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_1)) total += 1500;
995 if (have_flag(flgs, TR_LITE_2)) total += 2500;
996 if (have_flag(flgs, TR_LITE_3)) total += 4000;
997 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
998 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
999 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1000 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1001 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1002 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1003 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1004 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1005 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1006 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1007 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1008 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1009 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1010 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1011 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1012 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1013 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1014 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1015 if (have_flag(flgs, TR_REGEN)) total += 2500;
1016 if (have_flag(flgs, TR_WARNING)) total += 2000;
1017 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1018 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1019 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1020 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1021 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1022 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1023 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1024 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1025 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1026 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1027 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1028 if (have_flag(flgs, TR_TELEPORT))
1030 if (object_is_cursed(o_ptr))
1035 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1036 if (have_flag(flgs, TR_BLESSED)) total += 750;
1037 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1038 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1039 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1040 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1041 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1043 /* Also, give some extra for activatable powers... */
1044 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1046 const activation_type* const act_ptr = find_activation_info(o_ptr);
1048 total += act_ptr->value;
1057 * Return the "real" price of a "known" item, not including discounts
1059 * Wand and staffs get cost for each charge
1061 * Armor is worth an extra 100 gold per bonus point to armor class.
1063 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1065 * Missiles are only worth 5 gold per bonus point, since they
1066 * usually appear in groups of 20, and we want the player to get
1067 * the same amount of cash for any "equivalent" item. Note that
1068 * missiles never have any of the "pval" flags, and in fact, they
1069 * only have a few of the available flags, primarily of the "slay"
1070 * and "brand" and "ignore" variety.
1072 * Armor with a negative armor bonus is worthless.
1073 * Weapons with negative hit+damage bonuses are worthless.
1075 * Every wearable item with a "pval" bonus is worth extra (see below).
1077 s32b object_value_real(object_type *o_ptr)
1081 u32b flgs[TR_FLAG_SIZE];
1083 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1086 /* Hack -- "worthless" items */
1087 if (!k_info[o_ptr->k_idx].cost) return (0L);
1090 value = k_info[o_ptr->k_idx].cost;
1092 /* Extract some flags */
1093 object_flags(o_ptr, flgs);
1096 if (object_is_fixed_artifact(o_ptr))
1098 artifact_type *a_ptr = &a_info[o_ptr->name1];
1100 /* Hack -- "worthless" artifacts */
1101 if (!a_ptr->cost) return (0L);
1103 /* Hack -- Use the artifact cost instead */
1104 value = a_ptr->cost;
1105 value += flag_cost(o_ptr, o_ptr->pval);
1107 /* Don't add pval bonuses etc. */
1112 else if (object_is_ego(o_ptr))
1114 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1116 /* Hack -- "worthless" ego-items */
1117 if (!e_ptr->cost) return (0L);
1119 /* Hack -- Reward the ego-item with a bonus */
1120 value += e_ptr->cost;
1121 value += flag_cost(o_ptr, o_ptr->pval);
1129 for (i = 0; i < TR_FLAG_SIZE; i++)
1130 if (o_ptr->art_flags[i]) flag = TRUE;
1132 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1135 /* Analyze pval bonus for normal object */
1136 switch (o_ptr->tval)
1159 if (!o_ptr->pval) break;
1161 /* Hack -- Negative "pval" is always bad */
1162 if (o_ptr->pval < 0) return (0L);
1164 /* Give credit for stat bonuses */
1165 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1166 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1167 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1168 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1169 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1170 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1172 /* Give credit for stealth and searching */
1173 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1174 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1175 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1177 /* Give credit for infra-vision and tunneling */
1178 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1179 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1181 /* Give credit for extra attacks */
1182 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1184 /* Give credit for speed bonus */
1185 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1191 /* Analyze the item */
1192 switch (o_ptr->tval)
1197 /* Pay extra for charges, depending on standard number of
1198 * charges. Handle new-style wands correctly. -LM-
1200 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1207 /* Pay extra for charges, depending on standard number of
1210 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1220 /* Hack -- negative bonuses are bad */
1221 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1223 /* Give credit for bonuses */
1224 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1241 /* Hack -- negative armor bonus */
1242 if (o_ptr->to_a < 0) return (0L);
1244 /* Give credit for bonuses */
1245 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1258 /* Hack -- negative hit/damage bonuses */
1259 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1261 /* Factor in the bonuses */
1262 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1264 /* Hack -- Factor in extra damage dice and sides */
1265 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1266 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1277 /* Hack -- negative hit/damage bonuses */
1278 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1280 /* Factor in the bonuses */
1281 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1283 /* Hack -- Factor in extra damage dice and sides */
1284 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1285 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1291 /* Figurines, relative to monster level */
1294 int level = r_info[o_ptr->pval].level;
1295 if (level < 20) value = level*50L;
1296 else if (level < 30) value = 1000+(level-20)*150L;
1297 else if (level < 40) value = 2500+(level-30)*350L;
1298 else if (level < 50) value = 6000+(level-40)*800L;
1299 else value = 14000+(level-50)*2000L;
1305 if (!o_ptr->pval) value = 1000L;
1306 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1312 if (!o_ptr->pval) value = 0L;
1317 /* Worthless object */
1318 if (value < 0) return 0L;
1320 /* Return the value */
1326 * Return the price of an item including plusses (and charges)
1328 * This function returns the "value" of the given item (qty one)
1330 * Never notice "unknown" bonuses or properties, including "curses",
1331 * since that would give the player information he did not have.
1333 * Note that discounted items stay discounted forever, even if
1334 * the discount is "forgotten" by the player via memory loss.
1336 s32b object_value(object_type *o_ptr)
1341 /* Unknown items -- acquire a base value */
1342 if (object_is_known(o_ptr))
1344 /* Broken items -- worthless */
1345 if (object_is_broken(o_ptr)) return (0L);
1347 /* Cursed items -- worthless */
1348 if (object_is_cursed(o_ptr)) return (0L);
1350 /* Real value (see above) */
1351 value = object_value_real(o_ptr);
1354 /* Known items -- acquire the actual value */
1357 /* Hack -- Felt broken items */
1358 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1360 /* Hack -- Felt cursed items */
1361 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1363 /* Base value (see above) */
1364 value = object_value_base(o_ptr);
1368 /* Apply discount (if any) */
1369 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1372 /* Return the final value */
1378 * Determines whether an object can be destroyed, and makes fake inscription.
1380 bool can_player_destroy_object(object_type *o_ptr)
1382 /* Artifacts cannot be destroyed */
1383 if (!object_is_artifact(o_ptr)) return TRUE;
1385 /* If object is unidentified, makes fake inscription */
1386 if (!object_is_known(o_ptr))
1388 byte feel = FEEL_SPECIAL;
1390 /* Hack -- Handle icky artifacts */
1391 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1393 /* Hack -- inscribe the artifact */
1394 o_ptr->feeling = feel;
1396 /* We have "felt" it (again) */
1397 o_ptr->ident |= (IDENT_SENSE);
1399 /* Combine the pack */
1400 p_ptr->notice |= (PN_COMBINE);
1403 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1409 /* Identified artifact -- Nothing to do */
1415 * Distribute charges of rods or wands.
1417 * o_ptr = source item
1418 * q_ptr = target item, must be of the same type as o_ptr
1419 * amt = number of items that are transfered
1421 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1424 * Hack -- If rods or wands are dropped, the total maximum timeout or
1425 * charges need to be allocated between the two stacks. If all the items
1426 * are being dropped, it makes for a neater message to leave the original
1427 * stack's pval alone. -LM-
1429 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1431 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1432 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1434 /* Hack -- Rods also need to have their timeouts distributed. The
1435 * dropped stack will accept all time remaining to charge up to its
1438 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1440 if (q_ptr->pval > o_ptr->timeout)
1441 q_ptr->timeout = o_ptr->timeout;
1443 q_ptr->timeout = q_ptr->pval;
1445 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1450 void reduce_charges(object_type *o_ptr, int amt)
1453 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1454 * charges of the stack needs to be reduced, unless all the items are
1455 * being destroyed. -LM-
1457 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1458 (amt < o_ptr->number))
1460 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1466 * Determine if an item can "absorb" a second item
1468 * See "object_absorb()" for the actual "absorption" code.
1470 * If permitted, we allow staffs (if they are known to have equal charges
1471 * and both are either known or confirmed empty) and wands (if both are
1472 * either known or confirmed empty) and rods (in all cases) to combine.
1473 * Staffs will unstack (if necessary) when they are used, but wands and
1474 * rods will only unstack if one is dropped. -LM-
1476 * If permitted, we allow weapons/armor to stack, if fully "known".
1478 * Missiles will combine if both stacks have the same "known" status.
1479 * This is done to make unidentified stacks of missiles useful.
1481 * Food, potions, scrolls, and "easy know" items always stack.
1483 * Chests, and activatable items, never stack (for various reasons).
1487 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1489 #define MAX_STACK_SIZE 99
1493 * Determine if an item can partly absorb a second item.
1494 * Return maximum number of stack.
1496 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1500 /* Default maximum number of stack */
1501 int max_num = MAX_STACK_SIZE;
1503 /* Require identical object types */
1504 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1507 /* Analyze the items */
1508 switch (o_ptr->tval)
1510 /* Chests and Statues*/
1521 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1522 if (o_ptr->pval != j_ptr->pval) return 0;
1526 /* Figurines and Corpses*/
1531 if (o_ptr->pval != j_ptr->pval) return 0;
1537 /* Food and Potions and Scrolls */
1549 /* Require either knowledge or known empty for both staffs. */
1550 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1551 !object_is_known(o_ptr)) ||
1552 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1553 !object_is_known(j_ptr))) return 0;
1555 /* Require identical charges, since staffs are bulky. */
1556 if (o_ptr->pval != j_ptr->pval) return 0;
1565 /* Require either knowledge or known empty for both wands. */
1566 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1567 !object_is_known(o_ptr)) ||
1568 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1569 !object_is_known(j_ptr))) return 0;
1571 /* Wand charges combine in O&ZAngband. */
1577 /* Staffs and Wands and Rods */
1580 /* Prevent overflaw of timeout */
1581 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1587 /* Weapons and Armor */
1603 /* Rings, Amulets, Lites */
1609 /* Require full knowledge of both items */
1610 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1620 /* Require identical knowledge of both items */
1621 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1622 if (o_ptr->feeling != j_ptr->feeling) return 0;
1624 /* Require identical "bonuses" */
1625 if (o_ptr->to_h != j_ptr->to_h) return 0;
1626 if (o_ptr->to_d != j_ptr->to_d) return 0;
1627 if (o_ptr->to_a != j_ptr->to_a) return 0;
1629 /* Require identical "pval" code */
1630 if (o_ptr->pval != j_ptr->pval) return 0;
1632 /* Artifacts never stack */
1633 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1635 /* Require identical "ego-item" names */
1636 if (o_ptr->name2 != j_ptr->name2) return 0;
1638 /* Require identical added essence */
1639 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1640 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1642 /* Hack -- Never stack "powerful" items */
1643 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1645 /* Hack -- Never stack recharging items */
1646 if (o_ptr->timeout || j_ptr->timeout) return 0;
1648 /* Require identical "values" */
1649 if (o_ptr->ac != j_ptr->ac) return 0;
1650 if (o_ptr->dd != j_ptr->dd) return 0;
1651 if (o_ptr->ds != j_ptr->ds) return 0;
1660 /* Require knowledge */
1661 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1669 /* Hack -- Identical art_flags! */
1670 for (i = 0; i < TR_FLAG_SIZE; i++)
1671 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1673 /* Hack -- Require identical "cursed" status */
1674 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1676 /* Hack -- Require identical "broken" status */
1677 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1680 /* Hack -- require semi-matching "inscriptions" */
1681 if (o_ptr->inscription && j_ptr->inscription &&
1682 (o_ptr->inscription != j_ptr->inscription))
1685 /* Hack -- normally require matching "inscriptions" */
1686 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1688 /* Hack -- normally require matching "discounts" */
1689 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1692 /* They match, so they must be similar */
1697 * Determine if an item can absorb a second item.
1699 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1701 int total = o_ptr->number + j_ptr->number;
1704 /* Are these objects similar? */
1705 max_num = object_similar_part(o_ptr, j_ptr);
1707 /* Return if not similar */
1708 if (!max_num) return FALSE;
1710 /* Maximal "stacking" limit */
1711 if (total > max_num) return (0);
1714 /* They match, so they must be similar */
1721 * Allow one item to "absorb" another, assuming they are similar
1723 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1725 int max_num = object_similar_part(o_ptr, j_ptr);
1726 int total = o_ptr->number + j_ptr->number;
1727 int diff = (total > max_num) ? total - max_num : 0;
1729 /* Combine quantity, lose excess items */
1730 o_ptr->number = (total > max_num) ? max_num : total;
1732 /* Hack -- blend "known" status */
1733 if (object_is_known(j_ptr)) object_known(o_ptr);
1735 /* Hack -- clear "storebought" if only one has it */
1736 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1737 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1739 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1740 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1743 /* Hack -- blend "mental" status */
1744 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1746 /* Hack -- blend "inscriptions" */
1747 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1749 /* Hack -- blend "feelings" */
1750 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1752 /* Hack -- could average discounts XXX XXX XXX */
1753 /* Hack -- save largest discount XXX XXX XXX */
1754 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1756 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1757 if (o_ptr->tval == TV_ROD)
1759 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1760 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1763 /* Hack -- if wands are stacking, combine the charges. -LM- */
1764 if (o_ptr->tval == TV_WAND)
1766 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1772 * Find the index of the object_kind with the given tval and sval
1774 s16b lookup_kind(int tval, int sval)
1781 for (k = 1; k < max_k_idx; k++)
1783 object_kind *k_ptr = &k_info[k];
1785 /* Require correct tval */
1786 if (k_ptr->tval != tval) continue;
1789 if (k_ptr->sval == sval) return (k);
1791 /* Ignore illegal items */
1792 if (sval != SV_ANY) continue;
1794 /* Apply the randomizer */
1795 if (!one_in_(++num)) continue;
1797 /* Use this value */
1801 /* Return this choice */
1810 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1812 msg_format("No object (%d,%d)", tval, sval);
1823 * Wipe an object clean.
1825 void object_wipe(object_type *o_ptr)
1827 /* Wipe the structure */
1828 (void)WIPE(o_ptr, object_type);
1833 * Prepare an object based on an existing object
1835 void object_copy(object_type *o_ptr, object_type *j_ptr)
1837 /* Copy the structure */
1838 (void)COPY(o_ptr, j_ptr, object_type);
1843 * Prepare an object based on an object kind.
