, old_flgs);
7514 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7515 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7516 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7517 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7518 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7519 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7520 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7521 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7522 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7524 old_to_a = o_ptr->to_a;
7526 old_to_h = o_ptr->to_h;
7527 old_to_d = o_ptr->to_d;
7530 old_pval = o_ptr->pval;
7531 old_name2 = o_ptr->name2;
7532 old_timeout = o_ptr->timeout;
7533 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7534 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7535 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7536 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7537 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7538 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7539 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7543 next_o_idx = o_ptr->next_o_idx;
7544 marked = o_ptr->marked;
7545 weight = o_ptr->weight;
7546 number = o_ptr->number;
7548 object_prep(o_ptr, o_ptr->k_idx);
7552 o_ptr->next_o_idx=next_o_idx;
7553 o_ptr->marked=marked;
7554 o_ptr->number = number;
7555 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7556 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7557 o_ptr->ident |= (IDENT_MENTAL);
7558 object_aware(o_ptr);
7559 object_known(o_ptr);
7561 object_flags(o_ptr, new_flgs);
7563 for (i = 0; essence_info[i].add_name; i++)
7565 essence_type *es_ptr = &essence_info[i];
7568 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7569 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7571 if (es_ptr->add < TR_FLAG_MAX &&
7572 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7573 have_flag(old_flgs, es_ptr->add))
7577 drain_value[es_ptr->essence] += 10 * pval;
7579 else if (es_ptr->essence != -2)
7581 drain_value[es_ptr->essence] += 10;
7583 else if (es_ptr->add == TR_SH_FIRE)
7585 drain_value[TR_BRAND_FIRE] += 10;
7586 drain_value[TR_RES_FIRE] += 10;
7588 else if (es_ptr->add == TR_SH_ELEC)
7590 drain_value[TR_BRAND_ELEC] += 10;
7591 drain_value[TR_RES_ELEC] += 10;
7593 else if (es_ptr->add == TR_SH_COLD)
7595 drain_value[TR_BRAND_COLD] += 10;
7596 drain_value[TR_RES_COLD] += 10;
7601 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7603 drain_value[TR_INT] += 5;
7604 drain_value[TR_WIS] += 5;
7606 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7608 drain_value[TR_BRAND_POIS] += 5;
7609 drain_value[TR_BRAND_ACID] += 5;
7610 drain_value[TR_BRAND_ELEC] += 5;
7611 drain_value[TR_BRAND_FIRE] += 5;
7612 drain_value[TR_BRAND_COLD] += 5;
7614 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7616 drain_value[TR_INT] += 10;
7618 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7620 drain_value[TR_STR] += 10;
7622 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7624 drain_value[TR_DEX] += 10;
7626 if (old_name2 == EGO_2WEAPON)
7628 drain_value[TR_DEX] += 20;
7630 if (object_is_weapon_ammo(o_ptr))
7632 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7634 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7636 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7637 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7638 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7639 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7641 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7643 drain_value[i] *= number;
7644 drain_value[i] = drain_value[i] * dec / 4;
7645 drain_value[i] = MAX(drain_value[i], 0);
7646 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7654 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7658 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7660 for (i = 0; essence_name[i]; i++)
7662 if (!essence_name[i][0]) continue;
7663 if (!drain_value[i]) continue;
7665 p_ptr->magic_num1[i] += drain_value[i];
7666 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7668 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7672 /* Apply autodestroy/inscription to the drained item */
7673 autopick_alter_item(item, TRUE);
7675 /* Combine the pack */
7676 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7679 p_ptr->window |= (PW_INVEN);
7684 static int choose_essence(void)
7688 int menu_line = (use_menu ? 1 : 0);
7691 cptr menu_name[] = {
7701 cptr menu_name[] = {
7711 const int mode_max = 7;
7714 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7717 #endif /* ALLOW_REPEAT */
7726 for (i = 0; i < mode_max; i++)
7728 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7729 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7731 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7732 prt("Choose from menu.", 0, 0);
7751 menu_line += mode_max - 1;
7760 if (menu_line > mode_max) menu_line -= mode_max;
7771 for (i = 0; i < mode_max; i++)
7772 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7775 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7777 if (!get_com("Command :", &choice, TRUE))
7784 if (isupper(choice)) choice = tolower(choice);
7786 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7787 mode = (int)choice - 'a' + 1;
7794 #endif /* ALLOW_REPEAT */
7798 static void add_essence(int mode)
7800 int item, max_num = 0;
7809 char o_name[MAX_NLEN];
7811 essence_type *es_ptr;
7813 int menu_line = (use_menu ? 1 : 0);
7815 for (i = 0; essence_info[i].add_name; i++)
7817 es_ptr = &essence_info[i];
7819 if (es_ptr->type != mode) continue;
7824 if (!repeat_pull(&i) || i<0 || i>=max_num)
7826 #endif /* ALLOW_REPEAT */
7829 /* Nothing chosen yet */
7835 /* Build a prompt */
7837 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7839 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7841 if (use_menu) screen_save();
7843 /* Get a spell from the user */
7845 choice = (always_show_list || use_menu) ? ESCAPE:1;
7849 if( choice==ESCAPE ) choice = ' ';
7850 else if( !get_com(out_val, &choice, FALSE) )break;
7852 if (use_menu && choice != ' ')
7866 menu_line += (max_num-1);
7889 menu_line = max_num;
7903 if (menu_line > max_num) menu_line -= max_num;
7905 /* Request redraw */
7906 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7909 if (!redraw || use_menu)
7913 char dummy[80], dummy2[80];
7921 /* Save the screen */
7922 if (!use_menu) screen_save();
7924 for (y = 1; y < 24; y++)
7927 /* Print header(s) */
7929 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7932 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7935 for (ctr = 0; ctr < max_num; ctr++)
