4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Object code, part 2 */
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 static errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_is_aware(o_ptr);
769 /* Fully aware of the effects */
770 k_info[o_ptr->k_idx].aware = TRUE;
772 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
773 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
777 char o_name[MAX_NLEN];
780 object_copy(q_ptr, o_ptr);
783 object_desc(o_name, q_ptr, OD_NAME_ONLY);
785 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
791 * Something has been "sampled"
793 void object_tried(object_type *o_ptr)
795 /* Mark it as tried (even if "aware") */
796 k_info[o_ptr->k_idx].tried = TRUE;
801 * Return the "value" of an "unknown" item
802 * Make a guess at the value of non-aware items
804 static s32b object_value_base(object_type *o_ptr)
806 /* Aware item -- use template cost */
807 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
809 /* Analyze the type */
814 case TV_FOOD: return (5L);
816 /* Un-aware Potions */
817 case TV_POTION: return (20L);
819 /* Un-aware Scrolls */
820 case TV_SCROLL: return (20L);
822 /* Un-aware Staffs */
823 case TV_STAFF: return (70L);
826 case TV_WAND: return (50L);
829 case TV_ROD: return (90L);
832 case TV_RING: return (45L);
834 /* Un-aware Amulets */
835 case TV_AMULET: return (45L);
837 /* Figurines, relative to monster level */
840 int level = r_info[o_ptr->pval].level;
841 if (level < 20) return level*50L;
842 else if (level < 30) return 1000+(level-20)*150L;
843 else if (level < 40) return 2500+(level-30)*350L;
844 else if (level < 50) return 6000+(level-40)*800L;
845 else return 14000+(level-50)*2000L;
849 if (!o_ptr->pval) return 1000L;
850 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
853 /* Paranoia -- Oops */
858 /* Return the value of the flags the object has... */
859 s32b flag_cost(object_type *o_ptr, int plusses)
862 u32b flgs[TR_FLAG_SIZE];
866 object_kind *k_ptr = &k_info[o_ptr->k_idx];
868 object_flags(o_ptr, flgs);
871 * Exclude fixed flags of the base item.
872 * pval bonuses of base item will be treated later.
874 for (i = 0; i < TR_FLAG_SIZE; i++)
875 flgs[i] &= ~(k_ptr->flags[i]);
877 /* Exclude fixed flags of the fixed artifact. */
878 if (object_is_fixed_artifact(o_ptr))
880 artifact_type *a_ptr = &a_info[o_ptr->name1];
882 for (i = 0; i < TR_FLAG_SIZE; i++)
883 flgs[i] &= ~(a_ptr->flags[i]);
886 /* Exclude fixed flags of the ego-item. */
887 else if (object_is_ego(o_ptr))
889 ego_item_type *e_ptr = &e_info[o_ptr->name2];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(e_ptr->flags[i]);
897 * Calucurate values of remaining flags
899 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
900 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
901 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
902 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
903 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
904 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
905 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
906 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
907 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
908 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
909 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
910 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
911 total += (10000 + (2500 * plusses));
912 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
913 total += (10000 + (2500 * plusses));
917 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
918 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
919 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
920 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
921 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
922 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
923 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
924 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
925 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
926 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
927 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
928 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
929 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
930 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
931 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
932 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
933 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
934 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
935 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
936 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
937 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
940 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
941 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
942 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
943 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
944 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
945 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
946 total += (tmp_cost * count);
948 if (have_flag(flgs, TR_SUST_STR)) total += 850;
949 if (have_flag(flgs, TR_SUST_INT)) total += 850;
950 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
951 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
952 if (have_flag(flgs, TR_SUST_CON)) total += 850;
953 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
954 if (have_flag(flgs, TR_RIDING)) total += 0;
955 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
956 if (have_flag(flgs, TR_THROW)) total += 5000;
957 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
958 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
962 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
963 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
964 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
965 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
966 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
967 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
968 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
969 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
970 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
971 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
972 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
973 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
974 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
975 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
976 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
977 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
978 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
979 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
980 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
981 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
982 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
983 total += (tmp_cost * count);
985 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
986 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
987 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
988 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
989 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
990 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
991 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
992 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
993 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
994 if (have_flag(flgs, TR_LITE)) total += 1250;
995 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
996 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
997 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
998 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
999 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1000 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1001 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1002 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1003 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1004 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1005 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1006 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1007 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1008 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1009 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1010 if (have_flag(flgs, TR_REGEN)) total += 2500;
1011 if (have_flag(flgs, TR_WARNING)) total += 2000;
1012 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1013 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1014 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1015 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1016 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1017 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1018 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1019 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1020 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1021 if (have_flag(flgs, TR_TELEPORT))
1023 if (object_is_cursed(o_ptr))
1028 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1029 if (have_flag(flgs, TR_BLESSED)) total += 750;
1030 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1031 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1032 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1033 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1034 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1036 /* Also, give some extra for activatable powers... */
1037 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1039 const activation_type* const act_ptr = find_activation_info(o_ptr);
1041 total += act_ptr->value;
1050 * Return the "real" price of a "known" item, not including discounts
1052 * Wand and staffs get cost for each charge
1054 * Armor is worth an extra 100 gold per bonus point to armor class.
1056 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1058 * Missiles are only worth 5 gold per bonus point, since they
1059 * usually appear in groups of 20, and we want the player to get
1060 * the same amount of cash for any "equivalent" item. Note that
1061 * missiles never have any of the "pval" flags, and in fact, they
1062 * only have a few of the available flags, primarily of the "slay"
1063 * and "brand" and "ignore" variety.
1065 * Armor with a negative armor bonus is worthless.
1066 * Weapons with negative hit+damage bonuses are worthless.
1068 * Every wearable item with a "pval" bonus is worth extra (see below).
1070 s32b object_value_real(object_type *o_ptr)
1074 u32b flgs[TR_FLAG_SIZE];
1076 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1079 /* Hack -- "worthless" items */
1080 if (!k_info[o_ptr->k_idx].cost) return (0L);
1083 value = k_info[o_ptr->k_idx].cost;
1085 /* Extract some flags */
1086 object_flags(o_ptr, flgs);
1089 if (object_is_fixed_artifact(o_ptr))
1091 artifact_type *a_ptr = &a_info[o_ptr->name1];
1093 /* Hack -- "worthless" artifacts */
1094 if (!a_ptr->cost) return (0L);
1096 /* Hack -- Use the artifact cost instead */
1097 value = a_ptr->cost;
1098 value += flag_cost(o_ptr, o_ptr->pval);
1100 /* Don't add pval bonuses etc. */
1105 else if (object_is_ego(o_ptr))
1107 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1109 /* Hack -- "worthless" ego-items */
1110 if (!e_ptr->cost) return (0L);
1112 /* Hack -- Reward the ego-item with a bonus */
1113 value += e_ptr->cost;
1114 value += flag_cost(o_ptr, o_ptr->pval);
1122 for (i = 0; i < TR_FLAG_SIZE; i++)
1123 if (o_ptr->art_flags[i]) flag = TRUE;
1125 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1128 /* Analyze pval bonus for normal object */
1129 switch (o_ptr->tval)
1152 if (!o_ptr->pval) break;
1154 /* Hack -- Negative "pval" is always bad */
1155 if (o_ptr->pval < 0) return (0L);
1157 /* Give credit for stat bonuses */
1158 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1159 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1160 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1161 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1162 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1163 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1165 /* Give credit for stealth and searching */
1166 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1167 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1168 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1170 /* Give credit for infra-vision and tunneling */
1171 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1172 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1174 /* Give credit for extra attacks */
1175 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1177 /* Give credit for speed bonus */
1178 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1184 /* Analyze the item */
1185 switch (o_ptr->tval)
1190 /* Pay extra for charges, depending on standard number of
1191 * charges. Handle new-style wands correctly. -LM-
1193 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1200 /* Pay extra for charges, depending on standard number of
1203 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1213 /* Hack -- negative bonuses are bad */
1214 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1216 /* Give credit for bonuses */
1217 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1234 /* Hack -- negative armor bonus */
1235 if (o_ptr->to_a < 0) return (0L);
1237 /* Give credit for bonuses */
1238 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1251 /* Hack -- negative hit/damage bonuses */
1252 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1254 /* Factor in the bonuses */
1255 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1257 /* Hack -- Factor in extra damage dice and sides */
1258 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1259 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1270 /* Hack -- negative hit/damage bonuses */
1271 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1273 /* Factor in the bonuses */
1274 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1276 /* Hack -- Factor in extra damage dice and sides */
1277 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1278 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1284 /* Figurines, relative to monster level */
1287 int level = r_info[o_ptr->pval].level;
1288 if (level < 20) value = level*50L;
1289 else if (level < 30) value = 1000+(level-20)*150L;
1290 else if (level < 40) value = 2500+(level-30)*350L;
1291 else if (level < 50) value = 6000+(level-40)*800L;
1292 else value = 14000+(level-50)*2000L;
1298 if (!o_ptr->pval) value = 1000L;
1299 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1305 if (!o_ptr->pval) value = 0L;
1310 /* Worthless object */
1311 if (value < 0) return 0L;
1313 /* Return the value */
1319 * Return the price of an item including plusses (and charges)
1321 * This function returns the "value" of the given item (qty one)
1323 * Never notice "unknown" bonuses or properties, including "curses",
1324 * since that would give the player information he did not have.
1326 * Note that discounted items stay discounted forever, even if
1327 * the discount is "forgotten" by the player via memory loss.
1329 s32b object_value(object_type *o_ptr)
1334 /* Unknown items -- acquire a base value */
1335 if (object_is_known(o_ptr))
1337 /* Broken items -- worthless */
1338 if (object_is_broken(o_ptr)) return (0L);
1340 /* Cursed items -- worthless */
1341 if (object_is_cursed(o_ptr)) return (0L);
1343 /* Real value (see above) */
1344 value = object_value_real(o_ptr);
1347 /* Known items -- acquire the actual value */
1350 /* Hack -- Felt broken items */
1351 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1353 /* Hack -- Felt cursed items */
1354 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1356 /* Base value (see above) */
1357 value = object_value_base(o_ptr);
1361 /* Apply discount (if any) */
1362 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1365 /* Return the final value */
1371 * Determines whether an object can be destroyed, and makes fake inscription.
1373 bool can_player_destroy_object(object_type *o_ptr)
1375 /* Artifacts cannot be destroyed */
1376 if (!object_is_artifact(o_ptr)) return TRUE;
1378 /* If object is unidentified, makes fake inscription */
1379 if (!object_is_known(o_ptr))
1381 byte feel = FEEL_SPECIAL;
1383 /* Hack -- Handle icky artifacts */
1384 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1386 /* Hack -- inscribe the artifact */
1387 o_ptr->feeling = feel;
1389 /* We have "felt" it (again) */
1390 o_ptr->ident |= (IDENT_SENSE);
1392 /* Combine the pack */
1393 p_ptr->notice |= (PN_COMBINE);
1396 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1402 /* Identified artifact -- Nothing to do */
1408 * Distribute charges of rods or wands.
1410 * o_ptr = source item
1411 * q_ptr = target item, must be of the same type as o_ptr
1412 * amt = number of items that are transfered
1414 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1417 * Hack -- If rods or wands are dropped, the total maximum timeout or
1418 * charges need to be allocated between the two stacks. If all the items
1419 * are being dropped, it makes for a neater message to leave the original
1420 * stack's pval alone. -LM-
1422 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1424 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1425 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1427 /* Hack -- Rods also need to have their timeouts distributed. The
1428 * dropped stack will accept all time remaining to charge up to its
1431 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1433 if (q_ptr->pval > o_ptr->timeout)
1434 q_ptr->timeout = o_ptr->timeout;
1436 q_ptr->timeout = q_ptr->pval;
1438 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1443 void reduce_charges(object_type *o_ptr, int amt)
1446 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1447 * charges of the stack needs to be reduced, unless all the items are
1448 * being destroyed. -LM-
1450 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1451 (amt < o_ptr->number))
1453 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1459 * Determine if an item can "absorb" a second item
1461 * See "object_absorb()" for the actual "absorption" code.
1463 * If permitted, we allow staffs (if they are known to have equal charges
1464 * and both are either known or confirmed empty) and wands (if both are
1465 * either known or confirmed empty) and rods (in all cases) to combine.
1466 * Staffs will unstack (if necessary) when they are used, but wands and
1467 * rods will only unstack if one is dropped. -LM-
1469 * If permitted, we allow weapons/armor to stack, if fully "known".
1471 * Missiles will combine if both stacks have the same "known" status.
1472 * This is done to make unidentified stacks of missiles useful.
1474 * Food, potions, scrolls, and "easy know" items always stack.
1476 * Chests, and activatable items, never stack (for various reasons).
1480 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1482 #define MAX_STACK_SIZE 99
1486 * Determine if an item can partly absorb a second item.
1487 * Return maximum number of stack.
1489 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1493 /* Default maximum number of stack */
1494 int max_num = MAX_STACK_SIZE;
1496 /* Require identical object types */
1497 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1500 /* Analyze the items */
1501 switch (o_ptr->tval)
1503 /* Chests and Statues*/
1514 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1515 if (o_ptr->pval != j_ptr->pval) return 0;
1519 /* Figurines and Corpses*/
1524 if (o_ptr->pval != j_ptr->pval) return 0;
1530 /* Food and Potions and Scrolls */
1542 /* Require either knowledge or known empty for both staffs. */
1543 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1544 !object_is_known(o_ptr)) ||
1545 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1546 !object_is_known(j_ptr))) return 0;
1548 /* Require identical charges, since staffs are bulky. */
1549 if (o_ptr->pval != j_ptr->pval) return 0;
1558 /* Require either knowledge or known empty for both wands. */
1559 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1560 !object_is_known(o_ptr)) ||
1561 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1562 !object_is_known(j_ptr))) return 0;
1564 /* Wand charges combine in O&ZAngband. */
1570 /* Staffs and Wands and Rods */
1573 /* Prevent overflaw of timeout */
1574 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1580 /* Weapons and Armor */
1596 /* Rings, Amulets, Lites */
1602 /* Require full knowledge of both items */
1603 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1613 /* Require identical knowledge of both items */
1614 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1615 if (o_ptr->feeling != j_ptr->feeling) return 0;
1617 /* Require identical "bonuses" */
1618 if (o_ptr->to_h != j_ptr->to_h) return 0;
1619 if (o_ptr->to_d != j_ptr->to_d) return 0;
1620 if (o_ptr->to_a != j_ptr->to_a) return 0;
1622 /* Require identical "pval" code */
1623 if (o_ptr->pval != j_ptr->pval) return 0;
1625 /* Artifacts never stack */
1626 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1628 /* Require identical "ego-item" names */
1629 if (o_ptr->name2 != j_ptr->name2) return 0;
1631 /* Require identical added essence */
1632 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1633 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1635 /* Hack -- Never stack "powerful" items */
1636 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1638 /* Hack -- Never stack recharging items */
1639 if (o_ptr->timeout || j_ptr->timeout) return 0;
1641 /* Require identical "values" */
1642 if (o_ptr->ac != j_ptr->ac) return 0;
1643 if (o_ptr->dd != j_ptr->dd) return 0;
1644 if (o_ptr->ds != j_ptr->ds) return 0;
1653 /* Require knowledge */
1654 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1662 /* Hack -- Identical art_flags! */
1663 for (i = 0; i < TR_FLAG_SIZE; i++)
1664 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1666 /* Hack -- Require identical "cursed" status */
1667 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1669 /* Hack -- Require identical "broken" status */
1670 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1673 /* Hack -- require semi-matching "inscriptions" */
1674 if (o_ptr->inscription && j_ptr->inscription &&
1675 (o_ptr->inscription != j_ptr->inscription))
1678 /* Hack -- normally require matching "inscriptions" */
1679 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1681 /* Hack -- normally require matching "discounts" */
1682 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1685 /* They match, so they must be similar */
1690 * Determine if an item can absorb a second item.