1845 void object_prep(object_type *o_ptr, int k_idx)
1847 object_kind *k_ptr = &k_info[k_idx];
1849 /* Clear the record */
1852 /* Save the kind index */
1853 o_ptr->k_idx = k_idx;
1855 /* Efficiency -- tval/sval */
1856 o_ptr->tval = k_ptr->tval;
1857 o_ptr->sval = k_ptr->sval;
1859 /* Default "pval" */
1860 o_ptr->pval = k_ptr->pval;
1862 /* Default number */
1865 /* Default weight */
1866 o_ptr->weight = k_ptr->weight;
1869 o_ptr->to_h = k_ptr->to_h;
1870 o_ptr->to_d = k_ptr->to_d;
1871 o_ptr->to_a = k_ptr->to_a;
1874 o_ptr->ac = k_ptr->ac;
1875 o_ptr->dd = k_ptr->dd;
1876 o_ptr->ds = k_ptr->ds;
1878 /* Default activation */
1879 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1881 /* Hack -- worthless items are always "broken" */
1882 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1884 /* Hack -- cursed items are always "cursed" */
1885 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1886 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1887 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1888 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1889 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1890 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1895 * Help determine an "enchantment bonus" for an object.
1897 * To avoid floating point but still provide a smooth distribution of bonuses,
1898 * we simply round the results of division in such a way as to "average" the
1899 * correct floating point value.
1901 * This function has been changed. It uses "randnor()" to choose values from
1902 * a normal distribution, whose mean moves from zero towards the max as the
1903 * level increases, and whose standard deviation is equal to 1/4 of the max,
1904 * and whose values are forced to lie between zero and the max, inclusive.
1906 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1907 * rare to get the "full" enchantment on an object, even a deep levels.
1909 * It is always possible (albeit unlikely) to get the "full" enchantment.
1911 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1913 * N 0 1 2 3 4 5 6 7 8 9 10
1914 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1915 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1916 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1917 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1918 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1919 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1920 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1921 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1922 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1923 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1924 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1925 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1926 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1927 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1928 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1929 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1930 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1931 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1933 s16b m_bonus(int max, int level)
1935 int bonus, stand, extra, value;
1938 /* Paranoia -- enforce maximal "level" */
1939 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1942 /* The "bonus" moves towards the max */
1943 bonus = ((max * level) / MAX_DEPTH);
1945 /* Hack -- determine fraction of error */
1946 extra = ((max * level) % MAX_DEPTH);
1948 /* Hack -- simulate floating point computations */
1949 if (randint0(MAX_DEPTH) < extra) bonus++;
1952 /* The "stand" is equal to one quarter of the max */
1955 /* Hack -- determine fraction of error */
1958 /* Hack -- simulate floating point computations */
1959 if (randint0(4) < extra) stand++;
1962 /* Choose an "interesting" value */
1963 value = randnor(bonus, stand);
1965 /* Enforce the minimum value */
1966 if (value < 0) return (0);
1968 /* Enforce the maximum value */
1969 if (value > max) return (max);
1977 * Cheat -- describe a created object for the user
1979 static void object_mention(object_type *o_ptr)
1981 char o_name[MAX_NLEN];
1984 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1987 if (object_is_fixed_artifact(o_ptr))
1991 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1993 msg_format("Artifact (%s)", o_name);
1998 /* Random Artifact */
1999 else if (o_ptr->art_name)
2002 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2004 msg_print("Random artifact");
2010 else if (object_is_ego(o_ptr))
2014 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2016 msg_format("Ego-item (%s)", o_name);
2026 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2028 msg_format("Object (%s)", o_name);
2036 * Mega-Hack -- Attempt to create one of the "Special Objects"
2038 * We are only called from "make_object()", and we assume that
2039 * "apply_magic()" is called immediately after we return.
2041 * Note -- see "make_artifact()" and "apply_magic()"
2043 static bool make_artifact_special(object_type *o_ptr)
2049 /* No artifacts in the town */
2050 if (!dun_level) return (FALSE);
2053 if (get_obj_num_hook) return (FALSE);
2055 /* Check the artifact list (just the "specials") */
2056 for (i = 0; i < max_a_idx; i++)
2058 artifact_type *a_ptr = &a_info[i];
2060 /* Skip "empty" artifacts */
2061 if (!a_ptr->name) continue;
2063 /* Cannot make an artifact twice */
2064 if (a_ptr->cur_num) continue;
2066 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2067 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2069 /* XXX XXX Enforce minimum "depth" (loosely) */
2070 if (a_ptr->level > dun_level)
2072 /* Acquire the "out-of-depth factor" */
2073 int d = (a_ptr->level - dun_level) * 2;
2075 /* Roll for out-of-depth creation */
2076 if (!one_in_(d)) continue;
2079 /* Artifact "rarity roll" */
2080 if (!one_in_(a_ptr->rarity)) continue;
2082 /* Find the base object */
2083 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2085 /* XXX XXX Enforce minimum "object" level (loosely) */
2086 if (k_info[k_idx].level > object_level)
2088 /* Acquire the "out-of-depth factor" */
2089 int d = (k_info[k_idx].level - object_level) * 5;
2091 /* Roll for out-of-depth creation */
2092 if (!one_in_(d)) continue;
2095 /* Assign the template */
2096 object_prep(o_ptr, k_idx);
2098 /* Mega-Hack -- mark the item as an artifact */
2101 /* Hack: Some artifacts get random extra powers */
2102 random_artifact_resistance(o_ptr, a_ptr);
2114 * Attempt to change an object into an artifact
2116 * This routine should only be called by "apply_magic()"
2118 * Note -- see "make_artifact_special()" and "apply_magic()"
2120 static bool make_artifact(object_type *o_ptr)
2125 /* No artifacts in the town */
2126 if (!dun_level) return (FALSE);
2128 /* Paranoia -- no "plural" artifacts */
2129 if (o_ptr->number != 1) return (FALSE);
2131 /* Check the artifact list (skip the "specials") */
2132 for (i = 0; i < max_a_idx; i++)
2134 artifact_type *a_ptr = &a_info[i];
2136 /* Skip "empty" items */
2137 if (!a_ptr->name) continue;
2139 /* Cannot make an artifact twice */
2140 if (a_ptr->cur_num) continue;
2142 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2144 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2146 /* Must have the correct fields */
2147 if (a_ptr->tval != o_ptr->tval) continue;
2148 if (a_ptr->sval != o_ptr->sval) continue;
2150 /* XXX XXX Enforce minimum "depth" (loosely) */
2151 if (a_ptr->level > dun_level)
2153 /* Acquire the "out-of-depth factor" */
2154 int d = (a_ptr->level - dun_level) * 2;
2156 /* Roll for out-of-depth creation */
2157 if (!one_in_(d)) continue;
2160 /* We must make the "rarity roll" */
2161 if (!one_in_(a_ptr->rarity)) continue;
2163 /* Hack -- mark the item as an artifact */
2166 /* Hack: Some artifacts get random extra powers */
2167 random_artifact_resistance(o_ptr, a_ptr);
2179 * Choose random ego type
2181 static byte get_random_ego(byte slot, bool good)
2184 ego_item_type *e_ptr;
2188 for (i = 1; i < max_e_idx; i++)
2192 if (e_ptr->slot == slot
2193 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2196 total += (255 / e_ptr->rarity);
2200 value = randint1(total);
2202 for (i = 1; i < max_e_idx; i++)
2206 if (e_ptr->slot == slot
2207 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2210 value -= (255 / e_ptr->rarity);
2211 if (value <= 0L) break;
2219 * Apply magic to an item known to be a "weapon"
2221 * Hack -- note special base damage dice boosting
2222 * Hack -- note special processing for weapon/digger
2224 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2226 int tohit1 = randint1(5) + m_bonus(5, level);
2227 int todam1 = randint1(5) + m_bonus(5, level);
2229 int tohit2 = m_bonus(10, level);
2230 int todam2 = m_bonus(10, level);
2232 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2234 tohit2 = (tohit2+1)/2;
2235 todam2 = (todam2+1)/2;
2242 o_ptr->to_h += tohit1;
2243 o_ptr->to_d += todam1;
2249 o_ptr->to_h += tohit2;
2250 o_ptr->to_d += todam2;
2258 o_ptr->to_h -= tohit1;
2259 o_ptr->to_d -= todam1;
2264 /* Penalize again */
2265 o_ptr->to_h -= tohit2;
2266 o_ptr->to_d -= todam2;
2269 /* Cursed (if "bad") */
2270 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2273 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2276 switch (o_ptr->tval)
2283 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2284 create_artifact(o_ptr, FALSE);
2286 /* Special Ego-item */
2287 o_ptr->name2 = EGO_DIGGING;
2291 else if (power < -1)
2293 /* Hack -- Horrible digging bonus */
2294 o_ptr->pval = 0 - (5 + randint1(5));
2300 /* Hack -- Reverse digging bonus */
2301 o_ptr->pval = 0 - (o_ptr->pval);
2315 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2317 create_artifact(o_ptr, FALSE);
2322 /* Roll for an ego-item */
2323 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2324 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2326 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2328 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2333 switch (o_ptr->name2)
2336 if (one_in_(4) && (level > 40))
2337 add_flag(o_ptr->art_flags, TR_BLOWS);
2341 add_flag(o_ptr->art_flags, TR_RES_POIS);
2343 add_flag(o_ptr->art_flags, TR_WARNING);
2345 case EGO_KILL_DRAGON:
2347 add_flag(o_ptr->art_flags, TR_RES_POIS);
2351 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2353 case EGO_SLAYING_WEAPON:
2354 if (one_in_(3)) /* double damage */
2362 while (one_in_(o_ptr->dd));
2368 while (one_in_(o_ptr->ds));
2373 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2375 if (o_ptr->tval == TV_SWORD && one_in_(3))
2377 add_flag(o_ptr->art_flags, TR_VORPAL);
2382 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2388 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2390 add_flag(o_ptr->art_flags, TR_DEX);
2392 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2395 o_ptr->pval = m_bonus(5, level) + 1;
2397 case EGO_EARTHQUAKES:
2398 if (one_in_(3) && (level > 60))
2399 add_flag(o_ptr->art_flags, TR_BLOWS);
2401 o_ptr->pval = m_bonus(3, level);
2405 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2409 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2411 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2413 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2414 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2417 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2418 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2419 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2420 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2424 if (!o_ptr->art_name)
2426 /* Hack -- Super-charge the damage dice */
2427 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2429 /* Hack -- Lower the damage dice */
2430 if (o_ptr->dd > 9) o_ptr->dd = 9;
2435 else if (power < -1)
2437 /* Roll for ego-item */
2438 if (randint0(MAX_DEPTH) < level)
2442 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2443 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2449 switch (o_ptr->name2)
2452 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2453 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2455 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2456 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2457 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2458 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2459 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2460 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2474 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2476 create_artifact(o_ptr, FALSE);
2479 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2493 if (power > 2) /* power > 2 is debug only */
2495 create_artifact(o_ptr, FALSE);
2499 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2501 switch (o_ptr->name2)
2503 case EGO_SLAYING_BOLT:
2508 /* Hack -- super-charge the damage dice */
2509 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2511 /* Hack -- restrict the damage dice */
2512 if (o_ptr->dd > 9) o_ptr->dd = 9;
2516 else if (power < -1)
2518 /* Roll for ego-item */
2519 if (randint0(MAX_DEPTH) < level)
2521 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2531 static void dragon_resist(object_type * o_ptr)
2536 one_dragon_ele_resistance(o_ptr);
2538 one_high_resistance(o_ptr);
2544 static bool add_esp_strong(object_type *o_ptr)
2546 bool nonliv = FALSE;
2548 switch (randint1(3))
2550 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2551 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2552 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2559 static void add_esp_weak(object_type *o_ptr, bool extra)
2562 u32b weak_esp_list[] = {
2574 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2575 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2577 /* Add unduplicated weak esp flags randomly */
2578 for (i = 0; i < add_count; ++ i)
2580 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2582 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2583 weak_esp_list[choice] = weak_esp_list[i];
2589 * Apply magic to an item known to be "armor"
2591 * Hack -- note special processing for crown/helm
2592 * Hack -- note special processing for robe of permanence
2594 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2596 int toac1 = randint1(5) + m_bonus(5, level);
2598 int toac2 = m_bonus(10, level);
2604 o_ptr->to_a += toac1;
2610 o_ptr->to_a += toac2;
2618 o_ptr->to_a -= toac1;
2623 /* Penalize again */
2624 o_ptr->to_a -= toac2;
2627 /* Cursed (if "bad") */
2628 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2633 switch (o_ptr->tval)
2637 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2638 create_artifact(o_ptr, FALSE);
2640 /* Mention the item */
2641 if (cheat_peek) object_mention(o_ptr);
2652 /* Hack -- Try for "Robes of the Magi" */
2653 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2654 (o_ptr->sval == SV_ROBE) &&
2655 (randint0(100) < 15))
2659 o_ptr->name2 = EGO_YOIYAMI;
2660 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2661 o_ptr->sval = SV_YOIYAMI_ROBE;
2667 o_ptr->name2 = EGO_PERMANENCE;
2672 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2674 create_artifact(o_ptr, FALSE);
2680 bool okay_flag = TRUE;
2682 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2684 switch (o_ptr->name2)
2687 if (o_ptr->tval != TV_HARD_ARMOR)
2693 if (o_ptr->tval != TV_SOFT_ARMOR)
2705 switch (o_ptr->name2)
2707 case EGO_RESISTANCE:
2709 add_flag(o_ptr->art_flags, TR_RES_POIS);
2712 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2713 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2717 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2719 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2721 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2722 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2724 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2725 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2726 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2727 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2728 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2729 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2730 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2731 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2734 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2735 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2736 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2737 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2738 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2739 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2752 if (o_ptr->sval == SV_DRAGON_SHIELD)
2754 /* Mention the item */
2755 if (cheat_peek) object_mention(o_ptr);
2756 dragon_resist(o_ptr);
2757 if (!one_in_(3)) break;
