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 & TRC_CURSED) total -= 5000;
1031 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1032 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1034 /* Also, give some extra for activatable powers... */
1035 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1037 int type = o_ptr->xtra2;
1039 if (type == ACT_SUNLIGHT) total += 250;
1040 else if (type == ACT_BO_MISS_1) total += 250;
1041 else if (type == ACT_BA_POIS_1) total += 300;
1042 else if (type == ACT_BO_ELEC_1) total += 250;
1043 else if (type == ACT_BO_ACID_1) total += 250;
1044 else if (type == ACT_BO_COLD_1) total += 250;
1045 else if (type == ACT_BO_FIRE_1) total += 250;
1046 else if (type == ACT_BA_COLD_1) total += 750;
1047 else if (type == ACT_BA_FIRE_1) total += 1000;
1048 else if (type == ACT_DRAIN_1) total += 500;
1049 else if (type == ACT_BA_COLD_2) total += 1250;
1050 else if (type == ACT_BA_ELEC_2) total += 1500;
1051 else if (type == ACT_DRAIN_2) total += 750;
1052 else if (type == ACT_VAMPIRE_1) total += 1000;
1053 else if (type == ACT_BO_MISS_2) total += 1000;
1054 else if (type == ACT_BA_FIRE_2) total += 1750;
1055 else if (type == ACT_BA_COLD_3) total += 2500;
1056 else if (type == ACT_BA_ELEC_3) total += 2500;
1057 else if (type == ACT_WHIRLWIND) total += 7500;
1058 else if (type == ACT_VAMPIRE_2) total += 2500;
1059 else if (type == ACT_CALL_CHAOS) total += 5000;
1060 else if (type == ACT_ROCKET) total += 5000;
1061 else if (type == ACT_DISP_EVIL) total += 4000;
1062 else if (type == ACT_DISP_GOOD) total += 3500;
1063 else if (type == ACT_BA_MISS_3) total += 5000;
1064 else if (type == ACT_CONFUSE) total += 500;
1065 else if (type == ACT_SLEEP) total += 750;
1066 else if (type == ACT_QUAKE) total += 600;
1067 else if (type == ACT_TERROR) total += 2500;
1068 else if (type == ACT_TELE_AWAY) total += 2000;
1069 else if (type == ACT_BANISH_EVIL) total += 2000;
1070 else if (type == ACT_GENOCIDE) total += 10000;
1071 else if (type == ACT_MASS_GENO) total += 10000;
1072 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1073 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1074 else if (type == ACT_CHARM_OTHER) total += 10000;
1075 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1076 else if (type == ACT_CHARM_OTHERS) total += 17500;
1077 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1078 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1079 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1080 else if (type == ACT_SUMMON_DEMON) total += 20000;
1081 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1082 else if (type == ACT_CURE_LW) total += 500;
1083 else if (type == ACT_CURE_MW) total += 750;
1084 else if (type == ACT_CURE_POISON) total += 1000;
1085 else if (type == ACT_REST_LIFE) total += 7500;
1086 else if (type == ACT_REST_ALL) total += 15000;
1087 else if (type == ACT_CURE_700) total += 10000;
1088 else if (type == ACT_CURE_1000) total += 15000;
1089 else if (type == ACT_ESP) total += 1500;
1090 else if (type == ACT_BERSERK) total += 800;
1091 else if (type == ACT_PROT_EVIL) total += 5000;
1092 else if (type == ACT_RESIST_ALL) total += 5000;
1093 else if (type == ACT_SPEED) total += 15000;
1094 else if (type == ACT_XTRA_SPEED) total += 25000;
1095 else if (type == ACT_WRAITH) total += 25000;
1096 else if (type == ACT_INVULN) total += 25000;
1097 else if (type == ACT_LIGHT) total += 150;
1098 else if (type == ACT_MAP_LIGHT) total += 500;
1099 else if (type == ACT_DETECT_ALL) total += 1000;
1100 else if (type == ACT_DETECT_XTRA) total += 12500;
1101 else if (type == ACT_ID_FULL) total += 10000;
1102 else if (type == ACT_ID_PLAIN) total += 1250;
1103 else if (type == ACT_RUNE_EXPLO) total += 4000;
1104 else if (type == ACT_RUNE_PROT) total += 10000;
1105 else if (type == ACT_SATIATE) total += 2000;
1106 else if (type == ACT_DEST_DOOR) total += 100;
1107 else if (type == ACT_STONE_MUD) total += 1000;
1108 else if (type == ACT_RECHARGE) total += 1000;
1109 else if (type == ACT_ALCHEMY) total += 10000;
1110 else if (type == ACT_DIM_DOOR) total += 10000;
1111 else if (type == ACT_TELEPORT) total += 2000;
1112 else if (type == ACT_RECALL) total += 7500;
1120 * Return the "real" price of a "known" item, not including discounts
1122 * Wand and staffs get cost for each charge
1124 * Armor is worth an extra 100 gold per bonus point to armor class.
1126 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1128 * Missiles are only worth 5 gold per bonus point, since they
1129 * usually appear in groups of 20, and we want the player to get
1130 * the same amount of cash for any "equivalent" item. Note that
1131 * missiles never have any of the "pval" flags, and in fact, they
1132 * only have a few of the available flags, primarily of the "slay"
1133 * and "brand" and "ignore" variety.
1135 * Armor with a negative armor bonus is worthless.
1136 * Weapons with negative hit+damage bonuses are worthless.
1138 * Every wearable item with a "pval" bonus is worth extra (see below).
1140 s32b object_value_real(object_type *o_ptr)
1144 u32b flgs[TR_FLAG_SIZE];
1146 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1149 /* Hack -- "worthless" items */
1150 if (!k_info[o_ptr->k_idx].cost) return (0L);
1153 value = k_info[o_ptr->k_idx].cost;
1155 /* Extract some flags */
1156 object_flags(o_ptr, flgs);
1159 if (object_is_fixed_artifact(o_ptr))
1161 artifact_type *a_ptr = &a_info[o_ptr->name1];
1163 /* Hack -- "worthless" artifacts */
1164 if (!a_ptr->cost) return (0L);
1166 /* Hack -- Use the artifact cost instead */
1167 value = a_ptr->cost;
1168 value += flag_cost(o_ptr, o_ptr->pval);
1170 /* Don't add pval bonuses etc. */
1175 else if (object_is_ego(o_ptr))
1177 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1179 /* Hack -- "worthless" ego-items */
1180 if (!e_ptr->cost) return (0L);
1182 /* Hack -- Reward the ego-item with a bonus */
1183 value += e_ptr->cost;
1184 value += flag_cost(o_ptr, o_ptr->pval);
1192 for (i = 0; i < TR_FLAG_SIZE; i++)
1193 if (o_ptr->art_flags[i]) flag = TRUE;
1195 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1198 /* Analyze pval bonus for normal object */
1199 switch (o_ptr->tval)
1222 if (!o_ptr->pval) break;
1224 /* Hack -- Negative "pval" is always bad */
1225 if (o_ptr->pval < 0) return (0L);
1227 /* Give credit for stat bonuses */
1228 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1230 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1231 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1232 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1233 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1235 /* Give credit for stealth and searching */
1236 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1237 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1238 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1240 /* Give credit for infra-vision and tunneling */
1241 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1242 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1244 /* Give credit for extra attacks */
1245 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1247 /* Give credit for speed bonus */
1248 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1254 /* Analyze the item */
1255 switch (o_ptr->tval)
1260 /* Pay extra for charges, depending on standard number of
1261 * charges. Handle new-style wands correctly. -LM-
1263 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1270 /* Pay extra for charges, depending on standard number of
1273 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1283 /* Hack -- negative bonuses are bad */
1284 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1286 /* Give credit for bonuses */
1287 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1304 /* Hack -- negative armor bonus */
1305 if (o_ptr->to_a < 0) return (0L);
1307 /* Give credit for bonuses */
1308 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1321 /* Hack -- negative hit/damage bonuses */
1322 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1324 /* Factor in the bonuses */
1325 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1327 /* Hack -- Factor in extra damage dice and sides */
1328 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1329 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1340 /* Hack -- negative hit/damage bonuses */
1341 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1343 /* Factor in the bonuses */
1344 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1346 /* Hack -- Factor in extra damage dice and sides */
1347 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1348 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1354 /* Figurines, relative to monster level */
1357 int level = r_info[o_ptr->pval].level;
1358 if (level < 20) value = level*50L;
1359 else if (level < 30) value = 1000+(level-20)*150L;
1360 else if (level < 40) value = 2500+(level-30)*350L;
1361 else if (level < 50) value = 6000+(level-40)*800L;
1362 else value = 14000+(level-50)*2000L;
1368 if (!o_ptr->pval) value = 1000L;
1369 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1375 if (!o_ptr->pval) value = 0L;
1380 /* Worthless object */
1381 if (value < 0) return 0L;
1383 /* Return the value */
1389 * Return the price of an item including plusses (and charges)
1391 * This function returns the "value" of the given item (qty one)
1393 * Never notice "unknown" bonuses or properties, including "curses",
1394 * since that would give the player information he did not have.
1396 * Note that discounted items stay discounted forever, even if
1397 * the discount is "forgotten" by the player via memory loss.
1399 s32b object_value(object_type *o_ptr)
1404 /* Unknown items -- acquire a base value */
1405 if (object_is_known(o_ptr))
1407 /* Broken items -- worthless */
1408 if (object_is_broken(o_ptr)) return (0L);
1410 /* Cursed items -- worthless */
1411 if (object_is_cursed(o_ptr)) return (0L);
1413 /* Real value (see above) */
1414 value = object_value_real(o_ptr);
1417 /* Known items -- acquire the actual value */
1420 /* Hack -- Felt broken items */
1421 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1423 /* Hack -- Felt cursed items */
1424 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1426 /* Base value (see above) */
1427 value = object_value_base(o_ptr);
1431 /* Apply discount (if any) */
1432 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1435 /* Return the final value */
1441 * Determines whether an object can be destroyed, and makes fake inscription.
1443 bool can_player_destroy_object(object_type *o_ptr)
1445 /* Artifacts cannot be destroyed */
1446 if (!object_is_artifact(o_ptr)) return TRUE;
1448 /* If object is unidentified, makes fake inscription */
1449 if (!object_is_known(o_ptr))
1451 byte feel = FEEL_SPECIAL;
1453 /* Hack -- Handle icky artifacts */
1454 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1456 /* Hack -- inscribe the artifact */
1457 o_ptr->feeling = feel;
1459 /* We have "felt" it (again) */
1460 o_ptr->ident |= (IDENT_SENSE);
1462 /* Combine the pack */
1463 p_ptr->notice |= (PN_COMBINE);
1466 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1472 /* Identified artifact -- Nothing to do */
1478 * Distribute charges of rods or wands.
1480 * o_ptr = source item
1481 * q_ptr = target item, must be of the same type as o_ptr
1482 * amt = number of items that are transfered
1484 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1487 * Hack -- If rods or wands are dropped, the total maximum timeout or
1488 * charges need to be allocated between the two stacks. If all the items
1489 * are being dropped, it makes for a neater message to leave the original
1490 * stack's pval alone. -LM-
1492 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1494 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1495 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1497 /* Hack -- Rods also need to have their timeouts distributed. The
1498 * dropped stack will accept all time remaining to charge up to its
1501 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1503 if (q_ptr->pval > o_ptr->timeout)
1504 q_ptr->timeout = o_ptr->timeout;
1506 q_ptr->timeout = q_ptr->pval;
1508 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1513 void reduce_charges(object_type *o_ptr, int amt)
1516 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1517 * charges of the stack needs to be reduced, unless all the items are
1518 * being destroyed. -LM-
1520 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1521 (amt < o_ptr->number))
1523 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1529 * Determine if an item can "absorb" a second item
1531 * See "object_absorb()" for the actual "absorption" code.
1533 * If permitted, we allow staffs (if they are known to have equal charges
1534 * and both are either known or confirmed empty) and wands (if both are
1535 * either known or confirmed empty) and rods (in all cases) to combine.
1536 * Staffs will unstack (if necessary) when they are used, but wands and
1537 * rods will only unstack if one is dropped. -LM-
1539 * If permitted, we allow weapons/armor to stack, if fully "known".
1541 * Missiles will combine if both stacks have the same "known" status.
1542 * This is done to make unidentified stacks of missiles useful.
1544 * Food, potions, scrolls, and "easy know" items always stack.
1546 * Chests, and activatable items, never stack (for various reasons).
1550 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1552 #define MAX_STACK_SIZE 99
1556 * Determine if an item can partly absorb a second item.
1557 * Return maximum number of stack.
1559 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1563 /* Default maximum number of stack */
1564 int max_num = MAX_STACK_SIZE;
1566 /* Require identical object types */
1567 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1570 /* Analyze the items */
1571 switch (o_ptr->tval)
1573 /* Chests and Statues*/
1584 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1585 if (o_ptr->pval != j_ptr->pval) return 0;
1589 /* Figurines and Corpses*/
1594 if (o_ptr->pval != j_ptr->pval) return 0;
1600 /* Food and Potions and Scrolls */
1612 /* Require either knowledge or known empty for both staffs. */
1613 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1614 !object_is_known(o_ptr)) ||
1615 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1616 !object_is_known(j_ptr))) return 0;
1618 /* Require identical charges, since staffs are bulky. */
1619 if (o_ptr->pval != j_ptr->pval) return 0;
1628 /* Require either knowledge or known empty for both wands. */
1629 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1630 !object_is_known(o_ptr)) ||
1631 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1632 !object_is_known(j_ptr))) return 0;
1634 /* Wand charges combine in O&ZAngband. */
1640 /* Staffs and Wands and Rods */
1643 /* Prevent overflaw of timeout */
1644 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1650 /* Weapons and Armor */
1666 /* Rings, Amulets, Lites */
1672 /* Require full knowledge of both items */
1673 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1683 /* Require identical knowledge of both items */
1684 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1685 if (o_ptr->feeling != j_ptr->feeling) return 0;
1687 /* Require identical "bonuses" */
1688 if (o_ptr->to_h != j_ptr->to_h) return 0;
1689 if (o_ptr->to_d != j_ptr->to_d) return 0;
1690 if (o_ptr->to_a != j_ptr->to_a) return 0;
1692 /* Require identical "pval" code */
1693 if (o_ptr->pval != j_ptr->pval) return 0;
1695 /* Artifacts never stack */
1696 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1698 /* Require identical "ego-item" names */
1699 if (o_ptr->name2 != j_ptr->name2) return 0;
1701 /* Require identical added essence */
1702 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1703 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1705 /* Hack -- Never stack "powerful" items */
1706 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1708 /* Hack -- Never stack recharging items */
1709 if (o_ptr->timeout || j_ptr->timeout) return 0;
1711 /* Require identical "values" */
1712 if (o_ptr->ac != j_ptr->ac) return 0;
1713 if (o_ptr->dd != j_ptr->dd) return 0;
1714 if (o_ptr->ds != j_ptr->ds) return 0;
1723 /* Require knowledge */
1724 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1732 /* Hack -- Identical art_flags! */
1733 for (i = 0; i < TR_FLAG_SIZE; i++)
1734 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1736 /* Hack -- Require identical "cursed" status */
1737 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1739 /* Hack -- Require identical "broken" status */
1740 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1743 /* Hack -- require semi-matching "inscriptions" */
1744 if (o_ptr->inscription && j_ptr->inscription &&
1745 (o_ptr->inscription != j_ptr->inscription))
1748 /* Hack -- normally require matching "inscriptions" */
1749 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1751 /* Hack -- normally require matching "discounts" */
1752 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1755 /* They match, so they must be similar */
1760 * Determine if an item can absorb a second item.