1692 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1694 int total = o_ptr->number + j_ptr->number;
1697 /* Are these objects similar? */
1698 max_num = object_similar_part(o_ptr, j_ptr);
1700 /* Return if not similar */
1701 if (!max_num) return FALSE;
1703 /* Maximal "stacking" limit */
1704 if (total > max_num) return (0);
1707 /* They match, so they must be similar */
1714 * Allow one item to "absorb" another, assuming they are similar
1716 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1718 int max_num = object_similar_part(o_ptr, j_ptr);
1719 int total = o_ptr->number + j_ptr->number;
1720 int diff = (total > max_num) ? total - max_num : 0;
1722 /* Combine quantity, lose excess items */
1723 o_ptr->number = (total > max_num) ? max_num : total;
1725 /* Hack -- blend "known" status */
1726 if (object_is_known(j_ptr)) object_known(o_ptr);
1728 /* Hack -- clear "storebought" if only one has it */
1729 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1730 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1732 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1733 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1736 /* Hack -- blend "mental" status */
1737 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1739 /* Hack -- blend "inscriptions" */
1740 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1742 /* Hack -- blend "feelings" */
1743 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1745 /* Hack -- could average discounts XXX XXX XXX */
1746 /* Hack -- save largest discount XXX XXX XXX */
1747 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1749 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1750 if (o_ptr->tval == TV_ROD)
1752 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1753 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1756 /* Hack -- if wands are stacking, combine the charges. -LM- */
1757 if (o_ptr->tval == TV_WAND)
1759 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1765 * Find the index of the object_kind with the given tval and sval
1767 s16b lookup_kind(int tval, int sval)
1774 for (k = 1; k < max_k_idx; k++)
1776 object_kind *k_ptr = &k_info[k];
1778 /* Require correct tval */
1779 if (k_ptr->tval != tval) continue;
1782 if (k_ptr->sval == sval) return (k);
1784 /* Ignore illegal items */
1785 if (sval != SV_ANY) continue;
1787 /* Apply the randomizer */
1788 if (!one_in_(++num)) continue;
1790 /* Use this value */
1794 /* Return this choice */
1803 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1805 msg_format("No object (%d,%d)", tval, sval);
1816 * Wipe an object clean.
1818 void object_wipe(object_type *o_ptr)
1820 /* Wipe the structure */
1821 (void)WIPE(o_ptr, object_type);
1826 * Prepare an object based on an existing object
1828 void object_copy(object_type *o_ptr, object_type *j_ptr)
1830 /* Copy the structure */
1831 (void)COPY(o_ptr, j_ptr, object_type);
1836 * Prepare an object based on an object kind.
1838 void object_prep(object_type *o_ptr, int k_idx)
1840 object_kind *k_ptr = &k_info[k_idx];
1842 /* Clear the record */
1845 /* Save the kind index */
1846 o_ptr->k_idx = k_idx;
1848 /* Efficiency -- tval/sval */
1849 o_ptr->tval = k_ptr->tval;
1850 o_ptr->sval = k_ptr->sval;
1852 /* Default "pval" */
1853 o_ptr->pval = k_ptr->pval;
1855 /* Default number */
1858 /* Default weight */
1859 o_ptr->weight = k_ptr->weight;
1862 o_ptr->to_h = k_ptr->to_h;
1863 o_ptr->to_d = k_ptr->to_d;
1864 o_ptr->to_a = k_ptr->to_a;
1867 o_ptr->ac = k_ptr->ac;
1868 o_ptr->dd = k_ptr->dd;
1869 o_ptr->ds = k_ptr->ds;
1871 /* Default activation */
1872 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1874 /* Hack -- worthless items are always "broken" */
1875 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1877 /* Hack -- cursed items are always "cursed" */
1878 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1879 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1880 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1881 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1882 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1883 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1888 * Help determine an "enchantment bonus" for an object.
1890 * To avoid floating point but still provide a smooth distribution of bonuses,
1891 * we simply round the results of division in such a way as to "average" the
1892 * correct floating point value.
1894 * This function has been changed. It uses "randnor()" to choose values from
1895 * a normal distribution, whose mean moves from zero towards the max as the
1896 * level increases, and whose standard deviation is equal to 1/4 of the max,
1897 * and whose values are forced to lie between zero and the max, inclusive.
1899 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1900 * rare to get the "full" enchantment on an object, even a deep levels.
1902 * It is always possible (albeit unlikely) to get the "full" enchantment.
1904 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1906 * N 0 1 2 3 4 5 6 7 8 9 10
1907 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1908 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1909 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1910 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1911 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1912 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1913 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1914 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1915 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1916 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1917 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1918 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1919 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1920 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1921 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1922 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1923 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1924 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1926 s16b m_bonus(int max, int level)
1928 int bonus, stand, extra, value;
1931 /* Paranoia -- enforce maximal "level" */
1932 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1935 /* The "bonus" moves towards the max */
1936 bonus = ((max * level) / MAX_DEPTH);
1938 /* Hack -- determine fraction of error */
1939 extra = ((max * level) % MAX_DEPTH);
1941 /* Hack -- simulate floating point computations */
1942 if (randint0(MAX_DEPTH) < extra) bonus++;
1945 /* The "stand" is equal to one quarter of the max */
1948 /* Hack -- determine fraction of error */
1951 /* Hack -- simulate floating point computations */
1952 if (randint0(4) < extra) stand++;
1955 /* Choose an "interesting" value */
1956 value = randnor(bonus, stand);
1958 /* Enforce the minimum value */
1959 if (value < 0) return (0);
1961 /* Enforce the maximum value */
1962 if (value > max) return (max);
1970 * Cheat -- describe a created object for the user
1972 static void object_mention(object_type *o_ptr)
1974 char o_name[MAX_NLEN];
1977 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1980 if (object_is_fixed_artifact(o_ptr))
1984 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1986 msg_format("Artifact (%s)", o_name);
1991 /* Random Artifact */
1992 else if (o_ptr->art_name)
1995 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1997 msg_print("Random artifact");
2003 else if (object_is_ego(o_ptr))
2007 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2009 msg_format("Ego-item (%s)", o_name);
2019 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2021 msg_format("Object (%s)", o_name);
2029 * Mega-Hack -- Attempt to create one of the "Special Objects"
2031 * We are only called from "make_object()", and we assume that
2032 * "apply_magic()" is called immediately after we return.
2034 * Note -- see "make_artifact()" and "apply_magic()"
2036 static bool make_artifact_special(object_type *o_ptr)
2042 /* No artifacts in the town */
2043 if (!dun_level) return (FALSE);
2046 if (get_obj_num_hook) return (FALSE);
2048 /* Check the artifact list (just the "specials") */
2049 for (i = 0; i < max_a_idx; i++)
2051 artifact_type *a_ptr = &a_info[i];
2053 /* Skip "empty" artifacts */
2054 if (!a_ptr->name) continue;
2056 /* Cannot make an artifact twice */
2057 if (a_ptr->cur_num) continue;
2059 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2060 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2062 /* XXX XXX Enforce minimum "depth" (loosely) */
2063 if (a_ptr->level > dun_level)
2065 /* Acquire the "out-of-depth factor" */
2066 int d = (a_ptr->level - dun_level) * 2;
2068 /* Roll for out-of-depth creation */
2069 if (!one_in_(d)) continue;
2072 /* Artifact "rarity roll" */
2073 if (!one_in_(a_ptr->rarity)) continue;
2075 /* Find the base object */
2076 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2078 /* XXX XXX Enforce minimum "object" level (loosely) */
2079 if (k_info[k_idx].level > object_level)
2081 /* Acquire the "out-of-depth factor" */
2082 int d = (k_info[k_idx].level - object_level) * 5;
2084 /* Roll for out-of-depth creation */
2085 if (!one_in_(d)) continue;
2088 /* Assign the template */
2089 object_prep(o_ptr, k_idx);
2091 /* Mega-Hack -- mark the item as an artifact */
2094 /* Hack: Some artifacts get random extra powers */
2095 random_artifact_resistance(o_ptr, a_ptr);
2107 * Attempt to change an object into an artifact
2109 * This routine should only be called by "apply_magic()"
2111 * Note -- see "make_artifact_special()" and "apply_magic()"
2113 static bool make_artifact(object_type *o_ptr)
2118 /* No artifacts in the town */
2119 if (!dun_level) return (FALSE);
2121 /* Paranoia -- no "plural" artifacts */
2122 if (o_ptr->number != 1) return (FALSE);
2124 /* Check the artifact list (skip the "specials") */
2125 for (i = 0; i < max_a_idx; i++)
2127 artifact_type *a_ptr = &a_info[i];
2129 /* Skip "empty" items */
2130 if (!a_ptr->name) continue;
2132 /* Cannot make an artifact twice */
2133 if (a_ptr->cur_num) continue;
2135 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2137 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2139 /* Must have the correct fields */
2140 if (a_ptr->tval != o_ptr->tval) continue;
2141 if (a_ptr->sval != o_ptr->sval) continue;
2143 /* XXX XXX Enforce minimum "depth" (loosely) */
2144 if (a_ptr->level > dun_level)
2146 /* Acquire the "out-of-depth factor" */
2147 int d = (a_ptr->level - dun_level) * 2;
2149 /* Roll for out-of-depth creation */
2150 if (!one_in_(d)) continue;
2153 /* We must make the "rarity roll" */
2154 if (!one_in_(a_ptr->rarity)) continue;
2156 /* Hack -- mark the item as an artifact */
2159 /* Hack: Some artifacts get random extra powers */
2160 random_artifact_resistance(o_ptr, a_ptr);
2172 * Choose random ego type
2174 static byte get_random_ego(byte slot, bool good)
2177 ego_item_type *e_ptr;
2181 for (i = 1; i < max_e_idx; i++)
2185 if (e_ptr->slot == slot
2186 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2189 total += (255 / e_ptr->rarity);
2193 value = randint1(total);
2195 for (i = 1; i < max_e_idx; i++)
2199 if (e_ptr->slot == slot
2200 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2203 value -= (255 / e_ptr->rarity);
2204 if (value <= 0L) break;
2212 * Apply magic to an item known to be a "weapon"
2214 * Hack -- note special base damage dice boosting
2215 * Hack -- note special processing for weapon/digger
2217 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2219 int tohit1 = randint1(5) + m_bonus(5, level);
2220 int todam1 = randint1(5) + m_bonus(5, level);
2222 int tohit2 = m_bonus(10, level);
2223 int todam2 = m_bonus(10, level);
2225 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2227 tohit2 = (tohit2+1)/2;
2228 todam2 = (todam2+1)/2;
2235 o_ptr->to_h += tohit1;
2236 o_ptr->to_d += todam1;
2242 o_ptr->to_h += tohit2;
2243 o_ptr->to_d += todam2;
2251 o_ptr->to_h -= tohit1;
2252 o_ptr->to_d -= todam1;
2257 /* Penalize again */
2258 o_ptr->to_h -= tohit2;
2259 o_ptr->to_d -= todam2;
2262 /* Cursed (if "bad") */
2263 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2266 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2269 switch (o_ptr->tval)
2276 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2277 create_artifact(o_ptr, FALSE);
2279 /* Special Ego-item */
2280 o_ptr->name2 = EGO_DIGGING;
2284 else if (power < -1)
2286 /* Hack -- Horrible digging bonus */
2287 o_ptr->pval = 0 - (5 + randint1(5));
2293 /* Hack -- Reverse digging bonus */
2294 o_ptr->pval = 0 - (o_ptr->pval);
2308 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2310 create_artifact(o_ptr, FALSE);
2315 /* Roll for an ego-item */
2316 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2317 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2319 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2324 switch (o_ptr->name2)
2327 if (one_in_(4) && (level > 40))
2328 add_flag(o_ptr->art_flags, TR_BLOWS);
2332 add_flag(o_ptr->art_flags, TR_RES_POIS);
2334 add_flag(o_ptr->art_flags, TR_WARNING);
2336 case EGO_KILL_DRAGON:
2338 add_flag(o_ptr->art_flags, TR_RES_POIS);
2342 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2344 case EGO_SLAYING_WEAPON:
2345 if (one_in_(3)) /* double damage */
2353 while (one_in_(o_ptr->dd));
2359 while (one_in_(o_ptr->ds));
2364 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2366 if (o_ptr->tval == TV_SWORD && one_in_(3))
2368 add_flag(o_ptr->art_flags, TR_VORPAL);
2373 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2379 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2381 add_flag(o_ptr->art_flags, TR_DEX);
2383 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2386 o_ptr->pval = m_bonus(5, level) + 1;
2388 case EGO_EARTHQUAKES:
2389 if (one_in_(3) && (level > 60))
2390 add_flag(o_ptr->art_flags, TR_BLOWS);
2392 o_ptr->pval = m_bonus(3, level);
2396 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2400 if (!o_ptr->art_name)
2402 /* Hack -- Super-charge the damage dice */
2403 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2405 /* Hack -- Lower the damage dice */
2406 if (o_ptr->dd > 9) o_ptr->dd = 9;
2411 else if (power < -1)
2413 /* Roll for ego-item */
2414 if (randint0(MAX_DEPTH) < level)
2416 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2417 switch (o_ptr->name2)
2420 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2434 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2436 create_artifact(o_ptr, FALSE);
2439 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2453 if (power > 2) /* power > 2 is debug only */
2455 create_artifact(o_ptr, FALSE);
2459 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2461 switch (o_ptr->name2)
2463 case EGO_SLAYING_BOLT:
2468 /* Hack -- super-charge the damage dice */
2469 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2471 /* Hack -- restrict the damage dice */
2472 if (o_ptr->dd > 9) o_ptr->dd = 9;
2476 else if (power < -1)
2478 /* Roll for ego-item */
2479 if (randint0(MAX_DEPTH) < level)
2481 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2491 static void dragon_resist(object_type * o_ptr)
2496 one_dragon_ele_resistance(o_ptr);
2498 one_high_resistance(o_ptr);
2504 static bool add_esp_strong(object_type *o_ptr)
2506 bool nonliv = FALSE;
2508 switch (randint1(3))
2510 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2511 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2512 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2519 static void add_esp_weak(object_type *o_ptr, bool extra)
2522 u32b weak_esp_list[] = {
2534 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2535 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2537 /* Add unduplicated weak esp flags randomly */
2538 for (i = 0; i < add_count; ++ i)
2540 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2542 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2543 weak_esp_list[choice] = weak_esp_list[i];
2549 * Apply magic to an item known to be "armor"
2551 * Hack -- note special processing for crown/helm
2552 * Hack -- note special processing for robe of permanence
2554 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2556 int toac1 = randint1(5) + m_bonus(5, level);
2558 int toac2 = m_bonus(10, level);
2564 o_ptr->to_a += toac1;
2570 o_ptr->to_a += toac2;
2578 o_ptr->to_a -= toac1;
2583 /* Penalize again */
2584 o_ptr->to_a -= toac2;
2587 /* Cursed (if "bad") */