2763 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2765 create_artifact(o_ptr, FALSE);
2771 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2772 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2773 && o_ptr->name2 == EGO_S_DWARVEN)
2780 switch (o_ptr->name2)
2783 if (!one_in_(3)) one_high_resistance(o_ptr);
2784 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2786 case EGO_REFLECTION:
2787 if (o_ptr->sval == SV_MIRROR_SHIELD)
2792 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2793 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2802 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2804 /* Mention the item */
2805 if (cheat_peek) object_mention(o_ptr);
2806 dragon_resist(o_ptr);
2807 if (!one_in_(3)) break;
2811 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2813 create_artifact(o_ptr, FALSE);
2816 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2820 else if (power < -1)
2822 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2830 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2832 /* Mention the item */
2833 if (cheat_peek) object_mention(o_ptr);
2834 dragon_resist(o_ptr);
2835 if (!one_in_(3)) break;
2840 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2842 create_artifact(o_ptr, FALSE);
2845 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2847 switch (o_ptr->name2)
2849 case EGO_SLOW_DESCENT:
2852 one_high_resistance(o_ptr);
2858 else if (power < -1)
2860 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2871 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2873 create_artifact(o_ptr, FALSE);
2878 bool ok_flag = TRUE;
2879 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2881 switch (o_ptr->name2)
2884 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2885 else add_esp_weak(o_ptr, FALSE);
2889 case EGO_REGENERATION:
2890 case EGO_LORDLINESS:
2896 if (one_in_(2)) add_esp_strong(o_ptr);
2897 else add_esp_weak(o_ptr, FALSE);
2900 default:/* not existing crown (wisdom,lite, etc...) */
2904 break; /* while (1) */
2910 else if (power < -1)
2914 bool ok_flag = TRUE;
2915 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2917 switch (o_ptr->name2)
2919 case EGO_ANCIENT_CURSE:
2920 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2921 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2922 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2923 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2924 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2925 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2929 break; /* while (1) */
2938 if (o_ptr->sval == SV_DRAGON_HELM)
2940 /* Mention the item */
2941 if (cheat_peek) object_mention(o_ptr);
2942 dragon_resist(o_ptr);
2943 if (!one_in_(3)) break;
2949 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2951 create_artifact(o_ptr, FALSE);
2956 bool ok_flag = TRUE;
2957 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2959 switch (o_ptr->name2)
2961 case EGO_BRILLIANCE:
2963 case EGO_INFRAVISION:
2964 case EGO_H_PROTECTION:
2969 if (one_in_(2)) add_esp_strong(o_ptr);
2970 else add_esp_weak(o_ptr, FALSE);
2974 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2975 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2977 default:/* not existing helm (Magi, Might, etc...)*/
2981 break; /* while (1) */
2986 else if (power < -1)
2990 bool ok_flag = TRUE;
2991 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2993 switch (o_ptr->name2)
2995 case EGO_ANCIENT_CURSE:
2999 break; /* while (1) */
3010 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3012 create_artifact(o_ptr, FALSE);
3015 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3017 switch (o_ptr->name2)
3028 else if (power < -1)
3030 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3040 * Apply magic to an item known to be a "ring" or "amulet"
3042 * Hack -- note special "pval boost" code for ring of speed
3043 * Hack -- note that some items must be cursed (or blessed)
3045 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3047 /* Apply magic (good or bad) according to type */
3048 switch (o_ptr->tval)
3053 switch (o_ptr->sval)
3055 case SV_RING_ATTACKS:
3058 o_ptr->pval = m_bonus(2, level);
3059 if (one_in_(15)) o_ptr->pval++;
3060 if (o_ptr->pval < 1) o_ptr->pval = 1;
3066 o_ptr->ident |= (IDENT_BROKEN);
3069 o_ptr->curse_flags |= TRC_CURSED;
3072 o_ptr->pval = 0 - (o_ptr->pval);
3083 /* Strength, Constitution, Dexterity, Intelligence */
3089 o_ptr->pval = 1 + m_bonus(5, level);
3095 o_ptr->ident |= (IDENT_BROKEN);
3098 o_ptr->curse_flags |= TRC_CURSED;
3101 o_ptr->pval = 0 - (o_ptr->pval);
3107 /* Ring of Speed! */
3110 /* Base speed (1 to 10) */
3111 o_ptr->pval = randint1(5) + m_bonus(5, level);
3113 /* Super-charge the ring */
3114 while (randint0(100) < 50) o_ptr->pval++;
3120 o_ptr->ident |= (IDENT_BROKEN);
3123 o_ptr->curse_flags |= TRC_CURSED;
3126 o_ptr->pval = 0 - (o_ptr->pval);
3131 /* Mention the item */
3132 if (cheat_peek) object_mention(o_ptr);
3137 case SV_RING_LORDLY:
3141 one_lordly_high_resistance(o_ptr);
3145 /* Bonus to armor class */
3146 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3150 case SV_RING_WARNING:
3152 if (one_in_(3)) one_low_esp(o_ptr);
3157 case SV_RING_SEARCHING:
3159 /* Bonus to searching */
3160 o_ptr->pval = 1 + m_bonus(5, level);
3166 o_ptr->ident |= (IDENT_BROKEN);
3169 o_ptr->curse_flags |= TRC_CURSED;
3172 o_ptr->pval = 0 - (o_ptr->pval);
3178 /* Flames, Acid, Ice */
3179 case SV_RING_FLAMES:
3184 /* Bonus to armor class */
3185 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3189 /* Weakness, Stupidity */
3190 case SV_RING_WEAKNESS:
3191 case SV_RING_STUPIDITY:
3194 o_ptr->ident |= (IDENT_BROKEN);
3197 o_ptr->curse_flags |= TRC_CURSED;
3200 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3201 if (power > 0) power = 0 - power;
3206 /* WOE, Stupidity */
3210 o_ptr->ident |= (IDENT_BROKEN);
3213 o_ptr->curse_flags |= TRC_CURSED;
3216 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3217 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3218 if (power > 0) power = 0 - power;
3223 /* Ring of damage */
3224 case SV_RING_DAMAGE:
3226 /* Bonus to damage */
3227 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3233 o_ptr->ident |= (IDENT_BROKEN);
3236 o_ptr->curse_flags |= TRC_CURSED;
3239 o_ptr->to_d = 0 - o_ptr->to_d;
3245 /* Ring of Accuracy */
3246 case SV_RING_ACCURACY:
3249 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3255 o_ptr->ident |= (IDENT_BROKEN);
3258 o_ptr->curse_flags |= TRC_CURSED;
3261 o_ptr->to_h = 0 - o_ptr->to_h;
3267 /* Ring of Protection */
3268 case SV_RING_PROTECTION:
3270 /* Bonus to armor class */
3271 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3277 o_ptr->ident |= (IDENT_BROKEN);
3280 o_ptr->curse_flags |= TRC_CURSED;
3283 o_ptr->to_a = 0 - o_ptr->to_a;
3289 /* Ring of Slaying */
3290 case SV_RING_SLAYING:
3292 /* Bonus to damage and to hit */
3293 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3294 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3300 o_ptr->ident |= (IDENT_BROKEN);
3303 o_ptr->curse_flags |= TRC_CURSED;
3305 /* Reverse bonuses */
3306 o_ptr->to_h = 0 - o_ptr->to_h;
3307 o_ptr->to_d = 0 - o_ptr->to_d;
3313 case SV_RING_MUSCLE:
3315 o_ptr->pval = 1 + m_bonus(3, level);
3316 if (one_in_(4)) o_ptr->pval++;
3322 o_ptr->ident |= (IDENT_BROKEN);
3325 o_ptr->curse_flags |= TRC_CURSED;
3327 /* Reverse bonuses */
3328 o_ptr->pval = 0 - o_ptr->pval;
3333 case SV_RING_AGGRAVATION:
3336 o_ptr->ident |= (IDENT_BROKEN);
3339 o_ptr->curse_flags |= TRC_CURSED;
3341 if (power > 0) power = 0 - power;
3345 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3346 || (power > 2)) /* power > 2 is debug only */
3348 o_ptr->pval = MIN(o_ptr->pval, 4);
3349 /* Randart amulet */
3350 create_artifact(o_ptr, FALSE);
3352 else if ((power == 2) && one_in_(2))
3354 while(!o_ptr->name2)
3356 int tmp = m_bonus(10, level);
3357 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3358 switch(randint1(28))
3361 o_ptr->name2 = EGO_RING_THROW;
3364 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3365 o_ptr->name2 = EGO_RING_REGEN;
3368 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3369 o_ptr->name2 = EGO_RING_LITE;
3372 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3373 o_ptr->name2 = EGO_RING_TELEPORT;
3376 if (o_ptr->to_h) break;
3377 o_ptr->name2 = EGO_RING_TO_H;
3380 if (o_ptr->to_d) break;
3381 o_ptr->name2 = EGO_RING_TO_D;
3384 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3385 o_ptr->name2 = EGO_RING_SLAY;
3388 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3389 o_ptr->name2 = EGO_RING_WIZARD;
3392 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3393 o_ptr->name2 = EGO_RING_HERO;
3396 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3397 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3398 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3399 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3402 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3403 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;
3404 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3405 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3406 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3409 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3410 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;
3411 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3412 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3413 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3416 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3417 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;
3418 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3419 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3422 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3423 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;
3424 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3425 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3427 case 21: case 22: case 23: case 24: case 25: case 26:
3428 switch (o_ptr->sval)
3431 if (!one_in_(3)) break;
3432 o_ptr->name2 = EGO_RING_D_SPEED;
3434 case SV_RING_DAMAGE:
3435 case SV_RING_ACCURACY:
3436 case SV_RING_SLAYING:
3437 if (one_in_(2)) break;
3438 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3441 o_ptr->name2 = EGO_RING_BERSERKER;
3442 o_ptr->to_h -= 2+randint1(4);
3443 o_ptr->to_d += 2+randint1(4);
3446 case SV_RING_PROTECTION:
3447 o_ptr->name2 = EGO_RING_SUPER_AC;
3448 o_ptr->to_a += 7 + m_bonus(5, level);
3450 case SV_RING_RES_FEAR:
3451 o_ptr->name2 = EGO_RING_HERO;
3454 if (one_in_(2)) break;
3455 o_ptr->name2 = EGO_RING_HUNTER;
3457 case SV_RING_SEARCHING:
3458 o_ptr->name2 = EGO_RING_STEALTH;
3460 case SV_RING_TELEPORTATION:
3461 o_ptr->name2 = EGO_RING_TELE_AWAY;
3463 case SV_RING_RES_BLINDNESS:
3465 o_ptr->name2 = EGO_RING_RES_LITE;
3467 o_ptr->name2 = EGO_RING_RES_DARK;
3469 case SV_RING_LORDLY:
3470 if (!one_in_(20)) break;
3471 one_lordly_high_resistance(o_ptr);
3472 one_lordly_high_resistance(o_ptr);
3473 o_ptr->name2 = EGO_RING_TRUE;
3475 case SV_RING_SUSTAIN:
3476 if (!one_in_(4)) break;
3477 o_ptr->name2 = EGO_RING_RES_TIME;
3479 case SV_RING_FLAMES:
3480 if (!one_in_(2)) break;
3481 o_ptr->name2 = EGO_RING_DRAGON_F;
3484 if (!one_in_(2)) break;
3485 o_ptr->name2 = EGO_RING_DRAGON_C;
3487 case SV_RING_WARNING:
3488 if (!one_in_(2)) break;
3489 o_ptr->name2 = EGO_RING_M_DETECT;
3498 o_ptr->curse_flags = 0L;
3500 else if ((power == -2) && one_in_(2))
3502 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3503 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3504 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3505 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3506 o_ptr->art_flags[0] = 0;
3507 o_ptr->art_flags[1] = 0;
3508 while(!o_ptr->name2)
3510 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3514 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3515 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3518 o_ptr->name2 = EGO_RING_NO_MELEE;
3521 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3522 o_ptr->name2 = EGO_RING_AGGRAVATE;
3525 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3526 o_ptr->name2 = EGO_RING_TY_CURSE;
3529 o_ptr->name2 = EGO_RING_ALBINO;
3534 o_ptr->ident |= (IDENT_BROKEN);
3537 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3545 switch (o_ptr->sval)
3547 /* Amulet of wisdom/charisma */
3548 case SV_AMULET_INTELLIGENCE:
3549 case SV_AMULET_WISDOM:
3550 case SV_AMULET_CHARISMA:
3552 o_ptr->pval = 1 + m_bonus(5, level);
3558 o_ptr->ident |= (IDENT_BROKEN);
3561 o_ptr->curse_flags |= (TRC_CURSED);
3563 /* Reverse bonuses */
3564 o_ptr->pval = 0 - o_ptr->pval;
3570 /* Amulet of brilliance */
3571 case SV_AMULET_BRILLIANCE:
3573 o_ptr->pval = 1 + m_bonus(3, level);
3574 if (one_in_(4)) o_ptr->pval++;
3580 o_ptr->ident |= (IDENT_BROKEN);
3583 o_ptr->curse_flags |= (TRC_CURSED);
3585 /* Reverse bonuses */
3586 o_ptr->pval = 0 - o_ptr->pval;
3592 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3596 o_ptr->curse_flags |= (TRC_CURSED);
3601 case SV_AMULET_RESISTANCE:
3603 if (one_in_(5)) one_high_resistance(o_ptr);
3604 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3608 /* Amulet of searching */
3609 case SV_AMULET_SEARCHING:
3611 o_ptr->pval = randint1(2) + m_bonus(4, level);
3617 o_ptr->ident |= (IDENT_BROKEN);
3620 o_ptr->curse_flags |= (TRC_CURSED);
3622 /* Reverse bonuses */
3623 o_ptr->pval = 0 - (o_ptr->pval);
3629 /* Amulet of the Magi -- never cursed */
3630 case SV_AMULET_THE_MAGI:
3632 o_ptr->pval = randint1(5) + m_bonus(5, level);
3633 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3635 /* gain one low ESP */
3636 add_esp_weak(o_ptr, FALSE);
3638 /* Mention the item */
3639 if (cheat_peek) object_mention(o_ptr);
3644 /* Amulet of Doom -- always cursed */
3645 case SV_AMULET_DOOM:
3648 o_ptr->ident |= (IDENT_BROKEN);
3651 o_ptr->curse_flags |= (TRC_CURSED);
3654 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3655 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3656 if (power > 0) power = 0 - power;
3661 case SV_AMULET_MAGIC_MASTERY:
3663 o_ptr->pval = 1 + m_bonus(4, level);
3669 o_ptr->ident |= (IDENT_BROKEN);
3672 o_ptr->curse_flags |= (TRC_CURSED);
3674 /* Reverse bonuses */
3675 o_ptr->pval = 0 - o_ptr->pval;
3681 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3682 || (power > 2)) /* power > 2 is debug only */
3684 o_ptr->pval = MIN(o_ptr->pval, 4);
3685 /* Randart amulet */
3686 create_artifact(o_ptr, FALSE);
3688 else if ((power == 2) && one_in_(2))
3690 while(!o_ptr->name2)
3692 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3693 switch(randint1(21))
3696 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3697 o_ptr->name2 = EGO_AMU_SLOW_D;
3700 if (o_ptr->pval) break;
3701 o_ptr->name2 = EGO_AMU_INFRA;
3704 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3705 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3708 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3709 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3712 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3713 o_ptr->name2 = EGO_AMU_LEVITATION;
3715 case 10: case 11: case 21:
3716 o_ptr->name2 = EGO_AMU_AC;
3719 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3720 if (m_bonus(10, level) > 8)
3721 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3723 o_ptr->name2 = EGO_AMU_RES_FIRE;
3726 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3727 if (m_bonus(10, level) > 8)
3728 o_ptr->name2 = EGO_AMU_RES_COLD_;
3730 o_ptr->name2 = EGO_AMU_RES_COLD;
3733 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3734 if (m_bonus(10, level) > 8)
3735 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3737 o_ptr->name2 = EGO_AMU_RES_ELEC;
3740 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3741 if (m_bonus(10, level) > 8)
3742 o_ptr->name2 = EGO_AMU_RES_ACID_;
3744 o_ptr->name2 = EGO_AMU_RES_ACID;
3746 case 16: case 17: case 18: case 19: case 20:
3747 switch (o_ptr->sval)
3749 case SV_AMULET_TELEPORT:
3750 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3751 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3752 else o_ptr->name2 = EGO_AMU_TELEPORT;
3754 case SV_AMULET_RESIST_ACID:
3755 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3757 case SV_AMULET_SEARCHING:
3758 o_ptr->name2 = EGO_AMU_STEALTH;
3760 case SV_AMULET_BRILLIANCE:
3761 if (!one_in_(3)) break;
3762 o_ptr->name2 = EGO_AMU_IDENT;
3764 case SV_AMULET_CHARISMA:
3765 if (!one_in_(3)) break;
3766 o_ptr->name2 = EGO_AMU_CHARM;
3768 case SV_AMULET_THE_MAGI:
3769 if (one_in_(2)) break;
3770 o_ptr->name2 = EGO_AMU_GREAT;
3772 case SV_AMULET_RESISTANCE:
3773 if (!one_in_(5)) break;
3774 o_ptr->name2 = EGO_AMU_DEFENDER;
3776 case SV_AMULET_TELEPATHY:
3777 if (!one_in_(3)) break;
3778 o_ptr->name2 = EGO_AMU_DETECTION;
3784 o_ptr->curse_flags = 0L;
3786 else if ((power == -2) && one_in_(2))
3788 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3789 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3790 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3791 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3792 o_ptr->art_flags[0] = 0;
3793 o_ptr->art_flags[1] = 0;
3794 while(!o_ptr->name2)
3796 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3800 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3801 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3804 o_ptr->name2 = EGO_AMU_FOOL;
3807 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3808 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3811 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3812 o_ptr->name2 = EGO_AMU_TY_CURSE;
3815 o_ptr->name2 = EGO_AMU_NAIVETY;
3820 o_ptr->ident |= (IDENT_BROKEN);
3823 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3832 * Hack -- help pick an item type
3834 static bool item_monster_okay(int r_idx)
3836 monster_race *r_ptr = &r_info[r_idx];
3839 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3840 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3841 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3842 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3843 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3844 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3852 * Apply magic to an item known to be "boring"
3854 * Hack -- note the special code for various items
3856 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3858 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3863 /* Apply magic (good or bad) according to type */
3864 switch (o_ptr->tval)
3873 o_ptr->ident |= (IDENT_BROKEN);
3876 o_ptr->curse_flags |= (TRC_CURSED);
3883 o_ptr->xtra4 = o_ptr->pval;
3889 /* Hack -- Torches -- random fuel */
3890 if (o_ptr->sval == SV_LITE_TORCH)
3892 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3896 /* Hack -- Lanterns -- random fuel */
3897 if (o_ptr->sval == SV_LITE_LANTERN)
3899 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3903 if (power > 2) /* power > 2 is debug only */
3905 create_artifact(o_ptr, FALSE);
3907 else if ((power == 2) || ((power == 1) && one_in_(3)))
3909 while (!o_ptr->name2)
3913 bool okay_flag = TRUE;
3915 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3917 switch (o_ptr->name2)
3920 if (o_ptr->sval == SV_LITE_FEANOR)
3928 else if (power == -2)
3930 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3932 switch (o_ptr->name2)
3934 case EGO_LITE_DARKNESS:
3946 /* The wand or staff gets a number of initial charges equal
3947 * to between 1/2 (+1) and the full object kind's pval. -LM-
3949 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3955 /* Transfer the pval. -LM- */
3956 o_ptr->pval = k_ptr->pval;
3963 object_aware(o_ptr);
3964 object_known(o_ptr);
3973 monster_race *r_ptr;
3975 /* Pick a random non-unique monster race */
3978 i = randint1(max_r_idx - 1);
3980 if (!item_monster_okay(i)) continue;
3981 if (i == MON_TSUCHINOKO) continue;
3985 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3987 /* Ignore dead monsters */
3988 if (!r_ptr->rarity) continue;
3990 /* Ignore uncommon monsters */
3991 if (r_ptr->rarity > 100) continue;
3993 /* Prefer less out-of-depth monsters */
3994 if (randint0(check)) continue;
4001 /* Some figurines are cursed */
4002 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4007 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
4009 msg_format("Figurine of %s, depth +%d%s",
4012 r_name + r_ptr->name, check - 1,
4013 !object_is_cursed(o_ptr) ? "" : " {cursed}");
4026 monster_race *r_ptr;
4028 if (o_ptr->sval == SV_SKELETON)
4030 match = RF9_DROP_SKELETON;
4032 else if (o_ptr->sval == SV_CORPSE)
4034 match = RF9_DROP_CORPSE;
4037 /* Hack -- Remove the monster restriction */
4038 get_mon_num_prep(item_monster_okay, NULL);
4040 /* Pick a random non-unique monster race */
4043 i = get_mon_num(dun_level);
4047 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4049 /* Ignore dead monsters */
4050 if (!r_ptr->rarity) continue;
4052 /* Ignore corpseless monsters */
4053 if (!(r_ptr->flags9 & match)) continue;
4055 /* Prefer less out-of-depth monsters */
4056 if (randint0(check)) continue;
4066 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4068 msg_format("Corpse of %s, depth +%d",
4071 r_name + r_ptr->name, check - 1);
4074 object_aware(o_ptr);
4075 object_known(o_ptr);
4083 monster_race *r_ptr;
4085 /* Pick a random monster race */
4088 i = randint1(max_r_idx - 1);
4092 /* Ignore dead monsters */
4093 if (!r_ptr->rarity) continue;
4103 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4105 msg_format("Statue of %s", r_name + r_ptr->name);
4109 object_aware(o_ptr);
4110 object_known(o_ptr);
4117 byte obj_level = k_info[o_ptr->k_idx].level;
4119 /* Hack -- skip ruined chests */
4120 if (obj_level <= 0) break;
4122 /* Hack -- pick a "difficulty" */
4123 o_ptr->pval = randint1(obj_level);
4124 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4126 o_ptr->xtra3 = dun_level + 5;
4128 /* Never exceed "difficulty" of 55 to 59 */
4129 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4138 * Complete the "creation" of an object by applying "magic" to the item
4140 * This includes not only rolling for random bonuses, but also putting the
4141 * finishing touches on ego-items and artifacts, giving charges to wands and
4142 * staffs, giving fuel to lites, and placing traps on chests.
4144 * In particular, note that "Instant Artifacts", if "created" by an external
4145 * routine, must pass through this function to complete the actual creation.
4147 * The base "chance" of the item being "good" increases with the "level"
4148 * parameter, which is usually derived from the dungeon level, being equal
4149 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4150 * the object is guaranteed to be "good". If an object is "good", then
4151 * the chance that the object will be "great" (ego-item or artifact), also
4152 * increases with the "level", being equal to half the level, plus 5, up to
4153 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4154 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4156 * If the object is not "good", there is a chance it will be "cursed", and
4157 * if it is "cursed", there is a chance it will be "broken". These chances
4158 * are related to the "good" / "great" chances above.
4160 * Otherwise "normal" rings and amulets will be "good" half the time and
4161 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4163 * If "okay" is true, and the object is going to be "great", then there is
4164 * a chance that an artifact will be created. This is true even if both the
4165 * "good" and "great" arguments are false. As a total hack, if "great" is
4166 * true, then the item gets 3 extra "attempts" to become an artifact.
4168 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4170 int i, rolls, f1, f2, power;
4172 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4174 /* Maximum "level" for various things */
4175 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4177 /* Base chance of being "good" */
4180 /* Maximal chance of being "good" */
4181 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4183 /* Base chance of being "great" */
4186 /* Maximal chance of being "great" */
4187 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4188 f2 = d_info[dungeon_type].obj_great;
4190 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4195 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4204 /* Roll for "good" */
4205 if ((mode & AM_GOOD) || magik(f1))
4210 /* Roll for "great" */
4211 if ((mode & AM_GREAT) || magik(f2))
4215 /* Roll for "special" */
4216 if (mode & AM_SPECIAL) power = 3;
4220 /* Roll for "cursed" */
4223 /* Assume "cursed" */
4226 /* Roll for "broken" */
4227 if (magik(f2)) power = -2;
4231 if (mode & AM_CURSED)
4233 /* Assume 'cursed' */
4238 /* Everything else gets more badly cursed */
4245 /* Assume no rolls */
4248 /* Get one roll if excellent */
4249 if (power >= 2) rolls = 1;
4251 /* Hack -- Get four rolls if forced great or special */
4252 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4254 /* Hack -- Get no rolls if not allowed */
4255 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4257 /* Roll for artifacts if allowed */
4258 for (i = 0; i < rolls; i++)
4260 /* Roll for an artifact */
4261 if (make_artifact(o_ptr)) break;
4262 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4264 if (make_artifact(o_ptr)) break;
4269 /* Hack -- analyze artifacts */
4270 if (object_is_fixed_artifact(o_ptr))
4272 artifact_type *a_ptr = &a_info[o_ptr->name1];
4274 /* Hack -- Mark the artifact as "created" */
4277 /* Hack -- Memorize location of artifact in saved floors */
4278 if (character_dungeon)
4279 a_ptr->floor_id = p_ptr->floor_id;
4281 /* Extract the other fields */
4282 o_ptr->pval = a_ptr->pval;
4283 o_ptr->ac = a_ptr->ac;
4284 o_ptr->dd = a_ptr->dd;
4285 o_ptr->ds = a_ptr->ds;
4286 o_ptr->to_a = a_ptr->to_a;
4287 o_ptr->to_h = a_ptr->to_h;
4288 o_ptr->to_d = a_ptr->to_d;
4289 o_ptr->weight = a_ptr->weight;
4290 o_ptr->xtra2 = a_ptr->act_idx;
4292 /* Hack -- extract the "broken" flag */
4293 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4295 /* Hack -- extract the "cursed" flag */
4296 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4297 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4298 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4299 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4300 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4301 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4304 /* Cheat -- peek at the item */
4305 if (cheat_peek) object_mention(o_ptr);
4313 switch (o_ptr->tval)
4322 if (power) a_m_aux_1(o_ptr, lev, power);
4328 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4334 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4348 /* Elven Cloak and Black Clothes ... */
4349 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4350 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4351 o_ptr->pval = randint1(4);
4355 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4356 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4357 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4358 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4359 a_m_aux_2(o_ptr, lev, power);
4361 if (power) a_m_aux_2(o_ptr, lev, power);
4369 if (!power && (randint0(100) < 50)) power = -1;
4370 a_m_aux_3(o_ptr, lev, power);
4376 a_m_aux_4(o_ptr, lev, power);
4381 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4382 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4383 (p_ptr->pseikaku == SEIKAKU_SEXY))
4386 add_flag(o_ptr->art_flags, TR_STR);
4387 add_flag(o_ptr->art_flags, TR_INT);
4388 add_flag(o_ptr->art_flags, TR_WIS);
4389 add_flag(o_ptr->art_flags, TR_DEX);
4390 add_flag(o_ptr->art_flags, TR_CON);
4391 add_flag(o_ptr->art_flags, TR_CHR);
4394 /* Hack -- analyze ego-items */
4395 if (object_is_ego(o_ptr))
4397 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4399 /* Hack -- acquire "broken" flag */
4400 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4402 /* Hack -- acquire "cursed" flag */
4403 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4404 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4405 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4406 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4407 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4408 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4410 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4411 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4412 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4413 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4414 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4415 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4416 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4417 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4423 while (one_in_(o_ptr->dd));
4425 if (o_ptr->dd > 9) o_ptr->dd = 9;
4428 /* Hack -- apply activatin index if needed */
4429 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4431 /* Hack -- apply extra penalties if needed */
4432 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4434 /* Hack -- obtain bonuses */
4435 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4436 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4437 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4439 /* Hack -- obtain pval */
4440 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4443 /* Hack -- apply extra bonuses if needed */
4446 /* Hack -- obtain bonuses */
4447 if (e_ptr->max_to_h)
4449 if (e_ptr->max_to_h > 127)
4450 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4451 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4453 if (e_ptr->max_to_d)
4455 if (e_ptr->max_to_d > 127)
4456 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4457 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4459 if (e_ptr->max_to_a)
4461 if (e_ptr->max_to_a > 127)
4462 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4463 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4466 /* Accuracy ego must have high to_h */
4467 if(o_ptr->name2 == EGO_ACCURACY)
4469 while(o_ptr->to_h < o_ptr->to_d + 10)
4474 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4477 /* Accuracy ego must have high to_h */
4478 if(o_ptr->name2 == EGO_VELOCITY)
4480 while(o_ptr->to_d < o_ptr->to_h + 10)
4485 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4488 /* Protection ego must have high to_a */
4489 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4491 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4494 /* Hack -- obtain pval */
4495 if (e_ptr->max_pval)
4497 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4500 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4502 else if (o_ptr->name2 == EGO_DEMON)
4504 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4506 o_ptr->pval += randint1(2);
4510 o_ptr->pval += randint1(e_ptr->max_pval);
4513 else if (o_ptr->name2 == EGO_ATTACKS)
4515 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4516 if (o_ptr->pval > 3) o_ptr->pval = 3;
4517 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4518 o_ptr->pval += randint1(2);
4520 else if (o_ptr->name2 == EGO_BAT)
4522 o_ptr->pval = randint1(e_ptr->max_pval);
4523 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4525 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4527 o_ptr->pval = randint1(e_ptr->max_pval);
4531 o_ptr->pval += randint1(e_ptr->max_pval);
4536 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4538 o_ptr->pval = randint1(o_ptr->pval);
4540 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4544 /* Cheat -- describe the item */
4545 if (cheat_peek) object_mention(o_ptr);
4551 /* Examine real objects */
4554 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4556 /* Hack -- acquire "broken" flag */
4557 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4559 /* Hack -- acquire "cursed" flag */
4560 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4561 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4562 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4563 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4564 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4565 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4571 * Hack -- determine if a template is "good"
4573 static bool kind_is_good(int k_idx)
4575 object_kind *k_ptr = &k_info[k_idx];
4577 /* Analyze the item type */
4578 switch (k_ptr->tval)
4580 /* Armor -- Good unless damaged */
4591 if (k_ptr->to_a < 0) return (FALSE);
4595 /* Weapons -- Good unless damaged */
4602 if (k_ptr->to_h < 0) return (FALSE);
4603 if (k_ptr->to_d < 0) return (FALSE);
4607 /* Ammo -- Arrows/Bolts are good */
4614 /* Books -- High level books are good (except Arcane books) */
4616 case TV_SORCERY_BOOK:
4617 case TV_NATURE_BOOK:
4622 case TV_DAEMON_BOOK:
4623 case TV_CRUSADE_BOOK:
4625 case TV_HISSATSU_BOOK:
4628 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4632 /* Rings -- Rings of Speed are good */
4635 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4636 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4640 /* Amulets -- Amulets of the Magi and Resistance are good */
4643 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4644 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4649 /* Assume not good */
4655 * Attempt to make an object (normal or good/great)
4657 * This routine plays nasty games to generate the "special artifacts".
