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 (get_object_level(o_ptr) > 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 ((artifact_p(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 (artifact_p(o_ptr) && !object_known_p(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 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_aware_p(o_ptr);
769 #ifndef SCRIPT_OBJ_KIND
770 /* Fully aware of the effects */
771 k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773 /* Fully aware of the effects */
775 #endif /* SCRIPT_OBJ_KIND */
777 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
778 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
782 char o_name[MAX_NLEN];
785 object_copy(q_ptr, o_ptr);
788 object_desc(o_name, q_ptr, TRUE, 0);
790 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
796 * Something has been "sampled"
798 void object_tried(object_type *o_ptr)
800 #ifndef SCRIPT_OBJ_KIND
801 /* Mark it as tried (even if "aware") */
802 k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
805 #endif /* SCRIPT_OBJ_KIND */
810 * Return the "value" of an "unknown" item
811 * Make a guess at the value of non-aware items
813 static s32b object_value_base(object_type *o_ptr)
815 /* Aware item -- use template cost */
816 if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
818 /* Analyze the type */
823 case TV_FOOD: return (5L);
825 /* Un-aware Potions */
826 case TV_POTION: return (20L);
828 /* Un-aware Scrolls */
829 case TV_SCROLL: return (20L);
831 /* Un-aware Staffs */
832 case TV_STAFF: return (70L);
835 case TV_WAND: return (50L);
838 case TV_ROD: return (90L);
841 case TV_RING: return (45L);
843 /* Un-aware Amulets */
844 case TV_AMULET: return (45L);
846 /* Figurines, relative to monster level */
849 int level = r_info[o_ptr->pval].level;
850 if (level < 20) return level*50L;
851 else if (level < 30) return 1000+(level-20)*150L;
852 else if (level < 40) return 2500+(level-30)*350L;
853 else if (level < 50) return 6000+(level-40)*800L;
854 else return 14000+(level-50)*2000L;
858 if (!o_ptr->pval) return 1000L;
859 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
862 /* Paranoia -- Oops */
867 /* Return the value of the flags the object has... */
868 s32b flag_cost(object_type *o_ptr, int plusses)
871 u32b flgs[TR_FLAG_SIZE];
875 object_kind *k_ptr = &k_info[o_ptr->k_idx];
877 object_flags(o_ptr, flgs);
880 * Exclude fixed flags of the base item.
881 * pval bonuses of base item will be treated later.
883 for (i = 0; i < TR_FLAG_SIZE; i++)
884 flgs[i] &= ~(k_ptr->flags[i]);
886 /* Exclude fixed flags of the fixed artifact. */
889 artifact_type *a_ptr = &a_info[o_ptr->name1];
891 for (i = 0; i < TR_FLAG_SIZE; i++)
892 flgs[i] &= ~(a_ptr->flags[i]);
895 /* Exclude fixed flags of the ego-item. */
896 else if (o_ptr->name2)
898 ego_item_type *e_ptr = &e_info[o_ptr->name2];
900 for (i = 0; i < TR_FLAG_SIZE; i++)
901 flgs[i] &= ~(e_ptr->flags[i]);
906 * Calucurate values of remaining flags
908 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
909 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
910 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
911 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
912 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
913 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
914 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
915 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
916 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
917 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
918 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
919 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
920 total += (10000 + (2500 * plusses));
921 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
922 total += (10000 + (2500 * plusses));
926 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
927 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
928 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
929 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
930 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
931 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
932 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
933 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
934 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
935 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
936 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
937 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
938 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
939 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
940 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
941 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
942 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
943 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
944 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
945 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
946 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
948 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
949 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
950 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
951 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
952 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
953 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
954 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
955 total += (tmp_cost * count);
957 if (have_flag(flgs, TR_SUST_STR)) total += 850;
958 if (have_flag(flgs, TR_SUST_INT)) total += 850;
959 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
960 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
961 if (have_flag(flgs, TR_SUST_CON)) total += 850;
962 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
963 if (have_flag(flgs, TR_RIDING)) total += 0;
964 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
965 if (have_flag(flgs, TR_THROW)) total += 5000;
966 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
967 if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
971 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
972 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
973 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
974 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
975 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
976 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