1762 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1764 int total = o_ptr->number + j_ptr->number;
1767 /* Are these objects similar? */
1768 max_num = object_similar_part(o_ptr, j_ptr);
1770 /* Return if not similar */
1771 if (!max_num) return FALSE;
1773 /* Maximal "stacking" limit */
1774 if (total > max_num) return (0);
1777 /* They match, so they must be similar */
1784 * Allow one item to "absorb" another, assuming they are similar
1786 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1788 int max_num = object_similar_part(o_ptr, j_ptr);
1789 int total = o_ptr->number + j_ptr->number;
1790 int diff = (total > max_num) ? total - max_num : 0;
1792 /* Combine quantity, lose excess items */
1793 o_ptr->number = (total > max_num) ? max_num : total;
1795 /* Hack -- blend "known" status */
1796 if (object_is_known(j_ptr)) object_known(o_ptr);
1798 /* Hack -- clear "storebought" if only one has it */
1799 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1800 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1802 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1803 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1806 /* Hack -- blend "mental" status */
1807 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1809 /* Hack -- blend "inscriptions" */
1810 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1812 /* Hack -- blend "feelings" */
1813 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1815 /* Hack -- could average discounts XXX XXX XXX */
1816 /* Hack -- save largest discount XXX XXX XXX */
1817 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1819 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1820 if (o_ptr->tval == TV_ROD)
1822 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1823 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1826 /* Hack -- if wands are stacking, combine the charges. -LM- */
1827 if (o_ptr->tval == TV_WAND)
1829 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1835 * Find the index of the object_kind with the given tval and sval
1837 s16b lookup_kind(int tval, int sval)
1844 for (k = 1; k < max_k_idx; k++)
1846 object_kind *k_ptr = &k_info[k];
1848 /* Require correct tval */
1849 if (k_ptr->tval != tval) continue;
1852 if (k_ptr->sval == sval) return (k);
1854 /* Ignore illegal items */
1855 if (sval != SV_ANY) continue;
1857 /* Apply the randomizer */
1858 if (!one_in_(++num)) continue;
1860 /* Use this value */
1864 /* Return this choice */
1873 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1875 msg_format("No object (%d,%d)", tval, sval);
1886 * Wipe an object clean.
1888 void object_wipe(object_type *o_ptr)
1890 /* Wipe the structure */
1891 (void)WIPE(o_ptr, object_type);
1896 * Prepare an object based on an existing object
1898 void object_copy(object_type *o_ptr, object_type *j_ptr)
1900 /* Copy the structure */
1901 COPY(o_ptr, j_ptr, object_type);
1906 * Prepare an object based on an object kind.
1908 void object_prep(object_type *o_ptr, int k_idx)
1910 object_kind *k_ptr = &k_info[k_idx];
1912 /* Clear the record */
1915 /* Save the kind index */
1916 o_ptr->k_idx = k_idx;
1918 /* Efficiency -- tval/sval */
1919 o_ptr->tval = k_ptr->tval;
1920 o_ptr->sval = k_ptr->sval;
1922 /* Default "pval" */
1923 o_ptr->pval = k_ptr->pval;
1925 /* Default number */
1928 /* Default weight */
1929 o_ptr->weight = k_ptr->weight;
1932 o_ptr->to_h = k_ptr->to_h;
1933 o_ptr->to_d = k_ptr->to_d;
1934 o_ptr->to_a = k_ptr->to_a;
1937 o_ptr->ac = k_ptr->ac;
1938 o_ptr->dd = k_ptr->dd;
1939 o_ptr->ds = k_ptr->ds;
1941 /* Hack -- worthless items are always "broken" */
1942 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1944 /* Hack -- cursed items are always "cursed" */
1945 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1946 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1947 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1948 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1949 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1950 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1955 * Help determine an "enchantment bonus" for an object.
1957 * To avoid floating point but still provide a smooth distribution of bonuses,
1958 * we simply round the results of division in such a way as to "average" the
1959 * correct floating point value.
1961 * This function has been changed. It uses "randnor()" to choose values from
1962 * a normal distribution, whose mean moves from zero towards the max as the
1963 * level increases, and whose standard deviation is equal to 1/4 of the max,
1964 * and whose values are forced to lie between zero and the max, inclusive.
1966 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1967 * rare to get the "full" enchantment on an object, even a deep levels.
1969 * It is always possible (albeit unlikely) to get the "full" enchantment.
1971 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1973 * N 0 1 2 3 4 5 6 7 8 9 10
1974 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1975 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1976 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1977 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1978 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1979 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1980 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1981 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1982 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1983 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1984 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1985 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1986 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1987 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1988 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1989 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1990 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1991 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1993 s16b m_bonus(int max, int level)
1995 int bonus, stand, extra, value;
1998 /* Paranoia -- enforce maximal "level" */
1999 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2002 /* The "bonus" moves towards the max */
2003 bonus = ((max * level) / MAX_DEPTH);
2005 /* Hack -- determine fraction of error */
2006 extra = ((max * level) % MAX_DEPTH);
2008 /* Hack -- simulate floating point computations */
2009 if (randint0(MAX_DEPTH) < extra) bonus++;
2012 /* The "stand" is equal to one quarter of the max */
2015 /* Hack -- determine fraction of error */
2018 /* Hack -- simulate floating point computations */
2019 if (randint0(4) < extra) stand++;
2022 /* Choose an "interesting" value */
2023 value = randnor(bonus, stand);
2025 /* Enforce the minimum value */
2026 if (value < 0) return (0);
2028 /* Enforce the maximum value */
2029 if (value > max) return (max);
2037 * Cheat -- describe a created object for the user
2039 static void object_mention(object_type *o_ptr)
2041 char o_name[MAX_NLEN];
2044 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
2047 if (object_is_fixed_artifact(o_ptr))
2051 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2053 msg_format("Artifact (%s)", o_name);
2058 /* Random Artifact */
2059 else if (o_ptr->art_name)
2062 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2064 msg_print("Random artifact");
2070 else if (object_is_ego(o_ptr))
2074 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2076 msg_format("Ego-item (%s)", o_name);
2086 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2088 msg_format("Object (%s)", o_name);
2096 * Mega-Hack -- Attempt to create one of the "Special Objects"
2098 * We are only called from "make_object()", and we assume that
2099 * "apply_magic()" is called immediately after we return.
2101 * Note -- see "make_artifact()" and "apply_magic()"
2103 static bool make_artifact_special(object_type *o_ptr)
2109 /* No artifacts in the town */
2110 if (!dun_level) return (FALSE);
2113 if (get_obj_num_hook) return (FALSE);
2115 /* Check the artifact list (just the "specials") */
2116 for (i = 0; i < max_a_idx; i++)
2118 artifact_type *a_ptr = &a_info[i];
2120 /* Skip "empty" artifacts */
2121 if (!a_ptr->name) continue;
2123 /* Cannot make an artifact twice */
2124 if (a_ptr->cur_num) continue;
2126 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2127 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2129 /* XXX XXX Enforce minimum "depth" (loosely) */
2130 if (a_ptr->level > dun_level)
2132 /* Acquire the "out-of-depth factor" */
2133 int d = (a_ptr->level - dun_level) * 2;
2135 /* Roll for out-of-depth creation */
2136 if (!one_in_(d)) continue;
2139 /* Artifact "rarity roll" */
2140 if (!one_in_(a_ptr->rarity)) continue;
2142 /* Find the base object */
2143 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2145 /* XXX XXX Enforce minimum "object" level (loosely) */
2146 if (k_info[k_idx].level > object_level)
2148 /* Acquire the "out-of-depth factor" */
2149 int d = (k_info[k_idx].level - object_level) * 5;
2151 /* Roll for out-of-depth creation */
2152 if (!one_in_(d)) continue;
2155 /* Assign the template */
2156 object_prep(o_ptr, k_idx);
2158 /* Mega-Hack -- mark the item as an artifact */
2161 /* Hack: Some artifacts get random extra powers */
2162 random_artifact_resistance(o_ptr, a_ptr);
2174 * Attempt to change an object into an artifact
2176 * This routine should only be called by "apply_magic()"
2178 * Note -- see "make_artifact_special()" and "apply_magic()"
2180 static bool make_artifact(object_type *o_ptr)
2185 /* No artifacts in the town */
2186 if (!dun_level) return (FALSE);
2188 /* Paranoia -- no "plural" artifacts */
2189 if (o_ptr->number != 1) return (FALSE);
2191 /* Check the artifact list (skip the "specials") */
2192 for (i = 0; i < max_a_idx; i++)
2194 artifact_type *a_ptr = &a_info[i];
2196 /* Skip "empty" items */
2197 if (!a_ptr->name) continue;
2199 /* Cannot make an artifact twice */
2200 if (a_ptr->cur_num) continue;
2202 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2204 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2206 /* Must have the correct fields */
2207 if (a_ptr->tval != o_ptr->tval) continue;
2208 if (a_ptr->sval != o_ptr->sval) continue;
2210 /* XXX XXX Enforce minimum "depth" (loosely) */
2211 if (a_ptr->level > dun_level)
2213 /* Acquire the "out-of-depth factor" */
2214 int d = (a_ptr->level - dun_level) * 2;
2216 /* Roll for out-of-depth creation */
2217 if (!one_in_(d)) continue;
2220 /* We must make the "rarity roll" */
2221 if (!one_in_(a_ptr->rarity)) continue;
2223 /* Hack -- mark the item as an artifact */
2226 /* Hack: Some artifacts get random extra powers */
2227 random_artifact_resistance(o_ptr, a_ptr);
2239 * Choose random ego type
2241 static byte get_random_ego(byte slot, bool good)
2244 ego_item_type *e_ptr;
2248 for (i = 1; i < max_e_idx; i++)
2252 if (e_ptr->slot == slot
2253 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2256 total += (255 / e_ptr->rarity);
2260 value = randint1(total);
2262 for (i = 1; i < max_e_idx; i++)
2266 if (e_ptr->slot == slot
2267 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2270 value -= (255 / e_ptr->rarity);
2271 if (value <= 0L) break;
2279 * Apply magic to an item known to be a "weapon"
2281 * Hack -- note special base damage dice boosting
2282 * Hack -- note special processing for weapon/digger
2284 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2286 int tohit1 = randint1(5) + m_bonus(5, level);
2287 int todam1 = randint1(5) + m_bonus(5, level);
2289 int tohit2 = m_bonus(10, level);
2290 int todam2 = m_bonus(10, level);
2292 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2294 tohit2 = (tohit2+1)/2;
2295 todam2 = (todam2+1)/2;
2302 o_ptr->to_h += tohit1;
2303 o_ptr->to_d += todam1;
2309 o_ptr->to_h += tohit2;
2310 o_ptr->to_d += todam2;
2318 o_ptr->to_h -= tohit1;
2319 o_ptr->to_d -= todam1;
2324 /* Penalize again */
2325 o_ptr->to_h -= tohit2;
2326 o_ptr->to_d -= todam2;
2329 /* Cursed (if "bad") */
2330 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2333 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2336 switch (o_ptr->tval)
2343 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2344 create_artifact(o_ptr, FALSE);
2346 /* Special Ego-item */
2347 o_ptr->name2 = EGO_DIGGING;
2351 else if (power < -1)
2353 /* Hack -- Horrible digging bonus */
2354 o_ptr->pval = 0 - (5 + randint1(5));
2360 /* Hack -- Reverse digging bonus */
2361 o_ptr->pval = 0 - (o_ptr->pval);
2375 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2377 create_artifact(o_ptr, FALSE);
2382 /* Roll for an ego-item */
2383 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2384 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2386 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2391 switch (o_ptr->name2)
2394 if (one_in_(4) && (level > 40))
2395 add_flag(o_ptr->art_flags, TR_BLOWS);
2399 add_flag(o_ptr->art_flags, TR_RES_POIS);
2401 add_flag(o_ptr->art_flags, TR_WARNING);
2403 case EGO_KILL_DRAGON:
2405 add_flag(o_ptr->art_flags, TR_RES_POIS);
2409 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2411 case EGO_SLAYING_WEAPON:
2412 if (one_in_(3)) /* double damage */
2420 while (one_in_(o_ptr->dd));
2426 while (one_in_(o_ptr->ds));
2431 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2433 if (o_ptr->tval == TV_SWORD && one_in_(3))
2435 add_flag(o_ptr->art_flags, TR_VORPAL);
2440 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2446 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2448 add_flag(o_ptr->art_flags, TR_DEX);
2450 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2453 o_ptr->pval = m_bonus(5, level) + 1;