7937 es_ptr = &essence_info[num[ctr]];
7941 if (ctr == (menu_line-1))
7943 strcpy(dummy, "¡Õ ");
7945 strcpy(dummy, "> ");
7947 else strcpy(dummy, " ");
7950 /* letter/number for power selection */
7953 sprintf(dummy, "%c) ",I2A(ctr));
7956 strcat(dummy, es_ptr->add_name);
7961 if (es_ptr->essence != -1)
7963 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7964 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7970 case ESSENCE_SH_FIRE:
7972 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7974 strcat(dummy, "(brand fire + res.fire)");
7976 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7977 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7979 case ESSENCE_SH_ELEC:
7981 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7983 strcat(dummy, "(brand elec. + res. elec.)");
7985 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7986 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7988 case ESSENCE_SH_COLD:
7990 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7992 strcat(dummy, "(brand cold + res. cold)");
7994 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7995 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7997 case ESSENCE_RESISTANCE:
7999 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8001 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8003 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8004 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8005 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8006 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8008 case ESSENCE_SUSTAIN:
8010 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8012 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8014 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8015 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8016 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8017 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8022 if (!able[ctr]) col = TERM_RED;
8024 if (es_ptr->essence != -1)
8026 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8030 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8033 c_prt(col, dummy2, ctr+2, x);
8043 /* Restore the screen */
8054 ask = (isupper(choice));
8057 if (ask) choice = tolower(choice);
8059 /* Extract request */
8060 i = (islower(choice) ? A2I(choice) : -1);
8063 /* Totally Illegal */
8064 if ((i < 0) || (i >= max_num) || !able[i])
8077 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8079 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8082 /* Belay that order */
8083 if (!get_check(tmp_val)) continue;
8090 /* Restore the screen */
8091 if (redraw) screen_load();
8098 #endif /* ALLOW_REPEAT */
8100 es_ptr = &essence_info[num[i]];
8102 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8103 item_tester_tval = TV_GLOVES;
8104 else if (mode == 1 || mode == 5)
8105 item_tester_hook = item_tester_hook_melee_ammo;
8106 else if (es_ptr->add == ESSENCE_ATTACK)
8107 item_tester_hook = object_allow_enchant_weapon;
8108 else if (es_ptr->add == ESSENCE_AC)
8109 item_tester_hook = object_is_armour;
8111 item_tester_hook = object_is_weapon_armour_ammo;
8112 item_tester_no_ryoute = TRUE;
8116 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8117 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8119 q = "Improve which item? ";
8120 s = "You have nothing to improve.";
8123 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8125 /* Get the item (in the pack) */
8128 o_ptr = &inventory[item];
8131 /* Get the item (on the floor) */
8134 o_ptr = &o_list[0 - item];
8137 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8140 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8142 msg_print("This item is no more able to be improved.");
8147 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8149 use_essence = es_ptr->value;
8150 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8151 if (o_ptr->number > 1)
8153 use_essence *= o_ptr->number;
8155 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8157 msg_format("It will take %d essences.",use_essence);
8162 if (es_ptr->essence != -1)
8164 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8167 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8169 msg_print("You don't have enough essences.");
8173 if (is_pval_flag(es_ptr->add))
8175 if (o_ptr->pval < 0)
8178 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8180 msg_print("You cannot increase magic number of this item.");
8184 else if (es_ptr->add == TR_BLOWS)
8186 if (o_ptr->pval > 1)
8189 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8191 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8197 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8199 msg_format("It will take %d essences.", use_essence);
8202 else if (o_ptr->pval > 0)
8204 use_essence *= o_ptr->pval;
8206 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8208 msg_format("It will take %d essences.", use_essence);
8216 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8219 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8221 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8223 strcpy(tmp_val, "1");
8225 if (!get_string(tmp, tmp_val, 1)) return;
8226 pval = atoi(tmp_val);
8227 if (pval > limit) pval = limit;
8228 else if (pval < 1) pval = 1;
8229 o_ptr->pval += pval;
8230 use_essence *= pval;
8232 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8234 msg_format("It will take %d essences.", use_essence);
8238 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8241 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8243 msg_print("You don't have enough essences.");
8248 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8252 int get_to_h, get_to_d;
8254 strcpy(tmp_val, "1");
8256 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8258 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8260 val = atoi(tmp_val);
8261 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8262 else if (val < 1) val = 1;
8265 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8267 msg_format("It will take %d essences.", use_essence);
8269 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8272 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8274 msg_print("You don't have enough essences.");
8278 get_to_h = ((val+1)/2+randint0(val/2+1));
8279 get_to_d = ((val+1)/2+randint0(val/2+1));
8280 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8281 o_ptr->to_h += get_to_h;
8282 o_ptr->to_d += get_to_d;
8284 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8285 if (es_ptr->add == ESSENCE_ATTACK)
