4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Object code, part 2 */
19 * Excise a dungeon object from any stacks
21 void excise_object_idx(int o_idx)
25 s16b this_o_idx, next_o_idx = 0;
31 j_ptr = &o_list[o_idx];
34 if (j_ptr->held_m_idx)
39 m_ptr = &m_list[j_ptr->held_m_idx];
41 /* Scan all objects in the grid */
42 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = &o_list[this_o_idx];
49 /* Acquire next object */
50 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = &o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
97 /* Scan all objects in the grid */
98 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
103 o_ptr = &o_list[this_o_idx];
105 /* Acquire next object */
106 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx == o_idx)
114 /* Remove from list */
115 c_ptr->o_idx = next_o_idx;
123 /* Previous object */
124 k_ptr = &o_list[prev_o_idx];
126 /* Remove from list */
127 k_ptr->next_o_idx = next_o_idx;
130 /* Forget next pointer */
131 o_ptr->next_o_idx = 0;
137 /* Save prev_o_idx */
138 prev_o_idx = this_o_idx;
145 * Delete a dungeon object
147 * Handle "stacks" of objects correctly.
149 void delete_object_idx(int o_idx)
154 excise_object_idx(o_idx);
157 j_ptr = &o_list[o_idx];
160 if (!(j_ptr->held_m_idx))
172 /* Wipe the object */
181 * Deletes all objects at given location
183 void delete_object(int y, int x)
187 s16b this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
197 /* Scan all objects in the grid */
198 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
203 o_ptr = &o_list[this_o_idx];
205 /* Acquire next object */
206 next_o_idx = o_ptr->next_o_idx;
208 /* Wipe the object */
215 /* Objects are gone */
224 * Move an object from index i1 to index i2 in the object list
226 static void compact_objects_aux(int i1, int i2)
236 if (i1 == i2) return;
240 for (i = 1; i < o_max; i++)
245 /* Skip "dead" objects */
246 if (!o_ptr->k_idx) continue;
248 /* Repair "next" pointers */
249 if (o_ptr->next_o_idx == i1)
252 o_ptr->next_o_idx = i2;
262 if (o_ptr->held_m_idx)
266 /* Acquire monster */
267 m_ptr = &m_list[o_ptr->held_m_idx];
270 if (m_ptr->hold_o_idx == i1)
273 m_ptr->hold_o_idx = i2;
282 /* Acquire location */
290 if (c_ptr->o_idx == i1)
299 o_list[i2] = o_list[i1];
307 * Compact and Reorder the object list
309 * This function can be very dangerous, use with caution!
311 * When actually "compacting" objects, we base the saving throw on a
312 * combination of object level, distance from player, and current
315 * After "compacting" (if needed), we "reorder" the objects into a more
316 * compact order, and we reset the allocation info, and the "live" array.
318 void compact_objects(int size)
320 int i, y, x, num, cnt;
321 int cur_lev, cur_dis, chance;
330 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
332 msg_print("Compacting objects...");
337 p_ptr->redraw |= (PR_MAP);
340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
344 /* Compact at least 'size' objects */
345 for (num = 0, cnt = 1; num < size; cnt++)
347 /* Get more vicious each iteration */
350 /* Get closer each iteration */
351 cur_dis = 5 * (20 - cnt);
353 /* Examine the objects */
354 for (i = 1; i < o_max; i++)
358 /* Skip dead objects */
359 if (!o_ptr->k_idx) continue;
361 /* Hack -- High level objects start out "immune" */
362 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
365 if (o_ptr->held_m_idx)
369 /* Acquire monster */
370 m_ptr = &m_list[o_ptr->held_m_idx];
372 /* Get the location */
376 /* Monsters protect their objects */
377 if (randint0(100) < 90) continue;
383 /* Get the location */
388 /* Nearby objects start out "immune" */
389 if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
394 /* Hack -- only compact artifacts in emergencies */
395 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
396 (cnt < 1000)) chance = 100;
398 /* Apply the saving throw */
399 if (randint0(100) < chance) continue;
401 /* Delete the object */
402 delete_object_idx(i);
410 /* Excise dead objects (backwards!) */
411 for (i = o_max - 1; i >= 1; i--)
415 /* Skip real objects */
416 if (o_ptr->k_idx) continue;
418 /* Move last object into open hole */
419 compact_objects_aux(o_max - 1, i);
421 /* Compress "o_max" */
428 * Delete all the items when player leaves the level
430 * Note -- we do NOT visually reflect these (irrelevant) changes
432 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433 * and the "m_ptr->next_o_idx" field for every monster, since
434 * we know we are clearing every object. Technically, we only
435 * clear those fields for grids/monsters containing objects,
436 * and we clear it once for every such object.
438 void wipe_o_list(void)
442 /* Delete the existing objects */
443 for (i = 1; i < o_max; i++)
445 object_type *o_ptr = &o_list[i];
447 /* Skip dead objects */
448 if (!o_ptr->k_idx) continue;
450 /* Mega-Hack -- preserve artifacts */
451 if (!character_dungeon || preserve_mode)
453 /* Hack -- Preserve unknown artifacts */
454 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
456 /* Mega-Hack -- Preserve the artifact */
457 a_info[o_ptr->name1].cur_num = 0;
462 if (o_ptr->held_m_idx)
467 m_ptr = &m_list[o_ptr->held_m_idx];
469 /* Hack -- see above */
470 m_ptr->hold_o_idx = 0;
478 /* Access location */
485 /* Hack -- see above */
489 /* Wipe the object */
502 * Acquires and returns the index of a "free" object.
504 * This routine should almost never fail, but in case it does,
505 * we must be sure to handle "failure" of this routine.
512 /* Initial allocation */
513 if (o_max < max_o_idx)
518 /* Expand object array */
524 /* Use this object */
529 /* Recycle dead objects */
530 for (i = 1; i < o_max; i++)
537 /* Skip live objects */
538 if (o_ptr->k_idx) continue;
543 /* Use this object */
548 /* Warn the player (except during dungeon creation) */
550 if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
552 if (character_dungeon) msg_print("Too many objects!");
562 * Apply a "object restriction function" to the "object allocation table"
564 static errr get_obj_num_prep(void)
569 alloc_entry *table = alloc_kind_table;
571 /* Scan the allocation table */
572 for (i = 0; i < alloc_kind_size; i++)
574 /* Accept objects which pass the restriction, if any */
575 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
577 /* Accept this object */
578 table[i].prob2 = table[i].prob1;
581 /* Do not use this object */
584 /* Decline this object */
595 * Choose an object kind that seems "appropriate" to the given level
597 * This function uses the "prob2" field of the "object allocation table",
598 * and various local information, to calculate the "prob3" field of the
599 * same table, which is then used to choose an "appropriate" object, in
600 * a relatively efficient manner.
602 * It is (slightly) more likely to acquire an object of the given level
603 * than one of a lower level. This is done by choosing several objects
604 * appropriate to the given level and keeping the "hardest" one.
606 * Note that if no objects are "appropriate", then this function will
607 * fail, and return zero, but this should *almost* never happen.
609 s16b get_obj_num(int level)
615 alloc_entry *table = alloc_kind_table;
617 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
620 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
622 /* Occasional "boost" */
623 if (one_in_(GREAT_OBJ))
625 /* What a bizarre calculation */
626 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
633 /* Process probabilities */
634 for (i = 0; i < alloc_kind_size; i++)
636 /* Objects are sorted by depth */
637 if (table[i].level > level) break;
642 /* Access the index */
643 k_idx = table[i].index;
645 /* Access the actual kind */
646 k_ptr = &k_info[k_idx];
648 /* Hack -- prevent embedded chests */
649 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
652 table[i].prob3 = table[i].prob2;
655 total += table[i].prob3;
658 /* No legal objects */
659 if (total <= 0) return (0);
663 value = randint0(total);
665 /* Find the object */
666 for (i = 0; i < alloc_kind_size; i++)
668 /* Found the entry */
669 if (value < table[i].prob3) break;
672 value = value - table[i].prob3;
679 /* Try for a "better" object once (50%) or twice (10%) */
686 value = randint0(total);
688 /* Find the object */
689 for (i = 0; i < alloc_kind_size; i++)
691 /* Found the entry */
692 if (value < table[i].prob3) break;
695 value = value - table[i].prob3;
698 /* Keep the "best" one */
699 if (table[i].level < table[j].level) i = j;
702 /* Try for a "better" object twice (10%) */
709 value = randint0(total);
711 /* Find the object */
712 for (i = 0; i < alloc_kind_size; i++)
714 /* Found the entry */
715 if (value < table[i].prob3) break;
718 value = value - table[i].prob3;
721 /* Keep the "best" one */
722 if (table[i].level < table[j].level) i = j;
727 return (table[i].index);
732 * Known is true when the "attributes" of an object are "known".
733 * These include tohit, todam, toac, cost, and pval (charges).
735 * Note that "knowing" an object gives you everything that an "awareness"
736 * gives you, and much more. In fact, the player is always "aware" of any
737 * item of which he has full "knowledge".
739 * But having full knowledge of, say, one "wand of wonder", does not, by
740 * itself, give you knowledge, or even awareness, of other "wands of wonder".
741 * It happens that most "identify" routines (including "buying from a shop")
742 * will make the player "aware" of the object as well as fully "know" it.
744 * This routine also removes any inscriptions generated by "feelings".
746 void object_known(object_type *o_ptr)
748 /* Remove "default inscriptions" */
749 o_ptr->feeling = FEEL_NONE;
751 /* Clear the "Felt" info */
752 o_ptr->ident &= ~(IDENT_SENSE);
754 /* Clear the "Empty" info */
755 o_ptr->ident &= ~(IDENT_EMPTY);
757 /* Now we know about the item */
758 o_ptr->ident |= (IDENT_KNOWN);
763 * The player is now aware of the effects of the given object.
765 void object_aware(object_type *o_ptr)
767 bool mihanmei = !object_is_aware(o_ptr);
769 /* Fully aware of the effects */
770 k_info[o_ptr->k_idx].aware = TRUE;
772 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
773 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
777 char o_name[MAX_NLEN];
780 object_copy(q_ptr, o_ptr);
783 object_desc(o_name, q_ptr, OD_NAME_ONLY);
785 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
791 * Something has been "sampled"
793 void object_tried(object_type *o_ptr)
795 /* Mark it as tried (even if "aware") */
796 k_info[o_ptr->k_idx].tried = TRUE;
801 * Return the "value" of an "unknown" item
802 * Make a guess at the value of non-aware items
804 static s32b object_value_base(object_type *o_ptr)
806 /* Aware item -- use template cost */
807 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
809 /* Analyze the type */
814 case TV_FOOD: return (5L);
816 /* Un-aware Potions */
817 case TV_POTION: return (20L);
819 /* Un-aware Scrolls */
820 case TV_SCROLL: return (20L);
822 /* Un-aware Staffs */
823 case TV_STAFF: return (70L);
826 case TV_WAND: return (50L);
829 case TV_ROD: return (90L);
832 case TV_RING: return (45L);
834 /* Un-aware Amulets */
835 case TV_AMULET: return (45L);
837 /* Figurines, relative to monster level */
840 int level = r_info[o_ptr->pval].level;
841 if (level < 20) return level*50L;
842 else if (level < 30) return 1000+(level-20)*150L;
843 else if (level < 40) return 2500+(level-30)*350L;
844 else if (level < 50) return 6000+(level-40)*800L;
845 else return 14000+(level-50)*2000L;
849 if (!o_ptr->pval) return 1000L;
850 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
853 /* Paranoia -- Oops */
858 /* Return the value of the flags the object has... */
859 s32b flag_cost(object_type *o_ptr, int plusses)
862 u32b flgs[TR_FLAG_SIZE];
866 object_kind *k_ptr = &k_info[o_ptr->k_idx];
868 object_flags(o_ptr, flgs);
871 * Exclude fixed flags of the base item.
872 * pval bonuses of base item will be treated later.
874 for (i = 0; i < TR_FLAG_SIZE; i++)
875 flgs[i] &= ~(k_ptr->flags[i]);
877 /* Exclude fixed flags of the fixed artifact. */
878 if (object_is_fixed_artifact(o_ptr))
880 artifact_type *a_ptr = &a_info[o_ptr->name1];
882 for (i = 0; i < TR_FLAG_SIZE; i++)
883 flgs[i] &= ~(a_ptr->flags[i]);
886 /* Exclude fixed flags of the ego-item. */
887 else if (object_is_ego(o_ptr))
889 ego_item_type *e_ptr = &e_info[o_ptr->name2];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(e_ptr->flags[i]);
897 * Calucurate values of remaining flags
899 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
900 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
901 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
902 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
903 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
904 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
905 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
906 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
907 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
908 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
909 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
910 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
911 total += (10000 + (2500 * plusses));
912 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
913 total += (10000 + (2500 * plusses));
917 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
918 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
919 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
920 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
921 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
922 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
923 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
924 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
925 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
926 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
927 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
928 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
929 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
930 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
931 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
932 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
933 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
934 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
935 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
936 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
937 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
940 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
941 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
942 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
943 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
944 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
945 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
946 total += (tmp_cost * count);
948 if (have_flag(flgs, TR_SUST_STR)) total += 850;
949 if (have_flag(flgs, TR_SUST_INT)) total += 850;
950 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
951 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
952 if (have_flag(flgs, TR_SUST_CON)) total += 850;
953 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
954 if (have_flag(flgs, TR_RIDING)) total += 0;
955 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
956 if (have_flag(flgs, TR_THROW)) total += 5000;
957 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
958 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
962 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
963 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
964 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
965 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
966 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
967 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
968 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
969 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
970 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
971 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
972 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
973 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
974 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
975 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
976 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
977 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
978 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
979 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
980 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
981 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
982 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
983 total += (tmp_cost * count);
985 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
986 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
987 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
988 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
989 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
990 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
991 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
992 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
993 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
994 if (have_flag(flgs, TR_LITE)) total += 1250;
995 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
996 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
997 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
998 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
999 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1000 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1001 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1002 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1003 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1004 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1005 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1006 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1007 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1008 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1009 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1010 if (have_flag(flgs, TR_REGEN)) total += 2500;
1011 if (have_flag(flgs, TR_WARNING)) total += 2000;
1012 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1013 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1014 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1015 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1016 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1017 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1018 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1019 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1020 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1021 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1022 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1023 if (have_flag(flgs, TR_TELEPORT))
1025 if (object_is_cursed(o_ptr))
1030 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1031 if (have_flag(flgs, TR_BLESSED)) total += 750;
1032 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1033 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1034 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1035 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1036 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1038 /* Also, give some extra for activatable powers... */
1039 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1041 const activation_type* const act_ptr = find_activation_info(o_ptr);
1043 total += act_ptr->value;
1052 * Return the "real" price of a "known" item, not including discounts
1054 * Wand and staffs get cost for each charge
1056 * Armor is worth an extra 100 gold per bonus point to armor class.
1058 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1060 * Missiles are only worth 5 gold per bonus point, since they
1061 * usually appear in groups of 20, and we want the player to get
1062 * the same amount of cash for any "equivalent" item. Note that
1063 * missiles never have any of the "pval" flags, and in fact, they
1064 * only have a few of the available flags, primarily of the "slay"
1065 * and "brand" and "ignore" variety.
1067 * Armor with a negative armor bonus is worthless.
1068 * Weapons with negative hit+damage bonuses are worthless.
1070 * Every wearable item with a "pval" bonus is worth extra (see below).