4659 * This routine uses "object_level" for the "generation level".
4661 * We assume that the given object has been "wiped".
4663 bool make_object(object_type *j_ptr, u32b mode)
4669 /* Chance of "special object" */
4670 prob = ((mode & AM_GOOD) ? 10 : 1000);
4672 /* Base level for the object */
4673 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4676 /* Generate a special object, or a normal object */
4677 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4682 if ((mode & AM_GOOD) && !get_obj_num_hook)
4684 /* Activate restriction (if already specified, use that) */
4685 get_obj_num_hook = kind_is_good;
4688 /* Restricted objects - prepare allocation table */
4689 if (get_obj_num_hook) get_obj_num_prep();
4691 /* Pick a random object */
4692 k_idx = get_obj_num(base);
4694 /* Restricted objects */
4695 if (get_obj_num_hook)
4697 /* Clear restriction */
4698 get_obj_num_hook = NULL;
4700 /* Reset allocation table to default */
4704 /* Handle failure */
4705 if (!k_idx) return (FALSE);
4707 /* Prepare the object */
4708 object_prep(j_ptr, k_idx);
4711 /* Apply magic (allow artifacts) */
4712 apply_magic(j_ptr, object_level, mode);
4714 /* Hack -- generate multiple spikes/missiles */
4715 switch (j_ptr->tval)
4723 j_ptr->number = (byte)damroll(6, 7);
4727 obj_level = k_info[j_ptr->k_idx].level;
4728 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4730 /* Notice "okay" out-of-depth objects */
4731 if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4732 (obj_level > dun_level))
4734 /* Cheat -- peek at items */
4735 if (cheat_peek) object_mention(j_ptr);
4744 * Attempt to place an object (normal or good/great) at the given location.
4746 * This routine plays nasty games to generate the "special artifacts".
4748 * This routine uses "object_level" for the "generation level".
4750 * This routine requires a clean floor grid destination.
4752 void place_object(int y, int x, u32b mode)
4757 cave_type *c_ptr = &cave[y][x];
4763 /* Paranoia -- check bounds */
4764 if (!in_bounds(y, x)) return;
4766 /* Require floor space */
4767 if (!cave_drop_bold(y, x)) return;
4769 /* Avoid stacking on other objects */
4770 if (c_ptr->o_idx) return;
4773 /* Get local object */
4776 /* Wipe the object */
4779 /* Make an object (if possible) */
4780 if (!make_object(q_ptr, mode)) return;
4783 /* Make an object */
4791 /* Acquire object */
4792 o_ptr = &o_list[o_idx];
4794 /* Structure Copy */
4795 object_copy(o_ptr, q_ptr);
4802 o_ptr->next_o_idx = c_ptr->o_idx;
4804 /* Place the object */
4805 c_ptr->o_idx = o_idx;
4815 /* Hack -- Preserve artifacts */
4816 if (object_is_fixed_artifact(q_ptr))
4818 a_info[q_ptr->name1].cur_num = 0;
4825 * Make a treasure object
4827 * The location must be a legal, clean, floor grid.
4829 bool make_gold(object_type *j_ptr)
4836 /* Hack -- Pick a Treasure variety */
4837 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4839 /* Apply "extra" magic */
4840 if (one_in_(GREAT_OBJ))
4842 i += randint1(object_level + 1);
4845 /* Hack -- Creeping Coins only generate "themselves" */
4846 if (coin_type) i = coin_type;
4848 /* Do not create "illegal" Treasure Types */
4849 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4851 /* Prepare a gold object */
4852 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4854 /* Hack -- Base coin cost */
4855 base = k_info[OBJ_GOLD_LIST+i].cost;
4857 /* Determine how much the treasure is "worth" */
4858 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4866 * Places a treasure (Gold or Gems) at given location
4868 * The location must be a legal, clean, floor grid.
4870 void place_gold(int y, int x)
4875 cave_type *c_ptr = &cave[y][x];
4882 /* Paranoia -- check bounds */
4883 if (!in_bounds(y, x)) return;
4885 /* Require floor space */
4886 if (!cave_drop_bold(y, x)) return;
4888 /* Avoid stacking on other objects */
4889 if (c_ptr->o_idx) return;
4892 /* Get local object */
4895 /* Wipe the object */
4898 /* Make some gold */
4899 if (!make_gold(q_ptr)) return;
4902 /* Make an object */
4910 /* Acquire object */
4911 o_ptr = &o_list[o_idx];
4913 /* Copy the object */
4914 object_copy(o_ptr, q_ptr);
4921 o_ptr->next_o_idx = c_ptr->o_idx;
4923 /* Place the object */
4924 c_ptr->o_idx = o_idx;
4936 * Let an object fall to the ground at or near a location.
4938 * The initial location is assumed to be "in_bounds()".
4940 * This function takes a parameter "chance". This is the percentage
4941 * chance that the item will "disappear" instead of drop. If the object
4942 * has been thrown, then this is the chance of disappearance on contact.
4944 * Hack -- this function uses "chance" to determine if it should produce
4945 * some form of "description" of the drop event (under the player).
4947 * We check several locations to see if we can find a location at which
4948 * the object can combine, stack, or be placed. Artifacts will try very
4949 * hard to be placed, including "teleporting" to a useful grid if needed.
4951 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4962 s16b this_o_idx, next_o_idx = 0;
4966 char o_name[MAX_NLEN];
4972 /* Extract plural */
4973 bool plural = (j_ptr->number != 1);
4976 /* Describe object */
4977 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4980 /* Handle normal "breakage" */
4981 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4985 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4987 msg_format("The %s disappear%s.",
4988 o_name, (plural ? "" : "s"));
4994 if (p_ptr->wizard) msg_print("(ÇË»)");
4996 if (p_ptr->wizard) msg_print("(breakage)");
5015 /* Scan local grids */
5016 for (dy = -3; dy <= 3; dy++)
5018 /* Scan local grids */
5019 for (dx = -3; dx <= 3; dx++)
5023 /* Calculate actual distance */
5024 d = (dy * dy) + (dx * dx);
5026 /* Ignore distant grids */
5027 if (d > 10) continue;
5033 /* Skip illegal grids */
5034 if (!in_bounds(ty, tx)) continue;
5036 /* Require line of projection */
5037 if (!projectable(y, x, ty, tx)) continue;
5040 c_ptr = &cave[ty][tx];
5042 /* Require floor space */
5043 if (!cave_drop_bold(ty, tx)) continue;
5048 /* Scan objects in that grid */
5049 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5053 /* Acquire object */
5054 o_ptr = &o_list[this_o_idx];
5056 /* Acquire next object */
5057 next_o_idx = o_ptr->next_o_idx;
5059 /* Check for possible combination */
5060 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5066 /* Add new object */
5070 if (k > 99) continue;
5072 /* Calculate score */
5073 s = 1000 - (d + k * 5);
5075 /* Skip bad values */
5076 if (s < bs) continue;
5078 /* New best value */
5081 /* Apply the randomizer to equivalent values */
5082 if ((++bn >= 2) && !one_in_(bn)) continue;
5097 /* Handle lack of space */
5098 if (!flag && !object_is_artifact(j_ptr))
5102 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5104 msg_format("The %s disappear%s.",
5105 o_name, (plural ? "" : "s"));
5111 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5113 if (p_ptr->wizard) msg_print("(no floor space)");
5123 for (i = 0; !flag && (i < 1000); i++)
5126 ty = rand_spread(by, 1);
5127 tx = rand_spread(bx, 1);
5129 /* Verify location */
5130 if (!in_bounds(ty, tx)) continue;
5132 /* Bounce to that location */
5136 /* Require floor space */
5137 if (!cave_drop_bold(by, bx)) continue;
5146 int candidates = 0, pick;
5148 for (ty = 1; ty < cur_hgt - 1; ty++)
5150 for (tx = 1; tx < cur_wid - 1; tx++)
5152 /* A valid space found */
5153 if (cave_drop_bold(ty, tx)) candidates++;
5157 /* No valid place! */
5162 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5164 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5169 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5171 if (p_ptr->wizard) msg_print("(no floor space)");
5174 /* Mega-Hack -- preserve artifacts */
5177 /* Hack -- Preserve unknown artifacts */
5178 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5180 /* Mega-Hack -- Preserve the artifact */
5181 a_info[j_ptr->name1].cur_num = 0;
5189 /* Choose a random one */
5190 pick = randint1(candidates);
5192 for (ty = 1; ty < cur_hgt - 1; ty++)
5194 for (tx = 1; tx < cur_wid - 1; tx++)
5196 if (cave_drop_bold(ty, tx))
5200 /* Is this a picked one? */
5214 c_ptr = &cave[by][bx];
5216 /* Scan objects in that grid for combination */
5217 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5221 /* Acquire object */
5222 o_ptr = &o_list[this_o_idx];
5224 /* Acquire next object */
5225 next_o_idx = o_ptr->next_o_idx;
5227 /* Check for combination */
5228 if (object_similar(o_ptr, j_ptr))
5230 /* Combine the items */
5231 object_absorb(o_ptr, j_ptr);
5241 /* Get new object */
5242 if (!done) o_idx = o_pop();
5245 if (!done && !o_idx)
5249 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5251 msg_format("The %s disappear%s.",
5252 o_name, (plural ? "" : "s"));
5258 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5260 if (p_ptr->wizard) msg_print("(too many objects)");
5264 /* Hack -- Preserve artifacts */
5265 if (object_is_fixed_artifact(j_ptr))
5267 a_info[j_ptr->name1].cur_num = 0;
5277 /* Structure copy */
5278 object_copy(&o_list[o_idx], j_ptr);
5280 /* Access new object */
5281 j_ptr = &o_list[o_idx];
5288 j_ptr->held_m_idx = 0;
5291 j_ptr->next_o_idx = c_ptr->o_idx;
5293 /* Place the object */
5294 c_ptr->o_idx = o_idx;
5309 /* Mega-Hack -- no message if "dropped" by player */
5310 /* Message when an object falls under the player */
5311 if (chance && player_bold(by, bx))
5314 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5316 msg_print("You feel something roll beneath your feet.");
5329 * Scatter some "great" objects near the player
5331 void acquirement(int y1, int x1, int num, bool great, bool known)
5334 object_type object_type_body;
5335 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5340 /* Get local object */
5341 i_ptr = &object_type_body;
5343 /* Wipe the object */
5346 /* Make a good (or great) object (if possible) */
5347 if (!make_object(i_ptr, mode)) continue;
5351 object_aware(i_ptr);
5352 object_known(i_ptr);
5355 /* Drop the object */
5356 (void)drop_near(i_ptr, -1, y1, x1);
5362 * Scatter some "amusing" objects near the player
5365 #define AMS_NOTHING 0x00 /* No restriction */
5366 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5367 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5368 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5369 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5379 amuse_type amuse_info[] =
5381 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5382 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5383 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5384 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5385 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5386 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5387 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5388 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5389 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5390 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5391 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5392 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5393 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5398 void amusement(int y1, int x1, int num, bool known)
5401 object_type object_type_body;
5404 for (n = 0; amuse_info[n].tval != 0; n++)
5406 t += amuse_info[n].prob;
5412 int i, k_idx, a_idx = 0;
5413 int r = randint0(t);
5414 bool insta_art, fixed_art;
5418 r -= amuse_info[i].prob;
5422 /* Get local object */
5423 i_ptr = &object_type_body;
5425 /* Wipe the object */
5428 /* Wipe the object */
5429 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5431 /* Paranoia - reroll if nothing */
5432 if (!k_idx) continue;
5434 /* Search an artifact index if need */
5435 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5436 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5438 if (insta_art || fixed_art)
5440 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5442 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5443 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5444 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5445 if (a_info[a_idx].cur_num > 0) continue;
5449 if (a_idx >= max_a_idx) continue;
5452 /* Make an object (if possible) */
5453 object_prep(i_ptr, k_idx);
5454 if (a_idx) i_ptr->name1 = a_idx;
5455 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5457 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5459 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5462 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5463 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5467 object_aware(i_ptr);
5468 object_known(i_ptr);
5471 /* Paranoia - reroll if nothing */
5472 if (!(i_ptr->k_idx)) continue;
5474 /* Drop the object */
5475 (void)drop_near(i_ptr, -1, y1, x1);
5482 #define MAX_NORMAL_TRAPS 18
5484 /* See init_feat_variables() in init2.c */
5485 static s16b normal_traps[MAX_NORMAL_TRAPS];
5488 * Initialize arrays for normal traps
5490 void init_normal_traps(void)
5494 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5495 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5496 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5497 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5498 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5499 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5500 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5501 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5502 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5503 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5504 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5505 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5506 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5507 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5508 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5509 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5510 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5511 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5517 * XXX XXX XXX This routine should be redone to reflect trap "level".
5518 * That is, it does not make sense to have spiked pits at 50 feet.
5519 * Actually, it is not this routine, but the "trap instantiation"
5520 * code, which should also check for "trap doors" on quest levels.
5522 s16b choose_random_trap(void)
5529 /* Hack -- pick a trap */
5530 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5532 /* Accept non-trapdoors */
5533 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5535 /* Hack -- no trap doors on special levels */
5536 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5538 /* Hack -- no trap doors on the deepest level */
5539 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5548 * Disclose an invisible trap
5550 void disclose_grid(int y, int x)
5552 cave_type *c_ptr = &cave[y][x];
5554 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5556 /* No longer hidden */
5557 cave_alter_feat(y, x, FF_SECRET);
5559 else if (c_ptr->mimic)
5561 /* No longer hidden */
5574 * Places a random trap at the given location.