2588 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2593 switch (o_ptr->tval)
2597 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2598 create_artifact(o_ptr, FALSE);
2600 /* Mention the item */
2601 if (cheat_peek) object_mention(o_ptr);
2612 /* Hack -- Try for "Robes of the Magi" */
2613 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2614 (o_ptr->sval == SV_ROBE) &&
2615 (randint0(100) < 15))
2619 o_ptr->name2 = EGO_YOIYAMI;
2620 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2621 o_ptr->sval = SV_YOIYAMI_ROBE;
2627 o_ptr->name2 = EGO_PERMANENCE;
2632 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2634 create_artifact(o_ptr, FALSE);
2640 bool okay_flag = TRUE;
2642 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2644 switch (o_ptr->name2)
2646 case EGO_RESISTANCE:
2648 add_flag(o_ptr->art_flags, TR_RES_POIS);
2653 if (o_ptr->tval != TV_HARD_ARMOR)
2660 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2661 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2663 add_flag(o_ptr->art_flags, TR_CON);
2679 if (o_ptr->sval == SV_DRAGON_SHIELD)
2681 /* Mention the item */
2682 if (cheat_peek) object_mention(o_ptr);
2683 dragon_resist(o_ptr);
2684 if (!one_in_(3)) break;
2690 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2692 create_artifact(o_ptr, FALSE);
2695 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2697 switch (o_ptr->name2)
2700 if (!one_in_(3)) one_high_resistance(o_ptr);
2701 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2703 case EGO_REFLECTION:
2704 if (o_ptr->sval == SV_MIRROR_SHIELD)
2714 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2716 /* Mention the item */
2717 if (cheat_peek) object_mention(o_ptr);
2718 dragon_resist(o_ptr);
2719 if (!one_in_(3)) break;
2723 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2725 create_artifact(o_ptr, FALSE);
2728 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2732 else if (power < -1)
2734 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2742 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2744 /* Mention the item */
2745 if (cheat_peek) object_mention(o_ptr);
2746 dragon_resist(o_ptr);
2747 if (!one_in_(3)) break;
2752 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2754 create_artifact(o_ptr, FALSE);
2757 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2759 switch (o_ptr->name2)
2761 case EGO_SLOW_DESCENT:
2764 one_high_resistance(o_ptr);
2770 else if (power < -1)
2772 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2783 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2785 create_artifact(o_ptr, FALSE);
2790 bool ok_flag = TRUE;
2791 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2793 switch (o_ptr->name2)
2796 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2797 else add_esp_weak(o_ptr, FALSE);
2801 case EGO_REGENERATION:
2802 case EGO_LORDLINESS:
2807 if (one_in_(2)) add_esp_strong(o_ptr);
2808 else add_esp_weak(o_ptr, FALSE);
2811 default:/* not existing crown (wisdom,lite, etc...) */
2815 break; /* while (1) */
2821 else if (power < -1)
2823 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2831 if (o_ptr->sval == SV_DRAGON_HELM)
2833 /* Mention the item */
2834 if (cheat_peek) object_mention(o_ptr);
2835 dragon_resist(o_ptr);
2836 if (!one_in_(3)) break;
2842 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2844 create_artifact(o_ptr, FALSE);
2849 bool ok_flag = TRUE;
2850 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2852 switch (o_ptr->name2)
2854 case EGO_INTELLIGENCE:
2859 case EGO_INFRAVISION:
2864 if (one_in_(2)) add_esp_strong(o_ptr);
2865 else add_esp_weak(o_ptr, FALSE);
2868 default:/* not existing helm (Magi, Might, etc...)*/
2872 break; /* while (1) */
2877 else if (power < -1)
2879 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2889 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2891 create_artifact(o_ptr, FALSE);
2894 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2896 switch (o_ptr->name2)
2907 else if (power < -1)
2909 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2919 * Apply magic to an item known to be a "ring" or "amulet"
2921 * Hack -- note special "pval boost" code for ring of speed
2922 * Hack -- note that some items must be cursed (or blessed)
2924 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2926 /* Apply magic (good or bad) according to type */
2927 switch (o_ptr->tval)
2932 switch (o_ptr->sval)
2934 case SV_RING_ATTACKS:
2937 o_ptr->pval = m_bonus(2, level);
2938 if (one_in_(15)) o_ptr->pval++;
2939 if (o_ptr->pval < 1) o_ptr->pval = 1;
2945 o_ptr->ident |= (IDENT_BROKEN);
2948 o_ptr->curse_flags |= TRC_CURSED;
2951 o_ptr->pval = 0 - (o_ptr->pval);
2962 /* Strength, Constitution, Dexterity, Intelligence */
2968 o_ptr->pval = 1 + m_bonus(5, level);
2974 o_ptr->ident |= (IDENT_BROKEN);
2977 o_ptr->curse_flags |= TRC_CURSED;
2980 o_ptr->pval = 0 - (o_ptr->pval);
2986 /* Ring of Speed! */
2989 /* Base speed (1 to 10) */
2990 o_ptr->pval = randint1(5) + m_bonus(5, level);
2992 /* Super-charge the ring */
2993 while (randint0(100) < 50) o_ptr->pval++;
2999 o_ptr->ident |= (IDENT_BROKEN);
3002 o_ptr->curse_flags |= TRC_CURSED;
3005 o_ptr->pval = 0 - (o_ptr->pval);
3010 /* Mention the item */
3011 if (cheat_peek) object_mention(o_ptr);
3016 case SV_RING_LORDLY:
3020 one_lordly_high_resistance(o_ptr);
3024 /* Bonus to armor class */
3025 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3029 case SV_RING_WARNING:
3031 if (one_in_(3)) one_low_esp(o_ptr);
3036 case SV_RING_SEARCHING:
3038 /* Bonus to searching */
3039 o_ptr->pval = 1 + m_bonus(5, level);
3045 o_ptr->ident |= (IDENT_BROKEN);
3048 o_ptr->curse_flags |= TRC_CURSED;
3051 o_ptr->pval = 0 - (o_ptr->pval);
3057 /* Flames, Acid, Ice */
3058 case SV_RING_FLAMES:
3063 /* Bonus to armor class */
3064 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3068 /* Weakness, Stupidity */
3069 case SV_RING_WEAKNESS:
3070 case SV_RING_STUPIDITY:
3073 o_ptr->ident |= (IDENT_BROKEN);
3076 o_ptr->curse_flags |= TRC_CURSED;
3079 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3080 if (power > 0) power = 0 - power;
3085 /* WOE, Stupidity */
3089 o_ptr->ident |= (IDENT_BROKEN);
3092 o_ptr->curse_flags |= TRC_CURSED;
3095 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3096 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3097 if (power > 0) power = 0 - power;
3102 /* Ring of damage */
3103 case SV_RING_DAMAGE:
3105 /* Bonus to damage */
3106 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3112 o_ptr->ident |= (IDENT_BROKEN);
3115 o_ptr->curse_flags |= TRC_CURSED;
3118 o_ptr->to_d = 0 - o_ptr->to_d;
3124 /* Ring of Accuracy */
3125 case SV_RING_ACCURACY:
3128 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3134 o_ptr->ident |= (IDENT_BROKEN);
3137 o_ptr->curse_flags |= TRC_CURSED;
3140 o_ptr->to_h = 0 - o_ptr->to_h;
3146 /* Ring of Protection */
3147 case SV_RING_PROTECTION:
3149 /* Bonus to armor class */
3150 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3156 o_ptr->ident |= (IDENT_BROKEN);
3159 o_ptr->curse_flags |= TRC_CURSED;
3162 o_ptr->to_a = 0 - o_ptr->to_a;
3168 /* Ring of Slaying */
3169 case SV_RING_SLAYING:
3171 /* Bonus to damage and to hit */
3172 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3173 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3179 o_ptr->ident |= (IDENT_BROKEN);
3182 o_ptr->curse_flags |= TRC_CURSED;
3184 /* Reverse bonuses */
3185 o_ptr->to_h = 0 - o_ptr->to_h;
3186 o_ptr->to_d = 0 - o_ptr->to_d;
3192 case SV_RING_MUSCLE:
3194 o_ptr->pval = 1 + m_bonus(3, level);
3195 if (one_in_(4)) o_ptr->pval++;
3201 o_ptr->ident |= (IDENT_BROKEN);
3204 o_ptr->curse_flags |= TRC_CURSED;
3206 /* Reverse bonuses */
3207 o_ptr->pval = 0 - o_ptr->pval;
3212 case SV_RING_AGGRAVATION:
3215 o_ptr->ident |= (IDENT_BROKEN);
3218 o_ptr->curse_flags |= TRC_CURSED;
3220 if (power > 0) power = 0 - power;
3224 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3225 || (power > 2)) /* power > 2 is debug only */
3227 o_ptr->pval = MIN(o_ptr->pval, 4);
3228 /* Randart amulet */
3229 create_artifact(o_ptr, FALSE);
3231 else if ((power == 2) && one_in_(2))
3233 while(!o_ptr->name2)
3235 int tmp = m_bonus(10, level);
3236 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3237 switch(randint1(28))
3240 o_ptr->name2 = EGO_RING_THROW;
3243 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3244 o_ptr->name2 = EGO_RING_REGEN;
3247 if (have_flag(k_ptr->flags, TR_LITE)) break;
3248 o_ptr->name2 = EGO_RING_LITE;
3251 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3252 o_ptr->name2 = EGO_RING_TELEPORT;
3255 if (o_ptr->to_h) break;
3256 o_ptr->name2 = EGO_RING_TO_H;
3259 if (o_ptr->to_d) break;
3260 o_ptr->name2 = EGO_RING_TO_D;
3263 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3264 o_ptr->name2 = EGO_RING_SLAY;
3267 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3268 o_ptr->name2 = EGO_RING_WIZARD;
3271 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3272 o_ptr->name2 = EGO_RING_HERO;
3275 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3276 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3277 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3278 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3281 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3282 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;
3283 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3284 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3285 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3288 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3289 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;
3290 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3291 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3292 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3295 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3296 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;
3297 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3298 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3301 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3302 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;
3303 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3304 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3306 case 21: case 22: case 23: case 24: case 25: case 26:
3307 switch (o_ptr->sval)
3310 if (!one_in_(3)) break;
3311 o_ptr->name2 = EGO_RING_D_SPEED;
3313 case SV_RING_DAMAGE:
3314 case SV_RING_ACCURACY:
3315 case SV_RING_SLAYING:
3316 if (one_in_(2)) break;
3317 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3320 o_ptr->name2 = EGO_RING_BERSERKER;
3321 o_ptr->to_h -= 2+randint1(4);
3322 o_ptr->to_d += 2+randint1(4);
3325 case SV_RING_PROTECTION:
3326 o_ptr->name2 = EGO_RING_SUPER_AC;
3327 o_ptr->to_a += 7 + m_bonus(5, level);
3329 case SV_RING_RES_FEAR:
3330 o_ptr->name2 = EGO_RING_HERO;
3333 if (one_in_(2)) break;
3334 o_ptr->name2 = EGO_RING_HUNTER;
3336 case SV_RING_SEARCHING:
3337 o_ptr->name2 = EGO_RING_STEALTH;
3339 case SV_RING_TELEPORTATION:
3340 o_ptr->name2 = EGO_RING_TELE_AWAY;
3342 case SV_RING_RES_BLINDNESS:
3344 o_ptr->name2 = EGO_RING_RES_LITE;
3346 o_ptr->name2 = EGO_RING_RES_DARK;
3348 case SV_RING_LORDLY:
3349 if (!one_in_(20)) break;
3350 one_lordly_high_resistance(o_ptr);
3351 one_lordly_high_resistance(o_ptr);
3352 o_ptr->name2 = EGO_RING_TRUE;
3354 case SV_RING_SUSTAIN:
3355 if (!one_in_(4)) break;
3356 o_ptr->name2 = EGO_RING_RES_TIME;
3358 case SV_RING_FLAMES:
3359 if (!one_in_(2)) break;
3360 o_ptr->name2 = EGO_RING_DRAGON_F;
3363 if (!one_in_(2)) break;
3364 o_ptr->name2 = EGO_RING_DRAGON_C;
3366 case SV_RING_WARNING:
3367 if (!one_in_(2)) break;
3368 o_ptr->name2 = EGO_RING_M_DETECT;
3377 o_ptr->curse_flags = 0L;
3379 else if ((power == -2) && one_in_(2))
3381 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3382 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3383 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3384 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3385 o_ptr->art_flags[0] = 0;
3386 o_ptr->art_flags[1] = 0;
3387 while(!o_ptr->name2)
3389 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3393 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3394 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3397 o_ptr->name2 = EGO_RING_NO_MELEE;
3400 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3401 o_ptr->name2 = EGO_RING_AGGRAVATE;
3404 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3405 o_ptr->name2 = EGO_RING_TY_CURSE;
3408 o_ptr->name2 = EGO_RING_ALBINO;
3413 o_ptr->ident |= (IDENT_BROKEN);
3416 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3424 switch (o_ptr->sval)
3426 /* Amulet of wisdom/charisma */
3427 case SV_AMULET_INTELLIGENCE:
3428 case SV_AMULET_WISDOM:
3429 case SV_AMULET_CHARISMA:
3431 o_ptr->pval = 1 + m_bonus(5, level);
3437 o_ptr->ident |= (IDENT_BROKEN);
3440 o_ptr->curse_flags |= (TRC_CURSED);
3442 /* Reverse bonuses */
3443 o_ptr->pval = 0 - o_ptr->pval;
3449 /* Amulet of brilliance */
3450 case SV_AMULET_BRILLIANCE:
3452 o_ptr->pval = 1 + m_bonus(3, level);
3453 if (one_in_(4)) o_ptr->pval++;
3459 o_ptr->ident |= (IDENT_BROKEN);
3462 o_ptr->curse_flags |= (TRC_CURSED);
3464 /* Reverse bonuses */
3465 o_ptr->pval = 0 - o_ptr->pval;
3471 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3475 o_ptr->curse_flags |= (TRC_CURSED);
3480 case SV_AMULET_RESISTANCE:
3482 if (one_in_(5)) one_high_resistance(o_ptr);
3483 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3487 /* Amulet of searching */
3488 case SV_AMULET_SEARCHING:
3490 o_ptr->pval = randint1(2) + m_bonus(4, level);
3496 o_ptr->ident |= (IDENT_BROKEN);
3499 o_ptr->curse_flags |= (TRC_CURSED);
3501 /* Reverse bonuses */
3502 o_ptr->pval = 0 - (o_ptr->pval);
3508 /* Amulet of the Magi -- never cursed */
3509 case SV_AMULET_THE_MAGI:
3511 o_ptr->pval = randint1(5) + m_bonus(5, level);
3512 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3514 /* gain one low ESP */
3515 add_esp_weak(o_ptr, FALSE);
3517 /* Mention the item */
3518 if (cheat_peek) object_mention(o_ptr);
3523 /* Amulet of Doom -- always cursed */
3524 case SV_AMULET_DOOM:
3527 o_ptr->ident |= (IDENT_BROKEN);
3530 o_ptr->curse_flags |= (TRC_CURSED);
3533 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3534 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3535 if (power > 0) power = 0 - power;
3540 case SV_AMULET_MAGIC_MASTERY:
3542 o_ptr->pval = 1 + m_bonus(4, level);
3548 o_ptr->ident |= (IDENT_BROKEN);
3551 o_ptr->curse_flags |= (TRC_CURSED);
3553 /* Reverse bonuses */
3554 o_ptr->pval = 0 - o_ptr->pval;
3560 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3561 || (power > 2)) /* power > 2 is debug only */
3563 o_ptr->pval = MIN(o_ptr->pval, 4);
3564 /* Randart amulet */
3565 create_artifact(o_ptr, FALSE);
3567 else if ((power == 2) && one_in_(2))
3569 while(!o_ptr->name2)
3571 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3572 switch(randint1(21))
3575 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3576 o_ptr->name2 = EGO_AMU_SLOW_D;
3579 if (o_ptr->pval) break;
3580 o_ptr->name2 = EGO_AMU_INFRA;
3583 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3584 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3587 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3588 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3591 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3592 o_ptr->name2 = EGO_AMU_LEVITATION;
3594 case 10: case 11: case 21:
3595 o_ptr->name2 = EGO_AMU_AC;
3598 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3599 if (m_bonus(10, level) > 8)
3600 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3602 o_ptr->name2 = EGO_AMU_RES_FIRE;
3605 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3606 if (m_bonus(10, level) > 8)
3607 o_ptr->name2 = EGO_AMU_RES_COLD_;
3609 o_ptr->name2 = EGO_AMU_RES_COLD;
3612 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3613 if (m_bonus(10, level) > 8)
3614 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3616 o_ptr->name2 = EGO_AMU_RES_ELEC;
3619 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3620 if (m_bonus(10, level) > 8)
3621 o_ptr->name2 = EGO_AMU_RES_ACID_;
3623 o_ptr->name2 = EGO_AMU_RES_ACID;
3625 case 16: case 17: case 18: case 19: case 20:
3626 switch (o_ptr->sval)
3628 case SV_AMULET_TELEPORT:
3629 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3630 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3631 else o_ptr->name2 = EGO_AMU_TELEPORT;
3633 case SV_AMULET_RESIST_ACID:
3634 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3636 case SV_AMULET_SEARCHING:
3637 o_ptr->name2 = EGO_AMU_STEALTH;
3639 case SV_AMULET_BRILLIANCE:
3640 if (!one_in_(3)) break;
3641 o_ptr->name2 = EGO_AMU_IDENT;
3643 case SV_AMULET_CHARISMA:
3644 if (!one_in_(3)) break;
3645 o_ptr->name2 = EGO_AMU_CHARM;
3647 case SV_AMULET_THE_MAGI:
3648 if (one_in_(2)) break;
3649 o_ptr->name2 = EGO_AMU_GREAT;
3651 case SV_AMULET_RESISTANCE:
3652 if (!one_in_(5)) break;
3653 o_ptr->name2 = EGO_AMU_DEFENDER;
3655 case SV_AMULET_TELEPATHY:
3656 if (!one_in_(3)) break;
3657 o_ptr->name2 = EGO_AMU_DETECTION;
3663 o_ptr->curse_flags = 0L;
3665 else if ((power == -2) && one_in_(2))
3667 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3668 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3669 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3670 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3671 o_ptr->art_flags[0] = 0;
3672 o_ptr->art_flags[1] = 0;
3673 while(!o_ptr->name2)
3675 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3679 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3680 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3683 o_ptr->name2 = EGO_AMU_FOOL;
3686 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3687 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3690 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3691 o_ptr->name2 = EGO_AMU_TY_CURSE;
3694 o_ptr->name2 = EGO_AMU_NAIVETY;
3699 o_ptr->ident |= (IDENT_BROKEN);
3702 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3711 * Hack -- help pick an item type
3713 static bool item_monster_okay(int r_idx)
3715 monster_race *r_ptr = &r_info[r_idx];
3718 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3719 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3720 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3721 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3722 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3723 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3731 * Apply magic to an item known to be "boring"
3733 * Hack -- note the special code for various items
3735 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3737 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3742 /* Apply magic (good or bad) according to type */
3743 switch (o_ptr->tval)
3752 o_ptr->ident |= (IDENT_BROKEN);
3755 o_ptr->curse_flags |= (TRC_CURSED);
3762 o_ptr->xtra4 = o_ptr->pval;
3768 /* Hack -- Torches -- random fuel */
3769 if (o_ptr->sval == SV_LITE_TORCH)
3771 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3775 /* Hack -- Lanterns -- random fuel */
3776 if (o_ptr->sval == SV_LITE_LANTERN)
3778 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3782 if (power > 2) /* power > 2 is debug only */
3784 create_artifact(o_ptr, FALSE);
3786 else if ((power == 2) || ((power == 1) && one_in_(3)))
3788 while (!o_ptr->name2)
3792 bool okay_flag = TRUE;
3794 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3796 switch (o_ptr->name2)
3799 if (o_ptr->sval == SV_LITE_FEANOR)
3807 else if (power == -2)
3809 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3811 switch (o_ptr->name2)
3813 case EGO_LITE_DARKNESS:
3825 /* The wand or staff gets a number of initial charges equal
3826 * to between 1/2 (+1) and the full object kind's pval. -LM-
3828 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3834 /* Transfer the pval. -LM- */
3835 o_ptr->pval = k_ptr->pval;
3842 object_aware(o_ptr);
3843 object_known(o_ptr);
3852 monster_race *r_ptr;
3854 /* Pick a random non-unique monster race */
3857 i = randint1(max_r_idx - 1);
3859 if (!item_monster_okay(i)) continue;
3860 if (i == MON_TSUCHINOKO) continue;
3864 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3866 /* Ignore dead monsters */
3867 if (!r_ptr->rarity) continue;
3869 /* Ignore uncommon monsters */
3870 if (r_ptr->rarity > 100) continue;
3872 /* Prefer less out-of-depth monsters */
3873 if (randint0(check)) continue;
3880 /* Some figurines are cursed */
3881 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3886 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3888 msg_format("Figurine of %s, depth +%d%s",
3891 r_name + r_ptr->name, check - 1,
3892 !object_is_cursed(o_ptr) ? "" : " {cursed}");
3905 monster_race *r_ptr;
3907 if (o_ptr->sval == SV_SKELETON)
3909 match = RF9_DROP_SKELETON;
3911 else if (o_ptr->sval == SV_CORPSE)
3913 match = RF9_DROP_CORPSE;
3916 /* Hack -- Remove the monster restriction */
3917 get_mon_num_prep(item_monster_okay, NULL);
3919 /* Pick a random non-unique monster race */
3922 i = get_mon_num(dun_level);
3926 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3928 /* Ignore dead monsters */
3929 if (!r_ptr->rarity) continue;
3931 /* Ignore corpseless monsters */
3932 if (!(r_ptr->flags9 & match)) continue;
3934 /* Prefer less out-of-depth monsters */
3935 if (randint0(check)) continue;
3945 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
3947 msg_format("Corpse of %s, depth +%d",
3950 r_name + r_ptr->name, check - 1);
3953 object_aware(o_ptr);
3954 object_known(o_ptr);
3962 monster_race *r_ptr;
3964 /* Pick a random monster race */
3967 i = randint1(max_r_idx - 1);
3971 /* Ignore dead monsters */
3972 if (!r_ptr->rarity) continue;
3982 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
3984 msg_format("Statue of %s", r_name + r_ptr->name);
3988 object_aware(o_ptr);
3989 object_known(o_ptr);
3996 byte obj_level = k_info[o_ptr->k_idx].level;
3998 /* Hack -- skip ruined chests */
3999 if (obj_level <= 0) break;
4001 /* Hack -- pick a "difficulty" */
4002 o_ptr->pval = randint1(obj_level);
4003 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4005 o_ptr->xtra3 = dun_level + 5;
4007 /* Never exceed "difficulty" of 55 to 59 */
4008 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4017 * Complete the "creation" of an object by applying "magic" to the item
4019 * This includes not only rolling for random bonuses, but also putting the
4020 * finishing touches on ego-items and artifacts, giving charges to wands and
4021 * staffs, giving fuel to lites, and placing traps on chests.
4023 * In particular, note that "Instant Artifacts", if "created" by an external
4024 * routine, must pass through this function to complete the actual creation.
4026 * The base "chance" of the item being "good" increases with the "level"
4027 * parameter, which is usually derived from the dungeon level, being equal
4028 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4029 * the object is guaranteed to be "good". If an object is "good", then
4030 * the chance that the object will be "great" (ego-item or artifact), also
4031 * increases with the "level", being equal to half the level, plus 5, up to
4032 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4033 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4035 * If the object is not "good", there is a chance it will be "cursed", and
4036 * if it is "cursed", there is a chance it will be "broken". These chances
4037 * are related to the "good" / "great" chances above.
4039 * Otherwise "normal" rings and amulets will be "good" half the time and
4040 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4042 * If "okay" is true, and the object is going to be "great", then there is
4043 * a chance that an artifact will be created. This is true even if both the
4044 * "good" and "great" arguments are false. As a total hack, if "great" is
4045 * true, then the item gets 3 extra "attempts" to become an artifact.
4047 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4049 int i, rolls, f1, f2, power;
4051 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4053 /* Maximum "level" for various things */
4054 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4056 /* Base chance of being "good" */
4059 /* Maximal chance of being "good" */
4060 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4062 /* Base chance of being "great" */
4065 /* Maximal chance of being "great" */
4066 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4067 f2 = d_info[dungeon_type].obj_great;
4069 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4074 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4083 /* Roll for "good" */
4084 if ((mode & AM_GOOD) || magik(f1))
4089 /* Roll for "great" */
4090 if ((mode & AM_GREAT) || magik(f2))
4094 /* Roll for "special" */
4095 if (mode & AM_SPECIAL) power = 3;
4099 /* Roll for "cursed" */
4102 /* Assume "cursed" */
4105 /* Roll for "broken" */
4106 if (magik(f2)) power = -2;
4110 if (mode & AM_CURSED)
4112 /* Assume 'cursed' */
4117 /* Everything else gets more badly cursed */
4124 /* Assume no rolls */
4127 /* Get one roll if excellent */
4128 if (power >= 2) rolls = 1;
4130 /* Hack -- Get four rolls if forced great or special */
4131 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4133 /* Hack -- Get no rolls if not allowed */
4134 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4136 /* Roll for artifacts if allowed */
4137 for (i = 0; i < rolls; i++)
4139 /* Roll for an artifact */
4140 if (make_artifact(o_ptr)) break;
4141 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4143 if (make_artifact(o_ptr)) break;
4148 /* Hack -- analyze artifacts */
4149 if (object_is_fixed_artifact(o_ptr))
4151 artifact_type *a_ptr = &a_info[o_ptr->name1];
4153 /* Hack -- Mark the artifact as "created" */
4156 /* Hack -- Memorize location of artifact in saved floors */
4157 if (character_dungeon)
4158 a_ptr->floor_id = p_ptr->floor_id;
4160 /* Extract the other fields */
4161 o_ptr->pval = a_ptr->pval;
4162 o_ptr->ac = a_ptr->ac;
4163 o_ptr->dd = a_ptr->dd;
4164 o_ptr->ds = a_ptr->ds;
4165 o_ptr->to_a = a_ptr->to_a;
4166 o_ptr->to_h = a_ptr->to_h;
4167 o_ptr->to_d = a_ptr->to_d;
4168 o_ptr->weight = a_ptr->weight;
4169 o_ptr->xtra2 = a_ptr->act_idx;
4171 /* Hack -- extract the "broken" flag */
4172 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4174 /* Hack -- extract the "cursed" flag */
4175 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4176 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4177 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4178 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4179 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4180 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4183 /* Cheat -- peek at the item */
4184 if (cheat_peek) object_mention(o_ptr);
4192 switch (o_ptr->tval)
4201 if (power) a_m_aux_1(o_ptr, lev, power);
4207 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4213 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4227 /* Elven Cloak and Black Clothes ... */
4228 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4229 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4230 o_ptr->pval = randint1(4);
4234 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4235 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4236 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4237 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4238 a_m_aux_2(o_ptr, lev, power);
4240 if (power) a_m_aux_2(o_ptr, lev, power);
4248 if (!power && (randint0(100) < 50)) power = -1;
4249 a_m_aux_3(o_ptr, lev, power);
4255 a_m_aux_4(o_ptr, lev, power);
4260 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4261 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4262 (p_ptr->pseikaku == SEIKAKU_SEXY))
4265 add_flag(o_ptr->art_flags, TR_STR);
4266 add_flag(o_ptr->art_flags, TR_INT);
4267 add_flag(o_ptr->art_flags, TR_WIS);
4268 add_flag(o_ptr->art_flags, TR_DEX);
4269 add_flag(o_ptr->art_flags, TR_CON);
4270 add_flag(o_ptr->art_flags, TR_CHR);
4273 /* Hack -- analyze ego-items */
4274 if (object_is_ego(o_ptr))
4276 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4278 /* Hack -- acquire "broken" flag */
4279 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4281 /* Hack -- acquire "cursed" flag */
4282 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4283 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4284 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4285 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4286 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4287 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4289 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4290 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4291 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4292 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4293 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4294 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4295 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4296 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4302 while (one_in_(o_ptr->dd));
4304 if (o_ptr->dd > 9) o_ptr->dd = 9;
4307 /* Hack -- apply activatin index if needed */
4308 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4310 /* Hack -- apply extra penalties if needed */
4311 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4313 /* Hack -- obtain bonuses */
4314 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4315 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4316 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4318 /* Hack -- obtain pval */
4319 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4322 /* Hack -- apply extra bonuses if needed */
4325 /* Hack -- obtain bonuses */
4326 if (e_ptr->max_to_h)
4328 if (e_ptr->max_to_h > 127)
4329 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4330 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4332 if (e_ptr->max_to_d)
4334 if (e_ptr->max_to_d > 127)
4335 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4336 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4338 if (e_ptr->max_to_a)
4340 if (e_ptr->max_to_a > 127)
4341 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4342 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4345 /* Hack -- obtain pval */
4346 if (e_ptr->max_pval)
4348 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4351 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4353 else if (o_ptr->name2 == EGO_ATTACKS)
4355 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4356 if (o_ptr->pval > 3) o_ptr->pval = 3;
4357 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4358 o_ptr->pval += randint1(2);
4360 else if (o_ptr->name2 == EGO_BAT)
4362 o_ptr->pval = randint1(e_ptr->max_pval);
4363 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4367 o_ptr->pval += randint1(e_ptr->max_pval);
4370 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4372 o_ptr->pval = randint1(o_ptr->pval);
4374 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4378 /* Cheat -- describe the item */
4379 if (cheat_peek) object_mention(o_ptr);
4385 /* Examine real objects */
4388 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4390 /* Hack -- acquire "broken" flag */
4391 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4393 /* Hack -- acquire "cursed" flag */
4394 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4395 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4396 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4397 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4398 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4399 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4405 * Hack -- determine if a template is "good"
4407 static bool kind_is_good(int k_idx)
4409 object_kind *k_ptr = &k_info[k_idx];
4411 /* Analyze the item type */
4412 switch (k_ptr->tval)
4414 /* Armor -- Good unless damaged */
4425 if (k_ptr->to_a < 0) return (FALSE);
4429 /* Weapons -- Good unless damaged */
4436 if (k_ptr->to_h < 0) return (FALSE);
4437 if (k_ptr->to_d < 0) return (FALSE);
4441 /* Ammo -- Arrows/Bolts are good */
4448 /* Books -- High level books are good (except Arcane books) */
4450 case TV_SORCERY_BOOK:
4451 case TV_NATURE_BOOK:
4456 case TV_DAEMON_BOOK:
4457 case TV_CRUSADE_BOOK:
4459 case TV_HISSATSU_BOOK:
4462 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4466 /* Rings -- Rings of Speed are good */
4469 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4470 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4474 /* Amulets -- Amulets of the Magi and Resistance are good */
4477 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4478 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4483 /* Assume not good */
4489 * Attempt to make an object (normal or good/great)
4491 * This routine plays nasty games to generate the "special artifacts".