1072 s32b object_value_real(object_type *o_ptr)
1076 u32b flgs[TR_FLAG_SIZE];
1078 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1081 /* Hack -- "worthless" items */
1082 if (!k_info[o_ptr->k_idx].cost) return (0L);
1085 value = k_info[o_ptr->k_idx].cost;
1087 /* Extract some flags */
1088 object_flags(o_ptr, flgs);
1091 if (object_is_fixed_artifact(o_ptr))
1093 artifact_type *a_ptr = &a_info[o_ptr->name1];
1095 /* Hack -- "worthless" artifacts */
1096 if (!a_ptr->cost) return (0L);
1098 /* Hack -- Use the artifact cost instead */
1099 value = a_ptr->cost;
1100 value += flag_cost(o_ptr, o_ptr->pval);
1102 /* Don't add pval bonuses etc. */
1107 else if (object_is_ego(o_ptr))
1109 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1111 /* Hack -- "worthless" ego-items */
1112 if (!e_ptr->cost) return (0L);
1114 /* Hack -- Reward the ego-item with a bonus */
1115 value += e_ptr->cost;
1116 value += flag_cost(o_ptr, o_ptr->pval);
1124 for (i = 0; i < TR_FLAG_SIZE; i++)
1125 if (o_ptr->art_flags[i]) flag = TRUE;
1127 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1130 /* Analyze pval bonus for normal object */
1131 switch (o_ptr->tval)
1154 if (!o_ptr->pval) break;
1156 /* Hack -- Negative "pval" is always bad */
1157 if (o_ptr->pval < 0) return (0L);
1159 /* Give credit for stat bonuses */
1160 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1161 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1162 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1163 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1164 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1165 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1167 /* Give credit for stealth and searching */
1168 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1169 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1170 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1172 /* Give credit for infra-vision and tunneling */
1173 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1174 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1176 /* Give credit for extra attacks */
1177 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1179 /* Give credit for speed bonus */
1180 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1186 /* Analyze the item */
1187 switch (o_ptr->tval)
1192 /* Pay extra for charges, depending on standard number of
1193 * charges. Handle new-style wands correctly. -LM-
1195 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1202 /* Pay extra for charges, depending on standard number of
1205 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1215 /* Hack -- negative bonuses are bad */
1216 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1218 /* Give credit for bonuses */
1219 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1236 /* Hack -- negative armor bonus */
1237 if (o_ptr->to_a < 0) return (0L);
1239 /* Give credit for bonuses */
1240 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1253 /* Hack -- negative hit/damage bonuses */
1254 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1256 /* Factor in the bonuses */
1257 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1259 /* Hack -- Factor in extra damage dice and sides */
1260 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1261 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1272 /* Hack -- negative hit/damage bonuses */
1273 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1275 /* Factor in the bonuses */
1276 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1278 /* Hack -- Factor in extra damage dice and sides */
1279 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1280 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1286 /* Figurines, relative to monster level */
1289 int level = r_info[o_ptr->pval].level;
1290 if (level < 20) value = level*50L;
1291 else if (level < 30) value = 1000+(level-20)*150L;
1292 else if (level < 40) value = 2500+(level-30)*350L;
1293 else if (level < 50) value = 6000+(level-40)*800L;
1294 else value = 14000+(level-50)*2000L;
1300 if (!o_ptr->pval) value = 1000L;
1301 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1307 if (!o_ptr->pval) value = 0L;
1312 /* Worthless object */
1313 if (value < 0) return 0L;
1315 /* Return the value */
1321 * Return the price of an item including plusses (and charges)
1323 * This function returns the "value" of the given item (qty one)
1325 * Never notice "unknown" bonuses or properties, including "curses",
1326 * since that would give the player information he did not have.
1328 * Note that discounted items stay discounted forever, even if
1329 * the discount is "forgotten" by the player via memory loss.
1331 s32b object_value(object_type *o_ptr)
1336 /* Unknown items -- acquire a base value */
1337 if (object_is_known(o_ptr))
1339 /* Broken items -- worthless */
1340 if (object_is_broken(o_ptr)) return (0L);
1342 /* Cursed items -- worthless */
1343 if (object_is_cursed(o_ptr)) return (0L);
1345 /* Real value (see above) */
1346 value = object_value_real(o_ptr);
1349 /* Known items -- acquire the actual value */
1352 /* Hack -- Felt broken items */
1353 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1355 /* Hack -- Felt cursed items */
1356 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1358 /* Base value (see above) */
1359 value = object_value_base(o_ptr);
1363 /* Apply discount (if any) */
1364 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1367 /* Return the final value */
1373 * Determines whether an object can be destroyed, and makes fake inscription.
1375 bool can_player_destroy_object(object_type *o_ptr)
1377 /* Artifacts cannot be destroyed */
1378 if (!object_is_artifact(o_ptr)) return TRUE;
1380 /* If object is unidentified, makes fake inscription */
1381 if (!object_is_known(o_ptr))
1383 byte feel = FEEL_SPECIAL;
1385 /* Hack -- Handle icky artifacts */
1386 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1388 /* Hack -- inscribe the artifact */
1389 o_ptr->feeling = feel;
1391 /* We have "felt" it (again) */
1392 o_ptr->ident |= (IDENT_SENSE);
1394 /* Combine the pack */
1395 p_ptr->notice |= (PN_COMBINE);
1398 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1404 /* Identified artifact -- Nothing to do */
1410 * Distribute charges of rods or wands.
1412 * o_ptr = source item
1413 * q_ptr = target item, must be of the same type as o_ptr
1414 * amt = number of items that are transfered
1416 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1419 * Hack -- If rods or wands are dropped, the total maximum timeout or
1420 * charges need to be allocated between the two stacks. If all the items
1421 * are being dropped, it makes for a neater message to leave the original
1422 * stack's pval alone. -LM-
1424 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1426 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1427 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1429 /* Hack -- Rods also need to have their timeouts distributed. The
1430 * dropped stack will accept all time remaining to charge up to its
1433 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1435 if (q_ptr->pval > o_ptr->timeout)
1436 q_ptr->timeout = o_ptr->timeout;
1438 q_ptr->timeout = q_ptr->pval;
1440 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1445 void reduce_charges(object_type *o_ptr, int amt)
1448 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1449 * charges of the stack needs to be reduced, unless all the items are
1450 * being destroyed. -LM-
1452 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1453 (amt < o_ptr->number))
1455 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1461 * Determine if an item can "absorb" a second item
1463 * See "object_absorb()" for the actual "absorption" code.
1465 * If permitted, we allow staffs (if they are known to have equal charges
1466 * and both are either known or confirmed empty) and wands (if both are
1467 * either known or confirmed empty) and rods (in all cases) to combine.
1468 * Staffs will unstack (if necessary) when they are used, but wands and
1469 * rods will only unstack if one is dropped. -LM-
1471 * If permitted, we allow weapons/armor to stack, if fully "known".
1473 * Missiles will combine if both stacks have the same "known" status.
1474 * This is done to make unidentified stacks of missiles useful.
1476 * Food, potions, scrolls, and "easy know" items always stack.
1478 * Chests, and activatable items, never stack (for various reasons).
1482 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1484 #define MAX_STACK_SIZE 99
1488 * Determine if an item can partly absorb a second item.
1489 * Return maximum number of stack.
1491 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1495 /* Default maximum number of stack */
1496 int max_num = MAX_STACK_SIZE;
1498 /* Require identical object types */
1499 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1502 /* Analyze the items */
1503 switch (o_ptr->tval)
1505 /* Chests and Statues*/
1516 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1517 if (o_ptr->pval != j_ptr->pval) return 0;
1521 /* Figurines and Corpses*/
1526 if (o_ptr->pval != j_ptr->pval) return 0;
1532 /* Food and Potions and Scrolls */
1544 /* Require either knowledge or known empty for both staffs. */
1545 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1546 !object_is_known(o_ptr)) ||
1547 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1548 !object_is_known(j_ptr))) return 0;
1550 /* Require identical charges, since staffs are bulky. */
1551 if (o_ptr->pval != j_ptr->pval) return 0;
1560 /* Require either knowledge or known empty for both wands. */
1561 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1562 !object_is_known(o_ptr)) ||
1563 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1564 !object_is_known(j_ptr))) return 0;
1566 /* Wand charges combine in O&ZAngband. */
1572 /* Staffs and Wands and Rods */
1575 /* Prevent overflaw of timeout */
1576 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1582 /* Weapons and Armor */
1598 /* Rings, Amulets, Lites */
1604 /* Require full knowledge of both items */
1605 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1615 /* Require identical knowledge of both items */
1616 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1617 if (o_ptr->feeling != j_ptr->feeling) return 0;
1619 /* Require identical "bonuses" */
1620 if (o_ptr->to_h != j_ptr->to_h) return 0;
1621 if (o_ptr->to_d != j_ptr->to_d) return 0;
1622 if (o_ptr->to_a != j_ptr->to_a) return 0;
1624 /* Require identical "pval" code */
1625 if (o_ptr->pval != j_ptr->pval) return 0;
1627 /* Artifacts never stack */
1628 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1630 /* Require identical "ego-item" names */
1631 if (o_ptr->name2 != j_ptr->name2) return 0;
1633 /* Require identical added essence */
1634 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1635 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1637 /* Hack -- Never stack "powerful" items */
1638 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1640 /* Hack -- Never stack recharging items */
1641 if (o_ptr->timeout || j_ptr->timeout) return 0;
1643 /* Require identical "values" */
1644 if (o_ptr->ac != j_ptr->ac) return 0;
1645 if (o_ptr->dd != j_ptr->dd) return 0;
1646 if (o_ptr->ds != j_ptr->ds) return 0;
1655 /* Require knowledge */
1656 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1664 /* Hack -- Identical art_flags! */
1665 for (i = 0; i < TR_FLAG_SIZE; i++)
1666 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1668 /* Hack -- Require identical "cursed" status */
1669 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1671 /* Hack -- Require identical "broken" status */
1672 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1675 /* Hack -- require semi-matching "inscriptions" */
1676 if (o_ptr->inscription && j_ptr->inscription &&
1677 (o_ptr->inscription != j_ptr->inscription))
1680 /* Hack -- normally require matching "inscriptions" */
1681 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1683 /* Hack -- normally require matching "discounts" */
1684 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1687 /* They match, so they must be similar */
1692 * Determine if an item can absorb a second item.
1694 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1696 int total = o_ptr->number + j_ptr->number;
1699 /* Are these objects similar? */
1700 max_num = object_similar_part(o_ptr, j_ptr);
1702 /* Return if not similar */
1703 if (!max_num) return FALSE;
1705 /* Maximal "stacking" limit */
1706 if (total > max_num) return (0);
1709 /* They match, so they must be similar */
1716 * Allow one item to "absorb" another, assuming they are similar
1718 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1720 int max_num = object_similar_part(o_ptr, j_ptr);
1721 int total = o_ptr->number + j_ptr->number;
1722 int diff = (total > max_num) ? total - max_num : 0;
1724 /* Combine quantity, lose excess items */
1725 o_ptr->number = (total > max_num) ? max_num : total;
1727 /* Hack -- blend "known" status */
1728 if (object_is_known(j_ptr)) object_known(o_ptr);
1730 /* Hack -- clear "storebought" if only one has it */
1731 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1732 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1734 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1735 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1738 /* Hack -- blend "mental" status */
1739 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1741 /* Hack -- blend "inscriptions" */
1742 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1744 /* Hack -- blend "feelings" */
1745 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1747 /* Hack -- could average discounts XXX XXX XXX */
1748 /* Hack -- save largest discount XXX XXX XXX */
1749 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1751 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1752 if (o_ptr->tval == TV_ROD)
1754 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1755 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1758 /* Hack -- if wands are stacking, combine the charges. -LM- */
1759 if (o_ptr->tval == TV_WAND)
1761 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1767 * Find the index of the object_kind with the given tval and sval
1769 s16b lookup_kind(int tval, int sval)
1776 for (k = 1; k < max_k_idx; k++)
1778 object_kind *k_ptr = &k_info[k];
1780 /* Require correct tval */
1781 if (k_ptr->tval != tval) continue;
1784 if (k_ptr->sval == sval) return (k);
1786 /* Ignore illegal items */
1787 if (sval != SV_ANY) continue;
1789 /* Apply the randomizer */
1790 if (!one_in_(++num)) continue;
1792 /* Use this value */
1796 /* Return this choice */
1805 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1807 msg_format("No object (%d,%d)", tval, sval);
1818 * Wipe an object clean.
1820 void object_wipe(object_type *o_ptr)
1822 /* Wipe the structure */
1823 (void)WIPE(o_ptr, object_type);
1828 * Prepare an object based on an existing object
1830 void object_copy(object_type *o_ptr, object_type *j_ptr)
1832 /* Copy the structure */
1833 (void)COPY(o_ptr, j_ptr, object_type);
1838 * Prepare an object based on an object kind.
1840 void object_prep(object_type *o_ptr, int k_idx)
1842 object_kind *k_ptr = &k_info[k_idx];
1844 /* Clear the record */
1847 /* Save the kind index */
1848 o_ptr->k_idx = k_idx;
1850 /* Efficiency -- tval/sval */
1851 o_ptr->tval = k_ptr->tval;
1852 o_ptr->sval = k_ptr->sval;
1854 /* Default "pval" */
1855 o_ptr->pval = k_ptr->pval;
1857 /* Default number */
1860 /* Default weight */
1861 o_ptr->weight = k_ptr->weight;
1864 o_ptr->to_h = k_ptr->to_h;
1865 o_ptr->to_d = k_ptr->to_d;
1866 o_ptr->to_a = k_ptr->to_a;
1869 o_ptr->ac = k_ptr->ac;
1870 o_ptr->dd = k_ptr->dd;
1871 o_ptr->ds = k_ptr->ds;
1873 /* Default activation */
1874 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1876 /* Hack -- worthless items are always "broken" */
1877 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1879 /* Hack -- cursed items are always "cursed" */
1880 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1881 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1882 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1883 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1884 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1885 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1890 * Help determine an "enchantment bonus" for an object.
1892 * To avoid floating point but still provide a smooth distribution of bonuses,
1893 * we simply round the results of division in such a way as to "average" the
1894 * correct floating point value.
1896 * This function has been changed. It uses "randnor()" to choose values from
1897 * a normal distribution, whose mean moves from zero towards the max as the
1898 * level increases, and whose standard deviation is equal to 1/4 of the max,
1899 * and whose values are forced to lie between zero and the max, inclusive.
1901 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1902 * rare to get the "full" enchantment on an object, even a deep levels.
1904 * It is always possible (albeit unlikely) to get the "full" enchantment.
1906 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1908 * N 0 1 2 3 4 5 6 7 8 9 10
1909 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1910 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1911 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1912 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1913 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1914 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1915 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1916 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1917 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1918 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1919 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1920 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1921 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1922 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1923 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1924 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1925 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1926 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1928 s16b m_bonus(int max, int level)
1930 int bonus, stand, extra, value;
1933 /* Paranoia -- enforce maximal "level" */
1934 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1937 /* The "bonus" moves towards the max */
1938 bonus = ((max * level) / MAX_DEPTH);
1940 /* Hack -- determine fraction of error */
1941 extra = ((max * level) % MAX_DEPTH);
1943 /* Hack -- simulate floating point computations */
1944 if (randint0(MAX_DEPTH) < extra) bonus++;
1947 /* The "stand" is equal to one quarter of the max */
1950 /* Hack -- determine fraction of error */
1953 /* Hack -- simulate floating point computations */
1954 if (randint0(4) < extra) stand++;
1957 /* Choose an "interesting" value */
1958 value = randnor(bonus, stand);
1960 /* Enforce the minimum value */
1961 if (value < 0) return (0);
1963 /* Enforce the maximum value */
1964 if (value > max) return (max);
1972 * Cheat -- describe a created object for the user
1974 static void object_mention(object_type *o_ptr)
1976 char o_name[MAX_NLEN];
1979 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1982 if (object_is_fixed_artifact(o_ptr))
1986 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1988 msg_format("Artifact (%s)", o_name);
1993 /* Random Artifact */
1994 else if (o_ptr->art_name)
1997 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1999 msg_print("Random artifact");
2005 else if (object_is_ego(o_ptr))
2009 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2011 msg_format("Ego-item (%s)", o_name);
2021 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2023 msg_format("Object (%s)", o_name);
2031 * Mega-Hack -- Attempt to create one of the "Special Objects"
2033 * We are only called from "make_object()", and we assume that
2034 * "apply_magic()" is called immediately after we return.