5576 * The location must be a legal, naked, floor grid.
5578 * Note that all traps start out as "invisible" and "untyped", and then
5579 * when they are "discovered" (by detecting them or setting them off),
5580 * the trap is "instantiated" as a visible, "typed", trap.
5582 void place_trap(int y, int x)
5584 cave_type *c_ptr = &cave[y][x];
5586 /* Paranoia -- verify location */
5587 if (!in_bounds(y, x)) return;
5589 /* Require empty, clean, floor grid */
5590 if (!cave_clean_bold(y, x)) return;
5592 /* Place an invisible trap */
5593 c_ptr->mimic = c_ptr->feat;
5594 c_ptr->feat = choose_random_trap();
5599 * Describe the charges on an item in the inventory.
5601 void inven_item_charges(int item)
5603 object_type *o_ptr = &inventory[item];
5605 /* Require staff/wand */
5606 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5608 /* Require known item */
5609 if (!object_is_known(o_ptr)) return;
5612 if (o_ptr->pval <= 0)
5614 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5618 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5621 /* Multiple charges */
5622 if (o_ptr->pval != 1)
5624 /* Print a message */
5625 msg_format("You have %d charges remaining.", o_ptr->pval);
5631 /* Print a message */
5632 msg_format("You have %d charge remaining.", o_ptr->pval);
5640 * Describe an item in the inventory.
5642 void inven_item_describe(int item)
5644 object_type *o_ptr = &inventory[item];
5645 char o_name[MAX_NLEN];
5647 /* Get a description */
5648 object_desc(o_name, o_ptr, 0);
5650 /* Print a message */
5652 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5653 if (o_ptr->number <= 0)
5655 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5656 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5660 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5661 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5664 msg_format("You have %s.", o_name);
5671 * Increase the "number" of an item in the inventory
5673 void inven_item_increase(int item, int num)
5675 object_type *o_ptr = &inventory[item];
5678 num += o_ptr->number;
5681 if (num > 255) num = 255;
5682 else if (num < 0) num = 0;
5685 num -= o_ptr->number;
5687 /* Change the number and weight */
5690 /* Add the number */
5691 o_ptr->number += num;
5693 /* Add the weight */
5694 p_ptr->total_weight += (num * o_ptr->weight);
5696 /* Recalculate bonuses */
5697 p_ptr->update |= (PU_BONUS);
5699 /* Recalculate mana XXX */
5700 p_ptr->update |= (PU_MANA);
5702 /* Combine the pack */
5703 p_ptr->notice |= (PN_COMBINE);
5706 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5708 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5709 if (!o_ptr->number && p_ptr->ele_attack)
5711 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5713 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5715 /* Clear all temporary elemental brands */
5716 set_ele_attack(0, 0);
5725 * Erase an inventory slot if it has no more items
5727 void inven_item_optimize(int item)
5729 object_type *o_ptr = &inventory[item];
5731 /* Only optimize real items */
5732 if (!o_ptr->k_idx) return;
5734 /* Only optimize empty items */
5735 if (o_ptr->number) return;
5737 /* The item is in the pack */
5738 if (item < INVEN_RARM)
5745 /* Slide everything down */
5746 for (i = item; i < INVEN_PACK; i++)
5748 /* Structure copy */
5749 inventory[i] = inventory[i+1];
5752 /* Erase the "final" slot */
5753 object_wipe(&inventory[i]);
5756 p_ptr->window |= (PW_INVEN);
5759 /* The item is being wielded */
5765 /* Erase the empty slot */
5766 object_wipe(&inventory[item]);
5768 /* Recalculate bonuses */
5769 p_ptr->update |= (PU_BONUS);
5771 /* Recalculate torch */
5772 p_ptr->update |= (PU_TORCH);
5774 /* Recalculate mana XXX */
5775 p_ptr->update |= (PU_MANA);
5778 p_ptr->window |= (PW_EQUIP);
5782 p_ptr->window |= (PW_SPELL);
5787 * Describe the charges on an item on the floor.
5789 void floor_item_charges(int item)
5791 object_type *o_ptr = &o_list[item];
5793 /* Require staff/wand */
5794 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5796 /* Require known item */
5797 if (!object_is_known(o_ptr)) return;
5800 if (o_ptr->pval <= 0)
5802 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5806 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5809 /* Multiple charges */
5810 if (o_ptr->pval != 1)
5812 /* Print a message */
5813 msg_format("There are %d charges remaining.", o_ptr->pval);
5819 /* Print a message */
5820 msg_format("There is %d charge remaining.", o_ptr->pval);
5828 * Describe an item in the inventory.
5830 void floor_item_describe(int item)
5832 object_type *o_ptr = &o_list[item];
5833 char o_name[MAX_NLEN];
5835 /* Get a description */
5836 object_desc(o_name, o_ptr, 0);
5838 /* Print a message */
5840 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5841 if (o_ptr->number <= 0)
5843 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5847 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5850 msg_format("You see %s.", o_name);
5857 * Increase the "number" of an item on the floor
5859 void floor_item_increase(int item, int num)
5861 object_type *o_ptr = &o_list[item];
5864 num += o_ptr->number;
5867 if (num > 255) num = 255;
5868 else if (num < 0) num = 0;
5871 num -= o_ptr->number;
5873 /* Change the number */
5874 o_ptr->number += num;
5879 * Optimize an item on the floor (destroy "empty" items)
5881 void floor_item_optimize(int item)
5883 object_type *o_ptr = &o_list[item];
5885 /* Paranoia -- be sure it exists */
5886 if (!o_ptr->k_idx) return;
5888 /* Only optimize empty items */
5889 if (o_ptr->number) return;
5891 /* Delete the object */
5892 delete_object_idx(item);
5897 * Check if we have space for an item in the pack without overflow
5899 bool inven_carry_okay(object_type *o_ptr)
5904 if (inven_cnt < INVEN_PACK) return (TRUE);
5907 for (j = 0; j < INVEN_PACK; j++)
5909 object_type *j_ptr = &inventory[j];
5911 /* Skip non-objects */
5912 if (!j_ptr->k_idx) continue;
5914 /* Check if the two items can be combined */
5915 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5923 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5927 /* Use empty slots */
5928 if (!j_ptr->k_idx) return TRUE;
5930 /* Hack -- readable books always come first */
5931 if ((o_ptr->tval == REALM1_BOOK) &&
5932 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5933 if ((j_ptr->tval == REALM1_BOOK) &&
5934 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5936 if ((o_ptr->tval == REALM2_BOOK) &&
5937 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5938 if ((j_ptr->tval == REALM2_BOOK) &&
5939 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5941 /* Objects sort by decreasing type */
5942 if (o_ptr->tval > j_ptr->tval) return TRUE;
5943 if (o_ptr->tval < j_ptr->tval) return FALSE;
5945 /* Non-aware (flavored) items always come last */
5946 /* Can happen in the home */
5947 if (!object_is_aware(o_ptr)) return FALSE;
5948 if (!object_is_aware(j_ptr)) return TRUE;
5950 /* Objects sort by increasing sval */
5951 if (o_ptr->sval < j_ptr->sval) return TRUE;
5952 if (o_ptr->sval > j_ptr->sval) return FALSE;
5954 /* Unidentified objects always come last */
5955 /* Objects in the home can be unknown */
5956 if (!object_is_known(o_ptr)) return FALSE;
5957 if (!object_is_known(j_ptr)) return TRUE;
5959 /* Fixed artifacts, random artifacts and ego items */
5960 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5961 else if (o_ptr->art_name) o_type = 2;
5962 else if (object_is_ego(o_ptr)) o_type = 1;
5965 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5966 else if (j_ptr->art_name) j_type = 2;
5967 else if (object_is_ego(j_ptr)) j_type = 1;
5970 if (o_type < j_type) return TRUE;
5971 if (o_type > j_type) return FALSE;
5973 switch (o_ptr->tval)
5979 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5980 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5986 /* Objects sort by increasing hit/damage bonuses */
5987 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5988 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5991 /* Hack: otherwise identical rods sort by
5992 increasing recharge time --dsb */
5994 if (o_ptr->pval < j_ptr->pval) return TRUE;
5995 if (o_ptr->pval > j_ptr->pval) return FALSE;
5999 /* Objects sort by decreasing value */
6000 return o_value > object_value(j_ptr);
6005 * Add an item to the players inventory, and return the slot used.
6007 * If the new item can combine with an existing item in the inventory,
6008 * it will do so, using "object_similar()" and "object_absorb()", else,
6009 * the item will be placed into the "proper" location in the inventory.
6011 * This function can be used to "over-fill" the player's pack, but only
6012 * once, and such an action must trigger the "overflow" code immediately.
6013 * Note that when the pack is being "over-filled", the new item must be
6014 * placed into the "overflow" slot, and the "overflow" must take place
6015 * before the pack is reordered, but (optionally) after the pack is
6016 * combined. This may be tricky. See "dungeon.c" for info.
6018 * Note that this code must remove any location/stack information
6019 * from the object once it is placed into the inventory.
6021 s16b inven_carry(object_type *o_ptr)
6029 /* Check for combining */
6030 for (j = 0; j < INVEN_PACK; j++)
6032 j_ptr = &inventory[j];
6034 /* Skip non-objects */
6035 if (!j_ptr->k_idx) continue;
6037 /* Hack -- track last item */
6040 /* Check if the two items can be combined */
6041 if (object_similar(j_ptr, o_ptr))
6043 /* Combine the items */
6044 object_absorb(j_ptr, o_ptr);
6046 /* Increase the weight */
6047 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6049 /* Recalculate bonuses */
6050 p_ptr->update |= (PU_BONUS);
6053 p_ptr->window |= (PW_INVEN);
6062 if (inven_cnt > INVEN_PACK) return (-1);
6064 /* Find an empty slot */
6065 for (j = 0; j <= INVEN_PACK; j++)
6067 j_ptr = &inventory[j];
6069 /* Use it if found */
6070 if (!j_ptr->k_idx) break;
6077 /* Reorder the pack */
6080 /* Get the "value" of the item */
6081 s32b o_value = object_value(o_ptr);
6083 /* Scan every occupied slot */
6084 for (j = 0; j < INVEN_PACK; j++)
6086 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6093 for (k = n; k >= i; k--)
6095 /* Hack -- Slide the item */
6096 object_copy(&inventory[k+1], &inventory[k]);
6099 /* Wipe the empty slot */
6100 object_wipe(&inventory[i]);
6105 object_copy(&inventory[i], o_ptr);
6107 /* Access new object */
6108 j_ptr = &inventory[i];
6111 j_ptr->next_o_idx = 0;
6113 /* Forget monster */
6114 j_ptr->held_m_idx = 0;
6116 /* Forget location */
6117 j_ptr->iy = j_ptr->ix = 0;
6119 /* Player touches it, and no longer marked */
6120 j_ptr->marked = OM_TOUCHED;
6122 /* Increase the weight */
6123 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6125 /* Count the items */
6128 /* Recalculate bonuses */
6129 p_ptr->update |= (PU_BONUS);
6131 /* Combine and Reorder pack */
6132 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6135 p_ptr->window |= (PW_INVEN);
6137 /* Return the slot */
6143 * Take off (some of) a non-cursed equipment item
6145 * Note that only one item at a time can be wielded per slot.
6147 * Note that taking off an item when "full" may cause that item
6148 * to fall to the ground.
6150 * Return the inventory slot into which the item is placed.
6152 s16b inven_takeoff(int item, int amt)
6163 char o_name[MAX_NLEN];
6166 /* Get the item to take off */
6167 o_ptr = &inventory[item];
6170 if (amt <= 0) return (-1);
6173 if (amt > o_ptr->number) amt = o_ptr->number;
6175 /* Get local object */
6178 /* Obtain a local object */
6179 object_copy(q_ptr, o_ptr);
6181 /* Modify quantity */
6182 q_ptr->number = amt;
6184 /* Describe the object */
6185 object_desc(o_name, q_ptr, 0);
6187 /* Took off weapon */
6188 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6189 object_is_melee_weapon(o_ptr))
6192 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6194 act = "You were wielding";
6200 else if (item == INVEN_BOW)
6203 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6205 act = "You were holding";
6210 /* Took off light */
6211 else if (item == INVEN_LITE)
6214 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
6216 act = "You were holding";
6221 /* Took off something */
6225 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
6227 act = "You were wearing";
6232 /* Modify, Optimize */
6233 inven_item_increase(item, -amt);
6234 inven_item_optimize(item);
6236 /* Carry the object */
6237 slot = inven_carry(q_ptr);
6241 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6243 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6253 * Drop (some of) a non-cursed inventory/equipment item
6255 * The object will be dropped "near" the current location
6257 void inven_drop(int item, int amt)
6264 char o_name[MAX_NLEN];
6267 /* Access original object */
6268 o_ptr = &inventory[item];
6271 if (amt <= 0) return;
6274 if (amt > o_ptr->number) amt = o_ptr->number;
6277 /* Take off equipment */
6278 if (item >= INVEN_RARM)
6280 /* Take off first */
6281 item = inven_takeoff(item, amt);
6283 /* Access original object */
6284 o_ptr = &inventory[item];
6288 /* Get local object */
6291 /* Obtain local object */
6292 object_copy(q_ptr, o_ptr);
6294 /* Distribute charges of wands or rods */
6295 distribute_charges(o_ptr, q_ptr, amt);
6297 /* Modify quantity */
6298 q_ptr->number = amt;
6300 /* Describe local object */
6301 object_desc(o_name, q_ptr, 0);
6305 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6307 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6311 /* Drop it near the player */
6312 (void)drop_near(q_ptr, 0, py, px);
6314 /* Modify, Describe, Optimize */
6315 inven_item_increase(item, -amt);
6316 inven_item_describe(item);
6317 inven_item_optimize(item);
6322 * Combine items in the pack
6324 * Note special handling of the "overflow" slot
6326 void combine_pack(void)
6331 bool flag = FALSE, combined;
6337 /* Combine the pack (backwards) */
6338 for (i = INVEN_PACK; i > 0; i--)
6341 o_ptr = &inventory[i];
6343 /* Skip empty items */
6344 if (!o_ptr->k_idx) continue;
6346 /* Scan the items above that item */
6347 for (j = 0; j < i; j++)
6352 j_ptr = &inventory[j];
6354 /* Skip empty items */
6355 if (!j_ptr->k_idx) continue;
6358 * Get maximum number of the stack if these
6359 * are similar, get zero otherwise.