4493 * This routine uses "object_level" for the "generation level".
4495 * We assume that the given object has been "wiped".
4497 bool make_object(object_type *j_ptr, u32b mode)
4503 /* Chance of "special object" */
4504 prob = ((mode & AM_GOOD) ? 10 : 1000);
4506 /* Base level for the object */
4507 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4510 /* Generate a special object, or a normal object */
4511 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4516 if ((mode & AM_GOOD) && !get_obj_num_hook)
4518 /* Activate restriction (if already specified, use that) */
4519 get_obj_num_hook = kind_is_good;
4522 /* Restricted objects - prepare allocation table */
4523 if (get_obj_num_hook) get_obj_num_prep();
4525 /* Pick a random object */
4526 k_idx = get_obj_num(base);
4528 /* Restricted objects */
4529 if (get_obj_num_hook)
4531 /* Clear restriction */
4532 get_obj_num_hook = NULL;
4534 /* Reset allocation table to default */
4538 /* Handle failure */
4539 if (!k_idx) return (FALSE);
4541 /* Prepare the object */
4542 object_prep(j_ptr, k_idx);
4545 /* Apply magic (allow artifacts) */
4546 apply_magic(j_ptr, object_level, mode);
4548 /* Hack -- generate multiple spikes/missiles */
4549 switch (j_ptr->tval)
4557 j_ptr->number = (byte)damroll(6, 7);
4561 obj_level = k_info[j_ptr->k_idx].level;
4562 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4564 /* Notice "okay" out-of-depth objects */
4565 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4566 (obj_level > dun_level))
4568 /* Cheat -- peek at items */
4569 if (cheat_peek) object_mention(j_ptr);
4578 * Attempt to place an object (normal or good/great) at the given location.
4580 * This routine plays nasty games to generate the "special artifacts".
4582 * This routine uses "object_level" for the "generation level".
4584 * This routine requires a clean floor grid destination.
4586 void place_object(int y, int x, u32b mode)
4591 cave_type *c_ptr = &cave[y][x];
4597 /* Paranoia -- check bounds */
4598 if (!in_bounds(y, x)) return;
4600 /* Require floor space */
4601 if (!cave_drop_bold(y, x)) return;
4603 /* Avoid stacking on other objects */
4604 if (c_ptr->o_idx) return;
4607 /* Get local object */
4610 /* Wipe the object */
4613 /* Make an object (if possible) */
4614 if (!make_object(q_ptr, mode)) return;
4617 /* Make an object */
4625 /* Acquire object */
4626 o_ptr = &o_list[o_idx];
4628 /* Structure Copy */
4629 object_copy(o_ptr, q_ptr);
4636 o_ptr->next_o_idx = c_ptr->o_idx;
4638 /* Place the object */
4639 c_ptr->o_idx = o_idx;
4649 /* Hack -- Preserve artifacts */
4650 if (object_is_fixed_artifact(q_ptr))
4652 a_info[q_ptr->name1].cur_num = 0;
4659 * Make a treasure object
4661 * The location must be a legal, clean, floor grid.
4663 bool make_gold(object_type *j_ptr)
4670 /* Hack -- Pick a Treasure variety */
4671 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4673 /* Apply "extra" magic */
4674 if (one_in_(GREAT_OBJ))
4676 i += randint1(object_level + 1);
4679 /* Hack -- Creeping Coins only generate "themselves" */
4680 if (coin_type) i = coin_type;
4682 /* Do not create "illegal" Treasure Types */
4683 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4685 /* Prepare a gold object */
4686 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4688 /* Hack -- Base coin cost */
4689 base = k_info[OBJ_GOLD_LIST+i].cost;
4691 /* Determine how much the treasure is "worth" */
4692 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4700 * Places a treasure (Gold or Gems) at given location
4702 * The location must be a legal, clean, floor grid.
4704 void place_gold(int y, int x)
4709 cave_type *c_ptr = &cave[y][x];
4716 /* Paranoia -- check bounds */
4717 if (!in_bounds(y, x)) return;
4719 /* Require floor space */
4720 if (!cave_drop_bold(y, x)) return;
4722 /* Avoid stacking on other objects */
4723 if (c_ptr->o_idx) return;
4726 /* Get local object */
4729 /* Wipe the object */
4732 /* Make some gold */
4733 if (!make_gold(q_ptr)) return;
4736 /* Make an object */
4744 /* Acquire object */
4745 o_ptr = &o_list[o_idx];
4747 /* Copy the object */
4748 object_copy(o_ptr, q_ptr);
4755 o_ptr->next_o_idx = c_ptr->o_idx;
4757 /* Place the object */
4758 c_ptr->o_idx = o_idx;
4770 * Let an object fall to the ground at or near a location.
4772 * The initial location is assumed to be "in_bounds()".
4774 * This function takes a parameter "chance". This is the percentage
4775 * chance that the item will "disappear" instead of drop. If the object
4776 * has been thrown, then this is the chance of disappearance on contact.
4778 * Hack -- this function uses "chance" to determine if it should produce
4779 * some form of "description" of the drop event (under the player).
4781 * We check several locations to see if we can find a location at which
4782 * the object can combine, stack, or be placed. Artifacts will try very
4783 * hard to be placed, including "teleporting" to a useful grid if needed.
4785 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4796 s16b this_o_idx, next_o_idx = 0;
4800 char o_name[MAX_NLEN];
4806 /* Extract plural */
4807 bool plural = (j_ptr->number != 1);
4810 /* Describe object */
4811 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4814 /* Handle normal "breakage" */
4815 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4819 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4821 msg_format("The %s disappear%s.",
4822 o_name, (plural ? "" : "s"));
4828 if (p_ptr->wizard) msg_print("(ÇË»)");
4830 if (p_ptr->wizard) msg_print("(breakage)");
4849 /* Scan local grids */
4850 for (dy = -3; dy <= 3; dy++)
4852 /* Scan local grids */
4853 for (dx = -3; dx <= 3; dx++)
4857 /* Calculate actual distance */
4858 d = (dy * dy) + (dx * dx);
4860 /* Ignore distant grids */
4861 if (d > 10) continue;
4867 /* Skip illegal grids */
4868 if (!in_bounds(ty, tx)) continue;
4870 /* Require line of projection */
4871 if (!projectable(y, x, ty, tx)) continue;
4874 c_ptr = &cave[ty][tx];
4876 /* Require floor space */
4877 if (!cave_drop_bold(ty, tx)) continue;
4882 /* Scan objects in that grid */
4883 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4887 /* Acquire object */
4888 o_ptr = &o_list[this_o_idx];
4890 /* Acquire next object */
4891 next_o_idx = o_ptr->next_o_idx;
4893 /* Check for possible combination */
4894 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4900 /* Add new object */
4904 if (k > 99) continue;
4906 /* Calculate score */
4907 s = 1000 - (d + k * 5);
4909 /* Skip bad values */
4910 if (s < bs) continue;
4912 /* New best value */
4915 /* Apply the randomizer to equivalent values */
4916 if ((++bn >= 2) && !one_in_(bn)) continue;
4931 /* Handle lack of space */
4932 if (!flag && !object_is_artifact(j_ptr))
4936 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4938 msg_format("The %s disappear%s.",
4939 o_name, (plural ? "" : "s"));
4945 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
4947 if (p_ptr->wizard) msg_print("(no floor space)");
4957 for (i = 0; !flag && (i < 1000); i++)
4960 ty = rand_spread(by, 1);
4961 tx = rand_spread(bx, 1);
4963 /* Verify location */
4964 if (!in_bounds(ty, tx)) continue;
4966 /* Bounce to that location */
4970 /* Require floor space */
4971 if (!cave_drop_bold(by, bx)) continue;
4980 int candidates = 0, pick;
4982 for (ty = 1; ty < cur_hgt - 1; ty++)
4984 for (tx = 1; tx < cur_wid - 1; tx++)
4986 /* A valid space found */
4987 if (cave_drop_bold(ty, tx)) candidates++;
4991 /* No valid place! */
4996 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4998 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5003 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5005 if (p_ptr->wizard) msg_print("(no floor space)");
5008 /* Mega-Hack -- preserve artifacts */
5011 /* Hack -- Preserve unknown artifacts */
5012 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5014 /* Mega-Hack -- Preserve the artifact */
5015 a_info[j_ptr->name1].cur_num = 0;
5023 /* Choose a random one */
5024 pick = randint1(candidates);
5026 for (ty = 1; ty < cur_hgt - 1; ty++)
5028 for (tx = 1; tx < cur_wid - 1; tx++)
5030 if (cave_drop_bold(ty, tx))
5034 /* Is this a picked one? */
5048 c_ptr = &cave[by][bx];
5050 /* Scan objects in that grid for combination */
5051 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5055 /* Acquire object */
5056 o_ptr = &o_list[this_o_idx];
5058 /* Acquire next object */
5059 next_o_idx = o_ptr->next_o_idx;
5061 /* Check for combination */
5062 if (object_similar(o_ptr, j_ptr))
5064 /* Combine the items */
5065 object_absorb(o_ptr, j_ptr);
5075 /* Get new object */
5076 if (!done) o_idx = o_pop();
5079 if (!done && !o_idx)
5083 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5085 msg_format("The %s disappear%s.",
5086 o_name, (plural ? "" : "s"));
5092 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5094 if (p_ptr->wizard) msg_print("(too many objects)");
5098 /* Hack -- Preserve artifacts */
5099 if (object_is_fixed_artifact(j_ptr))
5101 a_info[j_ptr->name1].cur_num = 0;
5111 /* Structure copy */
5112 object_copy(&o_list[o_idx], j_ptr);
5114 /* Access new object */
5115 j_ptr = &o_list[o_idx];
5122 j_ptr->held_m_idx = 0;
5125 j_ptr->next_o_idx = c_ptr->o_idx;
5127 /* Place the object */
5128 c_ptr->o_idx = o_idx;
5143 /* Mega-Hack -- no message if "dropped" by player */
5144 /* Message when an object falls under the player */
5145 if (chance && player_bold(by, bx))
5148 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5150 msg_print("You feel something roll beneath your feet.");
5163 * Scatter some "great" objects near the player
5165 void acquirement(int y1, int x1, int num, bool great, bool known)
5168 object_type object_type_body;
5169 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5174 /* Get local object */
5175 i_ptr = &object_type_body;
5177 /* Wipe the object */
5180 /* Make a good (or great) object (if possible) */
5181 if (!make_object(i_ptr, mode)) continue;
5185 object_aware(i_ptr);
5186 object_known(i_ptr);
5189 /* Drop the object */
5190 (void)drop_near(i_ptr, -1, y1, x1);
5196 * Scatter some "amusing" objects near the player
5199 #define AMS_NOTHING 0x00 /* No restriction */
5200 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5201 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5202 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5203 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5213 amuse_type amuse_info[] =
5215 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5216 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5217 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5218 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5219 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5220 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5221 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5222 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5223 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5224 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5225 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5226 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5227 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5232 void amusement(int y1, int x1, int num, bool known)
5235 object_type object_type_body;
5238 for (n = 0; amuse_info[n].tval != 0; n++)
5240 t += amuse_info[n].prob;
5246 int i, k_idx, a_idx = 0;
5247 int r = randint0(t);
5248 bool insta_art, fixed_art;
5252 r -= amuse_info[i].prob;
5256 /* Get local object */
5257 i_ptr = &object_type_body;
5259 /* Wipe the object */
5262 /* Wipe the object */
5263 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5265 /* Paranoia - reroll if nothing */
5266 if (!k_idx) continue;
5268 /* Search an artifact index if need */
5269 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5270 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5272 if (insta_art || fixed_art)
5274 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5276 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5277 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5278 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5279 if (a_info[a_idx].cur_num > 0) continue;
5283 if (a_idx >= max_a_idx) continue;
5286 /* Make an object (if possible) */
5287 object_prep(i_ptr, k_idx);
5288 if (a_idx) i_ptr->name1 = a_idx;
5289 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5291 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5293 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5296 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5297 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5301 object_aware(i_ptr);
5302 object_known(i_ptr);
5305 /* Paranoia - reroll if nothing */
5306 if (!(i_ptr->k_idx)) continue;
5308 /* Drop the object */
5309 (void)drop_near(i_ptr, -1, y1, x1);
5316 #define MAX_NORMAL_TRAPS 18
5318 /* See init_feat_variables() in init2.c */
5319 static s16b normal_traps[MAX_NORMAL_TRAPS];
5322 * Initialize arrays for normal traps
5324 void init_normal_traps(void)
5328 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5329 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5330 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5331 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5332 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5333 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5334 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5335 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5336 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5337 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5338 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5339 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5340 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5341 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5342 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5343 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5344 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5345 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5351 * XXX XXX XXX This routine should be redone to reflect trap "level".