2455 case EGO_EARTHQUAKES:
2456 if (one_in_(3) && (level > 60))
2457 add_flag(o_ptr->art_flags, TR_BLOWS);
2459 o_ptr->pval = m_bonus(3, level);
2463 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2467 if (!o_ptr->art_name)
2469 /* Hack -- Super-charge the damage dice */
2470 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2472 /* Hack -- Lower the damage dice */
2473 if (o_ptr->dd > 9) o_ptr->dd = 9;
2478 else if (power < -1)
2480 /* Roll for ego-item */
2481 if (randint0(MAX_DEPTH) < level)
2483 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2484 switch (o_ptr->name2)
2487 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2501 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2503 create_artifact(o_ptr, FALSE);
2506 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2520 if (power > 2) /* power > 2 is debug only */
2522 create_artifact(o_ptr, FALSE);
2526 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2528 switch (o_ptr->name2)
2530 case EGO_SLAYING_BOLT:
2535 /* Hack -- super-charge the damage dice */
2536 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2538 /* Hack -- restrict the damage dice */
2539 if (o_ptr->dd > 9) o_ptr->dd = 9;
2543 else if (power < -1)
2545 /* Roll for ego-item */
2546 if (randint0(MAX_DEPTH) < level)
2548 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2558 static void dragon_resist(object_type * o_ptr)
2563 one_dragon_ele_resistance(o_ptr);
2565 one_high_resistance(o_ptr);
2571 static bool add_esp_strong(object_type *o_ptr)
2573 bool nonliv = FALSE;
2575 switch (randint1(3))
2577 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2578 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2579 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2586 #define MAX_ESP_WEAK 9
2587 static void add_esp_weak(object_type *o_ptr, bool extra)
2590 int idx[MAX_ESP_WEAK];
2591 int flg[MAX_ESP_WEAK];
2592 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2593 int left = MAX_ESP_WEAK;
2595 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2597 /* Shuffle esp flags */
2598 for (i = 0; i < n; i++)
2600 int k = randint0(left--);
2606 flg[k] = flg[k + 1];
2611 while (n--) switch (idx[n])
2613 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2614 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2615 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2616 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2617 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2618 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2619 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2620 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2621 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2627 * Apply magic to an item known to be "armor"
2629 * Hack -- note special processing for crown/helm
2630 * Hack -- note special processing for robe of permanence
2632 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2634 int toac1 = randint1(5) + m_bonus(5, level);
2636 int toac2 = m_bonus(10, level);
2642 o_ptr->to_a += toac1;
2648 o_ptr->to_a += toac2;
2656 o_ptr->to_a -= toac1;
2661 /* Penalize again */
2662 o_ptr->to_a -= toac2;
2665 /* Cursed (if "bad") */
2666 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2671 switch (o_ptr->tval)
2675 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2676 create_artifact(o_ptr, FALSE);
2678 /* Mention the item */
2679 if (cheat_peek) object_mention(o_ptr);
2690 /* Hack -- Try for "Robes of the Magi" */
2691 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2692 (o_ptr->sval == SV_ROBE) &&
2693 (randint0(100) < 15))
2697 o_ptr->name2 = EGO_YOIYAMI;
2698 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2699 o_ptr->sval = SV_YOIYAMI_ROBE;
2705 o_ptr->name2 = EGO_PERMANENCE;
2710 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2712 create_artifact(o_ptr, FALSE);
2718 bool okay_flag = TRUE;
2720 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2722 switch (o_ptr->name2)
2724 case EGO_RESISTANCE:
2726 add_flag(o_ptr->art_flags, TR_RES_POIS);
2731 if (o_ptr->tval != TV_HARD_ARMOR)
2738 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2739 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2741 add_flag(o_ptr->art_flags, TR_CON);
2757 if (o_ptr->sval == SV_DRAGON_SHIELD)
2759 /* Mention the item */
2760 if (cheat_peek) object_mention(o_ptr);
2761 dragon_resist(o_ptr);
2762 if (!one_in_(3)) break;
2768 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2770 create_artifact(o_ptr, FALSE);
2773 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2775 switch (o_ptr->name2)
2778 if (!one_in_(3)) one_high_resistance(o_ptr);
2779 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2781 case EGO_REFLECTION:
2782 if (o_ptr->sval == SV_MIRROR_SHIELD)
2792 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2794 /* Mention the item */
2795 if (cheat_peek) object_mention(o_ptr);
2796 dragon_resist(o_ptr);
2797 if (!one_in_(3)) break;
2801 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2803 create_artifact(o_ptr, FALSE);
2806 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2810 else if (power < -1)
2812 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2820 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2822 /* Mention the item */
2823 if (cheat_peek) object_mention(o_ptr);
2824 dragon_resist(o_ptr);
2825 if (!one_in_(3)) break;
2830 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2832 create_artifact(o_ptr, FALSE);
2835 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2837 switch (o_ptr->name2)
2839 case EGO_SLOW_DESCENT:
2842 one_high_resistance(o_ptr);
2848 else if (power < -1)
2850 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2861 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2863 create_artifact(o_ptr, FALSE);
2868 bool ok_flag = TRUE;
2869 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2871 switch (o_ptr->name2)
2874 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2875 else add_esp_weak(o_ptr, FALSE);
2879 case EGO_REGENERATION:
2880 case EGO_LORDLINESS:
2885 if (one_in_(2)) add_esp_strong(o_ptr);
2886 else add_esp_weak(o_ptr, FALSE);
2889 default:/* not existing crown (wisdom,lite, etc...) */
2893 break; /* while (1) */
2899 else if (power < -1)
2901 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2909 if (o_ptr->sval == SV_DRAGON_HELM)
2911 /* Mention the item */
2912 if (cheat_peek) object_mention(o_ptr);
2913 dragon_resist(o_ptr);
2914 if (!one_in_(3)) break;
2920 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2922 create_artifact(o_ptr, FALSE);
2927 bool ok_flag = TRUE;
2928 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2930 switch (o_ptr->name2)
2932 case EGO_INTELLIGENCE:
2937 case EGO_INFRAVISION:
2942 if (one_in_(2)) add_esp_strong(o_ptr);
2943 else add_esp_weak(o_ptr, FALSE);
2946 default:/* not existing helm (Magi, Might, etc...)*/
2950 break; /* while (1) */
2955 else if (power < -1)
2957 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2967 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2969 create_artifact(o_ptr, FALSE);
2972 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2974 switch (o_ptr->name2)
2985 else if (power < -1)
2987 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2997 * Apply magic to an item known to be a "ring" or "amulet"
2999 * Hack -- note special "pval boost" code for ring of speed
3000 * Hack -- note that some items must be cursed (or blessed)
3002 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3004 /* Apply magic (good or bad) according to type */
3005 switch (o_ptr->tval)
3010 switch (o_ptr->sval)
3012 case SV_RING_ATTACKS:
3015 o_ptr->pval = m_bonus(2, level);
3016 if (one_in_(15)) o_ptr->pval++;
3017 if (o_ptr->pval < 1) o_ptr->pval = 1;
3023 o_ptr->ident |= (IDENT_BROKEN);
3026 o_ptr->curse_flags |= TRC_CURSED;
3029 o_ptr->pval = 0 - (o_ptr->pval);
3040 /* Strength, Constitution, Dexterity, Intelligence */
3046 o_ptr->pval = 1 + m_bonus(5, level);
3052 o_ptr->ident |= (IDENT_BROKEN);
3055 o_ptr->curse_flags |= TRC_CURSED;
3058 o_ptr->pval = 0 - (o_ptr->pval);
3064 /* Ring of Speed! */
3067 /* Base speed (1 to 10) */
3068 o_ptr->pval = randint1(5) + m_bonus(5, level);
3070 /* Super-charge the ring */
3071 while (randint0(100) < 50) o_ptr->pval++;
3077 o_ptr->ident |= (IDENT_BROKEN);
3080 o_ptr->curse_flags |= TRC_CURSED;
3083 o_ptr->pval = 0 - (o_ptr->pval);
3088 /* Mention the item */
3089 if (cheat_peek) object_mention(o_ptr);
3094 case SV_RING_LORDLY:
3098 one_lordly_high_resistance(o_ptr);
3102 /* Bonus to armor class */
3103 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3107 case SV_RING_WARNING:
3109 if (one_in_(3)) one_low_esp(o_ptr);
3114 case SV_RING_SEARCHING:
3116 /* Bonus to searching */
3117 o_ptr->pval = 1 + m_bonus(5, level);
3123 o_ptr->ident |= (IDENT_BROKEN);
3126 o_ptr->curse_flags |= TRC_CURSED;
3129 o_ptr->pval = 0 - (o_ptr->pval);
3135 /* Flames, Acid, Ice */
3136 case SV_RING_FLAMES:
3141 /* Bonus to armor class */
3142 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3146 /* Weakness, Stupidity */
3147 case SV_RING_WEAKNESS:
3148 case SV_RING_STUPIDITY:
3151 o_ptr->ident |= (IDENT_BROKEN);
3154 o_ptr->curse_flags |= TRC_CURSED;
3157 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3158 if (power > 0) power = 0 - power;
3163 /* WOE, Stupidity */
3167 o_ptr->ident |= (IDENT_BROKEN);
3170 o_ptr->curse_flags |= TRC_CURSED;
3173 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3174 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3175 if (power > 0) power = 0 - power;
3180 /* Ring of damage */
3181 case SV_RING_DAMAGE:
3183 /* Bonus to damage */
3184 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3190 o_ptr->ident |= (IDENT_BROKEN);
3193 o_ptr->curse_flags |= TRC_CURSED;
3196 o_ptr->to_d = 0 - o_ptr->to_d;
3202 /* Ring of Accuracy */
3203 case SV_RING_ACCURACY:
3206 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3212 o_ptr->ident |= (IDENT_BROKEN);
3215 o_ptr->curse_flags |= TRC_CURSED;
3218 o_ptr->to_h = 0 - o_ptr->to_h;
3224 /* Ring of Protection */
3225 case SV_RING_PROTECTION:
3227 /* Bonus to armor class */
3228 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3234 o_ptr->ident |= (IDENT_BROKEN);
3237 o_ptr->curse_flags |= TRC_CURSED;
3240 o_ptr->to_a = 0 - o_ptr->to_a;
3246 /* Ring of Slaying */
3247 case SV_RING_SLAYING:
3249 /* Bonus to damage and to hit */
3250 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3251 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3257 o_ptr->ident |= (IDENT_BROKEN);
3260 o_ptr->curse_flags |= TRC_CURSED;
3262 /* Reverse bonuses */
3263 o_ptr->to_h = 0 - o_ptr->to_h;
3264 o_ptr->to_d = 0 - o_ptr->to_d;
3270 case SV_RING_MUSCLE:
3272 o_ptr->pval = 1 + m_bonus(3, level);
3273 if (one_in_(4)) o_ptr->pval++;
3279 o_ptr->ident |= (IDENT_BROKEN);
3282 o_ptr->curse_flags |= TRC_CURSED;
3284 /* Reverse bonuses */
3285 o_ptr->pval = 0 - o_ptr->pval;
3290 case SV_RING_AGGRAVATION:
3293 o_ptr->ident |= (IDENT_BROKEN);
3296 o_ptr->curse_flags |= TRC_CURSED;
3298 if (power > 0) power = 0 - power;
3302 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3303 || (power > 2)) /* power > 2 is debug only */
3305 o_ptr->pval = MIN(o_ptr->pval, 4);
3306 /* Randart amulet */
3307 create_artifact(o_ptr, FALSE);
3309 else if ((power == 2) && one_in_(2))
3311 while(!o_ptr->name2)
3313 int tmp = m_bonus(10, level);
3314 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3315 switch(randint1(28))
3318 o_ptr->name2 = EGO_RING_THROW;
3321 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3322 o_ptr->name2 = EGO_RING_REGEN;
3325 if (have_flag(k_ptr->flags, TR_LITE)) break;
3326 o_ptr->name2 = EGO_RING_LITE;
3329 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3330 o_ptr->name2 = EGO_RING_TELEPORT;
3333 if (o_ptr->to_h) break;
3334 o_ptr->name2 = EGO_RING_TO_H;
3337 if (o_ptr->to_d) break;
3338 o_ptr->name2 = EGO_RING_TO_D;
3341 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3342 o_ptr->name2 = EGO_RING_SLAY;
3345 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3346 o_ptr->name2 = EGO_RING_WIZARD;
3349 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3350 o_ptr->name2 = EGO_RING_HERO;
3353 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3354 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3355 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3356 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3359 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3360 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;
3361 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3362 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3363 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3366 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3367 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;
3368 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3369 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3370 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3373 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3374 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;
3375 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3376 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3379 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3380 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;
3381 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3382 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3384 case 21: case 22: case 23: case 24: case 25: case 26:
3385 switch (o_ptr->sval)
3388 if (!one_in_(3)) break;