6361 max_num = object_similar_part(j_ptr, o_ptr);
6363 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6364 if (max_num && j_ptr->number < max_num)
6366 if (o_ptr->number + j_ptr->number <= max_num)
6371 /* Add together the item counts */
6372 object_absorb(j_ptr, o_ptr);
6374 /* One object is gone */
6377 /* Slide everything down */
6378 for (k = i; k < INVEN_PACK; k++)
6380 /* Structure copy */
6381 inventory[k] = inventory[k+1];
6384 /* Erase the "final" slot */
6385 object_wipe(&inventory[k]);
6389 int old_num = o_ptr->number;
6390 int remain = j_ptr->number + o_ptr->number - max_num;
6392 o_ptr->number -= remain;
6394 /* Add together the item counts */
6395 object_absorb(j_ptr, o_ptr);
6397 o_ptr->number = remain;
6399 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6400 if (o_ptr->tval == TV_ROD)
6402 o_ptr->pval = o_ptr->pval * remain / old_num;
6403 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6406 /* Hack -- if wands are stacking, combine the charges. -LM- */
6407 if (o_ptr->tval == TV_WAND)
6409 o_ptr->pval = o_ptr->pval * remain / old_num;
6414 p_ptr->window |= (PW_INVEN);
6429 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6431 if (flag) msg_print("You combine some items in your pack.");
6437 * Reorder items in the pack
6439 * Note special handling of the "overflow" slot
6441 void reorder_pack(void)
6451 /* Re-order the pack (forwards) */
6452 for (i = 0; i < INVEN_PACK; i++)
6454 /* Mega-Hack -- allow "proper" over-flow */
6455 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6458 o_ptr = &inventory[i];
6460 /* Skip empty slots */
6461 if (!o_ptr->k_idx) continue;
6463 /* Get the "value" of the item */
6464 o_value = object_value(o_ptr);
6466 /* Scan every occupied slot */
6467 for (j = 0; j < INVEN_PACK; j++)
6469 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6472 /* Never move down */
6473 if (j >= i) continue;
6478 /* Get local object */
6481 /* Save a copy of the moving item */
6482 object_copy(q_ptr, &inventory[i]);
6484 /* Slide the objects */
6485 for (k = i; k > j; k--)
6487 /* Slide the item */
6488 object_copy(&inventory[k], &inventory[k-1]);
6491 /* Insert the moving item */
6492 object_copy(&inventory[j], q_ptr);
6495 p_ptr->window |= (PW_INVEN);
6500 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6502 if (flag) msg_print("You reorder some items in your pack.");
6509 * Hack -- display an object kind in the current window
6511 * Include list of usable spells for readible books
6513 void display_koff(int k_idx)
6522 char o_name[MAX_NLEN];
6525 /* Erase the window */
6526 for (y = 0; y < Term->hgt; y++)
6528 /* Erase the line */
6529 Term_erase(0, y, 255);
6535 /* Get local object */
6538 /* Prepare the object */
6539 object_prep(q_ptr, k_idx);
6542 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6544 /* Mention the object name */
6545 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6547 /* Access the item's sval */
6549 use_realm = tval2realm(q_ptr->tval);
6551 /* Warriors are illiterate */
6552 if (p_ptr->realm1 || p_ptr->realm2)
6554 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6558 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6559 if (!is_magic(use_realm)) return;
6560 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6563 /* Display spells in readible books */
6569 /* Extract spells */
6570 for (spell = 0; spell < 32; spell++)
6572 /* Check for this spell */
6573 if (fake_spell_flags[sval] & (1L << spell))
6575 /* Collect this spell */
6576 spells[num++] = spell;
6581 print_spells(0, spells, num, 2, 0, use_realm);
6585 /* Choose one of items that have warning flag */
6586 object_type *choose_warning_item(void)
6589 int choices[INVEN_TOTAL - INVEN_RARM];
6592 /* Paranoia -- Player has no warning ability */
6593 if (!p_ptr->warning) return NULL;
6595 /* Search Inventory */
6596 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6598 u32b flgs[TR_FLAG_SIZE];
6599 object_type *o_ptr = &inventory[i];
6601 object_flags(o_ptr, flgs);
6602 if (have_flag(flgs, TR_WARNING))
6604 choices[number] = i;
6609 /* Choice one of them */
6610 return number ? &inventory[choices[randint0(number)]] : NULL;
6613 /* Calculate spell damages */
6614 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6616 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6617 int rlev = r_ptr->level;
6618 bool ignore_wraith_form = FALSE;
6620 if (limit) dam = (dam > limit) ? limit : dam;
6622 /* Vulnerability, resistance and immunity */
6626 if (p_ptr->immune_elec)
6629 ignore_wraith_form = TRUE;
6633 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6634 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6635 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6636 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6637 if (IS_OPPOSE_ELEC())
6638 dam = (dam + 2) / 3;
6643 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6644 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6648 if (p_ptr->immune_acid)
6651 ignore_wraith_form = TRUE;
6655 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6656 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6657 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6658 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6664 if (p_ptr->immune_cold)
6667 ignore_wraith_form = TRUE;
6671 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6672 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6673 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6674 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6679 if (p_ptr->immune_fire)
6682 ignore_wraith_form = TRUE;
6686 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6687 if (prace_is_(RACE_ENT)) dam += dam / 3;
6688 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6689 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6690 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6695 ignore_wraith_form = TRUE;
6699 if (!p_ptr->blind &&
6700 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6701 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6704 ignore_wraith_form = TRUE;
6709 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6710 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6711 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6714 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6715 * "dam *= 2;" for later "dam /= 2"
6717 if (p_ptr->wraith_form) dam *= 2;
6721 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6724 ignore_wraith_form = TRUE;
6726 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6730 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6734 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6738 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6742 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6746 if (prace_is_(RACE_SPECTRE))
6749 ignore_wraith_form = TRUE;
6751 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6755 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6759 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6763 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6767 if (p_ptr->levitation) dam = (dam * 2) / 3;
6771 if (p_ptr->resist_shard) dam /= 2;
6775 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6776 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6780 if (p_ptr->mimic_form)
6782 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6785 ignore_wraith_form = TRUE;
6790 switch (p_ptr->prace)
6799 ignore_wraith_form = TRUE;
6806 if (p_ptr->align > 10) dam /= 2;
6807 else if (p_ptr->align < -10) dam *= 2;
6811 if (p_ptr->align > 10) dam *= 2;
6815 case GF_BRAIN_SMASH:
6816 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6819 ignore_wraith_form = TRUE;
6827 if (100 + rlev / 2 <= p_ptr->skill_sav)
6830 ignore_wraith_form = TRUE;
6835 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6838 ignore_wraith_form = TRUE;
6843 if (p_ptr->wraith_form && !ignore_wraith_form)
6849 if (dam > *max) *max = dam;
6852 /* Calculate blow damages */
6853 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6855 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6857 bool check_wraith_form = TRUE;
6859 if (blow_ptr->method != RBM_EXPLODE)
6861 int ac = p_ptr->ac + p_ptr->to_a;
6863 switch (blow_ptr->effect)
6867 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6868 dam = MAX(dam, tmp_dam * 2);
6874 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6878 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6880 check_wraith_form = FALSE;
6884 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6886 check_wraith_form = FALSE;
6890 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6892 check_wraith_form = FALSE;
6896 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6898 check_wraith_form = FALSE;
6903 check_wraith_form = FALSE;
6907 if (check_wraith_form && p_ptr->wraith_form)
6915 dam = (dam + 1) / 2;
6916 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6923 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6924 bool process_warning(int xx, int yy)
6928 char o_name[MAX_NLEN];
6930 #define WARNING_AWARE_RANGE 12
6932 static int old_damage = 0;
6934 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6936 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6939 monster_type *m_ptr;
6940 monster_race *r_ptr;
6942 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6944 c_ptr = &cave[my][mx];
6946 if (!c_ptr->m_idx) continue;
6948 m_ptr = &m_list[c_ptr->m_idx];
6950 if (MON_CSLEEP(m_ptr)) continue;
6951 if (!is_hostile(m_ptr)) continue;
6953 r_ptr = &r_info[m_ptr->r_idx];
6955 /* Monster spells (only powerful ones)*/
6956 if (projectable(my, mx, yy, xx))
6958 int breath_dam_div3 = m_ptr->hp / 3;
6959 int breath_dam_div6 = m_ptr->hp / 6;
6960 u32b f4 = r_ptr->flags4;
6961 u32b f5 = r_ptr->flags5;
6962 u32b f6 = r_ptr->flags6;
6964 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6966 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6967 int storm_dam = rlev * 4 + 150;
6968 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6970 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6971 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6972 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6973 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6974 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6975 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6977 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6978 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6979 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6980 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6981 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6982 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6983 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6984 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6985 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6986 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6987 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6988 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6989 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6990 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6991 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6992 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6993 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6994 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6995 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6996 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6997 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6998 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6999 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
7002 /* Monster melee attacks */
7003 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
7005 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
7009 for (m = 0; m < 4; m++)
7011 /* Skip non-attacks */
7012 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
7014 /* Extract the attack info */
7015 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
7016 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
7018 if (dam_melee > dam_max0) dam_max0 = dam_melee;
7022 /* Contribution from this monster */
7023 dam_max += dam_max0;
7027 /* Prevent excessive warning */
7028 if (dam_max > old_damage)
7030 old_damage = dam_max * 3 / 2;
7032 if (dam_max > p_ptr->chp / 2)
7034 object_type *o_ptr = choose_warning_item();
7036 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7038 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7039 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
7041 else strcpy(o_name, "body"); /* Warning ability without item */
7042 msg_format("Your %s pulsates sharply!", o_name);
7046 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7048 return get_check("Really want to go ahead? ");
7052 else old_damage = old_damage / 2;
7054 c_ptr = &cave[yy][xx];
7055 if (((!easy_disarm && is_trap(c_ptr->feat))
7056 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7058 object_type *o_ptr = choose_warning_item();
7060 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7062 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
7063 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
7065 else strcpy(o_name, "body"); /* Warning ability without item */
7066 msg_format("Your %s pulsates!", o_name);
7070 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
7072 return get_check("Really want to go ahead? ");
7080 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7082 switch (o_ptr->tval)
7095 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7104 * A structure for smithing
7107 int add; /* TR flag number or special essence id */
7108 cptr add_name; /* Name of this ability */
7109 int type; /* Menu number */
7110 int essence; /* Index for carrying essences */
7111 int value; /* Needed value to add this ability */
7116 * Smithing type data for Weapon smith
7119 static essence_type essence_info[] =
7121 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
7122 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
7123 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
7124 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
7125 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
7126 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
7127 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
7128 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
7129 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
7130 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
7131 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
7132 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
7133 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
7134 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
7135 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
7136 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
7137 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
7138 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
7139 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
7140 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
7141 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
7142 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7143 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
7144 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
7145 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
7146 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7147 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
7148 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
7149 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
7150 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
7151 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
7152 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
7153 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
7154 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
7155 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
7156 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
7157 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
7158 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
7159 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
7160 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
7161 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
7162 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
7163 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
7164 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
7165 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
7166 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
7167 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
7168 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
7169 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
7170 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
7171 {TR_SH_FIRE, "", 0, -2, 0},
7172 {TR_SH_ELEC, "", 0, -2, 0},
7173 {TR_SH_COLD, "", 0, -2, 0},
7174 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
7175 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
7176 {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
7177 {TR_LITE_1, "±Êµ×¸÷¸»", 3, TR_LITE_1, 15},
7178 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
7179 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
7180 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
7181 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
7182 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
7184 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
7185 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
7186 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
7187 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
7188 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
7189 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
7190 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
7191 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
7192 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
7193 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
7194 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
7195 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
7196 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
7197 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
7198 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
7199 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
7200 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
7201 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
7203 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
7204 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
7205 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
7206 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
7207 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
7208 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
7209 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
7210 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
7212 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
7213 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
7214 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
7215 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
7216 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
7217 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
7218 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
7219 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
7220 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
7221 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
7222 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
7223 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
7225 {-1, NULL, 0, -1, 0}
7228 static essence_type essence_info[] =
7230 {TR_STR, "strength", 4, TR_STR, 20},
7231 {TR_INT, "intelligence", 4, TR_INT, 20},
7232 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7233 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7234 {TR_CON, "constitution", 4, TR_CON, 20},
7235 {TR_CHR, "charisma", 4, TR_CHR, 20},
7236 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7237 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7238 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7239 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7240 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7241 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7242 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7243 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7244 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7245 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7246 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7247 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7248 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7249 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7250 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7251 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7252 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7253 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7254 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7255 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7256 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7257 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7258 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7259 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7260 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7261 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7262 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7263 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7264 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7265 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7266 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7267 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7268 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7269 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7270 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7271 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7272 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7273 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7274 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7275 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7276 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7277 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7278 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7279 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7280 {TR_SH_FIRE, "", 0, -2, 0},
7281 {TR_SH_ELEC, "", 0, -2, 0},
7282 {TR_SH_COLD, "", 0, -2, 0},