5352 * That is, it does not make sense to have spiked pits at 50 feet.
5353 * Actually, it is not this routine, but the "trap instantiation"
5354 * code, which should also check for "trap doors" on quest levels.
5356 s16b choose_random_trap(void)
5363 /* Hack -- pick a trap */
5364 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5366 /* Accept non-trapdoors */
5367 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5369 /* Hack -- no trap doors on special levels */
5370 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5372 /* Hack -- no trap doors on the deepest level */
5373 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5382 * Disclose an invisible trap
5384 void disclose_grid(int y, int x)
5386 cave_type *c_ptr = &cave[y][x];
5388 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5390 /* No longer hidden */
5391 cave_alter_feat(y, x, FF_SECRET);
5393 else if (c_ptr->mimic)
5395 /* No longer hidden */
5408 * Places a random trap at the given location.
5410 * The location must be a legal, naked, floor grid.
5412 * Note that all traps start out as "invisible" and "untyped", and then
5413 * when they are "discovered" (by detecting them or setting them off),
5414 * the trap is "instantiated" as a visible, "typed", trap.
5416 void place_trap(int y, int x)
5418 cave_type *c_ptr = &cave[y][x];
5420 /* Paranoia -- verify location */
5421 if (!in_bounds(y, x)) return;
5423 /* Require empty, clean, floor grid */
5424 if (!cave_clean_bold(y, x)) return;
5426 /* Place an invisible trap */
5427 c_ptr->mimic = c_ptr->feat;
5428 c_ptr->feat = choose_random_trap();
5433 * Describe the charges on an item in the inventory.
5435 void inven_item_charges(int item)
5437 object_type *o_ptr = &inventory[item];
5439 /* Require staff/wand */
5440 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5442 /* Require known item */
5443 if (!object_is_known(o_ptr)) return;
5446 if (o_ptr->pval <= 0)
5448 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5452 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5455 /* Multiple charges */
5456 if (o_ptr->pval != 1)
5458 /* Print a message */
5459 msg_format("You have %d charges remaining.", o_ptr->pval);
5465 /* Print a message */
5466 msg_format("You have %d charge remaining.", o_ptr->pval);
5474 * Describe an item in the inventory.
5476 void inven_item_describe(int item)
5478 object_type *o_ptr = &inventory[item];
5479 char o_name[MAX_NLEN];
5481 /* Get a description */
5482 object_desc(o_name, o_ptr, 0);
5484 /* Print a message */
5486 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5487 if (o_ptr->number <= 0)
5489 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5490 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5494 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5495 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5498 msg_format("You have %s.", o_name);
5505 * Increase the "number" of an item in the inventory
5507 void inven_item_increase(int item, int num)
5509 object_type *o_ptr = &inventory[item];
5512 num += o_ptr->number;
5515 if (num > 255) num = 255;
5516 else if (num < 0) num = 0;
5519 num -= o_ptr->number;
5521 /* Change the number and weight */
5524 /* Add the number */
5525 o_ptr->number += num;
5527 /* Add the weight */
5528 p_ptr->total_weight += (num * o_ptr->weight);
5530 /* Recalculate bonuses */
5531 p_ptr->update |= (PU_BONUS);
5533 /* Recalculate mana XXX */
5534 p_ptr->update |= (PU_MANA);
5536 /* Combine the pack */
5537 p_ptr->notice |= (PN_COMBINE);
5540 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5542 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5543 if (!o_ptr->number && p_ptr->ele_attack)
5545 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5547 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5549 /* Clear all temporary elemental brands */
5550 set_ele_attack(0, 0);
5559 * Erase an inventory slot if it has no more items
5561 void inven_item_optimize(int item)
5563 object_type *o_ptr = &inventory[item];
5565 /* Only optimize real items */
5566 if (!o_ptr->k_idx) return;
5568 /* Only optimize empty items */
5569 if (o_ptr->number) return;
5571 /* The item is in the pack */
5572 if (item < INVEN_RARM)
5579 /* Slide everything down */
5580 for (i = item; i < INVEN_PACK; i++)
5582 /* Structure copy */
5583 inventory[i] = inventory[i+1];
5586 /* Erase the "final" slot */
5587 object_wipe(&inventory[i]);
5590 p_ptr->window |= (PW_INVEN);
5593 /* The item is being wielded */
5599 /* Erase the empty slot */
5600 object_wipe(&inventory[item]);
5602 /* Recalculate bonuses */
5603 p_ptr->update |= (PU_BONUS);
5605 /* Recalculate torch */
5606 p_ptr->update |= (PU_TORCH);
5608 /* Recalculate mana XXX */
5609 p_ptr->update |= (PU_MANA);
5612 p_ptr->window |= (PW_EQUIP);
5616 p_ptr->window |= (PW_SPELL);
5621 * Describe the charges on an item on the floor.
5623 void floor_item_charges(int item)
5625 object_type *o_ptr = &o_list[item];
5627 /* Require staff/wand */
5628 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5630 /* Require known item */
5631 if (!object_is_known(o_ptr)) return;
5634 if (o_ptr->pval <= 0)
5636 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5640 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5643 /* Multiple charges */
5644 if (o_ptr->pval != 1)
5646 /* Print a message */
5647 msg_format("There are %d charges remaining.", o_ptr->pval);
5653 /* Print a message */
5654 msg_format("There is %d charge remaining.", o_ptr->pval);
5662 * Describe an item in the inventory.
5664 void floor_item_describe(int item)
5666 object_type *o_ptr = &o_list[item];
5667 char o_name[MAX_NLEN];
5669 /* Get a description */
5670 object_desc(o_name, o_ptr, 0);
5672 /* Print a message */
5674 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5675 if (o_ptr->number <= 0)
5677 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5681 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5684 msg_format("You see %s.", o_name);
5691 * Increase the "number" of an item on the floor
5693 void floor_item_increase(int item, int num)
5695 object_type *o_ptr = &o_list[item];
5698 num += o_ptr->number;
5701 if (num > 255) num = 255;
5702 else if (num < 0) num = 0;
5705 num -= o_ptr->number;
5707 /* Change the number */
5708 o_ptr->number += num;
5713 * Optimize an item on the floor (destroy "empty" items)
5715 void floor_item_optimize(int item)
5717 object_type *o_ptr = &o_list[item];
5719 /* Paranoia -- be sure it exists */
5720 if (!o_ptr->k_idx) return;
5722 /* Only optimize empty items */
5723 if (o_ptr->number) return;
5725 /* Delete the object */
5726 delete_object_idx(item);
5731 * Check if we have space for an item in the pack without overflow
5733 bool inven_carry_okay(object_type *o_ptr)
5738 if (inven_cnt < INVEN_PACK) return (TRUE);
5741 for (j = 0; j < INVEN_PACK; j++)
5743 object_type *j_ptr = &inventory[j];
5745 /* Skip non-objects */
5746 if (!j_ptr->k_idx) continue;
5748 /* Check if the two items can be combined */
5749 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5757 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5761 /* Use empty slots */
5762 if (!j_ptr->k_idx) return TRUE;
5764 /* Hack -- readable books always come first */
5765 if ((o_ptr->tval == REALM1_BOOK) &&
5766 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5767 if ((j_ptr->tval == REALM1_BOOK) &&
5768 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5770 if ((o_ptr->tval == REALM2_BOOK) &&
5771 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5772 if ((j_ptr->tval == REALM2_BOOK) &&
5773 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5775 /* Objects sort by decreasing type */
5776 if (o_ptr->tval > j_ptr->tval) return TRUE;
5777 if (o_ptr->tval < j_ptr->tval) return FALSE;
5779 /* Non-aware (flavored) items always come last */
5780 /* Can happen in the home */
5781 if (!object_is_aware(o_ptr)) return FALSE;
5782 if (!object_is_aware(j_ptr)) return TRUE;
5784 /* Objects sort by increasing sval */
5785 if (o_ptr->sval < j_ptr->sval) return TRUE;
5786 if (o_ptr->sval > j_ptr->sval) return FALSE;
5788 /* Unidentified objects always come last */
5789 /* Objects in the home can be unknown */
5790 if (!object_is_known(o_ptr)) return FALSE;
5791 if (!object_is_known(j_ptr)) return TRUE;
5793 /* Fixed artifacts, random artifacts and ego items */
5794 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5795 else if (o_ptr->art_name) o_type = 2;
5796 else if (object_is_ego(o_ptr)) o_type = 1;
5799 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5800 else if (j_ptr->art_name) j_type = 2;
5801 else if (object_is_ego(j_ptr)) j_type = 1;
5804 if (o_type < j_type) return TRUE;
5805 if (o_type > j_type) return FALSE;
5807 switch (o_ptr->tval)
5813 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5814 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5820 /* Objects sort by increasing hit/damage bonuses */
5821 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5822 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5825 /* Hack: otherwise identical rods sort by
5826 increasing recharge time --dsb */
5828 if (o_ptr->pval < j_ptr->pval) return TRUE;
5829 if (o_ptr->pval > j_ptr->pval) return FALSE;
5833 /* Objects sort by decreasing value */
5834 return o_value > object_value(j_ptr);
5839 * Add an item to the players inventory, and return the slot used.
5841 * If the new item can combine with an existing item in the inventory,
5842 * it will do so, using "object_similar()" and "object_absorb()", else,
5843 * the item will be placed into the "proper" location in the inventory.
5845 * This function can be used to "over-fill" the player's pack, but only
5846 * once, and such an action must trigger the "overflow" code immediately.
5847 * Note that when the pack is being "over-filled", the new item must be
5848 * placed into the "overflow" slot, and the "overflow" must take place
5849 * before the pack is reordered, but (optionally) after the pack is
5850 * combined. This may be tricky. See "dungeon.c" for info.
5852 * Note that this code must remove any location/stack information
5853 * from the object once it is placed into the inventory.
5855 s16b inven_carry(object_type *o_ptr)
5863 /* Check for combining */
5864 for (j = 0; j < INVEN_PACK; j++)
5866 j_ptr = &inventory[j];
5868 /* Skip non-objects */
5869 if (!j_ptr->k_idx) continue;
5871 /* Hack -- track last item */
5874 /* Check if the two items can be combined */
5875 if (object_similar(j_ptr, o_ptr))
5877 /* Combine the items */
5878 object_absorb(j_ptr, o_ptr);
5880 /* Increase the weight */
5881 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5883 /* Recalculate bonuses */
5884 p_ptr->update |= (PU_BONUS);
5887 p_ptr->window |= (PW_INVEN);
5896 if (inven_cnt > INVEN_PACK) return (-1);
5898 /* Find an empty slot */
5899 for (j = 0; j <= INVEN_PACK; j++)
5901 j_ptr = &inventory[j];
5903 /* Use it if found */
5904 if (!j_ptr->k_idx) break;
5911 /* Reorder the pack */
5914 /* Get the "value" of the item */
5915 s32b o_value = object_value(o_ptr);
5917 /* Scan every occupied slot */
5918 for (j = 0; j < INVEN_PACK; j++)
5920 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5927 for (k = n; k >= i; k--)
5929 /* Hack -- Slide the item */
5930 object_copy(&inventory[k+1], &inventory[k]);
5933 /* Wipe the empty slot */
5934 object_wipe(&inventory[i]);
5939 object_copy(&inventory[i], o_ptr);
5941 /* Access new object */
5942 j_ptr = &inventory[i];
5945 j_ptr->next_o_idx = 0;
5947 /* Forget monster */
5948 j_ptr->held_m_idx = 0;
5950 /* Forget location */
5951 j_ptr->iy = j_ptr->ix = 0;
5953 /* Player touches it, and no longer marked */
5954 j_ptr->marked = OM_TOUCHED;
5956 /* Increase the weight */
5957 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5959 /* Count the items */
5962 /* Recalculate bonuses */
5963 p_ptr->update |= (PU_BONUS);
5965 /* Combine and Reorder pack */
5966 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5969 p_ptr->window |= (PW_INVEN);
5971 /* Return the slot */
5977 * Take off (some of) a non-cursed equipment item
5979 * Note that only one item at a time can be wielded per slot.
5981 * Note that taking off an item when "full" may cause that item
5982 * to fall to the ground.
5984 * Return the inventory slot into which the item is placed.
5986 s16b inven_takeoff(int item, int amt)
5997 char o_name[MAX_NLEN];
6000 /* Get the item to take off */
6001 o_ptr = &inventory[item];
6004 if (amt <= 0) return (-1);
6007 if (amt > o_ptr->number) amt = o_ptr->number;
6009 /* Get local object */
6012 /* Obtain a local object */
6013 object_copy(q_ptr, o_ptr);
6015 /* Modify quantity */
6016 q_ptr->number = amt;
6018 /* Describe the object */
6019 object_desc(o_name, q_ptr, 0);
6021 /* Took off weapon */
6022 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6023 object_is_melee_weapon(o_ptr))
6026 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6028 act = "You were wielding";
6034 else if (item == INVEN_BOW)
6037 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6039 act = "You were holding";
6044 /* Took off light */
6045 else if (item == INVEN_LITE)
6048 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6050 act = "You were holding";
6055 /* Took off something */
6059 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6061 act = "You were wearing";
6066 /* Modify, Optimize */
6067 inven_item_increase(item, -amt);
6068 inven_item_optimize(item);
6070 /* Carry the object */
6071 slot = inven_carry(q_ptr);
6075 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6077 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6087 * Drop (some of) a non-cursed inventory/equipment item
6089 * The object will be dropped "near" the current location
6091 void inven_drop(int item, int amt)
6098 char o_name[MAX_NLEN];
6101 /* Access original object */
6102 o_ptr = &inventory[item];
6105 if (amt <= 0) return;
6108 if (amt > o_ptr->number) amt = o_ptr->number;
6111 /* Take off equipment */
6112 if (item >= INVEN_RARM)
6114 /* Take off first */
6115 item = inven_takeoff(item, amt);
6117 /* Access original object */
6118 o_ptr = &inventory[item];
6122 /* Get local object */
6125 /* Obtain local object */
6126 object_copy(q_ptr, o_ptr);
6128 /* Distribute charges of wands or rods */
6129 distribute_charges(o_ptr, q_ptr, amt);
6131 /* Modify quantity */
6132 q_ptr->number = amt;
6134 /* Describe local object */
6135 object_desc(o_name, q_ptr, 0);
6139 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6141 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6145 /* Drop it near the player */
6146 (void)drop_near(q_ptr, 0, py, px);
6148 /* Modify, Describe, Optimize */
6149 inven_item_increase(item, -amt);
6150 inven_item_describe(item);
6151 inven_item_optimize(item);
6156 * Combine items in the pack
6158 * Note special handling of the "overflow" slot
6160 void combine_pack(void)
6165 bool flag = FALSE, combined;
6171 /* Combine the pack (backwards) */
6172 for (i = INVEN_PACK; i > 0; i--)
6175 o_ptr = &inventory[i];
6177 /* Skip empty items */
6178 if (!o_ptr->k_idx) continue;
6180 /* Scan the items above that item */
6181 for (j = 0; j < i; j++)
6186 j_ptr = &inventory[j];
6188 /* Skip empty items */
6189 if (!j_ptr->k_idx) continue;
6192 * Get maximum number of the stack if these
6193 * are similar, get zero otherwise.