2036 * Note -- see "make_artifact()" and "apply_magic()"
2038 static bool make_artifact_special(object_type *o_ptr)
2044 /* No artifacts in the town */
2045 if (!dun_level) return (FALSE);
2048 if (get_obj_num_hook) return (FALSE);
2050 /* Check the artifact list (just the "specials") */
2051 for (i = 0; i < max_a_idx; i++)
2053 artifact_type *a_ptr = &a_info[i];
2055 /* Skip "empty" artifacts */
2056 if (!a_ptr->name) continue;
2058 /* Cannot make an artifact twice */
2059 if (a_ptr->cur_num) continue;
2061 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2062 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2064 /* XXX XXX Enforce minimum "depth" (loosely) */
2065 if (a_ptr->level > dun_level)
2067 /* Acquire the "out-of-depth factor" */
2068 int d = (a_ptr->level - dun_level) * 2;
2070 /* Roll for out-of-depth creation */
2071 if (!one_in_(d)) continue;
2074 /* Artifact "rarity roll" */
2075 if (!one_in_(a_ptr->rarity)) continue;
2077 /* Find the base object */
2078 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2080 /* XXX XXX Enforce minimum "object" level (loosely) */
2081 if (k_info[k_idx].level > object_level)
2083 /* Acquire the "out-of-depth factor" */
2084 int d = (k_info[k_idx].level - object_level) * 5;
2086 /* Roll for out-of-depth creation */
2087 if (!one_in_(d)) continue;
2090 /* Assign the template */
2091 object_prep(o_ptr, k_idx);
2093 /* Mega-Hack -- mark the item as an artifact */
2096 /* Hack: Some artifacts get random extra powers */
2097 random_artifact_resistance(o_ptr, a_ptr);
2109 * Attempt to change an object into an artifact
2111 * This routine should only be called by "apply_magic()"
2113 * Note -- see "make_artifact_special()" and "apply_magic()"
2115 static bool make_artifact(object_type *o_ptr)
2120 /* No artifacts in the town */
2121 if (!dun_level) return (FALSE);
2123 /* Paranoia -- no "plural" artifacts */
2124 if (o_ptr->number != 1) return (FALSE);
2126 /* Check the artifact list (skip the "specials") */
2127 for (i = 0; i < max_a_idx; i++)
2129 artifact_type *a_ptr = &a_info[i];
2131 /* Skip "empty" items */
2132 if (!a_ptr->name) continue;
2134 /* Cannot make an artifact twice */
2135 if (a_ptr->cur_num) continue;
2137 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2139 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2141 /* Must have the correct fields */
2142 if (a_ptr->tval != o_ptr->tval) continue;
2143 if (a_ptr->sval != o_ptr->sval) continue;
2145 /* XXX XXX Enforce minimum "depth" (loosely) */
2146 if (a_ptr->level > dun_level)
2148 /* Acquire the "out-of-depth factor" */
2149 int d = (a_ptr->level - dun_level) * 2;
2151 /* Roll for out-of-depth creation */
2152 if (!one_in_(d)) continue;
2155 /* We must make the "rarity roll" */
2156 if (!one_in_(a_ptr->rarity)) continue;
2158 /* Hack -- mark the item as an artifact */
2161 /* Hack: Some artifacts get random extra powers */
2162 random_artifact_resistance(o_ptr, a_ptr);
2174 * Choose random ego type
2176 static byte get_random_ego(byte slot, bool good)
2179 ego_item_type *e_ptr;
2183 for (i = 1; i < max_e_idx; i++)
2187 if (e_ptr->slot == slot
2188 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2191 total += (255 / e_ptr->rarity);
2195 value = randint1(total);
2197 for (i = 1; i < max_e_idx; i++)
2201 if (e_ptr->slot == slot
2202 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2205 value -= (255 / e_ptr->rarity);
2206 if (value <= 0L) break;
2214 * Apply magic to an item known to be a "weapon"
2216 * Hack -- note special base damage dice boosting
2217 * Hack -- note special processing for weapon/digger
2219 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2221 int tohit1 = randint1(5) + m_bonus(5, level);
2222 int todam1 = randint1(5) + m_bonus(5, level);
2224 int tohit2 = m_bonus(10, level);
2225 int todam2 = m_bonus(10, level);
2227 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2229 tohit2 = (tohit2+1)/2;
2230 todam2 = (todam2+1)/2;
2237 o_ptr->to_h += tohit1;
2238 o_ptr->to_d += todam1;
2244 o_ptr->to_h += tohit2;
2245 o_ptr->to_d += todam2;
2253 o_ptr->to_h -= tohit1;
2254 o_ptr->to_d -= todam1;
2259 /* Penalize again */
2260 o_ptr->to_h -= tohit2;
2261 o_ptr->to_d -= todam2;
2264 /* Cursed (if "bad") */
2265 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2268 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2271 switch (o_ptr->tval)
2278 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2279 create_artifact(o_ptr, FALSE);
2281 /* Special Ego-item */
2282 o_ptr->name2 = EGO_DIGGING;
2286 else if (power < -1)
2288 /* Hack -- Horrible digging bonus */
2289 o_ptr->pval = 0 - (5 + randint1(5));
2295 /* Hack -- Reverse digging bonus */
2296 o_ptr->pval = 0 - (o_ptr->pval);
2310 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2312 create_artifact(o_ptr, FALSE);
2317 /* Roll for an ego-item */
2318 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2319 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2321 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2323 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2328 switch (o_ptr->name2)
2331 if (one_in_(4) && (level > 40))
2332 add_flag(o_ptr->art_flags, TR_BLOWS);
2336 add_flag(o_ptr->art_flags, TR_RES_POIS);
2338 add_flag(o_ptr->art_flags, TR_WARNING);
2340 case EGO_KILL_DRAGON:
2342 add_flag(o_ptr->art_flags, TR_RES_POIS);
2346 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2348 case EGO_SLAYING_WEAPON:
2349 if (one_in_(3)) /* double damage */
2357 while (one_in_(o_ptr->dd));
2363 while (one_in_(o_ptr->ds));
2368 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2370 if (o_ptr->tval == TV_SWORD && one_in_(3))
2372 add_flag(o_ptr->art_flags, TR_VORPAL);
2377 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2383 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2385 add_flag(o_ptr->art_flags, TR_DEX);
2387 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2390 o_ptr->pval = m_bonus(5, level) + 1;
2392 case EGO_EARTHQUAKES:
2393 if (one_in_(3) && (level > 60))
2394 add_flag(o_ptr->art_flags, TR_BLOWS);
2396 o_ptr->pval = m_bonus(3, level);
2400 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2404 add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2408 add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2412 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2415 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2416 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2417 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2421 if (!o_ptr->art_name)
2423 /* Hack -- Super-charge the damage dice */
2424 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2426 /* Hack -- Lower the damage dice */
2427 if (o_ptr->dd > 9) o_ptr->dd = 9;
2432 else if (power < -1)
2434 /* Roll for ego-item */
2435 if (randint0(MAX_DEPTH) < level)
2439 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2440 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2446 switch (o_ptr->name2)
2449 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2450 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2452 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2453 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2454 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2455 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2456 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2457 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2471 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2473 create_artifact(o_ptr, FALSE);
2476 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2490 if (power > 2) /* power > 2 is debug only */
2492 create_artifact(o_ptr, FALSE);
2496 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2498 switch (o_ptr->name2)
2500 case EGO_SLAYING_BOLT:
2505 /* Hack -- super-charge the damage dice */
2506 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2508 /* Hack -- restrict the damage dice */
2509 if (o_ptr->dd > 9) o_ptr->dd = 9;
2513 else if (power < -1)
2515 /* Roll for ego-item */
2516 if (randint0(MAX_DEPTH) < level)
2518 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2528 static void dragon_resist(object_type * o_ptr)
2533 one_dragon_ele_resistance(o_ptr);
2535 one_high_resistance(o_ptr);
2541 static bool add_esp_strong(object_type *o_ptr)
2543 bool nonliv = FALSE;
2545 switch (randint1(3))
2547 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2548 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2549 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2556 static void add_esp_weak(object_type *o_ptr, bool extra)
2559 u32b weak_esp_list[] = {
2571 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2572 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2574 /* Add unduplicated weak esp flags randomly */
2575 for (i = 0; i < add_count; ++ i)
2577 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2579 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2580 weak_esp_list[choice] = weak_esp_list[i];
2586 * Apply magic to an item known to be "armor"
2588 * Hack -- note special processing for crown/helm
2589 * Hack -- note special processing for robe of permanence
2591 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2593 int toac1 = randint1(5) + m_bonus(5, level);
2595 int toac2 = m_bonus(10, level);
2601 o_ptr->to_a += toac1;
2607 o_ptr->to_a += toac2;
2615 o_ptr->to_a -= toac1;
2620 /* Penalize again */
2621 o_ptr->to_a -= toac2;
2624 /* Cursed (if "bad") */
2625 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2630 switch (o_ptr->tval)
2634 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2635 create_artifact(o_ptr, FALSE);
2637 /* Mention the item */
2638 if (cheat_peek) object_mention(o_ptr);
2649 /* Hack -- Try for "Robes of the Magi" */
2650 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2651 (o_ptr->sval == SV_ROBE) &&
2652 (randint0(100) < 15))
2656 o_ptr->name2 = EGO_YOIYAMI;
2657 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2658 o_ptr->sval = SV_YOIYAMI_ROBE;
2664 o_ptr->name2 = EGO_PERMANENCE;
2669 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2671 create_artifact(o_ptr, FALSE);
2677 bool okay_flag = TRUE;
2679 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2681 switch (o_ptr->name2)
2684 if (o_ptr->tval != TV_HARD_ARMOR)
2690 if (o_ptr->tval != TV_SOFT_ARMOR)
2702 switch (o_ptr->name2)
2704 case EGO_RESISTANCE:
2706 add_flag(o_ptr->art_flags, TR_RES_POIS);
2709 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2710 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2713 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2714 if(one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2715 if(one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2716 if(one_in_(4)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2717 if(one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2718 if(one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2731 if (o_ptr->sval == SV_DRAGON_SHIELD)
2733 /* Mention the item */
2734 if (cheat_peek) object_mention(o_ptr);
2735 dragon_resist(o_ptr);
2736 if (!one_in_(3)) break;
2742 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2744 create_artifact(o_ptr, FALSE);
2750 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2751 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2752 && o_ptr->name2 == EGO_S_DWARVEN)
2759 switch (o_ptr->name2)
2762 if (!one_in_(3)) one_high_resistance(o_ptr);
2763 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2765 case EGO_REFLECTION:
2766 if (o_ptr->sval == SV_MIRROR_SHIELD)
2771 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2772 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2781 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2783 /* Mention the item */
2784 if (cheat_peek) object_mention(o_ptr);
2785 dragon_resist(o_ptr);
2786 if (!one_in_(3)) break;
2790 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2792 create_artifact(o_ptr, FALSE);
2795 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2799 else if (power < -1)
2801 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2809 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2811 /* Mention the item */
2812 if (cheat_peek) object_mention(o_ptr);
2813 dragon_resist(o_ptr);
2814 if (!one_in_(3)) break;
2819 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2821 create_artifact(o_ptr, FALSE);
2824 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2826 switch (o_ptr->name2)
2828 case EGO_SLOW_DESCENT:
2831 one_high_resistance(o_ptr);
2837 else if (power < -1)
2839 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2850 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2852 create_artifact(o_ptr, FALSE);
2857 bool ok_flag = TRUE;
2858 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2860 switch (o_ptr->name2)
2863 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2864 else add_esp_weak(o_ptr, FALSE);
2868 case EGO_REGENERATION:
2869 case EGO_LORDLINESS:
2874 if (one_in_(2)) add_esp_strong(o_ptr);
2875 else add_esp_weak(o_ptr, FALSE);
2878 default:/* not existing crown (wisdom,lite, etc...) */
2882 break; /* while (1) */
2888 else if (power < -1)
2890 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2898 if (o_ptr->sval == SV_DRAGON_HELM)
2900 /* Mention the item */
2901 if (cheat_peek) object_mention(o_ptr);
2902 dragon_resist(o_ptr);
2903 if (!one_in_(3)) break;
2909 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2911 create_artifact(o_ptr, FALSE);
2916 bool ok_flag = TRUE;
2917 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2919 switch (o_ptr->name2)
2921 case EGO_INTELLIGENCE:
2926 case EGO_INFRAVISION:
2931 if (one_in_(2)) add_esp_strong(o_ptr);
2932 else add_esp_weak(o_ptr, FALSE);
2935 default:/* not existing helm (Magi, Might, etc...)*/
2939 break; /* while (1) */
2944 else if (power < -1)
2946 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2956 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2958 create_artifact(o_ptr, FALSE);
2961 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2963 switch (o_ptr->name2)
2974 else if (power < -1)
2976 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2986 * Apply magic to an item known to be a "ring" or "amulet"
2988 * Hack -- note special "pval boost" code for ring of speed
2989 * Hack -- note that some items must be cursed (or blessed)
2991 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2993 /* Apply magic (good or bad) according to type */
2994 switch (o_ptr->tval)
2999 switch (o_ptr->sval)
3001 case SV_RING_ATTACKS:
3004 o_ptr->pval = m_bonus(2, level);
3005 if (one_in_(15)) o_ptr->pval++;
3006 if (o_ptr->pval < 1) o_ptr->pval = 1;
3012 o_ptr->ident |= (IDENT_BROKEN);
3015 o_ptr->curse_flags |= TRC_CURSED;
3018 o_ptr->pval = 0 - (o_ptr->pval);
3029 /* Strength, Constitution, Dexterity, Intelligence */
3035 o_ptr->pval = 1 + m_bonus(5, level);
3041 o_ptr->ident |= (IDENT_BROKEN);
3044 o_ptr->curse_flags |= TRC_CURSED;
3047 o_ptr->pval = 0 - (o_ptr->pval);
3053 /* Ring of Speed! */
3056 /* Base speed (1 to 10) */
3057 o_ptr->pval = randint1(5) + m_bonus(5, level);
3059 /* Super-charge the ring */
3060 while (randint0(100) < 50) o_ptr->pval++;
3066 o_ptr->ident |= (IDENT_BROKEN);
3069 o_ptr->curse_flags |= TRC_CURSED;
3072 o_ptr->pval = 0 - (o_ptr->pval);
3077 /* Mention the item */
3078 if (cheat_peek) object_mention(o_ptr);
3083 case SV_RING_LORDLY:
3087 one_lordly_high_resistance(o_ptr);
3091 /* Bonus to armor class */
3092 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3096 case SV_RING_WARNING:
3098 if (one_in_(3)) one_low_esp(o_ptr);
3103 case SV_RING_SEARCHING:
3105 /* Bonus to searching */
3106 o_ptr->pval = 1 + m_bonus(5, level);
3112 o_ptr->ident |= (IDENT_BROKEN);
3115 o_ptr->curse_flags |= TRC_CURSED;
3118 o_ptr->pval = 0 - (o_ptr->pval);
3124 /* Flames, Acid, Ice */
3125 case SV_RING_FLAMES:
3130 /* Bonus to armor class */
3131 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3135 /* Weakness, Stupidity */
3136 case SV_RING_WEAKNESS:
3137 case SV_RING_STUPIDITY:
3140 o_ptr->ident |= (IDENT_BROKEN);
3143 o_ptr->curse_flags |= TRC_CURSED;
3146 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3147 if (power > 0) power = 0 - power;
3152 /* WOE, Stupidity */
3156 o_ptr->ident |= (IDENT_BROKEN);
3159 o_ptr->curse_flags |= TRC_CURSED;
3162 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3163 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3164 if (power > 0) power = 0 - power;
3169 /* Ring of damage */
3170 case SV_RING_DAMAGE:
3172 /* Bonus to damage */
3173 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3179 o_ptr->ident |= (IDENT_BROKEN);
3182 o_ptr->curse_flags |= TRC_CURSED;
3185 o_ptr->to_d = 0 - o_ptr->to_d;
3191 /* Ring of Accuracy */
3192 case SV_RING_ACCURACY:
3195 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3201 o_ptr->ident |= (IDENT_BROKEN);