3389 o_ptr->name2 = EGO_RING_D_SPEED;
3391 case SV_RING_DAMAGE:
3392 case SV_RING_ACCURACY:
3393 case SV_RING_SLAYING:
3394 if (one_in_(2)) break;
3395 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3398 o_ptr->name2 = EGO_RING_BERSERKER;
3399 o_ptr->to_h -= 2+randint1(4);
3400 o_ptr->to_d += 2+randint1(4);
3403 case SV_RING_PROTECTION:
3404 o_ptr->name2 = EGO_RING_SUPER_AC;
3405 o_ptr->to_a += 7 + m_bonus(5, level);
3407 case SV_RING_RES_FEAR:
3408 o_ptr->name2 = EGO_RING_HERO;
3411 if (one_in_(2)) break;
3412 o_ptr->name2 = EGO_RING_HUNTER;
3414 case SV_RING_SEARCHING:
3415 o_ptr->name2 = EGO_RING_STEALTH;
3417 case SV_RING_TELEPORTATION:
3418 o_ptr->name2 = EGO_RING_TELE_AWAY;
3420 case SV_RING_RES_BLINDNESS:
3422 o_ptr->name2 = EGO_RING_RES_LITE;
3424 o_ptr->name2 = EGO_RING_RES_DARK;
3426 case SV_RING_LORDLY:
3427 if (!one_in_(20)) break;
3428 one_lordly_high_resistance(o_ptr);
3429 one_lordly_high_resistance(o_ptr);
3430 o_ptr->name2 = EGO_RING_TRUE;
3432 case SV_RING_SUSTAIN:
3433 if (!one_in_(4)) break;
3434 o_ptr->name2 = EGO_RING_RES_TIME;
3436 case SV_RING_FLAMES:
3437 if (!one_in_(2)) break;
3438 o_ptr->name2 = EGO_RING_DRAGON_F;
3441 if (!one_in_(2)) break;
3442 o_ptr->name2 = EGO_RING_DRAGON_C;
3444 case SV_RING_WARNING:
3445 if (!one_in_(2)) break;
3446 o_ptr->name2 = EGO_RING_M_DETECT;
3455 o_ptr->curse_flags = 0L;
3457 else if ((power == -2) && one_in_(2))
3459 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3460 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3461 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3462 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3463 o_ptr->art_flags[0] = 0;
3464 o_ptr->art_flags[1] = 0;
3465 while(!o_ptr->name2)
3467 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3471 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3472 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3475 o_ptr->name2 = EGO_RING_NO_MELEE;
3478 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3479 o_ptr->name2 = EGO_RING_AGGRAVATE;
3482 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3483 o_ptr->name2 = EGO_RING_TY_CURSE;
3486 o_ptr->name2 = EGO_RING_ALBINO;
3491 o_ptr->ident |= (IDENT_BROKEN);
3494 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3502 switch (o_ptr->sval)
3504 /* Amulet of wisdom/charisma */
3505 case SV_AMULET_INTELLIGENCE:
3506 case SV_AMULET_WISDOM:
3507 case SV_AMULET_CHARISMA:
3509 o_ptr->pval = 1 + m_bonus(5, level);
3515 o_ptr->ident |= (IDENT_BROKEN);
3518 o_ptr->curse_flags |= (TRC_CURSED);
3520 /* Reverse bonuses */
3521 o_ptr->pval = 0 - o_ptr->pval;
3527 /* Amulet of brilliance */
3528 case SV_AMULET_BRILLIANCE:
3530 o_ptr->pval = 1 + m_bonus(3, level);
3531 if (one_in_(4)) o_ptr->pval++;
3537 o_ptr->ident |= (IDENT_BROKEN);
3540 o_ptr->curse_flags |= (TRC_CURSED);
3542 /* Reverse bonuses */
3543 o_ptr->pval = 0 - o_ptr->pval;
3549 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3553 o_ptr->curse_flags |= (TRC_CURSED);
3558 case SV_AMULET_RESISTANCE:
3560 if (one_in_(5)) one_high_resistance(o_ptr);
3561 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3565 /* Amulet of searching */
3566 case SV_AMULET_SEARCHING:
3568 o_ptr->pval = randint1(2) + m_bonus(4, level);
3574 o_ptr->ident |= (IDENT_BROKEN);
3577 o_ptr->curse_flags |= (TRC_CURSED);
3579 /* Reverse bonuses */
3580 o_ptr->pval = 0 - (o_ptr->pval);
3586 /* Amulet of the Magi -- never cursed */
3587 case SV_AMULET_THE_MAGI:
3589 o_ptr->pval = randint1(5) + m_bonus(5, level);
3590 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3592 /* gain one low ESP */
3593 add_esp_weak(o_ptr, FALSE);
3595 /* Mention the item */
3596 if (cheat_peek) object_mention(o_ptr);
3601 /* Amulet of Doom -- always cursed */
3602 case SV_AMULET_DOOM:
3605 o_ptr->ident |= (IDENT_BROKEN);
3608 o_ptr->curse_flags |= (TRC_CURSED);
3611 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3612 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3613 if (power > 0) power = 0 - power;
3618 case SV_AMULET_MAGIC_MASTERY:
3620 o_ptr->pval = 1 + m_bonus(4, level);
3626 o_ptr->ident |= (IDENT_BROKEN);
3629 o_ptr->curse_flags |= (TRC_CURSED);
3631 /* Reverse bonuses */
3632 o_ptr->pval = 0 - o_ptr->pval;
3638 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3639 || (power > 2)) /* power > 2 is debug only */
3641 o_ptr->pval = MIN(o_ptr->pval, 4);
3642 /* Randart amulet */
3643 create_artifact(o_ptr, FALSE);
3645 else if ((power == 2) && one_in_(2))
3647 while(!o_ptr->name2)
3649 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3650 switch(randint1(21))
3653 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3654 o_ptr->name2 = EGO_AMU_SLOW_D;
3657 if (o_ptr->pval) break;
3658 o_ptr->name2 = EGO_AMU_INFRA;
3661 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3662 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3665 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3666 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3669 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3670 o_ptr->name2 = EGO_AMU_LEVITATION;
3672 case 10: case 11: case 21:
3673 o_ptr->name2 = EGO_AMU_AC;
3676 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3677 if (m_bonus(10, level) > 8)
3678 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3680 o_ptr->name2 = EGO_AMU_RES_FIRE;
3683 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3684 if (m_bonus(10, level) > 8)
3685 o_ptr->name2 = EGO_AMU_RES_COLD_;
3687 o_ptr->name2 = EGO_AMU_RES_COLD;
3690 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3691 if (m_bonus(10, level) > 8)
3692 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3694 o_ptr->name2 = EGO_AMU_RES_ELEC;
3697 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3698 if (m_bonus(10, level) > 8)
3699 o_ptr->name2 = EGO_AMU_RES_ACID_;
3701 o_ptr->name2 = EGO_AMU_RES_ACID;
3703 case 16: case 17: case 18: case 19: case 20:
3704 switch (o_ptr->sval)
3706 case SV_AMULET_TELEPORT:
3707 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3708 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3709 else o_ptr->name2 = EGO_AMU_TELEPORT;
3711 case SV_AMULET_RESIST_ACID:
3712 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3714 case SV_AMULET_SEARCHING:
3715 o_ptr->name2 = EGO_AMU_STEALTH;
3717 case SV_AMULET_BRILLIANCE:
3718 if (!one_in_(3)) break;
3719 o_ptr->name2 = EGO_AMU_IDENT;
3721 case SV_AMULET_CHARISMA:
3722 if (!one_in_(3)) break;
3723 o_ptr->name2 = EGO_AMU_CHARM;
3725 case SV_AMULET_THE_MAGI:
3726 if (one_in_(2)) break;
3727 o_ptr->name2 = EGO_AMU_GREAT;
3729 case SV_AMULET_RESISTANCE:
3730 if (!one_in_(5)) break;
3731 o_ptr->name2 = EGO_AMU_DEFENDER;
3733 case SV_AMULET_TELEPATHY:
3734 if (!one_in_(3)) break;
3735 o_ptr->name2 = EGO_AMU_DETECTION;
3741 o_ptr->curse_flags = 0L;
3743 else if ((power == -2) && one_in_(2))
3745 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3746 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3747 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3748 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3749 o_ptr->art_flags[0] = 0;
3750 o_ptr->art_flags[1] = 0;
3751 while(!o_ptr->name2)
3753 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3757 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3758 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3761 o_ptr->name2 = EGO_AMU_FOOL;
3764 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3765 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3768 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3769 o_ptr->name2 = EGO_AMU_TY_CURSE;
3772 o_ptr->name2 = EGO_AMU_NAIVETY;
3777 o_ptr->ident |= (IDENT_BROKEN);
3780 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3789 * Hack -- help pick an item type
3791 static bool item_monster_okay(int r_idx)
3793 monster_race *r_ptr = &r_info[r_idx];
3796 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3797 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3798 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3799 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3800 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3801 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3809 * Apply magic to an item known to be "boring"
3811 * Hack -- note the special code for various items
3813 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3815 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3820 /* Apply magic (good or bad) according to type */
3821 switch (o_ptr->tval)
3830 o_ptr->ident |= (IDENT_BROKEN);
3833 o_ptr->curse_flags |= (TRC_CURSED);
3840 o_ptr->xtra4 = o_ptr->pval;
3846 /* Hack -- Torches -- random fuel */
3847 if (o_ptr->sval == SV_LITE_TORCH)
3849 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3853 /* Hack -- Lanterns -- random fuel */
3854 if (o_ptr->sval == SV_LITE_LANTERN)
3856 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3860 if (power > 2) /* power > 2 is debug only */
3862 create_artifact(o_ptr, FALSE);
3864 else if ((power == 2) || ((power == 1) && one_in_(3)))
3866 while (!o_ptr->name2)
3870 bool okay_flag = TRUE;
3872 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3874 switch (o_ptr->name2)
3877 if (o_ptr->sval == SV_LITE_FEANOR)
3885 else if (power == -2)
3887 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3889 switch (o_ptr->name2)
3891 case EGO_LITE_DARKNESS:
3903 /* The wand or staff gets a number of initial charges equal
3904 * to between 1/2 (+1) and the full object kind's pval. -LM-
3906 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3912 /* Transfer the pval. -LM- */
3913 o_ptr->pval = k_ptr->pval;
3920 object_aware(o_ptr);
3921 object_known(o_ptr);
3930 monster_race *r_ptr;
3932 /* Pick a random non-unique monster race */
3935 i = randint1(max_r_idx - 1);
3937 if (!item_monster_okay(i)) continue;
3938 if (i == MON_TSUCHINOKO) continue;
3942 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3944 /* Ignore dead monsters */
3945 if (!r_ptr->rarity) continue;
3947 /* Ignore uncommon monsters */
3948 if (r_ptr->rarity > 100) continue;
3950 /* Prefer less out-of-depth monsters */
3951 if (randint0(check)) continue;
3958 /* Some figurines are cursed */
3959 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3964 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3966 msg_format("Figurine of %s, depth +%d%s",
3969 r_name + r_ptr->name, check - 1,
3970 !object_is_cursed(o_ptr) ? "" : " {cursed}");
3983 monster_race *r_ptr;
3985 if (o_ptr->sval == SV_SKELETON)
3987 match = RF9_DROP_SKELETON;
3989 else if (o_ptr->sval == SV_CORPSE)
3991 match = RF9_DROP_CORPSE;
3994 /* Hack -- Remove the monster restriction */
3995 get_mon_num_prep(item_monster_okay, NULL);
3997 /* Pick a random non-unique monster race */
4000 i = get_mon_num(dun_level);
4004 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4006 /* Ignore dead monsters */
4007 if (!r_ptr->rarity) continue;
4009 /* Ignore corpseless monsters */
4010 if (!(r_ptr->flags9 & match)) continue;
4012 /* Prefer less out-of-depth monsters */
4013 if (randint0(check)) continue;
4023 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4025 msg_format("Corpse of %s, depth +%d",
4028 r_name + r_ptr->name, check - 1);
4031 object_aware(o_ptr);
4032 object_known(o_ptr);
4040 monster_race *r_ptr;
4042 /* Pick a random monster race */
4045 i = randint1(max_r_idx - 1);
4049 /* Ignore dead monsters */
4050 if (!r_ptr->rarity) continue;
4060 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4062 msg_format("Statue of %s", r_name + r_ptr->name);
4066 object_aware(o_ptr);
4067 object_known(o_ptr);
4074 byte obj_level = k_info[o_ptr->k_idx].level;
4076 /* Hack -- skip ruined chests */
4077 if (obj_level <= 0) break;
4079 /* Hack -- pick a "difficulty" */
4080 o_ptr->pval = randint1(obj_level);
4081 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4083 o_ptr->xtra3 = dun_level + 5;
4085 /* Never exceed "difficulty" of 55 to 59 */
4086 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4095 * Complete the "creation" of an object by applying "magic" to the item
4097 * This includes not only rolling for random bonuses, but also putting the
4098 * finishing touches on ego-items and artifacts, giving charges to wands and
4099 * staffs, giving fuel to lites, and placing traps on chests.
4101 * In particular, note that "Instant Artifacts", if "created" by an external
4102 * routine, must pass through this function to complete the actual creation.
4104 * The base "chance" of the item being "good" increases with the "level"
4105 * parameter, which is usually derived from the dungeon level, being equal
4106 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4107 * the object is guaranteed to be "good". If an object is "good", then
4108 * the chance that the object will be "great" (ego-item or artifact), also
4109 * increases with the "level", being equal to half the level, plus 5, up to
4110 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4111 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4113 * If the object is not "good", there is a chance it will be "cursed", and
4114 * if it is "cursed", there is a chance it will be "broken". These chances
4115 * are related to the "good" / "great" chances above.
4117 * Otherwise "normal" rings and amulets will be "good" half the time and
4118 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4120 * If "okay" is true, and the object is going to be "great", then there is
4121 * a chance that an artifact will be created. This is true even if both the
4122 * "good" and "great" arguments are false. As a total hack, if "great" is
4123 * true, then the item gets 3 extra "attempts" to become an artifact.