6195 max_num = object_similar_part(j_ptr, o_ptr);
6197 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6198 if (max_num && j_ptr->number < max_num)
6200 if (o_ptr->number + j_ptr->number <= max_num)
6205 /* Add together the item counts */
6206 object_absorb(j_ptr, o_ptr);
6208 /* One object is gone */
6211 /* Slide everything down */
6212 for (k = i; k < INVEN_PACK; k++)
6214 /* Structure copy */
6215 inventory[k] = inventory[k+1];
6218 /* Erase the "final" slot */
6219 object_wipe(&inventory[k]);
6223 int old_num = o_ptr->number;
6224 int remain = j_ptr->number + o_ptr->number - max_num;
6226 o_ptr->number -= remain;
6228 /* Add together the item counts */
6229 object_absorb(j_ptr, o_ptr);
6231 o_ptr->number = remain;
6233 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6234 if (o_ptr->tval == TV_ROD)
6236 o_ptr->pval = o_ptr->pval * remain / old_num;
6237 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6240 /* Hack -- if wands are stacking, combine the charges. -LM- */
6241 if (o_ptr->tval == TV_WAND)
6243 o_ptr->pval = o_ptr->pval * remain / old_num;
6248 p_ptr->window |= (PW_INVEN);
6263 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6265 if (flag) msg_print("You combine some items in your pack.");
6271 * Reorder items in the pack
6273 * Note special handling of the "overflow" slot
6275 void reorder_pack(void)
6285 /* Re-order the pack (forwards) */
6286 for (i = 0; i < INVEN_PACK; i++)
6288 /* Mega-Hack -- allow "proper" over-flow */
6289 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6292 o_ptr = &inventory[i];
6294 /* Skip empty slots */
6295 if (!o_ptr->k_idx) continue;
6297 /* Get the "value" of the item */
6298 o_value = object_value(o_ptr);
6300 /* Scan every occupied slot */
6301 for (j = 0; j < INVEN_PACK; j++)
6303 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6306 /* Never move down */
6307 if (j >= i) continue;
6312 /* Get local object */
6315 /* Save a copy of the moving item */
6316 object_copy(q_ptr, &inventory[i]);
6318 /* Slide the objects */
6319 for (k = i; k > j; k--)
6321 /* Slide the item */
6322 object_copy(&inventory[k], &inventory[k-1]);
6325 /* Insert the moving item */
6326 object_copy(&inventory[j], q_ptr);
6329 p_ptr->window |= (PW_INVEN);
6334 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6336 if (flag) msg_print("You reorder some items in your pack.");
6343 * Hack -- display an object kind in the current window
6345 * Include list of usable spells for readible books
6347 void display_koff(int k_idx)
6356 char o_name[MAX_NLEN];
6359 /* Erase the window */
6360 for (y = 0; y < Term->hgt; y++)
6362 /* Erase the line */
6363 Term_erase(0, y, 255);
6369 /* Get local object */
6372 /* Prepare the object */
6373 object_prep(q_ptr, k_idx);
6376 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6378 /* Mention the object name */
6379 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6381 /* Access the item's sval */
6383 use_realm = tval2realm(q_ptr->tval);
6385 /* Warriors are illiterate */
6386 if (p_ptr->realm1 || p_ptr->realm2)
6388 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6392 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6393 if (!is_magic(use_realm)) return;
6394 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6397 /* Display spells in readible books */
6403 /* Extract spells */
6404 for (spell = 0; spell < 32; spell++)
6406 /* Check for this spell */
6407 if (fake_spell_flags[sval] & (1L << spell))
6409 /* Collect this spell */
6410 spells[num++] = spell;
6415 print_spells(0, spells, num, 2, 0, use_realm);
6419 /* Choose one of items that have warning flag */
6420 object_type *choose_warning_item(void)
6423 int choices[INVEN_TOTAL - INVEN_RARM];
6426 /* Paranoia -- Player has no warning ability */
6427 if (!p_ptr->warning) return NULL;
6429 /* Search Inventory */
6430 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6432 u32b flgs[TR_FLAG_SIZE];
6433 object_type *o_ptr = &inventory[i];
6435 object_flags(o_ptr, flgs);
6436 if (have_flag(flgs, TR_WARNING))
6438 choices[number] = i;
6443 /* Choice one of them */
6444 return number ? &inventory[choices[randint0(number)]] : NULL;
6447 /* Calculate spell damages */
6448 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6450 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6451 int rlev = r_ptr->level;
6452 bool ignore_wraith_form = FALSE;
6454 if (limit) dam = (dam > limit) ? limit : dam;
6456 /* Vulnerability, resistance and immunity */
6460 if (p_ptr->immune_elec)
6463 ignore_wraith_form = TRUE;
6467 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6468 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6469 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6470 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6471 if (IS_OPPOSE_ELEC())
6472 dam = (dam + 2) / 3;
6477 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6478 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6482 if (p_ptr->immune_acid)
6485 ignore_wraith_form = TRUE;
6489 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6490 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6491 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6492 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6498 if (p_ptr->immune_cold)
6501 ignore_wraith_form = TRUE;
6505 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6506 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6507 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6508 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6513 if (p_ptr->immune_fire)
6516 ignore_wraith_form = TRUE;
6520 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6521 if (prace_is_(RACE_ENT)) dam += dam / 3;
6522 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6523 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6524 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6529 ignore_wraith_form = TRUE;
6533 if (!p_ptr->blind &&
6534 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6535 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6538 ignore_wraith_form = TRUE;
6543 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6544 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6545 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6548 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6549 * "dam *= 2;" for later "dam /= 2"
6551 if (p_ptr->wraith_form) dam *= 2;
6555 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6558 ignore_wraith_form = TRUE;
6560 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6564 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6568 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6572 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6576 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6580 if (prace_is_(RACE_SPECTRE))
6583 ignore_wraith_form = TRUE;
6585 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6589 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6593 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6597 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6601 if (p_ptr->levitation) dam = (dam * 2) / 3;
6605 if (p_ptr->resist_shard) dam /= 2;
6609 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6610 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6614 if (p_ptr->mimic_form)
6616 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6619 ignore_wraith_form = TRUE;
6624 switch (p_ptr->prace)
6633 ignore_wraith_form = TRUE;
6640 if (p_ptr->align > 10) dam /= 2;
6641 else if (p_ptr->align < -10) dam *= 2;
6645 if (p_ptr->align > 10) dam *= 2;
6649 case GF_BRAIN_SMASH:
6650 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6653 ignore_wraith_form = TRUE;
6661 if (100 + rlev / 2 <= p_ptr->skill_sav)
6664 ignore_wraith_form = TRUE;
6669 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6672 ignore_wraith_form = TRUE;
6677 if (p_ptr->wraith_form && !ignore_wraith_form)
6683 if (dam > *max) *max = dam;
6686 /* Calculate blow damages */
6687 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6689 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6691 bool check_wraith_form = TRUE;
6693 if (blow_ptr->method != RBM_EXPLODE)
6695 int ac = p_ptr->ac + p_ptr->to_a;
6697 switch (blow_ptr->effect)
6701 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6702 dam = MAX(dam, tmp_dam * 2);
6708 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6712 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6714 check_wraith_form = FALSE;
6718 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6720 check_wraith_form = FALSE;
6724 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6726 check_wraith_form = FALSE;
6730 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6732 check_wraith_form = FALSE;
6737 check_wraith_form = FALSE;
6741 if (check_wraith_form && p_ptr->wraith_form)
6749 dam = (dam + 1) / 2;
6750 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6757 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6758 bool process_warning(int xx, int yy)
6762 char o_name[MAX_NLEN];
6764 #define WARNING_AWARE_RANGE 12
6766 static int old_damage = 0;
6768 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6770 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6773 monster_type *m_ptr;
6774 monster_race *r_ptr;
6776 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6778 c_ptr = &cave[my][mx];
6780 if (!c_ptr->m_idx) continue;
6782 m_ptr = &m_list[c_ptr->m_idx];
6784 if (MON_CSLEEP(m_ptr)) continue;
6785 if (!is_hostile(m_ptr)) continue;
6787 r_ptr = &r_info[m_ptr->r_idx];
6789 /* Monster spells (only powerful ones)*/
6790 if (projectable(my, mx, yy, xx))
6792 int breath_dam_div3 = m_ptr->hp / 3;
6793 int breath_dam_div6 = m_ptr->hp / 6;
6794 u32b f4 = r_ptr->flags4;
6795 u32b f5 = r_ptr->flags5;
6796 u32b f6 = r_ptr->flags6;
6798 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6800 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6801 int storm_dam = rlev * 4 + 150;
6802 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6804 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6805 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6806 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6807 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6808 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6809 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6811 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6812 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6813 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6814 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6815 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6816 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6817 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6818 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6819 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6820 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6821 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6822 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6823 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6824 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6825 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6826 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6827 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6828 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6829 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6830 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6831 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6832 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6833 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6836 /* Monster melee attacks */
6837 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6839 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6843 for (m = 0; m < 4; m++)
6845 /* Skip non-attacks */
6846 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6848 /* Extract the attack info */
6849 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6850 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6852 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6856 /* Contribution from this monster */
6857 dam_max += dam_max0;
6861 /* Prevent excessive warning */
6862 if (dam_max > old_damage)
6864 old_damage = dam_max * 3 / 2;
6866 if (dam_max > p_ptr->chp / 2)
6868 object_type *o_ptr = choose_warning_item();
6870 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6872 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6873 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6875 else strcpy(o_name, "body"); /* Warning ability without item */
6876 msg_format("Your %s pulsates sharply!", o_name);
6880 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6882 return get_check("Really want to go ahead? ");
6886 else old_damage = old_damage / 2;
6888 c_ptr = &cave[yy][xx];
6889 if (((!easy_disarm && is_trap(c_ptr->feat))
6890 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6892 object_type *o_ptr = choose_warning_item();
6894 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6896 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6897 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6899 else strcpy(o_name, "body"); /* Warning ability without item */
6900 msg_format("Your %s pulsates!", o_name);
6904 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6906 return get_check("Really want to go ahead? ");
6914 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6916 switch (o_ptr->tval)
6929 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6938 * A structure for smithing
6941 int add; /* TR flag number or special essence id */
6942 cptr add_name; /* Name of this ability */
6943 int type; /* Menu number */
6944 int essence; /* Index for carrying essences */
6945 int value; /* Needed value to add this ability */
6950 * Smithing type data for Weapon smith
6953 static essence_type essence_info[] =
6955 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6956 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6957 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6958 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6959 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6960 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6961 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6962 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6963 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6964 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6965 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6966 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6967 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6968 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6969 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6970 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6971 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6972 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6973 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6974 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6975 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6976 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6977 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6978 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6979 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6980 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6981 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6982 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6983 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6984 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6985 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6986 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6987 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6988 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6989 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6990 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6991 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6992 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6993 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6994 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6995 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6996 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6997 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6998 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6999 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7000 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7001 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7002 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7003 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7004 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7005 {TR_SH_FIRE, "", 0, -2, 0},
7006 {TR_SH_ELEC, "", 0, -2, 0},
7007 {TR_SH_COLD, "", 0, -2, 0},
7008 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7009 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7010 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7011 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
7012 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7013 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7014 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7015 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7016 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7018 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7019 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7020 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7021 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7022 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7023 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7024 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7025 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7026 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7027 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7028 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7029 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7030 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7031 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7032 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7033 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7034 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7035 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7037 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7038 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7039 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7040 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7041 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7042 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7043 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7044 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7046 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7047 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7048 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7049 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7050 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7051 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7052 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7053 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7054 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7055 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7056 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7057 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7059 {-1, NULL, 0, -1, 0}
7062 static essence_type essence_info[] =
7064 {TR_STR, "strength", 4, TR_STR, 20},
7065 {TR_INT, "intelligence", 4, TR_INT, 20},
7066 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7067 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7068 {TR_CON, "constitution", 4, TR_CON, 20},
7069 {TR_CHR, "charisma", 4, TR_CHR, 20},
7070 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7071 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7072 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7073 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7074 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7075 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7076 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7077 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7078 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7079 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7080 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7081 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7082 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7083 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7084 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7085 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7086 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7087 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7088 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7089 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7090 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7091 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7092 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7093 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7094 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7095 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7096 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7097 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7098 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7099 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7100 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7101 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7102 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7103 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7104 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7105 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7106 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7107 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7108 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7109 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7110 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7111 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7112 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7113 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7114 {TR_SH_FIRE, "", 0, -2, 0},
7115 {TR_SH_ELEC, "", 0, -2, 0},
7116 {TR_SH_COLD, "", 0, -2, 0},