3204 o_ptr->curse_flags |= TRC_CURSED;
3207 o_ptr->to_h = 0 - o_ptr->to_h;
3213 /* Ring of Protection */
3214 case SV_RING_PROTECTION:
3216 /* Bonus to armor class */
3217 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3223 o_ptr->ident |= (IDENT_BROKEN);
3226 o_ptr->curse_flags |= TRC_CURSED;
3229 o_ptr->to_a = 0 - o_ptr->to_a;
3235 /* Ring of Slaying */
3236 case SV_RING_SLAYING:
3238 /* Bonus to damage and to hit */
3239 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3240 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3246 o_ptr->ident |= (IDENT_BROKEN);
3249 o_ptr->curse_flags |= TRC_CURSED;
3251 /* Reverse bonuses */
3252 o_ptr->to_h = 0 - o_ptr->to_h;
3253 o_ptr->to_d = 0 - o_ptr->to_d;
3259 case SV_RING_MUSCLE:
3261 o_ptr->pval = 1 + m_bonus(3, level);
3262 if (one_in_(4)) o_ptr->pval++;
3268 o_ptr->ident |= (IDENT_BROKEN);
3271 o_ptr->curse_flags |= TRC_CURSED;
3273 /* Reverse bonuses */
3274 o_ptr->pval = 0 - o_ptr->pval;
3279 case SV_RING_AGGRAVATION:
3282 o_ptr->ident |= (IDENT_BROKEN);
3285 o_ptr->curse_flags |= TRC_CURSED;
3287 if (power > 0) power = 0 - power;
3291 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3292 || (power > 2)) /* power > 2 is debug only */
3294 o_ptr->pval = MIN(o_ptr->pval, 4);
3295 /* Randart amulet */
3296 create_artifact(o_ptr, FALSE);
3298 else if ((power == 2) && one_in_(2))
3300 while(!o_ptr->name2)
3302 int tmp = m_bonus(10, level);
3303 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3304 switch(randint1(28))
3307 o_ptr->name2 = EGO_RING_THROW;
3310 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3311 o_ptr->name2 = EGO_RING_REGEN;
3314 if (have_flag(k_ptr->flags, TR_LITE)) break;
3315 o_ptr->name2 = EGO_RING_LITE;
3318 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3319 o_ptr->name2 = EGO_RING_TELEPORT;
3322 if (o_ptr->to_h) break;
3323 o_ptr->name2 = EGO_RING_TO_H;
3326 if (o_ptr->to_d) break;
3327 o_ptr->name2 = EGO_RING_TO_D;
3330 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3331 o_ptr->name2 = EGO_RING_SLAY;
3334 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3335 o_ptr->name2 = EGO_RING_WIZARD;
3338 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3339 o_ptr->name2 = EGO_RING_HERO;
3342 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3343 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3344 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3345 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3348 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3349 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;
3350 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3351 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3352 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3355 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3356 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;
3357 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3358 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3359 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3362 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3363 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;
3364 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3365 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3368 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3369 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;
3370 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3371 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3373 case 21: case 22: case 23: case 24: case 25: case 26:
3374 switch (o_ptr->sval)
3377 if (!one_in_(3)) break;
3378 o_ptr->name2 = EGO_RING_D_SPEED;
3380 case SV_RING_DAMAGE:
3381 case SV_RING_ACCURACY:
3382 case SV_RING_SLAYING:
3383 if (one_in_(2)) break;
3384 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3387 o_ptr->name2 = EGO_RING_BERSERKER;
3388 o_ptr->to_h -= 2+randint1(4);
3389 o_ptr->to_d += 2+randint1(4);
3392 case SV_RING_PROTECTION:
3393 o_ptr->name2 = EGO_RING_SUPER_AC;
3394 o_ptr->to_a += 7 + m_bonus(5, level);
3396 case SV_RING_RES_FEAR:
3397 o_ptr->name2 = EGO_RING_HERO;
3400 if (one_in_(2)) break;
3401 o_ptr->name2 = EGO_RING_HUNTER;
3403 case SV_RING_SEARCHING:
3404 o_ptr->name2 = EGO_RING_STEALTH;
3406 case SV_RING_TELEPORTATION:
3407 o_ptr->name2 = EGO_RING_TELE_AWAY;
3409 case SV_RING_RES_BLINDNESS:
3411 o_ptr->name2 = EGO_RING_RES_LITE;
3413 o_ptr->name2 = EGO_RING_RES_DARK;
3415 case SV_RING_LORDLY:
3416 if (!one_in_(20)) break;
3417 one_lordly_high_resistance(o_ptr);
3418 one_lordly_high_resistance(o_ptr);
3419 o_ptr->name2 = EGO_RING_TRUE;
3421 case SV_RING_SUSTAIN:
3422 if (!one_in_(4)) break;
3423 o_ptr->name2 = EGO_RING_RES_TIME;
3425 case SV_RING_FLAMES:
3426 if (!one_in_(2)) break;
3427 o_ptr->name2 = EGO_RING_DRAGON_F;
3430 if (!one_in_(2)) break;
3431 o_ptr->name2 = EGO_RING_DRAGON_C;
3433 case SV_RING_WARNING:
3434 if (!one_in_(2)) break;
3435 o_ptr->name2 = EGO_RING_M_DETECT;
3444 o_ptr->curse_flags = 0L;
3446 else if ((power == -2) && one_in_(2))
3448 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3449 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3450 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3451 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3452 o_ptr->art_flags[0] = 0;
3453 o_ptr->art_flags[1] = 0;
3454 while(!o_ptr->name2)
3456 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3460 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3461 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3464 o_ptr->name2 = EGO_RING_NO_MELEE;
3467 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3468 o_ptr->name2 = EGO_RING_AGGRAVATE;
3471 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3472 o_ptr->name2 = EGO_RING_TY_CURSE;
3475 o_ptr->name2 = EGO_RING_ALBINO;
3480 o_ptr->ident |= (IDENT_BROKEN);
3483 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3491 switch (o_ptr->sval)
3493 /* Amulet of wisdom/charisma */
3494 case SV_AMULET_INTELLIGENCE:
3495 case SV_AMULET_WISDOM:
3496 case SV_AMULET_CHARISMA:
3498 o_ptr->pval = 1 + m_bonus(5, level);
3504 o_ptr->ident |= (IDENT_BROKEN);
3507 o_ptr->curse_flags |= (TRC_CURSED);
3509 /* Reverse bonuses */
3510 o_ptr->pval = 0 - o_ptr->pval;
3516 /* Amulet of brilliance */
3517 case SV_AMULET_BRILLIANCE:
3519 o_ptr->pval = 1 + m_bonus(3, level);
3520 if (one_in_(4)) o_ptr->pval++;
3526 o_ptr->ident |= (IDENT_BROKEN);
3529 o_ptr->curse_flags |= (TRC_CURSED);
3531 /* Reverse bonuses */
3532 o_ptr->pval = 0 - o_ptr->pval;
3538 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3542 o_ptr->curse_flags |= (TRC_CURSED);
3547 case SV_AMULET_RESISTANCE:
3549 if (one_in_(5)) one_high_resistance(o_ptr);
3550 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3554 /* Amulet of searching */
3555 case SV_AMULET_SEARCHING:
3557 o_ptr->pval = randint1(2) + m_bonus(4, level);
3563 o_ptr->ident |= (IDENT_BROKEN);
3566 o_ptr->curse_flags |= (TRC_CURSED);
3568 /* Reverse bonuses */
3569 o_ptr->pval = 0 - (o_ptr->pval);
3575 /* Amulet of the Magi -- never cursed */
3576 case SV_AMULET_THE_MAGI:
3578 o_ptr->pval = randint1(5) + m_bonus(5, level);
3579 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3581 /* gain one low ESP */
3582 add_esp_weak(o_ptr, FALSE);
3584 /* Mention the item */
3585 if (cheat_peek) object_mention(o_ptr);
3590 /* Amulet of Doom -- always cursed */
3591 case SV_AMULET_DOOM:
3594 o_ptr->ident |= (IDENT_BROKEN);
3597 o_ptr->curse_flags |= (TRC_CURSED);
3600 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3601 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3602 if (power > 0) power = 0 - power;
3607 case SV_AMULET_MAGIC_MASTERY:
3609 o_ptr->pval = 1 + m_bonus(4, level);
3615 o_ptr->ident |= (IDENT_BROKEN);
3618 o_ptr->curse_flags |= (TRC_CURSED);
3620 /* Reverse bonuses */
3621 o_ptr->pval = 0 - o_ptr->pval;
3627 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3628 || (power > 2)) /* power > 2 is debug only */
3630 o_ptr->pval = MIN(o_ptr->pval, 4);
3631 /* Randart amulet */
3632 create_artifact(o_ptr, FALSE);
3634 else if ((power == 2) && one_in_(2))
3636 while(!o_ptr->name2)
3638 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3639 switch(randint1(21))
3642 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3643 o_ptr->name2 = EGO_AMU_SLOW_D;
3646 if (o_ptr->pval) break;
3647 o_ptr->name2 = EGO_AMU_INFRA;
3650 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3651 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3654 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3655 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3658 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3659 o_ptr->name2 = EGO_AMU_LEVITATION;
3661 case 10: case 11: case 21:
3662 o_ptr->name2 = EGO_AMU_AC;
3665 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3666 if (m_bonus(10, level) > 8)
3667 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3669 o_ptr->name2 = EGO_AMU_RES_FIRE;
3672 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3673 if (m_bonus(10, level) > 8)
3674 o_ptr->name2 = EGO_AMU_RES_COLD_;
3676 o_ptr->name2 = EGO_AMU_RES_COLD;
3679 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3680 if (m_bonus(10, level) > 8)
3681 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3683 o_ptr->name2 = EGO_AMU_RES_ELEC;
3686 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3687 if (m_bonus(10, level) > 8)
3688 o_ptr->name2 = EGO_AMU_RES_ACID_;
3690 o_ptr->name2 = EGO_AMU_RES_ACID;
3692 case 16: case 17: case 18: case 19: case 20:
3693 switch (o_ptr->sval)
3695 case SV_AMULET_TELEPORT:
3696 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3697 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3698 else o_ptr->name2 = EGO_AMU_TELEPORT;
3700 case SV_AMULET_RESIST_ACID:
3701 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3703 case SV_AMULET_SEARCHING:
3704 o_ptr->name2 = EGO_AMU_STEALTH;
3706 case SV_AMULET_BRILLIANCE:
3707 if (!one_in_(3)) break;
3708 o_ptr->name2 = EGO_AMU_IDENT;
3710 case SV_AMULET_CHARISMA:
3711 if (!one_in_(3)) break;
3712 o_ptr->name2 = EGO_AMU_CHARM;
3714 case SV_AMULET_THE_MAGI:
3715 if (one_in_(2)) break;
3716 o_ptr->name2 = EGO_AMU_GREAT;
3718 case SV_AMULET_RESISTANCE:
3719 if (!one_in_(5)) break;
3720 o_ptr->name2 = EGO_AMU_DEFENDER;
3722 case SV_AMULET_TELEPATHY:
3723 if (!one_in_(3)) break;
3724 o_ptr->name2 = EGO_AMU_DETECTION;
3730 o_ptr->curse_flags = 0L;
3732 else if ((power == -2) && one_in_(2))
3734 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3735 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3736 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3737 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3738 o_ptr->art_flags[0] = 0;
3739 o_ptr->art_flags[1] = 0;
3740 while(!o_ptr->name2)
3742 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3746 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3747 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3750 o_ptr->name2 = EGO_AMU_FOOL;
3753 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3754 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3757 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3758 o_ptr->name2 = EGO_AMU_TY_CURSE;
3761 o_ptr->name2 = EGO_AMU_NAIVETY;
3766 o_ptr->ident |= (IDENT_BROKEN);
3769 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3778 * Hack -- help pick an item type
3780 static bool item_monster_okay(int r_idx)
3782 monster_race *r_ptr = &r_info[r_idx];
3785 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3786 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3787 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3788 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3789 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3790 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3798 * Apply magic to an item known to be "boring"
3800 * Hack -- note the special code for various items
3802 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3804 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3809 /* Apply magic (good or bad) according to type */
3810 switch (o_ptr->tval)
3819 o_ptr->ident |= (IDENT_BROKEN);
3822 o_ptr->curse_flags |= (TRC_CURSED);
3829 o_ptr->xtra4 = o_ptr->pval;
3835 /* Hack -- Torches -- random fuel */
3836 if (o_ptr->sval == SV_LITE_TORCH)
3838 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3842 /* Hack -- Lanterns -- random fuel */
3843 if (o_ptr->sval == SV_LITE_LANTERN)
3845 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3849 if (power > 2) /* power > 2 is debug only */
3851 create_artifact(o_ptr, FALSE);
3853 else if ((power == 2) || ((power == 1) && one_in_(3)))
3855 while (!o_ptr->name2)
3859 bool okay_flag = TRUE;
3861 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3863 switch (o_ptr->name2)
3866 if (o_ptr->sval == SV_LITE_FEANOR)
3874 else if (power == -2)
3876 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3878 switch (o_ptr->name2)
3880 case EGO_LITE_DARKNESS:
3892 /* The wand or staff gets a number of initial charges equal
3893 * to between 1/2 (+1) and the full object kind's pval. -LM-
3895 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3901 /* Transfer the pval. -LM- */
3902 o_ptr->pval = k_ptr->pval;
3909 object_aware(o_ptr);
3910 object_known(o_ptr);
3919 monster_race *r_ptr;
3921 /* Pick a random non-unique monster race */
3924 i = randint1(max_r_idx - 1);
3926 if (!item_monster_okay(i)) continue;
3927 if (i == MON_TSUCHINOKO) continue;
3931 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3933 /* Ignore dead monsters */
3934 if (!r_ptr->rarity) continue;
3936 /* Ignore uncommon monsters */
3937 if (r_ptr->rarity > 100) continue;
3939 /* Prefer less out-of-depth monsters */
3940 if (randint0(check)) continue;
3947 /* Some figurines are cursed */
3948 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3953 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3955 msg_format("Figurine of %s, depth +%d%s",
3958 r_name + r_ptr->name, check - 1,
3959 !object_is_cursed(o_ptr) ? "" : " {cursed}");
3972 monster_race *r_ptr;
3974 if (o_ptr->sval == SV_SKELETON)
3976 match = RF9_DROP_SKELETON;
3978 else if (o_ptr->sval == SV_CORPSE)
3980 match = RF9_DROP_CORPSE;
3983 /* Hack -- Remove the monster restriction */
3984 get_mon_num_prep(item_monster_okay, NULL);
3986 /* Pick a random non-unique monster race */
3989 i = get_mon_num(dun_level);
3993 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3995 /* Ignore dead monsters */
3996 if (!r_ptr->rarity) continue;
3998 /* Ignore corpseless monsters */
3999 if (!(r_ptr->flags9 & match)) continue;
4001 /* Prefer less out-of-depth monsters */
4002 if (randint0(check)) continue;
4012 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4014 msg_format("Corpse of %s, depth +%d",
4017 r_name + r_ptr->name, check - 1);
4020 object_aware(o_ptr);
4021 object_known(o_ptr);
4029 monster_race *r_ptr;
4031 /* Pick a random monster race */
4034 i = randint1(max_r_idx - 1);
4038 /* Ignore dead monsters */
4039 if (!r_ptr->rarity) continue;
4049 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4051 msg_format("Statue of %s", r_name + r_ptr->name);
4055 object_aware(o_ptr);
4056 object_known(o_ptr);
4063 byte obj_level = k_info[o_ptr->k_idx].level;
4065 /* Hack -- skip ruined chests */
4066 if (obj_level <= 0) break;
4068 /* Hack -- pick a "difficulty" */
4069 o_ptr->pval = randint1(obj_level);
4070 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4072 o_ptr->xtra3 = dun_level + 5;
4074 /* Never exceed "difficulty" of 55 to 59 */
4075 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4084 * Complete the "creation" of an object by applying "magic" to the item
4086 * This includes not only rolling for random bonuses, but also putting the
4087 * finishing touches on ego-items and artifacts, giving charges to wands and
4088 * staffs, giving fuel to lites, and placing traps on chests.
4090 * In particular, note that "Instant Artifacts", if "created" by an external
4091 * routine, must pass through this function to complete the actual creation.
4093 * The base "chance" of the item being "good" increases with the "level"
4094 * parameter, which is usually derived from the dungeon level, being equal
4095 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4096 * the object is guaranteed to be "good". If an object is "good", then
4097 * the chance that the object will be "great" (ego-item or artifact), also
4098 * increases with the "level", being equal to half the level, plus 5, up to
4099 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4100 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4102 * If the object is not "good", there is a chance it will be "cursed", and
4103 * if it is "cursed", there is a chance it will be "broken". These chances
4104 * are related to the "good" / "great" chances above.