4125 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4127 int i, rolls, f1, f2, power;
4129 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4131 /* Maximum "level" for various things */
4132 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4134 /* Base chance of being "good" */
4137 /* Maximal chance of being "good" */
4138 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4140 /* Base chance of being "great" */
4143 /* Maximal chance of being "great" */
4144 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4145 f2 = d_info[dungeon_type].obj_great;
4147 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4152 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4161 /* Roll for "good" */
4162 if ((mode & AM_GOOD) || magik(f1))
4167 /* Roll for "great" */
4168 if ((mode & AM_GREAT) || magik(f2))
4172 /* Roll for "special" */
4173 if (mode & AM_SPECIAL) power = 3;
4177 /* Roll for "cursed" */
4180 /* Assume "cursed" */
4183 /* Roll for "broken" */
4184 if (magik(f2)) power = -2;
4188 if (mode & AM_CURSED)
4190 /* Assume 'cursed' */
4195 /* Everything else gets more badly cursed */
4202 /* Assume no rolls */
4205 /* Get one roll if excellent */
4206 if (power >= 2) rolls = 1;
4208 /* Hack -- Get four rolls if forced great or special */
4209 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4211 /* Hack -- Get no rolls if not allowed */
4212 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4214 /* Roll for artifacts if allowed */
4215 for (i = 0; i < rolls; i++)
4217 /* Roll for an artifact */
4218 if (make_artifact(o_ptr)) break;
4219 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4221 if (make_artifact(o_ptr)) break;
4226 /* Hack -- analyze artifacts */
4227 if (object_is_fixed_artifact(o_ptr))
4229 artifact_type *a_ptr = &a_info[o_ptr->name1];
4231 /* Hack -- Mark the artifact as "created" */
4234 /* Hack -- Memorize location of artifact in saved floors */
4235 if (character_dungeon)
4236 a_ptr->floor_id = p_ptr->floor_id;
4238 /* Extract the other fields */
4239 o_ptr->pval = a_ptr->pval;
4240 o_ptr->ac = a_ptr->ac;
4241 o_ptr->dd = a_ptr->dd;
4242 o_ptr->ds = a_ptr->ds;
4243 o_ptr->to_a = a_ptr->to_a;
4244 o_ptr->to_h = a_ptr->to_h;
4245 o_ptr->to_d = a_ptr->to_d;
4246 o_ptr->weight = a_ptr->weight;
4248 /* Hack -- extract the "broken" flag */
4249 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4251 /* Hack -- extract the "cursed" flag */
4252 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4253 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4254 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4255 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4256 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4257 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4260 /* Cheat -- peek at the item */
4261 if (cheat_peek) object_mention(o_ptr);
4269 switch (o_ptr->tval)
4278 if (power) a_m_aux_1(o_ptr, lev, power);
4284 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4290 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4304 /* Elven Cloak and Black Clothes ... */
4305 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4306 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4307 o_ptr->pval = randint1(4);
4311 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4312 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4313 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4314 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4315 a_m_aux_2(o_ptr, lev, power);
4317 if (power) a_m_aux_2(o_ptr, lev, power);
4325 if (!power && (randint0(100) < 50)) power = -1;
4326 a_m_aux_3(o_ptr, lev, power);
4332 a_m_aux_4(o_ptr, lev, power);
4337 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4338 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4339 (p_ptr->pseikaku == SEIKAKU_SEXY))
4342 add_flag(o_ptr->art_flags, TR_STR);
4343 add_flag(o_ptr->art_flags, TR_INT);
4344 add_flag(o_ptr->art_flags, TR_WIS);
4345 add_flag(o_ptr->art_flags, TR_DEX);
4346 add_flag(o_ptr->art_flags, TR_CON);
4347 add_flag(o_ptr->art_flags, TR_CHR);
4350 /* Hack -- analyze ego-items */
4351 if (object_is_ego(o_ptr))
4353 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4355 /* Hack -- acquire "broken" flag */
4356 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4358 /* Hack -- acquire "cursed" flag */
4359 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4360 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4361 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4362 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4363 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4364 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4366 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4367 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4368 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4369 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4370 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4371 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4372 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4374 /* Hack -- apply extra penalties if needed */
4375 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4377 /* Hack -- obtain bonuses */
4378 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4379 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4380 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4382 /* Hack -- obtain pval */
4383 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4386 /* Hack -- apply extra bonuses if needed */
4389 /* Hack -- obtain bonuses */
4390 if (e_ptr->max_to_h)
4392 if (e_ptr->max_to_h > 127)
4393 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4394 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4396 if (e_ptr->max_to_d)
4398 if (e_ptr->max_to_d > 127)
4399 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4400 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4402 if (e_ptr->max_to_a)
4404 if (e_ptr->max_to_a > 127)
4405 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4406 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4409 /* Hack -- obtain pval */
4410 if (e_ptr->max_pval)
4412 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4415 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4417 else if (o_ptr->name2 == EGO_ATTACKS)
4419 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4420 if (o_ptr->pval > 3) o_ptr->pval = 3;
4421 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4422 o_ptr->pval += randint1(2);
4424 else if (o_ptr->name2 == EGO_BAT)
4426 o_ptr->pval = randint1(e_ptr->max_pval);
4427 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4431 o_ptr->pval += randint1(e_ptr->max_pval);
4434 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4436 o_ptr->pval = randint1(o_ptr->pval);
4438 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4442 /* Cheat -- describe the item */
4443 if (cheat_peek) object_mention(o_ptr);
4449 /* Examine real objects */
4452 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4454 /* Hack -- acquire "broken" flag */
4455 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4457 /* Hack -- acquire "cursed" flag */
4458 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4459 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4460 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4461 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4462 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4463 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4469 * Hack -- determine if a template is "good"
4471 static bool kind_is_good(int k_idx)
4473 object_kind *k_ptr = &k_info[k_idx];
4475 /* Analyze the item type */
4476 switch (k_ptr->tval)
4478 /* Armor -- Good unless damaged */
4489 if (k_ptr->to_a < 0) return (FALSE);
4493 /* Weapons -- Good unless damaged */
4500 if (k_ptr->to_h < 0) return (FALSE);
4501 if (k_ptr->to_d < 0) return (FALSE);
4505 /* Ammo -- Arrows/Bolts are good */
4512 /* Books -- High level books are good (except Arcane books) */
4514 case TV_SORCERY_BOOK:
4515 case TV_NATURE_BOOK:
4520 case TV_DAEMON_BOOK:
4521 case TV_CRUSADE_BOOK:
4523 case TV_HISSATSU_BOOK:
4525 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4529 /* Rings -- Rings of Speed are good */
4532 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4533 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4537 /* Amulets -- Amulets of the Magi and Resistance are good */
4540 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4541 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4546 /* Assume not good */
4552 * Attempt to make an object (normal or good/great)
4554 * This routine plays nasty games to generate the "special artifacts".
4556 * This routine uses "object_level" for the "generation level".
4558 * We assume that the given object has been "wiped".
4560 bool make_object(object_type *j_ptr, u32b mode)
4566 /* Chance of "special object" */
4567 prob = ((mode & AM_GOOD) ? 10 : 1000);
4569 /* Base level for the object */
4570 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4573 /* Generate a special object, or a normal object */
4574 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4579 if ((mode & AM_GOOD) && !get_obj_num_hook)
4581 /* Activate restriction (if already specified, use that) */
4582 get_obj_num_hook = kind_is_good;
4585 /* Restricted objects - prepare allocation table */
4586 if (get_obj_num_hook) get_obj_num_prep();
4588 /* Pick a random object */
4589 k_idx = get_obj_num(base);
4591 /* Restricted objects */
4592 if (get_obj_num_hook)
4594 /* Clear restriction */
4595 get_obj_num_hook = NULL;
4597 /* Reset allocation table to default */
4601 /* Handle failure */
4602 if (!k_idx) return (FALSE);
4604 /* Prepare the object */
4605 object_prep(j_ptr, k_idx);
4608 /* Apply magic (allow artifacts) */
4609 apply_magic(j_ptr, object_level, mode);
4611 /* Hack -- generate multiple spikes/missiles */
4612 switch (j_ptr->tval)
4620 j_ptr->number = (byte)damroll(6, 7);
4624 obj_level = k_info[j_ptr->k_idx].level;
4625 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4627 /* Notice "okay" out-of-depth objects */
4628 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4629 (obj_level > dun_level))
4631 /* Cheat -- peek at items */
4632 if (cheat_peek) object_mention(j_ptr);
4641 * Attempt to place an object (normal or good/great) at the given location.
4643 * This routine plays nasty games to generate the "special artifacts".
4645 * This routine uses "object_level" for the "generation level".
4647 * This routine requires a clean floor grid destination.
4649 void place_object(int y, int x, u32b mode)
4654 cave_type *c_ptr = &cave[y][x];
4660 /* Paranoia -- check bounds */
4661 if (!in_bounds(y, x)) return;
4663 /* Require floor space */
4664 if (!cave_drop_bold(y, x)) return;
4666 /* Avoid stacking on other objects */
4667 if (c_ptr->o_idx) return;
4670 /* Get local object */
4673 /* Wipe the object */
4676 /* Make an object (if possible) */
4677 if (!make_object(q_ptr, mode)) return;
4680 /* Make an object */
4688 /* Acquire object */
4689 o_ptr = &o_list[o_idx];
4691 /* Structure Copy */
4692 object_copy(o_ptr, q_ptr);
4699 o_ptr->next_o_idx = c_ptr->o_idx;
4701 /* Place the object */
4702 c_ptr->o_idx = o_idx;
4712 /* Hack -- Preserve artifacts */
4713 if (object_is_fixed_artifact(q_ptr))
4715 a_info[q_ptr->name1].cur_num = 0;
4722 * Make a treasure object
4724 * The location must be a legal, clean, floor grid.
4726 bool make_gold(object_type *j_ptr)
4733 /* Hack -- Pick a Treasure variety */
4734 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4736 /* Apply "extra" magic */
4737 if (one_in_(GREAT_OBJ))
4739 i += randint1(object_level + 1);
4742 /* Hack -- Creeping Coins only generate "themselves" */
4743 if (coin_type) i = coin_type;
4745 /* Do not create "illegal" Treasure Types */
4746 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4748 /* Prepare a gold object */
4749 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4751 /* Hack -- Base coin cost */
4752 base = k_info[OBJ_GOLD_LIST+i].cost;
4754 /* Determine how much the treasure is "worth" */
4755 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4763 * Places a treasure (Gold or Gems) at given location
4765 * The location must be a legal, clean, floor grid.
4767 void place_gold(int y, int x)
4772 cave_type *c_ptr = &cave[y][x];
4779 /* Paranoia -- check bounds */
4780 if (!in_bounds(y, x)) return;
4782 /* Require floor space */
4783 if (!cave_drop_bold(y, x)) return;
4785 /* Avoid stacking on other objects */
4786 if (c_ptr->o_idx) return;
4789 /* Get local object */
4792 /* Wipe the object */
4795 /* Make some gold */
4796 if (!make_gold(q_ptr)) return;
4799 /* Make an object */
4807 /* Acquire object */
4808 o_ptr = &o_list[o_idx];
4810 /* Copy the object */
4811 object_copy(o_ptr, q_ptr);
4818 o_ptr->next_o_idx = c_ptr->o_idx;
4820 /* Place the object */
4821 c_ptr->o_idx = o_idx;
4833 * Let an object fall to the ground at or near a location.
4835 * The initial location is assumed to be "in_bounds()".
4837 * This function takes a parameter "chance". This is the percentage
4838 * chance that the item will "disappear" instead of drop. If the object
4839 * has been thrown, then this is the chance of disappearance on contact.
4841 * Hack -- this function uses "chance" to determine if it should produce
4842 * some form of "description" of the drop event (under the player).
4844 * We check several locations to see if we can find a location at which
4845 * the object can combine, stack, or be placed. Artifacts will try very
4846 * hard to be placed, including "teleporting" to a useful grid if needed.
4848 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4859 s16b this_o_idx, next_o_idx = 0;
4863 char o_name[MAX_NLEN];
4869 /* Extract plural */
4870 bool plural = (j_ptr->number != 1);
4873 /* Describe object */
4874 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4877 /* Handle normal "breakage" */
4878 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4882 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4884 msg_format("The %s disappear%s.",
4885 o_name, (plural ? "" : "s"));
4891 if (p_ptr->wizard) msg_print("(ÇË»)");
4893 if (p_ptr->wizard) msg_print("(breakage)");
4912 /* Scan local grids */
4913 for (dy = -3; dy <= 3; dy++)
4915 /* Scan local grids */
4916 for (dx = -3; dx <= 3; dx++)
4920 /* Calculate actual distance */
4921 d = (dy * dy) + (dx * dx);
4923 /* Ignore distant grids */
4924 if (d > 10) continue;
4930 /* Skip illegal grids */
4931 if (!in_bounds(ty, tx)) continue;
4933 /* Require line of projection */
4934 if (!projectable(y, x, ty, tx)) continue;
4937 c_ptr = &cave[ty][tx];
4939 /* Require floor space */
4940 if (!cave_drop_bold(ty, tx)) continue;
4945 /* Scan objects in that grid */
4946 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4950 /* Acquire object */
4951 o_ptr = &o_list[this_o_idx];
4953 /* Acquire next object */
4954 next_o_idx = o_ptr->next_o_idx;
4956 /* Check for possible combination */
4957 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4963 /* Add new object */
4967 if (k > 99) continue;
4969 /* Calculate score */
4970 s = 1000 - (d + k * 5);
4972 /* Skip bad values */
4973 if (s < bs) continue;
4975 /* New best value */
4978 /* Apply the randomizer to equivalent values */
4979 if ((++bn >= 2) && !one_in_(bn)) continue;
4994 /* Handle lack of space */
4995 if (!flag && !object_is_artifact(j_ptr))
4999 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5001 msg_format("The %s disappear%s.",
5002 o_name, (plural ? "" : "s"));
5008 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5010 if (p_ptr->wizard) msg_print("(no floor space)");
5020 for (i = 0; !flag && (i < 1000); i++)
5023 ty = rand_spread(by, 1);
5024 tx = rand_spread(bx, 1);
5026 /* Verify location */
5027 if (!in_bounds(ty, tx)) continue;
5029 /* Bounce to that location */
5033 /* Require floor space */
5034 if (!cave_drop_bold(by, bx)) continue;
5043 int candidates = 0, pick;
5045 for (ty = 1; ty < cur_hgt - 1; ty++)
5047 for (tx = 1; tx < cur_wid - 1; tx++)
5049 /* A valid space found */
5050 if (cave_drop_bold(ty, tx)) candidates++;
5054 /* No valid place! */
5059 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5061 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5066 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5068 if (p_ptr->wizard) msg_print("(no floor space)");
5071 /* Mega-Hack -- preserve artifacts */
5074 /* Hack -- Preserve unknown artifacts */
5075 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5077 /* Mega-Hack -- Preserve the artifact */
5078 a_info[j_ptr->name1].cur_num = 0;
5086 /* Choose a random one */
5087 pick = randint1(candidates);
5089 for (ty = 1; ty < cur_hgt - 1; ty++)
5091 for (tx = 1; tx < cur_wid - 1; tx++)
5093 if (cave_drop_bold(ty, tx))
5097 /* Is this a picked one? */
5111 c_ptr = &cave[by][bx];
5113 /* Scan objects in that grid for combination */
5114 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5118 /* Acquire object */
5119 o_ptr = &o_list[this_o_idx];
5121 /* Acquire next object */
5122 next_o_idx = o_ptr->next_o_idx;
5124 /* Check for combination */
5125 if (object_similar(o_ptr, j_ptr))
5127 /* Combine the items */
5128 object_absorb(o_ptr, j_ptr);
5138 /* Get new object */
5139 if (!done) o_idx = o_pop();
5142 if (!done && !o_idx)
5146 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5148 msg_format("The %s disappear%s.",
5149 o_name, (plural ? "" : "s"));
5155 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5157 if (p_ptr->wizard) msg_print("(too many objects)");
5161 /* Hack -- Preserve artifacts */
5162 if (object_is_fixed_artifact(j_ptr))
5164 a_info[j_ptr->name1].cur_num = 0;
5174 /* Structure copy */
5175 object_copy(&o_list[o_idx], j_ptr);
5177 /* Access new object */
5178 j_ptr = &o_list[o_idx];
5185 j_ptr->held_m_idx = 0;
5188 j_ptr->next_o_idx = c_ptr->o_idx;
5190 /* Place the object */
5191 c_ptr->o_idx = o_idx;
5206 /* Mega-Hack -- no message if "dropped" by player */
5207 /* Message when an object falls under the player */
5208 if (chance && player_bold(by, bx))
5211 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5213 msg_print("You feel something roll beneath your feet.");
5226 * Scatter some "great" objects near the player
5228 void acquirement(int y1, int x1, int num, bool great, bool known)
5231 object_type object_type_body;
5232 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5237 /* Get local object */
5238 i_ptr = &object_type_body;
5240 /* Wipe the object */
5243 /* Make a good (or great) object (if possible) */
5244 if (!make_object(i_ptr, mode)) continue;
5248 object_aware(i_ptr);
5249 object_known(i_ptr);
5252 /* Drop the object */
5253 (void)drop_near(i_ptr, -1, y1, x1);
5258 #define MAX_NORMAL_TRAPS 18
5260 /* See init_feat_variables() in init2.c */
5261 static s16b normal_traps[MAX_NORMAL_TRAPS];
5264 * Initialize arrays for normal traps
5266 void init_normal_traps(void)
5270 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5271 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5272 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5273 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5274 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5275 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5276 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5277 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5278 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5279 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5280 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5281 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5282 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5283 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5284 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5285 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5286 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5287 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5293 * XXX XXX XXX This routine should be redone to reflect trap "level".