7117 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7118 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7119 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7120 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7121 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7122 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7123 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7124 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7125 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7127 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7128 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7129 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7130 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7131 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7132 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7133 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7134 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7135 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7136 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7137 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7138 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7139 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7140 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7141 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7142 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7143 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7144 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7146 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7147 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7148 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7149 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7150 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7151 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7152 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7153 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7155 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7156 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7157 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7158 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7159 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7160 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7161 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7162 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7163 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7164 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7165 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7166 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7168 {-1, NULL, 0, -1, 0}
7174 * Essense names for Weapon smith
7177 static cptr essence_name[] =
7280 static cptr essence_name[] =
7383 static void display_essence(void)
7388 for (i = 1; i < 22; i++)
7393 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7395 prt("Essence Num Essence Num Essence Num ", 1, 8);
7397 for (i = 0; essence_name[i]; i++)
7399 if (!essence_name[i][0]) continue;
7400 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7404 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7406 prt("List of all essences you have.", 0, 0);
7413 static void drain_essence(void)
7415 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7418 bool observe = FALSE;
7419 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7420 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7423 byte iy, ix, marked, number;
7424 s16b next_o_idx, weight;
7426 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7429 item_tester_hook = object_is_weapon_armour_ammo;
7430 item_tester_no_ryoute = TRUE;
7434 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7435 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7437 q = "Extract from which item? ";
7438 s = "You have nothing you can extract from.";
7441 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7443 /* Get the item (in the pack) */
7446 o_ptr = &inventory[item];
7449 /* Get the item (on the floor) */
7452 o_ptr = &o_list[0 - item];
7455 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7457 char o_name[MAX_NLEN];
7458 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7460 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7462 if (!get_check(format("Really extract from %s? ", o_name))) return;
7468 object_flags(o_ptr, old_flgs);
7469 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7470 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7471 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7472 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7473 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7474 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7475 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7476 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7477 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7479 old_to_a = o_ptr->to_a;
7481 old_to_h = o_ptr->to_h;
7482 old_to_d = o_ptr->to_d;
7485 old_pval = o_ptr->pval;
7486 old_name2 = o_ptr->name2;
7487 old_timeout = o_ptr->timeout;
7488 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7489 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7490 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7491 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7492 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7493 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7494 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7498 next_o_idx = o_ptr->next_o_idx;
7499 marked = o_ptr->marked;
7500 weight = o_ptr->weight;
7501 number = o_ptr->number;
7503 object_prep(o_ptr, o_ptr->k_idx);
7507 o_ptr->next_o_idx=next_o_idx;
7508 o_ptr->marked=marked;
7509 o_ptr->number = number;
7510 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7511 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7512 o_ptr->ident |= (IDENT_MENTAL);
7513 object_aware(o_ptr);
7514 object_known(o_ptr);
7516 object_flags(o_ptr, new_flgs);
7518 for (i = 0; essence_info[i].add_name; i++)
7520 essence_type *es_ptr = &essence_info[i];
7523 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7524 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7526 if (es_ptr->add < TR_FLAG_MAX &&
7527 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7528 have_flag(old_flgs, es_ptr->add))
7532 drain_value[es_ptr->essence] += 10 * pval;
7534 else if (es_ptr->essence != -2)
7536 drain_value[es_ptr->essence] += 10;
7538 else if (es_ptr->add == TR_SH_FIRE)
7540 drain_value[TR_BRAND_FIRE] += 10;
7541 drain_value[TR_RES_FIRE] += 10;
7543 else if (es_ptr->add == TR_SH_ELEC)
7545 drain_value[TR_BRAND_ELEC] += 10;
7546 drain_value[TR_RES_ELEC] += 10;
7548 else if (es_ptr->add == TR_SH_COLD)
7550 drain_value[TR_BRAND_COLD] += 10;
7551 drain_value[TR_RES_COLD] += 10;
7556 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7558 drain_value[TR_INT] += 5;
7559 drain_value[TR_WIS] += 5;
7561 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7563 drain_value[TR_BRAND_POIS] += 5;
7564 drain_value[TR_BRAND_ACID] += 5;
7565 drain_value[TR_BRAND_ELEC] += 5;
7566 drain_value[TR_BRAND_FIRE] += 5;
7567 drain_value[TR_BRAND_COLD] += 5;
7569 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7571 drain_value[TR_INT] += 10;
7573 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7575 drain_value[TR_STR] += 10;
7577 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7579 drain_value[TR_DEX] += 10;
7581 if (old_name2 == EGO_2WEAPON)
7583 drain_value[TR_DEX] += 20;
7585 if (object_is_weapon_ammo(o_ptr))
7587 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7589 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7591 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7592 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7593 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7594 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7596 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7598 drain_value[i] *= number;
7599 drain_value[i] = drain_value[i] * dec / 4;
7600 drain_value[i] = MAX(drain_value[i], 0);
7601 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7609 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7613 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7615 for (i = 0; essence_name[i]; i++)
7617 if (!essence_name[i][0]) continue;
7618 if (!drain_value[i]) continue;
7620 p_ptr->magic_num1[i] += drain_value[i];
7621 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7623 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7627 /* Apply autodestroy/inscription to the drained item */
7628 autopick_alter_item(item, TRUE);
7630 /* Combine the pack */
7631 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7634 p_ptr->window |= (PW_INVEN);
7639 static int choose_essence(void)
7643 int menu_line = (use_menu ? 1 : 0);
7646 cptr menu_name[] = {
7656 cptr menu_name[] = {
7666 const int mode_max = 7;
7669 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7672 #endif /* ALLOW_REPEAT */
7681 for (i = 0; i < mode_max; i++)
7683 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7684 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7686 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7687 prt("Choose from menu.", 0, 0);
7706 menu_line += mode_max - 1;
7715 if (menu_line > mode_max) menu_line -= mode_max;
7726 for (i = 0; i < mode_max; i++)
7727 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7730 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7732 if (!get_com("Command :", &choice, TRUE))
7739 if (isupper(choice)) choice = tolower(choice);
7741 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7742 mode = (int)choice - 'a' + 1;
7749 #endif /* ALLOW_REPEAT */
7753 static void add_essence(int mode)
7755 int item, max_num = 0;
7764 char o_name[MAX_NLEN];
7766 essence_type *es_ptr;
7768 int menu_line = (use_menu ? 1 : 0);
7770 for (i = 0; essence_info[i].add_name; i++)
7772 es_ptr = &essence_info[i];
7774 if (es_ptr->type != mode) continue;
7779 if (!repeat_pull(&i) || i<0 || i>=max_num)
7781 #endif /* ALLOW_REPEAT */
7784 /* Nothing chosen yet */
7790 /* Build a prompt */
7792 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7794 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7796 if (use_menu) screen_save();
7798 /* Get a spell from the user */
7800 choice = (always_show_list || use_menu) ? ESCAPE:1;
7804 if( choice==ESCAPE ) choice = ' ';
7805 else if( !get_com(out_val, &choice, FALSE) )break;
7807 if (use_menu && choice != ' ')
7821 menu_line += (max_num-1);
7844 menu_line = max_num;
7858 if (menu_line > max_num) menu_line -= max_num;
7860 /* Request redraw */
7861 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7864 if (!redraw || use_menu)
7868 char dummy[80], dummy2[80];
7876 /* Save the screen */
7877 if (!use_menu) screen_save();
7879 for (y = 1; y < 24; y++)
7882 /* Print header(s) */
7884 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7887 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7890 for (ctr = 0; ctr < max_num; ctr++)
7892 es_ptr = &essence_info[num[ctr]];
7896 if (ctr == (menu_line-1))
7898 strcpy(dummy, "¡Õ ");
7900 strcpy(dummy, "> ");
7902 else strcpy(dummy, " ");
7905 /* letter/number for power selection */
7908 sprintf(dummy, "%c) ",I2A(ctr));
7911 strcat(dummy, es_ptr->add_name);
7916 if (es_ptr->essence != -1)
7918 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7919 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7925 case ESSENCE_SH_FIRE:
7927 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7929 strcat(dummy, "(brand fire + res.fire)");
7931 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7932 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7934 case ESSENCE_SH_ELEC:
7936 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7938 strcat(dummy, "(brand elec. + res. elec.)");
7940 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7941 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7943 case ESSENCE_SH_COLD:
7945 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7947 strcat(dummy, "(brand cold + res. cold)");
7949 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7950 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7952 case ESSENCE_RESISTANCE:
7954 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7956 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7958 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7959 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7960 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7961 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7963 case ESSENCE_SUSTAIN:
7965 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7967 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7969 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7970 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7971 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7972 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7977 if (!able[ctr]) col = TERM_RED;
7979 if (es_ptr->essence != -1)
7981 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7985 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7988 c_prt(col, dummy2, ctr+2, x);
7998 /* Restore the screen */
8009 ask = (isupper(choice));
8012 if (ask) choice = tolower(choice);
8014 /* Extract request */
8015 i = (islower(choice) ? A2I(choice) : -1);
8018 /* Totally Illegal */
8019 if ((i < 0) || (i >= max_num) || !able[i])
8032 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8034 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8037 /* Belay that order */
8038 if (!get_check(tmp_val)) continue;
8045 /* Restore the screen */
8046 if (redraw) screen_load();
8053 #endif /* ALLOW_REPEAT */
8055 es_ptr = &essence_info[num[i]];
8057 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8058 item_tester_tval = TV_GLOVES;
8059 else if (mode == 1 || mode == 5)
8060 item_tester_hook = item_tester_hook_melee_ammo;
8061 else if (es_ptr->add == ESSENCE_ATTACK)
8062 item_tester_hook = object_allow_enchant_weapon;
8063 else if (es_ptr->add == ESSENCE_AC)
8064 item_tester_hook = object_is_armour;
8066 item_tester_hook = object_is_weapon_armour_ammo;
8067 item_tester_no_ryoute = TRUE;
8071 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8072 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8074 q = "Improve which item? ";
8075 s = "You have nothing to improve.";
8078 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8080 /* Get the item (in the pack) */
8083 o_ptr = &inventory[item];
8086 /* Get the item (on the floor) */
8089 o_ptr = &o_list[0 - item];
8092 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8095 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8097 msg_print("This item is no more able to be improved.");
8102 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8104 use_essence = es_ptr->value;
8105 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8106 if (o_ptr->number > 1)
8108 use_essence *= o_ptr->number;
8110 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8112 msg_format("It will take %d essences.",use_essence);
8117 if (es_ptr->essence != -1)
8119 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8122 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8124 msg_print("You don't have enough essences.");
8128 if (is_pval_flag(es_ptr->add))
8130 if (o_ptr->pval < 0)
8133 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8135 msg_print("You cannot increase magic number of this item.");
8139 else if (es_ptr->add == TR_BLOWS)
8141 if (o_ptr->pval > 1)
8144 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8146 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8152 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8154 msg_format("It will take %d essences.", use_essence);
8157 else if (o_ptr->pval > 0)
8159 use_essence *= o_ptr->pval;
8161 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8163 msg_format("It will take %d essences.", use_essence);
8171 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8174 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8176 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8178 strcpy(tmp_val, "1");
8180 if (!get_string(tmp, tmp_val, 1)) return;
8181 pval = atoi(tmp_val);
8182 if (pval > limit) pval = limit;
8183 else if (pval < 1) pval = 1;
8184 o_ptr->pval += pval;
8185 use_essence *= pval;
8187 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8189 msg_format("It will take %d essences.", use_essence);
8193 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8196 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8198 msg_print("You don't have enough essences.");
8203 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8207 int get_to_h, get_to_d;
8209 strcpy(tmp_val, "1");
8211 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8213 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8215 val = atoi(tmp_val);
8216 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8217 else if (val < 1) val = 1;
8220 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8222 msg_format("It will take %d essences.", use_essence);
8224 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8227 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8229 msg_print("You don't have enough essences.");
8233 get_to_h = ((val+1)/2+randint0(val/2+1));
8234 get_to_d = ((val+1)/2+randint0(val/2+1));
8235 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8236 o_ptr->to_h += get_to_h;
8237 o_ptr->to_d += get_to_d;
8239 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8240 if (es_ptr->add == ESSENCE_ATTACK)
8242 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8245 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8247 msg_print("You failed to enchant.");
8254 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8255 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8258 else if (es_ptr->add == ESSENCE_AC)
8260 if (o_ptr->to_a >= p_ptr->lev/5+5)
8263 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8265 msg_print("You failed to enchant.");
8272 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8277 o_ptr->xtra3 = es_ptr->add + 1;
8282 bool success = TRUE;
8286 case ESSENCE_SH_FIRE:
8287 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8292 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8293 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8295 case ESSENCE_SH_ELEC:
8296 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8301 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8302 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8304 case ESSENCE_SH_COLD:
8305 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8310 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8311 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8313 case ESSENCE_RESISTANCE:
8314 case ESSENCE_SUSTAIN:
8315 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))
8320 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8321 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8322 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8323 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8329 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8331 msg_print("You don't have enough essences.");
8335 if (es_ptr->add == ESSENCE_SUSTAIN)
8337 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8338 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8339 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8340 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8344 o_ptr->xtra3 = es_ptr->add + 1;
8351 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8353 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8356 /* Combine the pack */
8357 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8360 p_ptr->window |= (PW_INVEN);
8364 static void erase_essence(void)
8369 char o_name[MAX_NLEN];
8370 u32b flgs[TR_FLAG_SIZE];
8372 item_tester_hook = object_is_smith;
8376 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8377 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8379 q = "Remove from which item? ";
8380 s = "You have nothing to remove essence.";
8383 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8385 /* Get the item (in the pack) */
8388 o_ptr = &inventory[item];
8391 /* Get the item (on the floor) */
8394 o_ptr = &o_list[0 - item];
8397 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8399 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8401 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8406 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8408 o_ptr->to_h -= (o_ptr->xtra4>>8);
8409 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8411 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8412 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8415 object_flags(o_ptr, flgs);
8416 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8418 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8420 msg_print("You removed all essence you have added.");
8423 /* Combine the pack */
8424 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8427 p_ptr->window |= (PW_INVEN);
8430 void do_cmd_kaji(bool only_browse)
8435 int menu_line = (use_menu ? 1 : 0);
8439 if (p_ptr->confused)
8442 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8444 msg_print("You are too confused!");
8452 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8454 msg_print("You are blind!");
8462 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8464 msg_print("You are hallucinating!");
8472 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8474 #endif /* ALLOW_REPEAT */
8476 if (only_browse) screen_save();
8478 if (!only_browse) screen_save();
8484 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8485 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8486 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8487 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8488 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8489 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8491 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8492 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8493 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8494 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8495 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8496 prt(format("Choose command from menu."), 0, 0);
8523 if (menu_line > 5) menu_line -= 5;
8532 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8533 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8534 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8535 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8536 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8537 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8539 prt(" a) List essences", 2, 14);
8540 prt(" b) Extract essence", 3, 14);
8541 prt(" c) Remove essence", 4, 14);
8542 prt(" d) Add essence", 5, 14);
8543 prt(" e) Enchant weapon/armor", 6, 14);
8544 if (!get_com("Command :", &choice, TRUE))
8581 /* Clear lines, position cursor (really should use strlen here) */
8582 Term_erase(14, 21, 255);
8583 Term_erase(14, 20, 255);
8584 Term_erase(14, 19, 255);
8585 Term_erase(14, 18, 255);
8586 Term_erase(14, 17, 255);
8587 Term_erase(14, 16, 255);
8589 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8590 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8592 prt(&temp[j], line, 15);
8597 if (!only_browse) screen_load();
8598 } while (only_browse);
8602 #endif /* ALLOW_REPEAT */
8606 case 1: display_essence();break;
8607 case 2: drain_essence();break;
8608 case 3: erase_essence();break;
8610 mode = choose_essence();
8615 case 5: add_essence(10);break;
8621 * Torches have special abilities when they are flaming.
8623 void torch_flags(object_type *o_ptr, u32b *flgs)
8625 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8627 if (o_ptr->xtra4 > 0)
8629 add_flag(flgs, TR_BRAND_FIRE);
8630 add_flag(flgs, TR_KILL_UNDEAD);
8631 add_flag(flgs, TR_THROW);
8636 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8638 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8640 if (o_ptr->xtra4 > 0)
8648 void torch_lost_fuel(object_type *o_ptr)
8650 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8652 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8653 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;