4106 * Otherwise "normal" rings and amulets will be "good" half the time and
4107 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4109 * If "okay" is true, and the object is going to be "great", then there is
4110 * a chance that an artifact will be created. This is true even if both the
4111 * "good" and "great" arguments are false. As a total hack, if "great" is
4112 * true, then the item gets 3 extra "attempts" to become an artifact.
4114 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4116 int i, rolls, f1, f2, power;
4118 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4120 /* Maximum "level" for various things */
4121 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4123 /* Base chance of being "good" */
4126 /* Maximal chance of being "good" */
4127 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4129 /* Base chance of being "great" */
4132 /* Maximal chance of being "great" */
4133 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4134 f2 = d_info[dungeon_type].obj_great;
4136 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4141 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4150 /* Roll for "good" */
4151 if ((mode & AM_GOOD) || magik(f1))
4156 /* Roll for "great" */
4157 if ((mode & AM_GREAT) || magik(f2))
4161 /* Roll for "special" */
4162 if (mode & AM_SPECIAL) power = 3;
4166 /* Roll for "cursed" */
4169 /* Assume "cursed" */
4172 /* Roll for "broken" */
4173 if (magik(f2)) power = -2;
4177 if (mode & AM_CURSED)
4179 /* Assume 'cursed' */
4184 /* Everything else gets more badly cursed */
4191 /* Assume no rolls */
4194 /* Get one roll if excellent */
4195 if (power >= 2) rolls = 1;
4197 /* Hack -- Get four rolls if forced great or special */
4198 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4200 /* Hack -- Get no rolls if not allowed */
4201 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4203 /* Roll for artifacts if allowed */
4204 for (i = 0; i < rolls; i++)
4206 /* Roll for an artifact */
4207 if (make_artifact(o_ptr)) break;
4208 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4210 if (make_artifact(o_ptr)) break;
4215 /* Hack -- analyze artifacts */
4216 if (object_is_fixed_artifact(o_ptr))
4218 artifact_type *a_ptr = &a_info[o_ptr->name1];
4220 /* Hack -- Mark the artifact as "created" */
4223 /* Hack -- Memorize location of artifact in saved floors */
4224 if (character_dungeon)
4225 a_ptr->floor_id = p_ptr->floor_id;
4227 /* Extract the other fields */
4228 o_ptr->pval = a_ptr->pval;
4229 o_ptr->ac = a_ptr->ac;
4230 o_ptr->dd = a_ptr->dd;
4231 o_ptr->ds = a_ptr->ds;
4232 o_ptr->to_a = a_ptr->to_a;
4233 o_ptr->to_h = a_ptr->to_h;
4234 o_ptr->to_d = a_ptr->to_d;
4235 o_ptr->weight = a_ptr->weight;
4236 o_ptr->xtra2 = a_ptr->act_idx;
4238 /* Hack -- extract the "broken" flag */
4239 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4241 /* Hack -- extract the "cursed" flag */
4242 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4243 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4244 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4245 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4246 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4247 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4250 /* Cheat -- peek at the item */
4251 if (cheat_peek) object_mention(o_ptr);
4259 switch (o_ptr->tval)
4268 if (power) a_m_aux_1(o_ptr, lev, power);
4274 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4280 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4294 /* Elven Cloak and Black Clothes ... */
4295 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4296 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4297 o_ptr->pval = randint1(4);
4301 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4302 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4303 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4304 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4305 a_m_aux_2(o_ptr, lev, power);
4307 if (power) a_m_aux_2(o_ptr, lev, power);
4315 if (!power && (randint0(100) < 50)) power = -1;
4316 a_m_aux_3(o_ptr, lev, power);
4322 a_m_aux_4(o_ptr, lev, power);
4327 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4328 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4329 (p_ptr->pseikaku == SEIKAKU_SEXY))
4332 add_flag(o_ptr->art_flags, TR_STR);
4333 add_flag(o_ptr->art_flags, TR_INT);
4334 add_flag(o_ptr->art_flags, TR_WIS);
4335 add_flag(o_ptr->art_flags, TR_DEX);
4336 add_flag(o_ptr->art_flags, TR_CON);
4337 add_flag(o_ptr->art_flags, TR_CHR);
4340 /* Hack -- analyze ego-items */
4341 if (object_is_ego(o_ptr))
4343 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4345 /* Hack -- acquire "broken" flag */
4346 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4348 /* Hack -- acquire "cursed" flag */
4349 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4350 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4351 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4352 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4353 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4354 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4356 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4357 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4358 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4359 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4360 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4361 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4362 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4363 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4369 while (one_in_(o_ptr->dd));
4371 if (o_ptr->dd > 9) o_ptr->dd = 9;
4374 /* Hack -- apply activatin index if needed */
4375 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4377 /* Hack -- apply extra penalties if needed */
4378 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4380 /* Hack -- obtain bonuses */
4381 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4382 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4383 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4385 /* Hack -- obtain pval */
4386 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4389 /* Hack -- apply extra bonuses if needed */
4392 /* Hack -- obtain bonuses */
4393 if (e_ptr->max_to_h)
4395 if (e_ptr->max_to_h > 127)
4396 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4397 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4399 if (e_ptr->max_to_d)
4401 if (e_ptr->max_to_d > 127)
4402 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4403 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4405 if (e_ptr->max_to_a)
4407 if (e_ptr->max_to_a > 127)
4408 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4409 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4412 /* Accuracy ego must have high to_h */
4413 if(o_ptr->name2 == EGO_ACCURACY)
4415 while(o_ptr->to_h < o_ptr->to_d + 10)
4420 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4423 /* Accuracy ego must have high to_h */
4424 if(o_ptr->name2 == EGO_VELOCITY)
4426 while(o_ptr->to_d < o_ptr->to_h + 10)
4431 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4434 /* Protection ego must have high to_a */
4435 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION))
4437 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4440 /* Hack -- obtain pval */
4441 if (e_ptr->max_pval)
4443 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4446 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4448 else if (o_ptr->name2 == EGO_DEMON)
4450 o_ptr->curse_flags |= (TRC_CURSED);
4451 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4452 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4454 o_ptr->pval += randint1(2);
4458 o_ptr->pval += randint1(e_ptr->max_pval);
4461 else if (o_ptr->name2 == EGO_ATTACKS)
4463 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4464 if (o_ptr->pval > 3) o_ptr->pval = 3;
4465 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4466 o_ptr->pval += randint1(2);
4468 else if (o_ptr->name2 == EGO_BAT)
4470 o_ptr->pval = randint1(e_ptr->max_pval);
4471 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4475 o_ptr->pval += randint1(e_ptr->max_pval);
4480 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4482 o_ptr->pval = randint1(o_ptr->pval);
4484 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4488 /* Cheat -- describe the item */
4489 if (cheat_peek) object_mention(o_ptr);
4495 /* Examine real objects */
4498 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4500 /* Hack -- acquire "broken" flag */
4501 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4503 /* Hack -- acquire "cursed" flag */
4504 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4505 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4506 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4507 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4508 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4509 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4515 * Hack -- determine if a template is "good"
4517 static bool kind_is_good(int k_idx)
4519 object_kind *k_ptr = &k_info[k_idx];
4521 /* Analyze the item type */
4522 switch (k_ptr->tval)
4524 /* Armor -- Good unless damaged */
4535 if (k_ptr->to_a < 0) return (FALSE);
4539 /* Weapons -- Good unless damaged */
4546 if (k_ptr->to_h < 0) return (FALSE);
4547 if (k_ptr->to_d < 0) return (FALSE);
4551 /* Ammo -- Arrows/Bolts are good */
4558 /* Books -- High level books are good (except Arcane books) */
4560 case TV_SORCERY_BOOK:
4561 case TV_NATURE_BOOK:
4566 case TV_DAEMON_BOOK:
4567 case TV_CRUSADE_BOOK:
4569 case TV_HISSATSU_BOOK:
4572 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4576 /* Rings -- Rings of Speed are good */
4579 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4580 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4584 /* Amulets -- Amulets of the Magi and Resistance are good */
4587 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4588 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4593 /* Assume not good */
4599 * Attempt to make an object (normal or good/great)
4601 * This routine plays nasty games to generate the "special artifacts".
4603 * This routine uses "object_level" for the "generation level".
4605 * We assume that the given object has been "wiped".
4607 bool make_object(object_type *j_ptr, u32b mode)
4613 /* Chance of "special object" */
4614 prob = ((mode & AM_GOOD) ? 10 : 1000);
4616 /* Base level for the object */
4617 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4620 /* Generate a special object, or a normal object */
4621 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4626 if ((mode & AM_GOOD) && !get_obj_num_hook)
4628 /* Activate restriction (if already specified, use that) */
4629 get_obj_num_hook = kind_is_good;
4632 /* Restricted objects - prepare allocation table */
4633 if (get_obj_num_hook) get_obj_num_prep();
4635 /* Pick a random object */
4636 k_idx = get_obj_num(base);
4638 /* Restricted objects */
4639 if (get_obj_num_hook)
4641 /* Clear restriction */
4642 get_obj_num_hook = NULL;
4644 /* Reset allocation table to default */
4648 /* Handle failure */
4649 if (!k_idx) return (FALSE);
4651 /* Prepare the object */
4652 object_prep(j_ptr, k_idx);
4655 /* Apply magic (allow artifacts) */
4656 apply_magic(j_ptr, object_level, mode);
4658 /* Hack -- generate multiple spikes/missiles */
4659 switch (j_ptr->tval)
4667 j_ptr->number = (byte)damroll(6, 7);
4671 obj_level = k_info[j_ptr->k_idx].level;
4672 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4674 /* Notice "okay" out-of-depth objects */
4675 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4676 (obj_level > dun_level))
4678 /* Cheat -- peek at items */
4679 if (cheat_peek) object_mention(j_ptr);
4688 * Attempt to place an object (normal or good/great) at the given location.
4690 * This routine plays nasty games to generate the "special artifacts".
4692 * This routine uses "object_level" for the "generation level".
4694 * This routine requires a clean floor grid destination.
4696 void place_object(int y, int x, u32b mode)
4701 cave_type *c_ptr = &cave[y][x];
4707 /* Paranoia -- check bounds */
4708 if (!in_bounds(y, x)) return;
4710 /* Require floor space */
4711 if (!cave_drop_bold(y, x)) return;
4713 /* Avoid stacking on other objects */
4714 if (c_ptr->o_idx) return;
4717 /* Get local object */
4720 /* Wipe the object */
4723 /* Make an object (if possible) */
4724 if (!make_object(q_ptr, mode)) return;
4727 /* Make an object */
4735 /* Acquire object */
4736 o_ptr = &o_list[o_idx];
4738 /* Structure Copy */
4739 object_copy(o_ptr, q_ptr);
4746 o_ptr->next_o_idx = c_ptr->o_idx;
4748 /* Place the object */
4749 c_ptr->o_idx = o_idx;
4759 /* Hack -- Preserve artifacts */
4760 if (object_is_fixed_artifact(q_ptr))
4762 a_info[q_ptr->name1].cur_num = 0;
4769 * Make a treasure object
4771 * The location must be a legal, clean, floor grid.
4773 bool make_gold(object_type *j_ptr)
4780 /* Hack -- Pick a Treasure variety */
4781 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4783 /* Apply "extra" magic */
4784 if (one_in_(GREAT_OBJ))
4786 i += randint1(object_level + 1);
4789 /* Hack -- Creeping Coins only generate "themselves" */
4790 if (coin_type) i = coin_type;
4792 /* Do not create "illegal" Treasure Types */
4793 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4795 /* Prepare a gold object */
4796 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4798 /* Hack -- Base coin cost */
4799 base = k_info[OBJ_GOLD_LIST+i].cost;
4801 /* Determine how much the treasure is "worth" */
4802 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4810 * Places a treasure (Gold or Gems) at given location
4812 * The location must be a legal, clean, floor grid.
4814 void place_gold(int y, int x)
4819 cave_type *c_ptr = &cave[y][x];
4826 /* Paranoia -- check bounds */
4827 if (!in_bounds(y, x)) return;
4829 /* Require floor space */
4830 if (!cave_drop_bold(y, x)) return;
4832 /* Avoid stacking on other objects */
4833 if (c_ptr->o_idx) return;
4836 /* Get local object */
4839 /* Wipe the object */
4842 /* Make some gold */
4843 if (!make_gold(q_ptr)) return;
4846 /* Make an object */
4854 /* Acquire object */
4855 o_ptr = &o_list[o_idx];
4857 /* Copy the object */
4858 object_copy(o_ptr, q_ptr);
4865 o_ptr->next_o_idx = c_ptr->o_idx;
4867 /* Place the object */
4868 c_ptr->o_idx = o_idx;
4880 * Let an object fall to the ground at or near a location.
4882 * The initial location is assumed to be "in_bounds()".
4884 * This function takes a parameter "chance". This is the percentage
4885 * chance that the item will "disappear" instead of drop. If the object
4886 * has been thrown, then this is the chance of disappearance on contact.
4888 * Hack -- this function uses "chance" to determine if it should produce
4889 * some form of "description" of the drop event (under the player).
4891 * We check several locations to see if we can find a location at which
4892 * the object can combine, stack, or be placed. Artifacts will try very
4893 * hard to be placed, including "teleporting" to a useful grid if needed.