5294 * That is, it does not make sense to have spiked pits at 50 feet.
5295 * Actually, it is not this routine, but the "trap instantiation"
5296 * code, which should also check for "trap doors" on quest levels.
5298 s16b choose_random_trap(void)
5305 /* Hack -- pick a trap */
5306 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5308 /* Accept non-trapdoors */
5309 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5311 /* Hack -- no trap doors on special levels */
5312 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5314 /* Hack -- no trap doors on the deepest level */
5315 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5324 * Disclose an invisible trap
5326 void disclose_grid(int y, int x)
5328 cave_type *c_ptr = &cave[y][x];
5330 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5332 /* No longer hidden */
5333 cave_alter_feat(y, x, FF_SECRET);
5335 else if (c_ptr->mimic)
5337 /* No longer hidden */
5350 * Places a random trap at the given location.
5352 * The location must be a legal, naked, floor grid.
5354 * Note that all traps start out as "invisible" and "untyped", and then
5355 * when they are "discovered" (by detecting them or setting them off),
5356 * the trap is "instantiated" as a visible, "typed", trap.
5358 void place_trap(int y, int x)
5360 cave_type *c_ptr = &cave[y][x];
5362 /* Paranoia -- verify location */
5363 if (!in_bounds(y, x)) return;
5365 /* Require empty, clean, floor grid */
5366 if (!cave_clean_bold(y, x)) return;
5368 /* Place an invisible trap */
5369 c_ptr->mimic = c_ptr->feat;
5370 c_ptr->feat = choose_random_trap();
5375 * Describe the charges on an item in the inventory.
5377 void inven_item_charges(int item)
5379 object_type *o_ptr = &inventory[item];
5381 /* Require staff/wand */
5382 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5384 /* Require known item */
5385 if (!object_is_known(o_ptr)) return;
5388 if (o_ptr->pval <= 0)
5390 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5394 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5397 /* Multiple charges */
5398 if (o_ptr->pval != 1)
5400 /* Print a message */
5401 msg_format("You have %d charges remaining.", o_ptr->pval);
5407 /* Print a message */
5408 msg_format("You have %d charge remaining.", o_ptr->pval);
5416 * Describe an item in the inventory.
5418 void inven_item_describe(int item)
5420 object_type *o_ptr = &inventory[item];
5421 char o_name[MAX_NLEN];
5423 /* Get a description */
5424 object_desc(o_name, o_ptr, 0);
5426 /* Print a message */
5428 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5429 if (o_ptr->number <= 0)
5431 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5432 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5436 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5437 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5440 msg_format("You have %s.", o_name);
5447 * Increase the "number" of an item in the inventory
5449 void inven_item_increase(int item, int num)
5451 object_type *o_ptr = &inventory[item];
5454 num += o_ptr->number;
5457 if (num > 255) num = 255;
5458 else if (num < 0) num = 0;
5461 num -= o_ptr->number;
5463 /* Change the number and weight */
5466 /* Add the number */
5467 o_ptr->number += num;
5469 /* Add the weight */
5470 p_ptr->total_weight += (num * o_ptr->weight);
5472 /* Recalculate bonuses */
5473 p_ptr->update |= (PU_BONUS);
5475 /* Recalculate mana XXX */
5476 p_ptr->update |= (PU_MANA);
5478 /* Combine the pack */
5479 p_ptr->notice |= (PN_COMBINE);
5482 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5484 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5485 if (!o_ptr->number && p_ptr->ele_attack)
5487 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5489 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5491 /* Clear all temporary elemental brands */
5492 set_ele_attack(0, 0);
5501 * Erase an inventory slot if it has no more items
5503 void inven_item_optimize(int item)
5505 object_type *o_ptr = &inventory[item];
5507 /* Only optimize real items */
5508 if (!o_ptr->k_idx) return;
5510 /* Only optimize empty items */
5511 if (o_ptr->number) return;
5513 /* The item is in the pack */
5514 if (item < INVEN_RARM)
5521 /* Slide everything down */
5522 for (i = item; i < INVEN_PACK; i++)
5524 /* Structure copy */
5525 inventory[i] = inventory[i+1];
5528 /* Erase the "final" slot */
5529 object_wipe(&inventory[i]);
5532 p_ptr->window |= (PW_INVEN);
5535 /* The item is being wielded */
5541 /* Erase the empty slot */
5542 object_wipe(&inventory[item]);
5544 /* Recalculate bonuses */
5545 p_ptr->update |= (PU_BONUS);
5547 /* Recalculate torch */
5548 p_ptr->update |= (PU_TORCH);
5550 /* Recalculate mana XXX */
5551 p_ptr->update |= (PU_MANA);
5554 p_ptr->window |= (PW_EQUIP);
5558 p_ptr->window |= (PW_SPELL);
5563 * Describe the charges on an item on the floor.
5565 void floor_item_charges(int item)
5567 object_type *o_ptr = &o_list[item];
5569 /* Require staff/wand */
5570 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5572 /* Require known item */
5573 if (!object_is_known(o_ptr)) return;
5576 if (o_ptr->pval <= 0)
5578 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5582 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5585 /* Multiple charges */
5586 if (o_ptr->pval != 1)
5588 /* Print a message */
5589 msg_format("There are %d charges remaining.", o_ptr->pval);
5595 /* Print a message */
5596 msg_format("There is %d charge remaining.", o_ptr->pval);
5604 * Describe an item in the inventory.
5606 void floor_item_describe(int item)
5608 object_type *o_ptr = &o_list[item];
5609 char o_name[MAX_NLEN];
5611 /* Get a description */
5612 object_desc(o_name, o_ptr, 0);
5614 /* Print a message */
5616 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5617 if (o_ptr->number <= 0)
5619 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5623 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5626 msg_format("You see %s.", o_name);
5633 * Increase the "number" of an item on the floor
5635 void floor_item_increase(int item, int num)
5637 object_type *o_ptr = &o_list[item];
5640 num += o_ptr->number;
5643 if (num > 255) num = 255;
5644 else if (num < 0) num = 0;
5647 num -= o_ptr->number;
5649 /* Change the number */
5650 o_ptr->number += num;
5655 * Optimize an item on the floor (destroy "empty" items)
5657 void floor_item_optimize(int item)
5659 object_type *o_ptr = &o_list[item];
5661 /* Paranoia -- be sure it exists */
5662 if (!o_ptr->k_idx) return;
5664 /* Only optimize empty items */
5665 if (o_ptr->number) return;
5667 /* Delete the object */
5668 delete_object_idx(item);
5673 * Check if we have space for an item in the pack without overflow
5675 bool inven_carry_okay(object_type *o_ptr)
5680 if (inven_cnt < INVEN_PACK) return (TRUE);
5683 for (j = 0; j < INVEN_PACK; j++)
5685 object_type *j_ptr = &inventory[j];
5687 /* Skip non-objects */
5688 if (!j_ptr->k_idx) continue;
5690 /* Check if the two items can be combined */
5691 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5699 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5703 /* Use empty slots */
5704 if (!j_ptr->k_idx) return TRUE;
5706 /* Hack -- readable books always come first */
5707 if ((o_ptr->tval == REALM1_BOOK) &&
5708 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5709 if ((j_ptr->tval == REALM1_BOOK) &&
5710 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5712 if ((o_ptr->tval == REALM2_BOOK) &&
5713 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5714 if ((j_ptr->tval == REALM2_BOOK) &&
5715 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5717 /* Objects sort by decreasing type */
5718 if (o_ptr->tval > j_ptr->tval) return TRUE;
5719 if (o_ptr->tval < j_ptr->tval) return FALSE;
5721 /* Non-aware (flavored) items always come last */
5722 /* Can happen in the home */
5723 if (!object_is_aware(o_ptr)) return FALSE;
5724 if (!object_is_aware(j_ptr)) return TRUE;
5726 /* Objects sort by increasing sval */
5727 if (o_ptr->sval < j_ptr->sval) return TRUE;
5728 if (o_ptr->sval > j_ptr->sval) return FALSE;
5730 /* Unidentified objects always come last */
5731 /* Objects in the home can be unknown */
5732 if (!object_is_known(o_ptr)) return FALSE;
5733 if (!object_is_known(j_ptr)) return TRUE;
5735 /* Fixed artifacts, random artifacts and ego items */
5736 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5737 else if (o_ptr->art_name) o_type = 2;
5738 else if (object_is_ego(o_ptr)) o_type = 1;
5741 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5742 else if (j_ptr->art_name) j_type = 2;
5743 else if (object_is_ego(j_ptr)) j_type = 1;
5746 if (o_type < j_type) return TRUE;
5747 if (o_type > j_type) return FALSE;
5749 switch (o_ptr->tval)
5755 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5756 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5762 /* Objects sort by increasing hit/damage bonuses */
5763 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5764 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5767 /* Hack: otherwise identical rods sort by
5768 increasing recharge time --dsb */
5770 if (o_ptr->pval < j_ptr->pval) return TRUE;
5771 if (o_ptr->pval > j_ptr->pval) return FALSE;
5775 /* Objects sort by decreasing value */
5776 return o_value > object_value(j_ptr);
5781 * Add an item to the players inventory, and return the slot used.
5783 * If the new item can combine with an existing item in the inventory,
5784 * it will do so, using "object_similar()" and "object_absorb()", else,
5785 * the item will be placed into the "proper" location in the inventory.
5787 * This function can be used to "over-fill" the player's pack, but only
5788 * once, and such an action must trigger the "overflow" code immediately.
5789 * Note that when the pack is being "over-filled", the new item must be
5790 * placed into the "overflow" slot, and the "overflow" must take place
5791 * before the pack is reordered, but (optionally) after the pack is
5792 * combined. This may be tricky. See "dungeon.c" for info.
5794 * Note that this code must remove any location/stack information
5795 * from the object once it is placed into the inventory.
5797 s16b inven_carry(object_type *o_ptr)
5805 /* Check for combining */
5806 for (j = 0; j < INVEN_PACK; j++)
5808 j_ptr = &inventory[j];
5810 /* Skip non-objects */
5811 if (!j_ptr->k_idx) continue;
5813 /* Hack -- track last item */
5816 /* Check if the two items can be combined */
5817 if (object_similar(j_ptr, o_ptr))
5819 /* Combine the items */
5820 object_absorb(j_ptr, o_ptr);
5822 /* Increase the weight */
5823 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5825 /* Recalculate bonuses */
5826 p_ptr->update |= (PU_BONUS);
5829 p_ptr->window |= (PW_INVEN);
5838 if (inven_cnt > INVEN_PACK) return (-1);
5840 /* Find an empty slot */
5841 for (j = 0; j <= INVEN_PACK; j++)
5843 j_ptr = &inventory[j];
5845 /* Use it if found */
5846 if (!j_ptr->k_idx) break;
5853 /* Reorder the pack */
5856 /* Get the "value" of the item */
5857 s32b o_value = object_value(o_ptr);
5859 /* Scan every occupied slot */
5860 for (j = 0; j < INVEN_PACK; j++)
5862 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5869 for (k = n; k >= i; k--)
5871 /* Hack -- Slide the item */
5872 object_copy(&inventory[k+1], &inventory[k]);
5875 /* Wipe the empty slot */
5876 object_wipe(&inventory[i]);
5881 object_copy(&inventory[i], o_ptr);
5883 /* Access new object */
5884 j_ptr = &inventory[i];
5887 j_ptr->next_o_idx = 0;
5889 /* Forget monster */
5890 j_ptr->held_m_idx = 0;
5892 /* Forget location */
5893 j_ptr->iy = j_ptr->ix = 0;
5895 /* No longer marked */
5898 /* Increase the weight */
5899 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5901 /* Count the items */
5904 /* Recalculate bonuses */
5905 p_ptr->update |= (PU_BONUS);
5907 /* Combine and Reorder pack */
5908 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5911 p_ptr->window |= (PW_INVEN);
5913 /* Return the slot */
5919 * Take off (some of) a non-cursed equipment item
5921 * Note that only one item at a time can be wielded per slot.
5923 * Note that taking off an item when "full" may cause that item
5924 * to fall to the ground.
5926 * Return the inventory slot into which the item is placed.
5928 s16b inven_takeoff(int item, int amt)
5939 char o_name[MAX_NLEN];
5942 /* Get the item to take off */
5943 o_ptr = &inventory[item];
5946 if (amt <= 0) return (-1);
5949 if (amt > o_ptr->number) amt = o_ptr->number;
5951 /* Get local object */
5954 /* Obtain a local object */
5955 object_copy(q_ptr, o_ptr);
5957 /* Modify quantity */
5958 q_ptr->number = amt;
5960 /* Describe the object */
5961 object_desc(o_name, q_ptr, 0);
5963 /* Took off weapon */
5964 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5965 object_is_melee_weapon(o_ptr))
5968 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5970 act = "You were wielding";
5976 else if (item == INVEN_BOW)
5979 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5981 act = "You were holding";
5986 /* Took off light */
5987 else if (item == INVEN_LITE)
5990 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5992 act = "You were holding";
5997 /* Took off something */
6001 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6003 act = "You were wearing";
6008 /* Modify, Optimize */
6009 inven_item_increase(item, -amt);
6010 inven_item_optimize(item);
6012 /* Carry the object */
6013 slot = inven_carry(q_ptr);
6017 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6019 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6029 * Drop (some of) a non-cursed inventory/equipment item
6031 * The object will be dropped "near" the current location
6033 void inven_drop(int item, int amt)
6040 char o_name[MAX_NLEN];
6043 /* Access original object */
6044 o_ptr = &inventory[item];
6047 if (amt <= 0) return;
6050 if (amt > o_ptr->number) amt = o_ptr->number;
6053 /* Take off equipment */
6054 if (item >= INVEN_RARM)
6056 /* Take off first */
6057 item = inven_takeoff(item, amt);
6059 /* Access original object */
6060 o_ptr = &inventory[item];
6064 /* Get local object */
6067 /* Obtain local object */
6068 object_copy(q_ptr, o_ptr);
6070 /* Distribute charges of wands or rods */
6071 distribute_charges(o_ptr, q_ptr, amt);
6073 /* Modify quantity */
6074 q_ptr->number = amt;
6076 /* Describe local object */
6077 object_desc(o_name, q_ptr, 0);
6081 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6083 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6087 /* Drop it near the player */
6088 (void)drop_near(q_ptr, 0, py, px);
6090 /* Modify, Describe, Optimize */
6091 inven_item_increase(item, -amt);
6092 inven_item_describe(item);
6093 inven_item_optimize(item);
6098 * Combine items in the pack
6100 * Note special handling of the "overflow" slot
6102 void combine_pack(void)
6107 bool flag = FALSE, combined;
6113 /* Combine the pack (backwards) */
6114 for (i = INVEN_PACK; i > 0; i--)
6117 o_ptr = &inventory[i];
6119 /* Skip empty items */
6120 if (!o_ptr->k_idx) continue;
6122 /* Scan the items above that item */
6123 for (j = 0; j < i; j++)
6128 j_ptr = &inventory[j];
6130 /* Skip empty items */
6131 if (!j_ptr->k_idx) continue;
6134 * Get maximum number of the stack if these
6135 * are similar, get zero otherwise.