8287 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8290 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8292 msg_print("You failed to enchant.");
8299 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8300 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8303 else if (es_ptr->add == ESSENCE_AC)
8305 if (o_ptr->to_a >= p_ptr->lev/5+5)
8308 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8310 msg_print("You failed to enchant.");
8317 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8322 o_ptr->xtra3 = es_ptr->add + 1;
8327 bool success = TRUE;
8331 case ESSENCE_SH_FIRE:
8332 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8337 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8338 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8340 case ESSENCE_SH_ELEC:
8341 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8346 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8347 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8349 case ESSENCE_SH_COLD:
8350 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8355 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8356 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8358 case ESSENCE_RESISTANCE:
8359 case ESSENCE_SUSTAIN:
8360 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))
8365 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8366 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8367 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8368 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8374 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8376 msg_print("You don't have enough essences.");
8380 if (es_ptr->add == ESSENCE_SUSTAIN)
8382 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8383 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8384 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8385 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8389 o_ptr->xtra3 = es_ptr->add + 1;
8396 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8398 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8401 /* Combine the pack */
8402 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8405 p_ptr->window |= (PW_INVEN);
8409 static void erase_essence(void)
8414 char o_name[MAX_NLEN];
8415 u32b flgs[TR_FLAG_SIZE];
8417 item_tester_hook = object_is_smith;
8421 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8422 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8424 q = "Remove from which item? ";
8425 s = "You have nothing to remove essence.";
8428 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8430 /* Get the item (in the pack) */
8433 o_ptr = &inventory[item];
8436 /* Get the item (on the floor) */
8439 o_ptr = &o_list[0 - item];
8442 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8444 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8446 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8451 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8453 o_ptr->to_h -= (o_ptr->xtra4>>8);
8454 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8456 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8457 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8460 object_flags(o_ptr, flgs);
8461 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8463 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8465 msg_print("You removed all essence you have added.");
8468 /* Combine the pack */
8469 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8472 p_ptr->window |= (PW_INVEN);
8475 void do_cmd_kaji(bool only_browse)
8480 int menu_line = (use_menu ? 1 : 0);
8484 if (p_ptr->confused)
8487 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8489 msg_print("You are too confused!");
8497 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8499 msg_print("You are blind!");
8507 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8509 msg_print("You are hallucinating!");
8517 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8519 #endif /* ALLOW_REPEAT */
8521 if (only_browse) screen_save();
8523 if (!only_browse) screen_save();
8529 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8530 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8531 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8532 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8533 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8534 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8536 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8537 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8538 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8539 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8540 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8541 prt(format("Choose command from menu."), 0, 0);
8568 if (menu_line > 5) menu_line -= 5;
8577 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8578 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8579 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8580 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8581 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8582 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8584 prt(" a) List essences", 2, 14);
8585 prt(" b) Extract essence", 3, 14);
8586 prt(" c) Remove essence", 4, 14);
8587 prt(" d) Add essence", 5, 14);
8588 prt(" e) Enchant weapon/armor", 6, 14);
8589 if (!get_com("Command :", &choice, TRUE))
8626 /* Clear lines, position cursor (really should use strlen here) */
8627 Term_erase(14, 21, 255);
8628 Term_erase(14, 20, 255);
8629 Term_erase(14, 19, 255);
8630 Term_erase(14, 18, 255);
8631 Term_erase(14, 17, 255);
8632 Term_erase(14, 16, 255);
8634 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8635 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8637 prt(&temp[j], line, 15);
8642 if (!only_browse) screen_load();
8643 } while (only_browse);
8647 #endif /* ALLOW_REPEAT */
8651 case 1: display_essence();break;
8652 case 2: drain_essence();break;
8653 case 3: erase_essence();break;
8655 mode = choose_essence();
8660 case 5: add_essence(10);break;
8666 * Torches have special abilities when they are flaming.
8668 void torch_flags(object_type *o_ptr, u32b *flgs)
8670 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8672 if (o_ptr->xtra4 > 0)
8674 add_flag(flgs, TR_BRAND_FIRE);
8675 add_flag(flgs, TR_KILL_UNDEAD);
8676 add_flag(flgs, TR_THROW);
8681 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8683 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8685 if (o_ptr->xtra4 > 0)
8693 void torch_lost_fuel(object_type *o_ptr)
8695 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8697 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8698 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;