4895 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4906 s16b this_o_idx, next_o_idx = 0;
4910 char o_name[MAX_NLEN];
4916 /* Extract plural */
4917 bool plural = (j_ptr->number != 1);
4920 /* Describe object */
4921 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4924 /* Handle normal "breakage" */
4925 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4929 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4931 msg_format("The %s disappear%s.",
4932 o_name, (plural ? "" : "s"));
4938 if (p_ptr->wizard) msg_print("(ÇË»)");
4940 if (p_ptr->wizard) msg_print("(breakage)");
4959 /* Scan local grids */
4960 for (dy = -3; dy <= 3; dy++)
4962 /* Scan local grids */
4963 for (dx = -3; dx <= 3; dx++)
4967 /* Calculate actual distance */
4968 d = (dy * dy) + (dx * dx);
4970 /* Ignore distant grids */
4971 if (d > 10) continue;
4977 /* Skip illegal grids */
4978 if (!in_bounds(ty, tx)) continue;
4980 /* Require line of projection */
4981 if (!projectable(y, x, ty, tx)) continue;
4984 c_ptr = &cave[ty][tx];
4986 /* Require floor space */
4987 if (!cave_drop_bold(ty, tx)) continue;
4992 /* Scan objects in that grid */
4993 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4997 /* Acquire object */
4998 o_ptr = &o_list[this_o_idx];
5000 /* Acquire next object */
5001 next_o_idx = o_ptr->next_o_idx;
5003 /* Check for possible combination */
5004 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5010 /* Add new object */
5014 if (k > 99) continue;
5016 /* Calculate score */
5017 s = 1000 - (d + k * 5);
5019 /* Skip bad values */
5020 if (s < bs) continue;
5022 /* New best value */
5025 /* Apply the randomizer to equivalent values */
5026 if ((++bn >= 2) && !one_in_(bn)) continue;
5041 /* Handle lack of space */
5042 if (!flag && !object_is_artifact(j_ptr))
5046 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5048 msg_format("The %s disappear%s.",
5049 o_name, (plural ? "" : "s"));
5055 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5057 if (p_ptr->wizard) msg_print("(no floor space)");
5067 for (i = 0; !flag && (i < 1000); i++)
5070 ty = rand_spread(by, 1);
5071 tx = rand_spread(bx, 1);
5073 /* Verify location */
5074 if (!in_bounds(ty, tx)) continue;
5076 /* Bounce to that location */
5080 /* Require floor space */
5081 if (!cave_drop_bold(by, bx)) continue;
5090 int candidates = 0, pick;
5092 for (ty = 1; ty < cur_hgt - 1; ty++)
5094 for (tx = 1; tx < cur_wid - 1; tx++)
5096 /* A valid space found */
5097 if (cave_drop_bold(ty, tx)) candidates++;
5101 /* No valid place! */
5106 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5108 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5113 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5115 if (p_ptr->wizard) msg_print("(no floor space)");
5118 /* Mega-Hack -- preserve artifacts */
5121 /* Hack -- Preserve unknown artifacts */
5122 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5124 /* Mega-Hack -- Preserve the artifact */
5125 a_info[j_ptr->name1].cur_num = 0;
5133 /* Choose a random one */
5134 pick = randint1(candidates);
5136 for (ty = 1; ty < cur_hgt - 1; ty++)
5138 for (tx = 1; tx < cur_wid - 1; tx++)
5140 if (cave_drop_bold(ty, tx))
5144 /* Is this a picked one? */
5158 c_ptr = &cave[by][bx];
5160 /* Scan objects in that grid for combination */
5161 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5165 /* Acquire object */
5166 o_ptr = &o_list[this_o_idx];
5168 /* Acquire next object */
5169 next_o_idx = o_ptr->next_o_idx;
5171 /* Check for combination */
5172 if (object_similar(o_ptr, j_ptr))
5174 /* Combine the items */
5175 object_absorb(o_ptr, j_ptr);
5185 /* Get new object */
5186 if (!done) o_idx = o_pop();
5189 if (!done && !o_idx)
5193 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5195 msg_format("The %s disappear%s.",
5196 o_name, (plural ? "" : "s"));
5202 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5204 if (p_ptr->wizard) msg_print("(too many objects)");
5208 /* Hack -- Preserve artifacts */
5209 if (object_is_fixed_artifact(j_ptr))
5211 a_info[j_ptr->name1].cur_num = 0;
5221 /* Structure copy */
5222 object_copy(&o_list[o_idx], j_ptr);
5224 /* Access new object */
5225 j_ptr = &o_list[o_idx];
5232 j_ptr->held_m_idx = 0;
5235 j_ptr->next_o_idx = c_ptr->o_idx;
5237 /* Place the object */
5238 c_ptr->o_idx = o_idx;
5253 /* Mega-Hack -- no message if "dropped" by player */
5254 /* Message when an object falls under the player */
5255 if (chance && player_bold(by, bx))
5258 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5260 msg_print("You feel something roll beneath your feet.");
5273 * Scatter some "great" objects near the player
5275 void acquirement(int y1, int x1, int num, bool great, bool known)
5278 object_type object_type_body;
5279 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5284 /* Get local object */
5285 i_ptr = &object_type_body;
5287 /* Wipe the object */
5290 /* Make a good (or great) object (if possible) */
5291 if (!make_object(i_ptr, mode)) continue;
5295 object_aware(i_ptr);
5296 object_known(i_ptr);
5299 /* Drop the object */
5300 (void)drop_near(i_ptr, -1, y1, x1);
5306 * Scatter some "amusing" objects near the player
5309 #define AMS_NOTHING 0x00 /* No restriction */
5310 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5311 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5312 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5313 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5323 amuse_type amuse_info[] =
5325 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5326 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5327 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5328 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5329 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5330 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5331 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5332 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5333 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5334 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5335 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5336 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5337 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5342 void amusement(int y1, int x1, int num, bool known)
5345 object_type object_type_body;
5348 for (n = 0; amuse_info[n].tval != 0; n++)
5350 t += amuse_info[n].prob;
5356 int i, k_idx, a_idx = 0;
5357 int r = randint0(t);
5358 bool insta_art, fixed_art;
5362 r -= amuse_info[i].prob;
5366 /* Get local object */
5367 i_ptr = &object_type_body;
5369 /* Wipe the object */
5372 /* Wipe the object */
5373 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5375 /* Paranoia - reroll if nothing */
5376 if (!k_idx) continue;
5378 /* Search an artifact index if need */
5379 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5380 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5382 if (insta_art || fixed_art)
5384 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5386 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5387 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5388 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5389 if (a_info[a_idx].cur_num > 0) continue;
5393 if (a_idx >= max_a_idx) continue;
5396 /* Make an object (if possible) */
5397 object_prep(i_ptr, k_idx);
5398 if (a_idx) i_ptr->name1 = a_idx;
5399 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5401 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5403 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5406 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5407 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5411 object_aware(i_ptr);
5412 object_known(i_ptr);
5415 /* Paranoia - reroll if nothing */
5416 if (!(i_ptr->k_idx)) continue;
5418 /* Drop the object */
5419 (void)drop_near(i_ptr, -1, y1, x1);
5426 #define MAX_NORMAL_TRAPS 18
5428 /* See init_feat_variables() in init2.c */
5429 static s16b normal_traps[MAX_NORMAL_TRAPS];
5432 * Initialize arrays for normal traps
5434 void init_normal_traps(void)
5438 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5439 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5440 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5441 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5442 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5443 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5444 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5445 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5446 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5447 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5448 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5449 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5450 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5451 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5452 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5453 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5454 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5455 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5461 * XXX XXX XXX This routine should be redone to reflect trap "level".
5462 * That is, it does not make sense to have spiked pits at 50 feet.
5463 * Actually, it is not this routine, but the "trap instantiation"
5464 * code, which should also check for "trap doors" on quest levels.
5466 s16b choose_random_trap(void)
5473 /* Hack -- pick a trap */
5474 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5476 /* Accept non-trapdoors */
5477 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5479 /* Hack -- no trap doors on special levels */
5480 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5482 /* Hack -- no trap doors on the deepest level */
5483 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5492 * Disclose an invisible trap
5494 void disclose_grid(int y, int x)
5496 cave_type *c_ptr = &cave[y][x];
5498 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5500 /* No longer hidden */
5501 cave_alter_feat(y, x, FF_SECRET);
5503 else if (c_ptr->mimic)
5505 /* No longer hidden */
5518 * Places a random trap at the given location.
5520 * The location must be a legal, naked, floor grid.
5522 * Note that all traps start out as "invisible" and "untyped", and then
5523 * when they are "discovered" (by detecting them or setting them off),
5524 * the trap is "instantiated" as a visible, "typed", trap.
5526 void place_trap(int y, int x)
5528 cave_type *c_ptr = &cave[y][x];
5530 /* Paranoia -- verify location */
5531 if (!in_bounds(y, x)) return;
5533 /* Require empty, clean, floor grid */
5534 if (!cave_clean_bold(y, x)) return;
5536 /* Place an invisible trap */
5537 c_ptr->mimic = c_ptr->feat;
5538 c_ptr->feat = choose_random_trap();
5543 * Describe the charges on an item in the inventory.
5545 void inven_item_charges(int item)
5547 object_type *o_ptr = &inventory[item];
5549 /* Require staff/wand */
5550 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5552 /* Require known item */
5553 if (!object_is_known(o_ptr)) return;
5556 if (o_ptr->pval <= 0)
5558 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5562 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5565 /* Multiple charges */
5566 if (o_ptr->pval != 1)
5568 /* Print a message */
5569 msg_format("You have %d charges remaining.", o_ptr->pval);
5575 /* Print a message */
5576 msg_format("You have %d charge remaining.", o_ptr->pval);
5584 * Describe an item in the inventory.
5586 void inven_item_describe(int item)
5588 object_type *o_ptr = &inventory[item];
5589 char o_name[MAX_NLEN];
5591 /* Get a description */
5592 object_desc(o_name, o_ptr, 0);
5594 /* Print a message */
5596 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5597 if (o_ptr->number <= 0)
5599 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5600 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5604 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5605 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5608 msg_format("You have %s.", o_name);
5615 * Increase the "number" of an item in the inventory
5617 void inven_item_increase(int item, int num)
5619 object_type *o_ptr = &inventory[item];
5622 num += o_ptr->number;
5625 if (num > 255) num = 255;
5626 else if (num < 0) num = 0;
5629 num -= o_ptr->number;
5631 /* Change the number and weight */
5634 /* Add the number */
5635 o_ptr->number += num;
5637 /* Add the weight */
5638 p_ptr->total_weight += (num * o_ptr->weight);
5640 /* Recalculate bonuses */
5641 p_ptr->update |= (PU_BONUS);
5643 /* Recalculate mana XXX */
5644 p_ptr->update |= (PU_MANA);
5646 /* Combine the pack */
5647 p_ptr->notice |= (PN_COMBINE);
5650 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5652 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5653 if (!o_ptr->number && p_ptr->ele_attack)
5655 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5657 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5659 /* Clear all temporary elemental brands */
5660 set_ele_attack(0, 0);
5669 * Erase an inventory slot if it has no more items
5671 void inven_item_optimize(int item)
5673 object_type *o_ptr = &inventory[item];
5675 /* Only optimize real items */
5676 if (!o_ptr->k_idx) return;
5678 /* Only optimize empty items */
5679 if (o_ptr->number) return;
5681 /* The item is in the pack */
5682 if (item < INVEN_RARM)
5689 /* Slide everything down */
5690 for (i = item; i < INVEN_PACK; i++)
5692 /* Structure copy */
5693 inventory[i] = inventory[i+1];
5696 /* Erase the "final" slot */
5697 object_wipe(&inventory[i]);
5700 p_ptr->window |= (PW_INVEN);
5703 /* The item is being wielded */
5709 /* Erase the empty slot */
5710 object_wipe(&inventory[item]);
5712 /* Recalculate bonuses */
5713 p_ptr->update |= (PU_BONUS);
5715 /* Recalculate torch */
5716 p_ptr->update |= (PU_TORCH);
5718 /* Recalculate mana XXX */
5719 p_ptr->update |= (PU_MANA);
5722 p_ptr->window |= (PW_EQUIP);
5726 p_ptr->window |= (PW_SPELL);
5731 * Describe the charges on an item on the floor.
5733 void floor_item_charges(int item)
5735 object_type *o_ptr = &o_list[item];
5737 /* Require staff/wand */
5738 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5740 /* Require known item */
5741 if (!object_is_known(o_ptr)) return;
5744 if (o_ptr->pval <= 0)
5746 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5750 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5753 /* Multiple charges */
5754 if (o_ptr->pval != 1)
5756 /* Print a message */
5757 msg_format("There are %d charges remaining.", o_ptr->pval);
5763 /* Print a message */
5764 msg_format("There is %d charge remaining.", o_ptr->pval);
5772 * Describe an item in the inventory.
5774 void floor_item_describe(int item)
5776 object_type *o_ptr = &o_list[item];
5777 char o_name[MAX_NLEN];
5779 /* Get a description */
5780 object_desc(o_name, o_ptr, 0);
5782 /* Print a message */
5784 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5785 if (o_ptr->number <= 0)
5787 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5791 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5794 msg_format("You see %s.", o_name);
5801 * Increase the "number" of an item on the floor
5803 void floor_item_increase(int item, int num)
5805 object_type *o_ptr = &o_list[item];
5808 num += o_ptr->number;
5811 if (num > 255) num = 255;
5812 else if (num < 0) num = 0;
5815 num -= o_ptr->number;
5817 /* Change the number */
5818 o_ptr->number += num;
5823 * Optimize an item on the floor (destroy "empty" items)
5825 void floor_item_optimize(int item)
5827 object_type *o_ptr = &o_list[item];
5829 /* Paranoia -- be sure it exists */
5830 if (!o_ptr->k_idx) return;
5832 /* Only optimize empty items */
5833 if (o_ptr->number) return;
5835 /* Delete the object */
5836 delete_object_idx(item);
5841 * Check if we have space for an item in the pack without overflow
5843 bool inven_carry_okay(object_type *o_ptr)
5848 if (inven_cnt < INVEN_PACK) return (TRUE);
5851 for (j = 0; j < INVEN_PACK; j++)
5853 object_type *j_ptr = &inventory[j];
5855 /* Skip non-objects */
5856 if (!j_ptr->k_idx) continue;
5858 /* Check if the two items can be combined */
5859 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5867 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5871 /* Use empty slots */
5872 if (!j_ptr->k_idx) return TRUE;
5874 /* Hack -- readable books always come first */
5875 if ((o_ptr->tval == REALM1_BOOK) &&
5876 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5877 if ((j_ptr->tval == REALM1_BOOK) &&
5878 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5880 if ((o_ptr->tval == REALM2_BOOK) &&
5881 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5882 if ((j_ptr->tval == REALM2_BOOK) &&
5883 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5885 /* Objects sort by decreasing type */
5886 if (o_ptr->tval > j_ptr->tval) return TRUE;
5887 if (o_ptr->tval < j_ptr->tval) return FALSE;
5889 /* Non-aware (flavored) items always come last */
5890 /* Can happen in the home */
5891 if (!object_is_aware(o_ptr)) return FALSE;
5892 if (!object_is_aware(j_ptr)) return TRUE;
5894 /* Objects sort by increasing sval */
5895 if (o_ptr->sval < j_ptr->sval) return TRUE;
5896 if (o_ptr->sval > j_ptr->sval) return FALSE;
5898 /* Unidentified objects always come last */
5899 /* Objects in the home can be unknown */
5900 if (!object_is_known(o_ptr)) return FALSE;
5901 if (!object_is_known(j_ptr)) return TRUE;
5903 /* Fixed artifacts, random artifacts and ego items */
5904 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5905 else if (o_ptr->art_name) o_type = 2;
5906 else if (object_is_ego(o_ptr)) o_type = 1;
5909 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5910 else if (j_ptr->art_name) j_type = 2;
5911 else if (object_is_ego(j_ptr)) j_type = 1;
5914 if (o_type < j_type) return TRUE;
5915 if (o_type > j_type) return FALSE;
5917 switch (o_ptr->tval)
5923 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5924 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5930 /* Objects sort by increasing hit/damage bonuses */
5931 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5932 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5935 /* Hack: otherwise identical rods sort by
5936 increasing recharge time --dsb */
5938 if (o_ptr->pval < j_ptr->pval) return TRUE;
5939 if (o_ptr->pval > j_ptr->pval) return FALSE;
5943 /* Objects sort by decreasing value */
5944 return o_value > object_value(j_ptr);
5949 * Add an item to the players inventory, and return the slot used.
5951 * If the new item can combine with an existing item in the inventory,
5952 * it will do so, using "object_similar()" and "object_absorb()", else,
5953 * the item will be placed into the "proper" location in the inventory.
5955 * This function can be used to "over-fill" the player's pack, but only
5956 * once, and such an action must trigger the "overflow" code immediately.
5957 * Note that when the pack is being "over-filled", the new item must be
5958 * placed into the "overflow" slot, and the "overflow" must take place
5959 * before the pack is reordered, but (optionally) after the pack is
5960 * combined. This may be tricky. See "dungeon.c" for info.
5962 * Note that this code must remove any location/stack information
5963 * from the object once it is placed into the inventory.
5965 s16b inven_carry(object_type *o_ptr)
5973 /* Check for combining */
5974 for (j = 0; j < INVEN_PACK; j++)
5976 j_ptr = &inventory[j];
5978 /* Skip non-objects */
5979 if (!j_ptr->k_idx) continue;
5981 /* Hack -- track last item */
5984 /* Check if the two items can be combined */
5985 if (object_similar(j_ptr, o_ptr))
5987 /* Combine the items */
5988 object_absorb(j_ptr, o_ptr);
5990 /* Increase the weight */
5991 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5993 /* Recalculate bonuses */
5994 p_ptr->update |= (PU_BONUS);
5997 p_ptr->window |= (PW_INVEN);
6006 if (inven_cnt > INVEN_PACK) return (-1);
6008 /* Find an empty slot */
6009 for (j = 0; j <= INVEN_PACK; j++)
6011 j_ptr = &inventory[j];
6013 /* Use it if found */
6014 if (!j_ptr->k_idx) break;
6021 /* Reorder the pack */
6024 /* Get the "value" of the item */
6025 s32b o_value = object_value(o_ptr);
6027 /* Scan every occupied slot */
6028 for (j = 0; j < INVEN_PACK; j++)
6030 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6037 for (k = n; k >= i; k--)
6039 /* Hack -- Slide the item */
6040 object_copy(&inventory[k+1], &inventory[k]);
6043 /* Wipe the empty slot */
6044 object_wipe(&inventory[i]);
6049 object_copy(&inventory[i], o_ptr);
6051 /* Access new object */
6052 j_ptr = &inventory[i];
6055 j_ptr->next_o_idx = 0;
6057 /* Forget monster */
6058 j_ptr->held_m_idx = 0;
6060 /* Forget location */
6061 j_ptr->iy = j_ptr->ix = 0;
6063 /* Player touches it, and no longer marked */
6064 j_ptr->marked = OM_TOUCHED;
6066 /* Increase the weight */
6067 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6069 /* Count the items */
6072 /* Recalculate bonuses */
6073 p_ptr->update |= (PU_BONUS);
6075 /* Combine and Reorder pack */
6076 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6079 p_ptr->window |= (PW_INVEN);
6081 /* Return the slot */
6087 * Take off (some of) a non-cursed equipment item
6089 * Note that only one item at a time can be wielded per slot.