6137 max_num = object_similar_part(j_ptr, o_ptr);
6139 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6140 if (max_num && j_ptr->number < max_num)
6142 if (o_ptr->number + j_ptr->number <= max_num)
6147 /* Add together the item counts */
6148 object_absorb(j_ptr, o_ptr);
6150 /* One object is gone */
6153 /* Slide everything down */
6154 for (k = i; k < INVEN_PACK; k++)
6156 /* Structure copy */
6157 inventory[k] = inventory[k+1];
6160 /* Erase the "final" slot */
6161 object_wipe(&inventory[k]);
6165 int old_num = o_ptr->number;
6166 int remain = j_ptr->number + o_ptr->number - max_num;
6168 o_ptr->number -= remain;
6170 /* Add together the item counts */
6171 object_absorb(j_ptr, o_ptr);
6173 o_ptr->number = remain;
6175 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6176 if (o_ptr->tval == TV_ROD)
6178 o_ptr->pval = o_ptr->pval * remain / old_num;
6179 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6182 /* Hack -- if wands are stacking, combine the charges. -LM- */
6183 if (o_ptr->tval == TV_WAND)
6185 o_ptr->pval = o_ptr->pval * remain / old_num;
6190 p_ptr->window |= (PW_INVEN);
6205 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6207 if (flag) msg_print("You combine some items in your pack.");
6213 * Reorder items in the pack
6215 * Note special handling of the "overflow" slot
6217 void reorder_pack(void)
6227 /* Re-order the pack (forwards) */
6228 for (i = 0; i < INVEN_PACK; i++)
6230 /* Mega-Hack -- allow "proper" over-flow */
6231 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6234 o_ptr = &inventory[i];
6236 /* Skip empty slots */
6237 if (!o_ptr->k_idx) continue;
6239 /* Get the "value" of the item */
6240 o_value = object_value(o_ptr);
6242 /* Scan every occupied slot */
6243 for (j = 0; j < INVEN_PACK; j++)
6245 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6248 /* Never move down */
6249 if (j >= i) continue;
6254 /* Get local object */
6257 /* Save a copy of the moving item */
6258 object_copy(q_ptr, &inventory[i]);
6260 /* Slide the objects */
6261 for (k = i; k > j; k--)
6263 /* Slide the item */
6264 object_copy(&inventory[k], &inventory[k-1]);
6267 /* Insert the moving item */
6268 object_copy(&inventory[j], q_ptr);
6271 p_ptr->window |= (PW_INVEN);
6276 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6278 if (flag) msg_print("You reorder some items in your pack.");
6285 * Hack -- display an object kind in the current window
6287 * Include list of usable spells for readible books
6289 void display_koff(int k_idx)
6298 char o_name[MAX_NLEN];
6301 /* Erase the window */
6302 for (y = 0; y < Term->hgt; y++)
6304 /* Erase the line */
6305 Term_erase(0, y, 255);
6311 /* Get local object */
6314 /* Prepare the object */
6315 object_prep(q_ptr, k_idx);
6318 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6320 /* Mention the object name */
6321 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6323 /* Access the item's sval */
6325 use_realm = tval2realm(q_ptr->tval);
6327 /* Warriors are illiterate */
6328 if (p_ptr->realm1 || p_ptr->realm2)
6330 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6334 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6335 if (!is_magic(use_realm)) return;
6336 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6339 /* Display spells in readible books */
6345 /* Extract spells */
6346 for (spell = 0; spell < 32; spell++)
6348 /* Check for this spell */
6349 if (fake_spell_flags[sval] & (1L << spell))
6351 /* Collect this spell */
6352 spells[num++] = spell;
6357 print_spells(0, spells, num, 2, 0, use_realm);
6361 /* Choose one of items that have warning flag */
6362 object_type *choose_warning_item(void)
6365 int choices[INVEN_TOTAL - INVEN_RARM];
6368 /* Paranoia -- Player has no warning ability */
6369 if (!p_ptr->warning) return NULL;
6371 /* Search Inventory */
6372 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6374 u32b flgs[TR_FLAG_SIZE];
6375 object_type *o_ptr = &inventory[i];
6377 object_flags(o_ptr, flgs);
6378 if (have_flag(flgs, TR_WARNING))
6380 choices[number] = i;
6385 /* Choice one of them */
6386 return number ? &inventory[choices[randint0(number)]] : NULL;
6389 /* Calculate spell damages */
6390 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6392 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6393 int rlev = r_ptr->level;
6394 bool ignore_wraith_form = FALSE;
6396 if (limit) dam = (dam > limit) ? limit : dam;
6398 /* Vulnerability, resistance and immunity */
6402 if (p_ptr->immune_elec)
6405 ignore_wraith_form = TRUE;
6409 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6410 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6411 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6412 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6413 if (IS_OPPOSE_ELEC())
6414 dam = (dam + 2) / 3;
6419 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6420 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6424 if (p_ptr->immune_acid)
6427 ignore_wraith_form = TRUE;
6431 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6432 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6433 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6434 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6440 if (p_ptr->immune_cold)
6443 ignore_wraith_form = TRUE;
6447 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6448 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6449 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6450 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6455 if (p_ptr->immune_fire)
6458 ignore_wraith_form = TRUE;
6462 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6463 if (prace_is_(RACE_ENT)) dam += dam / 3;
6464 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6465 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6466 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6471 ignore_wraith_form = TRUE;
6475 if (!p_ptr->blind &&
6476 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6477 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6480 ignore_wraith_form = TRUE;
6485 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6486 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6487 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6490 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6491 * "dam *= 2;" for later "dam /= 2"
6493 if (p_ptr->wraith_form) dam *= 2;
6497 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6500 ignore_wraith_form = TRUE;
6502 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6506 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6510 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6514 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6518 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6522 if (prace_is_(RACE_SPECTRE))
6525 ignore_wraith_form = TRUE;
6527 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6531 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6535 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6539 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6543 if (p_ptr->levitation) dam = (dam * 2) / 3;
6547 if (p_ptr->resist_shard) dam /= 2;
6551 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6552 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6556 if (p_ptr->mimic_form)
6558 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6561 ignore_wraith_form = TRUE;
6566 switch (p_ptr->prace)
6575 ignore_wraith_form = TRUE;
6582 if (p_ptr->align > 10) dam /= 2;
6583 else if (p_ptr->align < -10) dam *= 2;
6587 if (p_ptr->align > 10) dam *= 2;
6591 case GF_BRAIN_SMASH:
6592 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6595 ignore_wraith_form = TRUE;
6603 if (100 + rlev / 2 <= p_ptr->skill_sav)
6606 ignore_wraith_form = TRUE;
6611 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6614 ignore_wraith_form = TRUE;
6619 if (p_ptr->wraith_form && !ignore_wraith_form)
6625 if (dam > *max) *max = dam;
6628 /* Calculate blow damages */
6629 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6631 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6633 bool check_wraith_form = TRUE;
6635 if (blow_ptr->method != RBM_EXPLODE)
6637 int ac = p_ptr->ac + p_ptr->to_a;
6639 switch (blow_ptr->effect)
6643 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6644 dam = MAX(dam, tmp_dam * 2);
6650 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6654 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6656 check_wraith_form = FALSE;
6660 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6662 check_wraith_form = FALSE;
6666 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6668 check_wraith_form = FALSE;
6672 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6674 check_wraith_form = FALSE;
6679 check_wraith_form = FALSE;
6683 if (check_wraith_form && p_ptr->wraith_form)
6691 dam = (dam + 1) / 2;
6692 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6699 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6700 bool process_warning(int xx, int yy)
6704 char o_name[MAX_NLEN];
6706 #define WARNING_AWARE_RANGE 12
6708 static int old_damage = 0;
6710 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6712 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6715 monster_type *m_ptr;
6716 monster_race *r_ptr;
6718 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6720 c_ptr = &cave[my][mx];
6722 if (!c_ptr->m_idx) continue;
6724 m_ptr = &m_list[c_ptr->m_idx];
6726 if (MON_CSLEEP(m_ptr)) continue;
6727 if (!is_hostile(m_ptr)) continue;
6729 r_ptr = &r_info[m_ptr->r_idx];
6731 /* Monster spells (only powerful ones)*/
6732 if (projectable(my, mx, yy, xx))
6734 int breath_dam_div3 = m_ptr->hp / 3;
6735 int breath_dam_div6 = m_ptr->hp / 6;
6736 u32b f4 = r_ptr->flags4;
6737 u32b f5 = r_ptr->flags5;
6738 u32b f6 = r_ptr->flags6;
6740 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6742 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6743 int storm_dam = rlev * 4 + 150;
6744 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6746 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6747 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6748 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6749 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6750 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6751 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6753 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6754 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6755 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6756 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6757 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6758 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6759 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6760 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6761 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6762 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6763 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6764 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6765 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6766 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6767 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6768 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6769 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6770 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6771 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6772 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6773 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6774 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6775 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6778 /* Monster melee attacks */
6779 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6781 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6785 for (m = 0; m < 4; m++)
6787 /* Skip non-attacks */
6788 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6790 /* Extract the attack info */
6791 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6792 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6794 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6798 /* Contribution from this monster */
6799 dam_max += dam_max0;
6803 /* Prevent excessive warning */
6804 if (dam_max > old_damage)
6806 old_damage = dam_max * 3 / 2;
6808 if (dam_max > p_ptr->chp / 2)
6810 object_type *o_ptr = choose_warning_item();
6812 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6814 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6815 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6817 else strcpy(o_name, "body"); /* Warning ability without item */
6818 msg_format("Your %s pulsates sharply!", o_name);
6822 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6824 return get_check("Really want to go ahead? ");
6828 else old_damage = old_damage / 2;
6830 c_ptr = &cave[yy][xx];
6831 if (((!easy_disarm && is_trap(c_ptr->feat))
6832 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6834 object_type *o_ptr = choose_warning_item();
6836 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6838 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6839 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6841 else strcpy(o_name, "body"); /* Warning ability without item */
6842 msg_format("Your %s pulsates!", o_name);
6846 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6848 return get_check("Really want to go ahead? ");
6856 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6858 switch (o_ptr->tval)
6871 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6880 * A structure for smithing
6883 int add; /* TR flag number or special essence id */
6884 cptr add_name; /* Name of this ability */
6885 int type; /* Menu number */
6886 int essence; /* Index for carrying essences */
6887 int value; /* Needed value to add this ability */
6892 * Smithing type data for Weapon smith
6895 static essence_type essence_info[] =
6897 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6898 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6899 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6900 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6901 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6902 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6903 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6904 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6905 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6906 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6907 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6908 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6909 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6910 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6911 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6912 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6913 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6914 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6915 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6916 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6917 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6918 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6919 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6920 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6921 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6922 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6923 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6924 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6925 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6926 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6927 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6928 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6929 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6930 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6931 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6932 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6933 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6934 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6935 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6936 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6937 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6938 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6939 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6940 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6941 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6942 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6943 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6944 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6945 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6946 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6947 {TR_SH_FIRE, "", 0, -2, 0},
6948 {TR_SH_ELEC, "", 0, -2, 0},
6949 {TR_SH_COLD, "", 0, -2, 0},
6950 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6951 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6952 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
6953 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6954 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6955 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6956 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6957 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6958 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6960 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6961 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6962 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6963 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6964 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6965 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6966 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6967 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6968 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6969 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6970 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6971 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6972 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6973 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6974 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6975 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6976 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6977 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6979 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6980 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6981 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6982 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6983 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6984 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6985 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6986 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6988 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6989 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6990 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6991 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6992 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6993 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6994 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6995 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6996 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6997 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6998 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6999 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7001 {-1, NULL, 0, -1, 0}
7004 static essence_type essence_info[] =
7006 {TR_STR, "strength", 4, TR_STR, 20},
7007 {TR_INT, "intelligence", 4, TR_INT, 20},
7008 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7009 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7010 {TR_CON, "constitution", 4, TR_CON, 20},
7011 {TR_CHR, "charisma", 4, TR_CHR, 20},
7012 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7013 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7014 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7015 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7016 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7017 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7018 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7019 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7020 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7021 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7022 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7023 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7024 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7025 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7026 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7027 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7028 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7029 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7030 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7031 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7032 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7033 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7034 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7035 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7036 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7037 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7038 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7039 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7040 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7041 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7042 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7043 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7044 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7045 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7046 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7047 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7048 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7049 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7050 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7051 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7052 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7053 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7054 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7055 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7056 {TR_SH_FIRE, "", 0, -2, 0},
7057 {TR_SH_ELEC, "", 0, -2, 0},
7058 {TR_SH_COLD, "", 0, -2, 0},