7283 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7284 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7285 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7286 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7287 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7288 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7289 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7290 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7291 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7293 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7294 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7295 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7296 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7297 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7298 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7299 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7300 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7301 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7302 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7303 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7304 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7305 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7306 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7307 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7308 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7309 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7310 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7312 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7313 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7314 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7315 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7316 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7317 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7318 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7319 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7321 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7322 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7323 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7324 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7325 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7326 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7327 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7328 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7329 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7330 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7331 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7332 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7334 {-1, NULL, 0, -1, 0}
7340 * Essense names for Weapon smith
7343 static cptr essence_name[] =
7446 static cptr essence_name[] =
7549 static void display_essence(void)
7554 for (i = 1; i < 22; i++)
7559 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7561 prt("Essence Num Essence Num Essence Num ", 1, 8);
7563 for (i = 0; essence_name[i]; i++)
7565 if (!essence_name[i][0]) continue;
7566 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7570 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7572 prt("List of all essences you have.", 0, 0);
7579 static void drain_essence(void)
7581 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7584 bool observe = FALSE;
7585 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7586 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7589 byte iy, ix, marked, number;
7590 s16b next_o_idx, weight;
7592 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7595 item_tester_hook = object_is_weapon_armour_ammo;
7596 item_tester_no_ryoute = TRUE;
7600 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7601 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7603 q = "Extract from which item? ";
7604 s = "You have nothing you can extract from.";
7607 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7609 /* Get the item (in the pack) */
7612 o_ptr = &inventory[item];
7615 /* Get the item (on the floor) */
7618 o_ptr = &o_list[0 - item];
7621 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7623 char o_name[MAX_NLEN];
7624 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7626 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7628 if (!get_check(format("Really extract from %s? ", o_name))) return;
7634 object_flags(o_ptr, old_flgs);
7635 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7636 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7637 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7638 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7639 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7640 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7641 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7642 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7643 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7645 old_to_a = o_ptr->to_a;
7647 old_to_h = o_ptr->to_h;
7648 old_to_d = o_ptr->to_d;
7651 old_pval = o_ptr->pval;
7652 old_name2 = o_ptr->name2;
7653 old_timeout = o_ptr->timeout;
7654 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7655 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7656 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7657 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7658 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7659 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7660 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7661 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7662 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7666 next_o_idx = o_ptr->next_o_idx;
7667 marked = o_ptr->marked;
7668 weight = o_ptr->weight;
7669 number = o_ptr->number;
7671 object_prep(o_ptr, o_ptr->k_idx);
7675 o_ptr->next_o_idx=next_o_idx;
7676 o_ptr->marked=marked;
7677 o_ptr->number = number;
7678 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7679 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7680 o_ptr->ident |= (IDENT_MENTAL);
7681 object_aware(o_ptr);
7682 object_known(o_ptr);
7684 object_flags(o_ptr, new_flgs);
7686 for (i = 0; essence_info[i].add_name; i++)
7688 essence_type *es_ptr = &essence_info[i];
7691 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7692 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7694 if (es_ptr->add < TR_FLAG_MAX &&
7695 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7696 have_flag(old_flgs, es_ptr->add))
7700 drain_value[es_ptr->essence] += 10 * pval;
7702 else if (es_ptr->essence != -2)
7704 drain_value[es_ptr->essence] += 10;
7706 else if (es_ptr->add == TR_SH_FIRE)
7708 drain_value[TR_BRAND_FIRE] += 10;
7709 drain_value[TR_RES_FIRE] += 10;
7711 else if (es_ptr->add == TR_SH_ELEC)
7713 drain_value[TR_BRAND_ELEC] += 10;
7714 drain_value[TR_RES_ELEC] += 10;
7716 else if (es_ptr->add == TR_SH_COLD)
7718 drain_value[TR_BRAND_COLD] += 10;
7719 drain_value[TR_RES_COLD] += 10;
7724 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7726 drain_value[TR_INT] += 5;
7727 drain_value[TR_WIS] += 5;
7729 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7731 drain_value[TR_BRAND_POIS] += 5;
7732 drain_value[TR_BRAND_ACID] += 5;
7733 drain_value[TR_BRAND_ELEC] += 5;
7734 drain_value[TR_BRAND_FIRE] += 5;
7735 drain_value[TR_BRAND_COLD] += 5;
7737 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7739 drain_value[TR_INT] += 10;
7741 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7743 drain_value[TR_STR] += 10;
7745 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7747 drain_value[TR_DEX] += 10;
7749 if (old_name2 == EGO_2WEAPON)
7751 drain_value[TR_DEX] += 20;
7753 if (object_is_weapon_ammo(o_ptr))
7755 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7757 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7759 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7760 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7761 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7762 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7764 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7766 drain_value[i] *= number;
7767 drain_value[i] = drain_value[i] * dec / 4;
7768 drain_value[i] = MAX(drain_value[i], 0);
7769 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7777 msg_print(_("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£", "You were not able to extract any essence."));
7781 msg_print(_("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:", "Extracted essences:"));
7783 for (i = 0; essence_name[i]; i++)
7785 if (!essence_name[i][0]) continue;
7786 if (!drain_value[i]) continue;
7788 p_ptr->magic_num1[i] += drain_value[i];
7789 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7791 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("¡£", ". "));
7795 /* Apply autodestroy/inscription to the drained item */
7796 autopick_alter_item(item, TRUE);
7798 /* Combine the pack */
7799 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7802 p_ptr->window |= (PW_INVEN);
7807 static int choose_essence(void)
7811 int menu_line = (use_menu ? 1 : 0);
7814 cptr menu_name[] = {
7824 cptr menu_name[] = {
7834 const int mode_max = 7;
7837 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7840 #endif /* ALLOW_REPEAT */
7849 for (i = 0; i < mode_max; i++)
7851 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7852 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7854 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7855 prt("Choose from menu.", 0, 0);
7874 menu_line += mode_max - 1;
7883 if (menu_line > mode_max) menu_line -= mode_max;
7894 for (i = 0; i < mode_max; i++)
7895 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7898 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7900 if (!get_com("Command :", &choice, TRUE))
7907 if (isupper(choice)) choice = tolower(choice);
7909 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7910 mode = (int)choice - 'a' + 1;
7917 #endif /* ALLOW_REPEAT */
7921 static void add_essence(int mode)
7923 int item, max_num = 0;
7932 char o_name[MAX_NLEN];
7934 essence_type *es_ptr;
7936 int menu_line = (use_menu ? 1 : 0);
7938 for (i = 0; essence_info[i].add_name; i++)
7940 es_ptr = &essence_info[i];
7942 if (es_ptr->type != mode) continue;
7947 if (!repeat_pull(&i) || i<0 || i>=max_num)
7949 #endif /* ALLOW_REPEAT */
7952 /* Nothing chosen yet */
7958 /* Build a prompt */
7960 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7962 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7964 if (use_menu) screen_save();
7966 /* Get a spell from the user */
7968 choice = (always_show_list || use_menu) ? ESCAPE:1;
7972 if( choice==ESCAPE ) choice = ' ';
7973 else if( !get_com(out_val, &choice, FALSE) )break;
7975 if (use_menu && choice != ' ')
7989 menu_line += (max_num-1);
8012 menu_line = max_num;
8026 if (menu_line > max_num) menu_line -= max_num;
8028 /* Request redraw */
8029 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
8032 if (!redraw || use_menu)
8036 char dummy[80], dummy2[80];
8044 /* Save the screen */
8045 if (!use_menu) screen_save();
8047 for (y = 1; y < 24; y++)
8050 /* Print header(s) */
8052 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
8055 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
8058 for (ctr = 0; ctr < max_num; ctr++)
8060 es_ptr = &essence_info[num[ctr]];
8064 if (ctr == (menu_line-1))
8066 strcpy(dummy, "¡Õ ");
8068 strcpy(dummy, "> ");
8070 else strcpy(dummy, " ");
8073 /* letter/number for power selection */
8076 sprintf(dummy, "%c) ",I2A(ctr));
8079 strcat(dummy, es_ptr->add_name);
8084 if (es_ptr->essence != -1)
8086 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8087 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8093 case ESSENCE_SH_FIRE:
8095 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
8097 strcat(dummy, "(brand fire + res.fire)");
8099 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8100 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8102 case ESSENCE_SH_ELEC:
8104 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
8106 strcat(dummy, "(brand elec. + res. elec.)");
8108 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8109 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8111 case ESSENCE_SH_COLD:
8113 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
8115 strcat(dummy, "(brand cold + res. cold)");
8117 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8118 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8120 case ESSENCE_RESISTANCE:
8122 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8124 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8126 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8127 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8128 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8129 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8131 case ESSENCE_SUSTAIN:
8133 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
8135 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
8137 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8138 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8139 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8140 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8145 if (!able[ctr]) col = TERM_RED;
8147 if (es_ptr->essence != -1)
8149 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8153 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8156 c_prt(col, dummy2, ctr+2, x);
8166 /* Restore the screen */
8177 ask = (isupper(choice));
8180 if (ask) choice = tolower(choice);
8182 /* Extract request */
8183 i = (islower(choice) ? A2I(choice) : -1);
8186 /* Totally Illegal */
8187 if ((i < 0) || (i >= max_num) || !able[i])
8200 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
8202 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
8205 /* Belay that order */
8206 if (!get_check(tmp_val)) continue;
8213 /* Restore the screen */
8214 if (redraw) screen_load();
8221 #endif /* ALLOW_REPEAT */
8223 es_ptr = &essence_info[num[i]];
8225 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8226 item_tester_tval = TV_GLOVES;
8227 else if (mode == 1 || mode == 5)
8228 item_tester_hook = item_tester_hook_melee_ammo;
8229 else if (es_ptr->add == ESSENCE_ATTACK)
8230 item_tester_hook = object_allow_enchant_weapon;
8231 else if (es_ptr->add == ESSENCE_AC)
8232 item_tester_hook = object_is_armour;
8234 item_tester_hook = object_is_weapon_armour_ammo;
8235 item_tester_no_ryoute = TRUE;
8239 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8240 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8242 q = "Improve which item? ";
8243 s = "You have nothing to improve.";
8246 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8248 /* Get the item (in the pack) */
8251 o_ptr = &inventory[item];
8254 /* Get the item (on the floor) */
8257 o_ptr = &o_list[0 - item];
8260 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8263 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8265 msg_print("This item is no more able to be improved.");
8270 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8272 use_essence = es_ptr->value;
8273 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8274 if (o_ptr->number > 1)
8276 use_essence *= o_ptr->number;
8278 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8280 msg_format("It will take %d essences.",use_essence);
8285 if (es_ptr->essence != -1)
8287 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8290 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8292 msg_print("You don't have enough essences.");
8296 if (is_pval_flag(es_ptr->add))
8298 if (o_ptr->pval < 0)
8301 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8303 msg_print("You cannot increase magic number of this item.");
8307 else if (es_ptr->add == TR_BLOWS)
8309 if (o_ptr->pval > 1)
8312 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8314 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8320 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8322 msg_format("It will take %d essences.", use_essence);
8325 else if (o_ptr->pval > 0)
8327 use_essence *= o_ptr->pval;
8329 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8331 msg_format("It will take %d essences.", use_essence);
8339 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8342 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8344 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8346 strcpy(tmp_val, "1");
8348 if (!get_string(tmp, tmp_val, 1)) return;
8349 pval = atoi(tmp_val);
8350 if (pval > limit) pval = limit;
8351 else if (pval < 1) pval = 1;
8352 o_ptr->pval += pval;
8353 use_essence *= pval;
8355 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8357 msg_format("It will take %d essences.", use_essence);
8361 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8364 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8366 msg_print("You don't have enough essences.");
8371 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8375 int get_to_h, get_to_d;
8377 strcpy(tmp_val, "1");
8379 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8381 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8383 val = atoi(tmp_val);
8384 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8385 else if (val < 1) val = 1;
8388 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8390 msg_format("It will take %d essences.", use_essence);
8392 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8395 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8397 msg_print("You don't have enough essences.");
8401 get_to_h = ((val+1)/2+randint0(val/2+1));
8402 get_to_d = ((val+1)/2+randint0(val/2+1));
8403 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8404 o_ptr->to_h += get_to_h;
8405 o_ptr->to_d += get_to_d;
8407 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8408 if (es_ptr->add == ESSENCE_ATTACK)
8410 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8413 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8415 msg_print("You failed to enchant.");
8422 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8423 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8426 else if (es_ptr->add == ESSENCE_AC)
8428 if (o_ptr->to_a >= p_ptr->lev/5+5)
8431 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8433 msg_print("You failed to enchant.");
8440 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8445 o_ptr->xtra3 = es_ptr->add + 1;
8450 bool success = TRUE;
8454 case ESSENCE_SH_FIRE:
8455 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8460 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8461 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8463 case ESSENCE_SH_ELEC:
8464 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8469 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8470 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8472 case ESSENCE_SH_COLD:
8473 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8478 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8479 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8481 case ESSENCE_RESISTANCE:
8482 case ESSENCE_SUSTAIN:
8483 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))
8488 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8489 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8490 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8491 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8497 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8499 msg_print("You don't have enough essences.");
8503 if (es_ptr->add == ESSENCE_SUSTAIN)
8505 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8506 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8507 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8508 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8512 o_ptr->xtra3 = es_ptr->add + 1;
8519 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8521 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8524 /* Combine the pack */
8525 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8528 p_ptr->window |= (PW_INVEN);
8532 static void erase_essence(void)
8537 char o_name[MAX_NLEN];
8538 u32b flgs[TR_FLAG_SIZE];
8540 item_tester_hook = object_is_smith;
8544 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8545 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8547 q = "Remove from which item? ";
8548 s = "You have nothing to remove essence.";
8551 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8553 /* Get the item (in the pack) */
8556 o_ptr = &inventory[item];
8559 /* Get the item (on the floor) */
8562 o_ptr = &o_list[0 - item];
8565 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8567 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8569 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8574 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8576 o_ptr->to_h -= (o_ptr->xtra4>>8);
8577 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8579 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8580 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8583 object_flags(o_ptr, flgs);
8584 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8586 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8588 msg_print("You removed all essence you have added.");
8591 /* Combine the pack */
8592 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8595 p_ptr->window |= (PW_INVEN);
8598 void do_cmd_kaji(bool only_browse)
8603 int menu_line = (use_menu ? 1 : 0);
8607 if (p_ptr->confused)
8610 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8612 msg_print("You are too confused!");
8620 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8622 msg_print("You are blind!");
8630 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8632 msg_print("You are hallucinating!");
8640 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8642 #endif /* ALLOW_REPEAT */
8644 if (only_browse) screen_save();
8646 if (!only_browse) screen_save();
8652 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8653 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8654 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8655 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8656 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8657 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8659 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8660 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8661 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8662 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8663 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8664 prt(format("Choose command from menu."), 0, 0);
8691 if (menu_line > 5) menu_line -= 5;
8700 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8701 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8702 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8703 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8704 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8705 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8707 prt(" a) List essences", 2, 14);
8708 prt(" b) Extract essence", 3, 14);
8709 prt(" c) Remove essence", 4, 14);
8710 prt(" d) Add essence", 5, 14);
8711 prt(" e) Enchant weapon/armor", 6, 14);
8712 if (!get_com("Command :", &choice, TRUE))
8749 /* Clear lines, position cursor (really should use strlen here) */
8750 Term_erase(14, 21, 255);
8751 Term_erase(14, 20, 255);
8752 Term_erase(14, 19, 255);
8753 Term_erase(14, 18, 255);
8754 Term_erase(14, 17, 255);
8755 Term_erase(14, 16, 255);
8757 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8758 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8760 prt(&temp[j], line, 15);
8765 if (!only_browse) screen_load();
8766 } while (only_browse);
8770 #endif /* ALLOW_REPEAT */
8774 case 1: display_essence();break;
8775 case 2: drain_essence();break;
8776 case 3: erase_essence();break;
8778 mode = choose_essence();
8783 case 5: add_essence(10);break;
8789 * Torches have special abilities when they are flaming.
8791 void torch_flags(object_type *o_ptr, u32b *flgs)
8793 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8795 if (o_ptr->xtra4 > 0)
8797 add_flag(flgs, TR_BRAND_FIRE);
8798 add_flag(flgs, TR_KILL_UNDEAD);
8799 add_flag(flgs, TR_THROW);
8804 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8806 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8808 if (o_ptr->xtra4 > 0)
8816 void torch_lost_fuel(object_type *o_ptr)
8818 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8820 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8821 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;