6091 * Note that taking off an item when "full" may cause that item
6092 * to fall to the ground.
6094 * Return the inventory slot into which the item is placed.
6096 s16b inven_takeoff(int item, int amt)
6107 char o_name[MAX_NLEN];
6110 /* Get the item to take off */
6111 o_ptr = &inventory[item];
6114 if (amt <= 0) return (-1);
6117 if (amt > o_ptr->number) amt = o_ptr->number;
6119 /* Get local object */
6122 /* Obtain a local object */
6123 object_copy(q_ptr, o_ptr);
6125 /* Modify quantity */
6126 q_ptr->number = amt;
6128 /* Describe the object */
6129 object_desc(o_name, q_ptr, 0);
6131 /* Took off weapon */
6132 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6133 object_is_melee_weapon(o_ptr))
6136 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6138 act = "You were wielding";
6144 else if (item == INVEN_BOW)
6147 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6149 act = "You were holding";
6154 /* Took off light */
6155 else if (item == INVEN_LITE)
6158 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6160 act = "You were holding";
6165 /* Took off something */
6169 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6171 act = "You were wearing";
6176 /* Modify, Optimize */
6177 inven_item_increase(item, -amt);
6178 inven_item_optimize(item);
6180 /* Carry the object */
6181 slot = inven_carry(q_ptr);
6185 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6187 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6197 * Drop (some of) a non-cursed inventory/equipment item
6199 * The object will be dropped "near" the current location
6201 void inven_drop(int item, int amt)
6208 char o_name[MAX_NLEN];
6211 /* Access original object */
6212 o_ptr = &inventory[item];
6215 if (amt <= 0) return;
6218 if (amt > o_ptr->number) amt = o_ptr->number;
6221 /* Take off equipment */
6222 if (item >= INVEN_RARM)
6224 /* Take off first */
6225 item = inven_takeoff(item, amt);
6227 /* Access original object */
6228 o_ptr = &inventory[item];
6232 /* Get local object */
6235 /* Obtain local object */
6236 object_copy(q_ptr, o_ptr);
6238 /* Distribute charges of wands or rods */
6239 distribute_charges(o_ptr, q_ptr, amt);
6241 /* Modify quantity */
6242 q_ptr->number = amt;
6244 /* Describe local object */
6245 object_desc(o_name, q_ptr, 0);
6249 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6251 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6255 /* Drop it near the player */
6256 (void)drop_near(q_ptr, 0, py, px);
6258 /* Modify, Describe, Optimize */
6259 inven_item_increase(item, -amt);
6260 inven_item_describe(item);
6261 inven_item_optimize(item);
6266 * Combine items in the pack
6268 * Note special handling of the "overflow" slot
6270 void combine_pack(void)
6275 bool flag = FALSE, combined;
6281 /* Combine the pack (backwards) */
6282 for (i = INVEN_PACK; i > 0; i--)
6285 o_ptr = &inventory[i];
6287 /* Skip empty items */
6288 if (!o_ptr->k_idx) continue;
6290 /* Scan the items above that item */
6291 for (j = 0; j < i; j++)
6296 j_ptr = &inventory[j];
6298 /* Skip empty items */
6299 if (!j_ptr->k_idx) continue;
6302 * Get maximum number of the stack if these
6303 * are similar, get zero otherwise.
6305 max_num = object_similar_part(j_ptr, o_ptr);
6307 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6308 if (max_num && j_ptr->number < max_num)
6310 if (o_ptr->number + j_ptr->number <= max_num)
6315 /* Add together the item counts */
6316 object_absorb(j_ptr, o_ptr);
6318 /* One object is gone */
6321 /* Slide everything down */
6322 for (k = i; k < INVEN_PACK; k++)
6324 /* Structure copy */
6325 inventory[k] = inventory[k+1];
6328 /* Erase the "final" slot */
6329 object_wipe(&inventory[k]);
6333 int old_num = o_ptr->number;
6334 int remain = j_ptr->number + o_ptr->number - max_num;
6336 o_ptr->number -= remain;
6338 /* Add together the item counts */
6339 object_absorb(j_ptr, o_ptr);
6341 o_ptr->number = remain;
6343 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6344 if (o_ptr->tval == TV_ROD)
6346 o_ptr->pval = o_ptr->pval * remain / old_num;
6347 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6350 /* Hack -- if wands are stacking, combine the charges. -LM- */
6351 if (o_ptr->tval == TV_WAND)
6353 o_ptr->pval = o_ptr->pval * remain / old_num;
6358 p_ptr->window |= (PW_INVEN);
6373 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6375 if (flag) msg_print("You combine some items in your pack.");
6381 * Reorder items in the pack
6383 * Note special handling of the "overflow" slot
6385 void reorder_pack(void)
6395 /* Re-order the pack (forwards) */
6396 for (i = 0; i < INVEN_PACK; i++)
6398 /* Mega-Hack -- allow "proper" over-flow */
6399 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6402 o_ptr = &inventory[i];
6404 /* Skip empty slots */
6405 if (!o_ptr->k_idx) continue;
6407 /* Get the "value" of the item */
6408 o_value = object_value(o_ptr);
6410 /* Scan every occupied slot */
6411 for (j = 0; j < INVEN_PACK; j++)
6413 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6416 /* Never move down */
6417 if (j >= i) continue;
6422 /* Get local object */
6425 /* Save a copy of the moving item */
6426 object_copy(q_ptr, &inventory[i]);
6428 /* Slide the objects */
6429 for (k = i; k > j; k--)
6431 /* Slide the item */
6432 object_copy(&inventory[k], &inventory[k-1]);
6435 /* Insert the moving item */
6436 object_copy(&inventory[j], q_ptr);
6439 p_ptr->window |= (PW_INVEN);
6444 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6446 if (flag) msg_print("You reorder some items in your pack.");
6453 * Hack -- display an object kind in the current window
6455 * Include list of usable spells for readible books
6457 void display_koff(int k_idx)
6466 char o_name[MAX_NLEN];
6469 /* Erase the window */
6470 for (y = 0; y < Term->hgt; y++)
6472 /* Erase the line */
6473 Term_erase(0, y, 255);
6479 /* Get local object */
6482 /* Prepare the object */
6483 object_prep(q_ptr, k_idx);
6486 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6488 /* Mention the object name */
6489 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6491 /* Access the item's sval */
6493 use_realm = tval2realm(q_ptr->tval);
6495 /* Warriors are illiterate */
6496 if (p_ptr->realm1 || p_ptr->realm2)
6498 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6502 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6503 if (!is_magic(use_realm)) return;
6504 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6507 /* Display spells in readible books */
6513 /* Extract spells */
6514 for (spell = 0; spell < 32; spell++)
6516 /* Check for this spell */
6517 if (fake_spell_flags[sval] & (1L << spell))
6519 /* Collect this spell */
6520 spells[num++] = spell;
6525 print_spells(0, spells, num, 2, 0, use_realm);
6529 /* Choose one of items that have warning flag */
6530 object_type *choose_warning_item(void)
6533 int choices[INVEN_TOTAL - INVEN_RARM];
6536 /* Paranoia -- Player has no warning ability */
6537 if (!p_ptr->warning) return NULL;
6539 /* Search Inventory */
6540 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6542 u32b flgs[TR_FLAG_SIZE];
6543 object_type *o_ptr = &inventory[i];
6545 object_flags(o_ptr, flgs);
6546 if (have_flag(flgs, TR_WARNING))
6548 choices[number] = i;
6553 /* Choice one of them */
6554 return number ? &inventory[choices[randint0(number)]] : NULL;
6557 /* Calculate spell damages */
6558 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6560 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6561 int rlev = r_ptr->level;
6562 bool ignore_wraith_form = FALSE;
6564 if (limit) dam = (dam > limit) ? limit : dam;
6566 /* Vulnerability, resistance and immunity */
6570 if (p_ptr->immune_elec)
6573 ignore_wraith_form = TRUE;
6577 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6578 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6579 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6580 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6581 if (IS_OPPOSE_ELEC())
6582 dam = (dam + 2) / 3;
6587 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6588 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6592 if (p_ptr->immune_acid)
6595 ignore_wraith_form = TRUE;
6599 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6600 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6601 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6602 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6608 if (p_ptr->immune_cold)
6611 ignore_wraith_form = TRUE;
6615 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6616 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6617 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6618 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6623 if (p_ptr->immune_fire)
6626 ignore_wraith_form = TRUE;
6630 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6631 if (prace_is_(RACE_ENT)) dam += dam / 3;
6632 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6633 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6634 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6639 ignore_wraith_form = TRUE;
6643 if (!p_ptr->blind &&
6644 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6645 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6648 ignore_wraith_form = TRUE;
6653 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6654 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6655 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6658 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6659 * "dam *= 2;" for later "dam /= 2"
6661 if (p_ptr->wraith_form) dam *= 2;
6665 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6668 ignore_wraith_form = TRUE;
6670 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6674 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6678 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6682 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6686 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6690 if (prace_is_(RACE_SPECTRE))
6693 ignore_wraith_form = TRUE;
6695 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6699 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6703 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6707 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6711 if (p_ptr->levitation) dam = (dam * 2) / 3;
6715 if (p_ptr->resist_shard) dam /= 2;
6719 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6720 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6724 if (p_ptr->mimic_form)
6726 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6729 ignore_wraith_form = TRUE;
6734 switch (p_ptr->prace)
6743 ignore_wraith_form = TRUE;
6750 if (p_ptr->align > 10) dam /= 2;
6751 else if (p_ptr->align < -10) dam *= 2;
6755 if (p_ptr->align > 10) dam *= 2;
6759 case GF_BRAIN_SMASH:
6760 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6763 ignore_wraith_form = TRUE;
6771 if (100 + rlev / 2 <= p_ptr->skill_sav)
6774 ignore_wraith_form = TRUE;
6779 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6782 ignore_wraith_form = TRUE;
6787 if (p_ptr->wraith_form && !ignore_wraith_form)
6793 if (dam > *max) *max = dam;
6796 /* Calculate blow damages */
6797 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6799 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6801 bool check_wraith_form = TRUE;
6803 if (blow_ptr->method != RBM_EXPLODE)
6805 int ac = p_ptr->ac + p_ptr->to_a;
6807 switch (blow_ptr->effect)
6811 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6812 dam = MAX(dam, tmp_dam * 2);
6818 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6822 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6824 check_wraith_form = FALSE;
6828 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6830 check_wraith_form = FALSE;
6834 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6836 check_wraith_form = FALSE;
6840 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6842 check_wraith_form = FALSE;
6847 check_wraith_form = FALSE;
6851 if (check_wraith_form && p_ptr->wraith_form)
6859 dam = (dam + 1) / 2;
6860 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6867 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6868 bool process_warning(int xx, int yy)
6872 char o_name[MAX_NLEN];
6874 #define WARNING_AWARE_RANGE 12
6876 static int old_damage = 0;
6878 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6880 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6883 monster_type *m_ptr;
6884 monster_race *r_ptr;
6886 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6888 c_ptr = &cave[my][mx];
6890 if (!c_ptr->m_idx) continue;
6892 m_ptr = &m_list[c_ptr->m_idx];
6894 if (MON_CSLEEP(m_ptr)) continue;
6895 if (!is_hostile(m_ptr)) continue;
6897 r_ptr = &r_info[m_ptr->r_idx];
6899 /* Monster spells (only powerful ones)*/
6900 if (projectable(my, mx, yy, xx))
6902 int breath_dam_div3 = m_ptr->hp / 3;
6903 int breath_dam_div6 = m_ptr->hp / 6;
6904 u32b f4 = r_ptr->flags4;
6905 u32b f5 = r_ptr->flags5;
6906 u32b f6 = r_ptr->flags6;
6908 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6910 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6911 int storm_dam = rlev * 4 + 150;
6912 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6914 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6915 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6916 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6917 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6918 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6919 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6921 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6922 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6923 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6924 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6925 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6926 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6927 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6928 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6929 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6930 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6931 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6932 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6933 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6934 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6935 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6936 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6937 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6938 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6939 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6940 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6941 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6942 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6943 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6946 /* Monster melee attacks */
6947 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6949 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6953 for (m = 0; m < 4; m++)
6955 /* Skip non-attacks */
6956 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6958 /* Extract the attack info */
6959 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6960 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6962 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6966 /* Contribution from this monster */
6967 dam_max += dam_max0;
6971 /* Prevent excessive warning */
6972 if (dam_max > old_damage)
6974 old_damage = dam_max * 3 / 2;
6976 if (dam_max > p_ptr->chp / 2)
6978 object_type *o_ptr = choose_warning_item();
6980 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6982 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6983 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6985 else strcpy(o_name, "body"); /* Warning ability without item */
6986 msg_format("Your %s pulsates sharply!", o_name);
6990 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6992 return get_check("Really want to go ahead? ");
6996 else old_damage = old_damage / 2;
6998 c_ptr = &cave[yy][xx];
6999 if (((!easy_disarm && is_trap(c_ptr->feat))
7000 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7002 object_type *o_ptr = choose_warning_item();
7004 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7006 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7007 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
7009 else strcpy(o_name, "body"); /* Warning ability without item */
7010 msg_format("Your %s pulsates!", o_name);
7014 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7016 return get_check("Really want to go ahead? ");
7024 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7026 switch (o_ptr->tval)
7039 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7048 * A structure for smithing
7051 int add; /* TR flag number or special essence id */
7052 cptr add_name; /* Name of this ability */
7053 int type; /* Menu number */
7054 int essence; /* Index for carrying essences */
7055 int value; /* Needed value to add this ability */
7060 * Smithing type data for Weapon smith
7063 static essence_type essence_info[] =
7065 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
7066 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
7067 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
7068 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
7069 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
7070 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
7071 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
7072 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
7073 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
7074 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
7075 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
7076 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
7077 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
7078 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
7079 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
7080 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
7081 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
7082 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
7083 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
7084 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
7085 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
7086 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7087 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
7088 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
7089 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
7090 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7091 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7092 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
7093 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
7094 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
7095 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
7096 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
7097 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
7098 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
7099 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
7100 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
7101 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
7102 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
7103 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
7104 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
7105 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
7106 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
7107 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
7108 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
7109 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7110 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7111 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7112 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7113 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7114 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7115 {TR_SH_FIRE, "", 0, -2, 0},
7116 {TR_SH_ELEC, "", 0, -2, 0},
7117 {TR_SH_COLD, "", 0, -2, 0},
7118 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7119 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7120 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7121 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
7122 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7123 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7124 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7125 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7126 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7128 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7129 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7130 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7131 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7132 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7133 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7134 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7135 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7136 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7137 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7138 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7139 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7140 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7141 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7142 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7143 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7144 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7145 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7147 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7148 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7149 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7150 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7151 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7152 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7153 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7154 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7156 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7157 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7158 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7159 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7160 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7161 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7162 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7163 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7164 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7165 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7166 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7167 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7169 {-1, NULL, 0, -1, 0}
7172 static essence_type essence_info[] =
7174 {TR_STR, "strength", 4, TR_STR, 20},
7175 {TR_INT, "intelligence", 4, TR_INT, 20},
7176 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7177 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7178 {TR_CON, "constitution", 4, TR_CON, 20},
7179 {TR_CHR, "charisma", 4, TR_CHR, 20},
7180 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7181 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7182 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7183 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7184 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7185 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7186 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7187 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7188 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7189 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7190 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7191 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7192 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7193 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7194 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7195 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7196 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7197 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7198 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7199 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7200 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7201 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7202 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7203 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7204 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7205 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7206 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7207 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7208 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7209 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7210 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7211 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7212 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7213 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7214 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7215 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7216 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7217 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7218 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7219 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7220 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7221 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7222 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7223 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7224 {TR_SH_FIRE, "", 0, -2, 0},