7059 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7060 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7061 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7062 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7063 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7064 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7065 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7066 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7067 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7069 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7070 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7071 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7072 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7073 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7074 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7075 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7076 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7077 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7078 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7079 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7080 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7081 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7082 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7083 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7084 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7085 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7086 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7088 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7089 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7090 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7091 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7092 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7093 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7094 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7095 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7097 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7098 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7099 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7100 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7101 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7102 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7103 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7104 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7105 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7106 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7107 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7108 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7110 {-1, NULL, 0, -1, 0}
7116 * Essense names for Weapon smith
7119 static cptr essence_name[] =
7222 static cptr essence_name[] =
7325 static void display_essence(void)
7330 for (i = 1; i < 22; i++)
7335 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7337 prt("Essence Num Essence Num Essence Num ", 1, 8);
7339 for (i = 0; essence_name[i]; i++)
7341 if (!essence_name[i][0]) continue;
7342 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7346 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7348 prt("List of all essences you have.", 0, 0);
7355 static void drain_essence(void)
7357 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7360 bool observe = FALSE;
7361 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7362 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7365 byte iy, ix, marked, number;
7366 s16b next_o_idx, weight;
7368 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7371 item_tester_hook = object_is_weapon_armour_ammo;
7372 item_tester_no_ryoute = TRUE;
7376 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7377 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7379 q = "Extract from which item? ";
7380 s = "You have nothing you can extract from.";
7383 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7385 /* Get the item (in the pack) */
7388 o_ptr = &inventory[item];
7391 /* Get the item (on the floor) */
7394 o_ptr = &o_list[0 - item];
7397 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7399 char o_name[MAX_NLEN];
7400 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7402 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7404 if (!get_check(format("Really extract from %s? ", o_name))) return;
7410 object_flags(o_ptr, old_flgs);
7411 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7412 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7413 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7414 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7415 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7416 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7417 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7418 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7419 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7421 old_to_a = o_ptr->to_a;
7423 old_to_h = o_ptr->to_h;
7424 old_to_d = o_ptr->to_d;
7427 old_pval = o_ptr->pval;
7428 old_name2 = o_ptr->name2;
7429 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7430 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7431 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7432 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7433 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7437 next_o_idx = o_ptr->next_o_idx;
7438 marked = o_ptr->marked;
7439 weight = o_ptr->weight;
7440 number = o_ptr->number;
7442 object_prep(o_ptr, o_ptr->k_idx);
7446 o_ptr->next_o_idx=next_o_idx;
7447 o_ptr->marked=marked;
7448 o_ptr->number = number;
7449 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7450 o_ptr->ident |= (IDENT_MENTAL);
7451 object_aware(o_ptr);
7452 object_known(o_ptr);
7454 object_flags(o_ptr, new_flgs);
7456 for (i = 0; essence_info[i].add_name; i++)
7458 essence_type *es_ptr = &essence_info[i];
7461 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7462 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7464 if (es_ptr->add < TR_FLAG_MAX &&
7465 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7466 have_flag(old_flgs, es_ptr->add))
7470 drain_value[es_ptr->essence] += 10 * pval;
7472 else if (es_ptr->essence != -2)
7474 drain_value[es_ptr->essence] += 10;
7476 else if (es_ptr->add == TR_SH_FIRE)
7478 drain_value[TR_BRAND_FIRE] += 10;
7479 drain_value[TR_RES_FIRE] += 10;
7481 else if (es_ptr->add == TR_SH_ELEC)
7483 drain_value[TR_BRAND_ELEC] += 10;
7484 drain_value[TR_RES_ELEC] += 10;
7486 else if (es_ptr->add == TR_SH_COLD)
7488 drain_value[TR_BRAND_COLD] += 10;
7489 drain_value[TR_RES_COLD] += 10;
7494 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7496 drain_value[TR_INT] += 5;
7497 drain_value[TR_WIS] += 5;
7499 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7501 drain_value[TR_BRAND_POIS] += 5;
7502 drain_value[TR_BRAND_ACID] += 5;
7503 drain_value[TR_BRAND_ELEC] += 5;
7504 drain_value[TR_BRAND_FIRE] += 5;
7505 drain_value[TR_BRAND_COLD] += 5;
7507 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7509 drain_value[TR_INT] += 10;
7511 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7513 drain_value[TR_STR] += 10;
7515 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7517 drain_value[TR_DEX] += 10;
7519 if (old_name2 == EGO_2WEAPON)
7521 drain_value[TR_DEX] += 20;
7523 if (object_is_weapon_ammo(o_ptr))
7525 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7527 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7529 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7530 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7531 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7532 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7534 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7536 drain_value[i] *= number;
7537 drain_value[i] = drain_value[i] * dec / 4;
7538 drain_value[i] = MAX(drain_value[i], 0);
7539 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7548 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7550 msg_print("You were not able to extract any essence.");
7556 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7558 msg_print("Extracted essences:");
7560 for (i = 0; essence_name[i]; i++)
7562 if (!essence_name[i][0]) continue;
7563 if (!drain_value[i]) continue;
7565 p_ptr->magic_num1[i] += drain_value[i];
7566 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7568 msg_format("%s...%d", essence_name[i], drain_value[i]);
7572 /* Combine the pack */
7573 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7576 p_ptr->window |= (PW_INVEN);
7581 static int choose_essence(void)
7585 int menu_line = (use_menu ? 1 : 0);
7588 cptr menu_name[] = {
7598 cptr menu_name[] = {
7608 const int mode_max = 7;
7611 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7614 #endif /* ALLOW_REPEAT */
7623 for (i = 0; i < mode_max; i++)
7625 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7626 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7628 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7629 prt("Choose from menu.", 0, 0);
7648 menu_line += mode_max - 1;
7657 if (menu_line > mode_max) menu_line -= mode_max;
7668 for (i = 0; i < mode_max; i++)
7669 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7672 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7674 if (!get_com("Command :", &choice, TRUE))
7681 if (isupper(choice)) choice = tolower(choice);
7683 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7684 mode = (int)choice - 'a' + 1;
7691 #endif /* ALLOW_REPEAT */
7695 static void add_essence(int mode)
7697 int item, max_num = 0;
7706 char o_name[MAX_NLEN];
7708 essence_type *es_ptr;
7710 int menu_line = (use_menu ? 1 : 0);
7712 for (i = 0; essence_info[i].add_name; i++)
7714 es_ptr = &essence_info[i];
7716 if (es_ptr->type != mode) continue;
7721 if (!repeat_pull(&i) || i<0 || i>=max_num)
7723 #endif /* ALLOW_REPEAT */
7726 /* Nothing chosen yet */
7732 /* Build a prompt */
7734 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7736 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7738 if (use_menu) screen_save();
7740 /* Get a spell from the user */
7742 choice = (always_show_list || use_menu) ? ESCAPE:1;
7746 if( choice==ESCAPE ) choice = ' ';
7747 else if( !get_com(out_val, &choice, FALSE) )break;
7749 if (use_menu && choice != ' ')
7763 menu_line += (max_num-1);
7786 menu_line = max_num;
7800 if (menu_line > max_num) menu_line -= max_num;
7802 /* Request redraw */
7803 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7806 if (!redraw || use_menu)
7810 char dummy[80], dummy2[80];
7818 /* Save the screen */
7819 if (!use_menu) screen_save();
7821 for (y = 1; y < 24; y++)
7824 /* Print header(s) */
7826 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7829 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7832 for (ctr = 0; ctr < max_num; ctr++)
7834 es_ptr = &essence_info[num[ctr]];
7838 if (ctr == (menu_line-1))
7840 strcpy(dummy, "¡Õ ");
7842 strcpy(dummy, "> ");
7844 else strcpy(dummy, " ");
7847 /* letter/number for power selection */
7850 sprintf(dummy, "%c) ",I2A(ctr));
7853 strcat(dummy, es_ptr->add_name);
7858 if (es_ptr->essence != -1)
7860 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7861 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7867 case ESSENCE_SH_FIRE:
7869 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7871 strcat(dummy, "(brand fire + res.fire)");
7873 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7874 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7876 case ESSENCE_SH_ELEC:
7878 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7880 strcat(dummy, "(brand elec. + res. elec.)");
7882 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7883 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7885 case ESSENCE_SH_COLD:
7887 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7889 strcat(dummy, "(brand cold + res. cold)");
7891 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7892 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7894 case ESSENCE_RESISTANCE:
7896 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7898 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7900 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7901 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7902 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7903 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7905 case ESSENCE_SUSTAIN:
7907 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7909 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7911 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7912 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7913 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7914 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7919 if (!able[ctr]) col = TERM_RED;
7921 if (es_ptr->essence != -1)
7923 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7927 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7930 c_prt(col, dummy2, ctr+2, x);
7940 /* Restore the screen */
7951 ask = (isupper(choice));
7954 if (ask) choice = tolower(choice);
7956 /* Extract request */
7957 i = (islower(choice) ? A2I(choice) : -1);
7960 /* Totally Illegal */
7961 if ((i < 0) || (i >= max_num) || !able[i])
7974 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7976 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7979 /* Belay that order */
7980 if (!get_check(tmp_val)) continue;
7987 /* Restore the screen */
7988 if (redraw) screen_load();
7995 #endif /* ALLOW_REPEAT */
7997 es_ptr = &essence_info[num[i]];
7999 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8000 item_tester_tval = TV_GLOVES;
8001 else if (mode == 1 || mode == 5)
8002 item_tester_hook = item_tester_hook_melee_ammo;
8003 else if (es_ptr->add == ESSENCE_ATTACK)
8004 item_tester_hook = object_allow_enchant_weapon;
8005 else if (es_ptr->add == ESSENCE_AC)
8006 item_tester_hook = object_is_armour;
8008 item_tester_hook = object_is_weapon_armour_ammo;
8009 item_tester_no_ryoute = TRUE;
8013 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8014 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8016 q = "Improve which item? ";
8017 s = "You have nothing to improve.";
8020 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8022 /* Get the item (in the pack) */
8025 o_ptr = &inventory[item];
8028 /* Get the item (on the floor) */
8031 o_ptr = &o_list[0 - item];
8034 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8037 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8039 msg_print("This item is no more able to be improved.");
8044 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8046 use_essence = es_ptr->value;
8047 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8048 if (o_ptr->number > 1)
8050 use_essence *= o_ptr->number;
8052 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8054 msg_format("It will take %d essences.",use_essence);
8059 if (es_ptr->essence != -1)
8061 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8064 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8066 msg_print("You don't have enough essences.");
8070 if (is_pval_flag(es_ptr->add))
8072 if (o_ptr->pval < 0)
8075 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8077 msg_print("You cannot increase magic number of this item.");
8081 else if (es_ptr->add == TR_BLOWS)
8083 if (o_ptr->pval > 1)
8086 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8088 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8094 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8096 msg_format("It will take %d essences.", use_essence);
8099 else if (o_ptr->pval > 0)
8101 use_essence *= o_ptr->pval;
8103 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8105 msg_format("It will take %d essences.", use_essence);
8113 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8116 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8118 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8120 strcpy(tmp_val, "1");
8122 if (!get_string(tmp, tmp_val, 1)) return;
8123 pval = atoi(tmp_val);
8124 if (pval > limit) pval = limit;
8125 else if (pval < 1) pval = 1;
8126 o_ptr->pval += pval;
8127 use_essence *= pval;
8129 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8131 msg_format("It will take %d essences.", use_essence);
8135 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8138 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8140 msg_print("You don't have enough essences.");
8145 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8149 int get_to_h, get_to_d;
8151 strcpy(tmp_val, "1");
8153 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8155 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8157 val = atoi(tmp_val);
8158 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8159 else if (val < 1) val = 1;
8162 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8164 msg_format("It will take %d essences.", use_essence);
8166 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8169 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8171 msg_print("You don't have enough essences.");
8175 get_to_h = ((val+1)/2+randint0(val/2+1));
8176 get_to_d = ((val+1)/2+randint0(val/2+1));
8177 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8178 o_ptr->to_h += get_to_h;
8179 o_ptr->to_d += get_to_d;
8181 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8182 if (es_ptr->add == ESSENCE_ATTACK)
8184 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8187 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8189 msg_print("You failed to enchant.");
8196 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8197 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8200 else if (es_ptr->add == ESSENCE_AC)
8202 if (o_ptr->to_a >= p_ptr->lev/5+5)
8205 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8207 msg_print("You failed to enchant.");
8214 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8219 o_ptr->xtra3 = es_ptr->add + 1;
8224 bool success = TRUE;
8228 case ESSENCE_SH_FIRE:
8229 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8234 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8235 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8237 case ESSENCE_SH_ELEC:
8238 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8243 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8244 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8246 case ESSENCE_SH_COLD:
8247 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8252 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8253 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8255 case ESSENCE_RESISTANCE:
8256 case ESSENCE_SUSTAIN:
8257 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))
8262 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8263 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8264 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8265 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8271 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8273 msg_print("You don't have enough essences.");
8277 if (es_ptr->add == ESSENCE_SUSTAIN)
8279 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8280 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8281 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8282 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8286 o_ptr->xtra3 = es_ptr->add + 1;
8293 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8295 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8298 /* Combine the pack */
8299 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8302 p_ptr->window |= (PW_INVEN);
8306 static void erase_essence(void)
8311 char o_name[MAX_NLEN];
8312 u32b flgs[TR_FLAG_SIZE];
8314 item_tester_hook = object_is_smith;
8318 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8319 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8321 q = "Remove from which item? ";
8322 s = "You have nothing to remove essence.";
8325 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8327 /* Get the item (in the pack) */
8330 o_ptr = &inventory[item];
8333 /* Get the item (on the floor) */
8336 o_ptr = &o_list[0 - item];
8339 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8341 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8343 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8348 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8350 o_ptr->to_h -= (o_ptr->xtra4>>8);
8351 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8353 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8354 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8357 object_flags(o_ptr, flgs);
8358 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8360 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8362 msg_print("You removed all essence you have added.");
8365 /* Combine the pack */
8366 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8369 p_ptr->window |= (PW_INVEN);
8372 void do_cmd_kaji(bool only_browse)
8377 int menu_line = (use_menu ? 1 : 0);
8381 if (p_ptr->confused)
8384 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8386 msg_print("You are too confused!");
8394 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8396 msg_print("You are blind!");
8404 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8406 msg_print("You are hallucinating!");
8414 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8416 #endif /* ALLOW_REPEAT */
8418 if (only_browse) screen_save();
8420 if (!only_browse) screen_save();
8426 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8427 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8428 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8429 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8430 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8431 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8433 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8434 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8435 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8436 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8437 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8438 prt(format("Choose command from menu."), 0, 0);
8465 if (menu_line > 5) menu_line -= 5;
8474 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8475 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8476 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8477 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8478 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8479 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8481 prt(" a) List essences", 2, 14);
8482 prt(" b) Extract essence", 3, 14);
8483 prt(" c) Remove essence", 4, 14);
8484 prt(" d) Add essence", 5, 14);
8485 prt(" e) Enchant weapon/armor", 6, 14);
8486 if (!get_com("Command :", &choice, TRUE))
8523 /* Clear lines, position cursor (really should use strlen here) */
8524 Term_erase(14, 21, 255);
8525 Term_erase(14, 20, 255);
8526 Term_erase(14, 19, 255);
8527 Term_erase(14, 18, 255);
8528 Term_erase(14, 17, 255);
8529 Term_erase(14, 16, 255);
8531 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8532 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8534 prt(&temp[j], line, 15);
8539 if (!only_browse) screen_load();
8540 } while (only_browse);
8544 #endif /* ALLOW_REPEAT */
8548 case 1: display_essence();break;
8549 case 2: drain_essence();break;
8550 case 3: erase_essence();break;
8552 mode = choose_essence();
8557 case 5: add_essence(10);break;