7225 {TR_SH_ELEC, "", 0, -2, 0},
7226 {TR_SH_COLD, "", 0, -2, 0},
7227 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7228 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7229 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7230 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7231 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7232 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7233 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7234 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7235 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7237 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7238 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7239 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7240 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7241 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7242 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7243 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7244 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7245 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7246 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7247 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7248 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7249 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7250 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7251 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7252 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7253 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7254 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7256 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7257 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7258 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7259 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7260 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7261 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7262 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7263 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7265 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7266 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7267 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7268 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7269 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7270 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7271 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7272 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7273 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7274 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7275 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7276 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7278 {-1, NULL, 0, -1, 0}
7284 * Essense names for Weapon smith
7287 static cptr essence_name[] =
7390 static cptr essence_name[] =
7493 static void display_essence(void)
7498 for (i = 1; i < 22; i++)
7503 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7505 prt("Essence Num Essence Num Essence Num ", 1, 8);
7507 for (i = 0; essence_name[i]; i++)
7509 if (!essence_name[i][0]) continue;
7510 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7514 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7516 prt("List of all essences you have.", 0, 0);
7523 static void drain_essence(void)
7525 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7528 bool observe = FALSE;
7529 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7530 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7533 byte iy, ix, marked, number;
7534 s16b next_o_idx, weight;
7536 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7539 item_tester_hook = object_is_weapon_armour_ammo;
7540 item_tester_no_ryoute = TRUE;
7544 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7545 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7547 q = "Extract from which item? ";
7548 s = "You have nothing you can extract from.";
7551 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7553 /* Get the item (in the pack) */
7556 o_ptr = &inventory[item];
7559 /* Get the item (on the floor) */
7562 o_ptr = &o_list[0 - item];
7565 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7567 char o_name[MAX_NLEN];
7568 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7570 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7572 if (!get_check(format("Really extract from %s? ", o_name))) return;
7578 object_flags(o_ptr, old_flgs);
7579 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7580 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7581 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7582 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7583 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7584 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7585 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7586 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7587 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7589 old_to_a = o_ptr->to_a;
7591 old_to_h = o_ptr->to_h;
7592 old_to_d = o_ptr->to_d;
7595 old_pval = o_ptr->pval;
7596 old_name2 = o_ptr->name2;
7597 old_timeout = o_ptr->timeout;
7598 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7599 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7600 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7601 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7602 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7603 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7604 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7605 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7606 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7610 next_o_idx = o_ptr->next_o_idx;
7611 marked = o_ptr->marked;
7612 weight = o_ptr->weight;
7613 number = o_ptr->number;
7615 object_prep(o_ptr, o_ptr->k_idx);
7619 o_ptr->next_o_idx=next_o_idx;
7620 o_ptr->marked=marked;
7621 o_ptr->number = number;
7622 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7623 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7624 o_ptr->ident |= (IDENT_MENTAL);
7625 object_aware(o_ptr);
7626 object_known(o_ptr);
7628 object_flags(o_ptr, new_flgs);
7630 for (i = 0; essence_info[i].add_name; i++)
7632 essence_type *es_ptr = &essence_info[i];
7635 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7636 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7638 if (es_ptr->add < TR_FLAG_MAX &&
7639 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7640 have_flag(old_flgs, es_ptr->add))
7644 drain_value[es_ptr->essence] += 10 * pval;
7646 else if (es_ptr->essence != -2)
7648 drain_value[es_ptr->essence] += 10;
7650 else if (es_ptr->add == TR_SH_FIRE)
7652 drain_value[TR_BRAND_FIRE] += 10;
7653 drain_value[TR_RES_FIRE] += 10;
7655 else if (es_ptr->add == TR_SH_ELEC)
7657 drain_value[TR_BRAND_ELEC] += 10;
7658 drain_value[TR_RES_ELEC] += 10;
7660 else if (es_ptr->add == TR_SH_COLD)
7662 drain_value[TR_BRAND_COLD] += 10;
7663 drain_value[TR_RES_COLD] += 10;
7668 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7670 drain_value[TR_INT] += 5;
7671 drain_value[TR_WIS] += 5;
7673 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7675 drain_value[TR_BRAND_POIS] += 5;
7676 drain_value[TR_BRAND_ACID] += 5;
7677 drain_value[TR_BRAND_ELEC] += 5;
7678 drain_value[TR_BRAND_FIRE] += 5;
7679 drain_value[TR_BRAND_COLD] += 5;
7681 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7683 drain_value[TR_INT] += 10;
7685 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7687 drain_value[TR_STR] += 10;
7689 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7691 drain_value[TR_DEX] += 10;
7693 if (old_name2 == EGO_2WEAPON)
7695 drain_value[TR_DEX] += 20;
7697 if (object_is_weapon_ammo(o_ptr))
7699 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7701 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7703 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7704 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7705 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7706 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7708 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7710 drain_value[i] *= number;
7711 drain_value[i] = drain_value[i] * dec / 4;
7712 drain_value[i] = MAX(drain_value[i], 0);
7713 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7721 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7725 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7727 for (i = 0; essence_name[i]; i++)
7729 if (!essence_name[i][0]) continue;
7730 if (!drain_value[i]) continue;
7732 p_ptr->magic_num1[i] += drain_value[i];
7733 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7735 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7739 /* Apply autodestroy/inscription to the drained item */
7740 autopick_alter_item(item, TRUE);
7742 /* Combine the pack */
7743 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7746 p_ptr->window |= (PW_INVEN);
7751 static int choose_essence(void)
7755 int menu_line = (use_menu ? 1 : 0);
7758 cptr menu_name[] = {
7768 cptr menu_name[] = {
7778 const int mode_max = 7;
7781 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7784 #endif /* ALLOW_REPEAT */
7793 for (i = 0; i < mode_max; i++)
7795 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7796 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7798 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7799 prt("Choose from menu.", 0, 0);
7818 menu_line += mode_max - 1;
7827 if (menu_line > mode_max) menu_line -= mode_max;
7838 for (i = 0; i < mode_max; i++)
7839 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7842 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7844 if (!get_com("Command :", &choice, TRUE))
7851 if (isupper(choice)) choice = tolower(choice);
7853 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7854 mode = (int)choice - 'a' + 1;
7861 #endif /* ALLOW_REPEAT */
7865 static void add_essence(int mode)
7867 int item, max_num = 0;
7876 char o_name[MAX_NLEN];
7878 essence_type *es_ptr;
7880 int menu_line = (use_menu ? 1 : 0);
7882 for (i = 0; essence_info[i].add_name; i++)
7884 es_ptr = &essence_info[i];
7886 if (es_ptr->type != mode) continue;
7891 if (!repeat_pull(&i) || i<0 || i>=max_num)
7893 #endif /* ALLOW_REPEAT */
7896 /* Nothing chosen yet */
7902 /* Build a prompt */
7904 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7906 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7908 if (use_menu) screen_save();
7910 /* Get a spell from the user */
7912 choice = (always_show_list || use_menu) ? ESCAPE:1;
7916 if( choice==ESCAPE ) choice = ' ';
7917 else if( !get_com(out_val, &choice, FALSE) )break;
7919 if (use_menu && choice != ' ')
7933 menu_line += (max_num-1);
7956 menu_line = max_num;
7970 if (menu_line > max_num) menu_line -= max_num;
7972 /* Request redraw */
7973 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7976 if (!redraw || use_menu)
7980 char dummy[80], dummy2[80];
7988 /* Save the screen */
7989 if (!use_menu) screen_save();
7991 for (y = 1; y < 24; y++)
7994 /* Print header(s) */
7996 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7999 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
8002 for (ctr = 0; ctr < max_num; ctr++)
8004 es_ptr = &essence_info[num[ctr]];
8008 if (ctr == (menu_line-1))
8010 strcpy(dummy, "¡Õ ");
8012 strcpy(dummy, "> ");
8014 else strcpy(dummy, " ");
8017 /* letter/number for power selection */
8020 sprintf(dummy, "%c) ",I2A(ctr));
8023 strcat(dummy, es_ptr->add_name);
8028 if (es_ptr->essence != -1)
8030 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8031 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8037 case ESSENCE_SH_FIRE:
8039 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
8041 strcat(dummy, "(brand fire + res.fire)");
8043 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8044 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8046 case ESSENCE_SH_ELEC:
8048 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
8050 strcat(dummy, "(brand elec. + res. elec.)");
8052 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8053 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8055 case ESSENCE_SH_COLD:
8057 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
8059 strcat(dummy, "(brand cold + res. cold)");
8061 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8062 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8064 case ESSENCE_RESISTANCE:
8066 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8068 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8070 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8071 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8072 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8073 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8075 case ESSENCE_SUSTAIN:
8077 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8079 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8081 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8082 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8083 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8084 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8089 if (!able[ctr]) col = TERM_RED;
8091 if (es_ptr->essence != -1)
8093 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8097 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8100 c_prt(col, dummy2, ctr+2, x);
8110 /* Restore the screen */
8121 ask = (isupper(choice));
8124 if (ask) choice = tolower(choice);
8126 /* Extract request */
8127 i = (islower(choice) ? A2I(choice) : -1);
8130 /* Totally Illegal */
8131 if ((i < 0) || (i >= max_num) || !able[i])
8144 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8146 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8149 /* Belay that order */
8150 if (!get_check(tmp_val)) continue;
8157 /* Restore the screen */
8158 if (redraw) screen_load();
8165 #endif /* ALLOW_REPEAT */
8167 es_ptr = &essence_info[num[i]];
8169 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8170 item_tester_tval = TV_GLOVES;
8171 else if (mode == 1 || mode == 5)
8172 item_tester_hook = item_tester_hook_melee_ammo;
8173 else if (es_ptr->add == ESSENCE_ATTACK)
8174 item_tester_hook = object_allow_enchant_weapon;
8175 else if (es_ptr->add == ESSENCE_AC)
8176 item_tester_hook = object_is_armour;
8178 item_tester_hook = object_is_weapon_armour_ammo;
8179 item_tester_no_ryoute = TRUE;
8183 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8184 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8186 q = "Improve which item? ";
8187 s = "You have nothing to improve.";
8190 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8192 /* Get the item (in the pack) */
8195 o_ptr = &inventory[item];
8198 /* Get the item (on the floor) */
8201 o_ptr = &o_list[0 - item];
8204 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8207 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8209 msg_print("This item is no more able to be improved.");
8214 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8216 use_essence = es_ptr->value;
8217 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8218 if (o_ptr->number > 1)
8220 use_essence *= o_ptr->number;
8222 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8224 msg_format("It will take %d essences.",use_essence);
8229 if (es_ptr->essence != -1)
8231 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8234 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8236 msg_print("You don't have enough essences.");
8240 if (is_pval_flag(es_ptr->add))
8242 if (o_ptr->pval < 0)
8245 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8247 msg_print("You cannot increase magic number of this item.");
8251 else if (es_ptr->add == TR_BLOWS)
8253 if (o_ptr->pval > 1)
8256 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8258 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8264 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8266 msg_format("It will take %d essences.", use_essence);
8269 else if (o_ptr->pval > 0)
8271 use_essence *= o_ptr->pval;
8273 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8275 msg_format("It will take %d essences.", use_essence);
8283 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8286 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8288 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8290 strcpy(tmp_val, "1");
8292 if (!get_string(tmp, tmp_val, 1)) return;
8293 pval = atoi(tmp_val);
8294 if (pval > limit) pval = limit;
8295 else if (pval < 1) pval = 1;
8296 o_ptr->pval += pval;
8297 use_essence *= pval;
8299 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8301 msg_format("It will take %d essences.", use_essence);
8305 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8308 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8310 msg_print("You don't have enough essences.");
8315 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8319 int get_to_h, get_to_d;
8321 strcpy(tmp_val, "1");
8323 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8325 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8327 val = atoi(tmp_val);
8328 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8329 else if (val < 1) val = 1;
8332 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8334 msg_format("It will take %d essences.", use_essence);
8336 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8339 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8341 msg_print("You don't have enough essences.");
8345 get_to_h = ((val+1)/2+randint0(val/2+1));
8346 get_to_d = ((val+1)/2+randint0(val/2+1));
8347 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8348 o_ptr->to_h += get_to_h;
8349 o_ptr->to_d += get_to_d;
8351 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8352 if (es_ptr->add == ESSENCE_ATTACK)
8354 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8357 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8359 msg_print("You failed to enchant.");
8366 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8367 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8370 else if (es_ptr->add == ESSENCE_AC)
8372 if (o_ptr->to_a >= p_ptr->lev/5+5)
8375 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8377 msg_print("You failed to enchant.");
8384 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8389 o_ptr->xtra3 = es_ptr->add + 1;
8394 bool success = TRUE;
8398 case ESSENCE_SH_FIRE:
8399 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8404 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8405 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8407 case ESSENCE_SH_ELEC:
8408 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8413 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8414 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8416 case ESSENCE_SH_COLD:
8417 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8422 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8423 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8425 case ESSENCE_RESISTANCE:
8426 case ESSENCE_SUSTAIN:
8427 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))
8432 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8433 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8434 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8435 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8441 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8443 msg_print("You don't have enough essences.");
8447 if (es_ptr->add == ESSENCE_SUSTAIN)
8449 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8450 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8451 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8452 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8456 o_ptr->xtra3 = es_ptr->add + 1;
8463 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8465 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8468 /* Combine the pack */
8469 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8472 p_ptr->window |= (PW_INVEN);
8476 static void erase_essence(void)
8481 char o_name[MAX_NLEN];
8482 u32b flgs[TR_FLAG_SIZE];
8484 item_tester_hook = object_is_smith;
8488 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8489 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8491 q = "Remove from which item? ";
8492 s = "You have nothing to remove essence.";
8495 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8497 /* Get the item (in the pack) */
8500 o_ptr = &inventory[item];
8503 /* Get the item (on the floor) */
8506 o_ptr = &o_list[0 - item];
8509 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8511 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8513 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8518 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8520 o_ptr->to_h -= (o_ptr->xtra4>>8);
8521 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8523 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8524 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8527 object_flags(o_ptr, flgs);
8528 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8530 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8532 msg_print("You removed all essence you have added.");
8535 /* Combine the pack */
8536 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8539 p_ptr->window |= (PW_INVEN);
8542 void do_cmd_kaji(bool only_browse)
8547 int menu_line = (use_menu ? 1 : 0);
8551 if (p_ptr->confused)
8554 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8556 msg_print("You are too confused!");
8564 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8566 msg_print("You are blind!");
8574 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8576 msg_print("You are hallucinating!");
8584 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8586 #endif /* ALLOW_REPEAT */
8588 if (only_browse) screen_save();
8590 if (!only_browse) screen_save();
8596 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8597 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8598 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8599 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8600 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8601 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8603 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8604 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8605 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8606 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8607 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8608 prt(format("Choose command from menu."), 0, 0);
8635 if (menu_line > 5) menu_line -= 5;
8644 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8645 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8646 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8647 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8648 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8649 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8651 prt(" a) List essences", 2, 14);
8652 prt(" b) Extract essence", 3, 14);
8653 prt(" c) Remove essence", 4, 14);
8654 prt(" d) Add essence", 5, 14);
8655 prt(" e) Enchant weapon/armor", 6, 14);
8656 if (!get_com("Command :", &choice, TRUE))
8693 /* Clear lines, position cursor (really should use strlen here) */
8694 Term_erase(14, 21, 255);
8695 Term_erase(14, 20, 255);
8696 Term_erase(14, 19, 255);
8697 Term_erase(14, 18, 255);
8698 Term_erase(14, 17, 255);
8699 Term_erase(14, 16, 255);
8701 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8702 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8704 prt(&temp[j], line, 15);
8709 if (!only_browse) screen_load();
8710 } while (only_browse);
8714 #endif /* ALLOW_REPEAT */
8718 case 1: display_essence();break;
8719 case 2: drain_essence();break;
8720 case 3: erase_essence();break;
8722 mode = choose_essence();
8727 case 5: add_essence(10);break;
8733 * Torches have special abilities when they are flaming.
8735 void torch_flags(object_type *o_ptr, u32b *flgs)
8737 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8739 if (o_ptr->xtra4 > 0)
8741 add_flag(flgs, TR_BRAND_FIRE);
8742 add_flag(flgs, TR_KILL_UNDEAD);
8743 add_flag(flgs, TR_THROW);
8748 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8750 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8752 if (o_ptr->xtra4 > 0)
8760 void torch_lost_fuel(object_type *o_ptr)
8762 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8764 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8765 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;