977 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
978 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
979 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
980 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
981 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
982 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
983 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
984 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
985 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
986 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
987 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
988 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
989 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
990 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
991 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
992 total += (tmp_cost * count);
994 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
995 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
996 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
997 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
998 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
999 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1000 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1001 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1002 if (have_flag(flgs, TR_FEATHER)) total += 1250;
1003 if (have_flag(flgs, TR_LITE)) total += 1250;
1004 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1005 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1006 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1007 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1008 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1009 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1010 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1011 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1012 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1013 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1014 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1015 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1016 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1017 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1018 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1019 if (have_flag(flgs, TR_REGEN)) total += 2500;
1020 if (have_flag(flgs, TR_WARNING)) total += 2000;
1021 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1022 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1023 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1024 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1025 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1026 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1027 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1028 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1029 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1030 if (have_flag(flgs, TR_TELEPORT))
1032 if (cursed_p(o_ptr))
1037 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1038 if (have_flag(flgs, TR_BLESSED)) total += 750;
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 int type = o_ptr->xtra2;
1048 if (type == ACT_SUNLIGHT) total += 250;
1049 else if (type == ACT_BO_MISS_1) total += 250;
1050 else if (type == ACT_BA_POIS_1) total += 300;
1051 else if (type == ACT_BO_ELEC_1) total += 250;
1052 else if (type == ACT_BO_ACID_1) total += 250;
1053 else if (type == ACT_BO_COLD_1) total += 250;
1054 else if (type == ACT_BO_FIRE_1) total += 250;
1055 else if (type == ACT_BA_COLD_1) total += 750;
1056 else if (type == ACT_BA_FIRE_1) total += 1000;
1057 else if (type == ACT_DRAIN_1) total += 500;
1058 else if (type == ACT_BA_COLD_2) total += 1250;
1059 else if (type == ACT_BA_ELEC_2) total += 1500;
1060 else if (type == ACT_DRAIN_2) total += 750;
1061 else if (type == ACT_VAMPIRE_1) total += 1000;
1062 else if (type == ACT_BO_MISS_2) total += 1000;
1063 else if (type == ACT_BA_FIRE_2) total += 1750;
1064 else if (type == ACT_BA_COLD_3) total += 2500;
1065 else if (type == ACT_BA_ELEC_3) total += 2500;
1066 else if (type == ACT_WHIRLWIND) total += 7500;
1067 else if (type == ACT_VAMPIRE_2) total += 2500;
1068 else if (type == ACT_CALL_CHAOS) total += 5000;
1069 else if (type == ACT_ROCKET) total += 5000;
1070 else if (type == ACT_DISP_EVIL) total += 4000;
1071 else if (type == ACT_DISP_GOOD) total += 3500;
1072 else if (type == ACT_BA_MISS_3) total += 5000;
1073 else if (type == ACT_CONFUSE) total += 500;
1074 else if (type == ACT_SLEEP) total += 750;
1075 else if (type == ACT_QUAKE) total += 600;
1076 else if (type == ACT_TERROR) total += 2500;
1077 else if (type == ACT_TELE_AWAY) total += 2000;
1078 else if (type == ACT_BANISH_EVIL) total += 2000;
1079 else if (type == ACT_GENOCIDE) total += 10000;
1080 else if (type == ACT_MASS_GENO) total += 10000;
1081 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1082 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1083 else if (type == ACT_CHARM_OTHER) total += 10000;
1084 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1085 else if (type == ACT_CHARM_OTHERS) total += 17500;
1086 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1087 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1088 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1089 else if (type == ACT_SUMMON_DEMON) total += 20000;
1090 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1091 else if (type == ACT_CURE_LW) total += 500;
1092 else if (type == ACT_CURE_MW) total += 750;
1093 else if (type == ACT_CURE_POISON) total += 1000;
1094 else if (type == ACT_REST_LIFE) total += 7500;
1095 else if (type == ACT_REST_ALL) total += 15000;
1096 else if (type == ACT_CURE_700) total += 10000;
1097 else if (type == ACT_CURE_1000) total += 15000;
1098 else if (type == ACT_ESP) total += 1500;
1099 else if (type == ACT_BERSERK) total += 800;
1100 else if (type == ACT_PROT_EVIL) total += 5000;
1101 else if (type == ACT_RESIST_ALL) total += 5000;
1102 else if (type == ACT_SPEED) total += 15000;
1103 else if (type == ACT_XTRA_SPEED) total += 25000;
1104 else if (type == ACT_WRAITH) total += 25000;
1105 else if (type == ACT_INVULN) total += 25000;
1106 else if (type == ACT_LIGHT) total += 150;
1107 else if (type == ACT_MAP_LIGHT) total += 500;
1108 else if (type == ACT_DETECT_ALL) total += 1000;
1109 else if (type == ACT_DETECT_XTRA) total += 12500;
1110 else if (type == ACT_ID_FULL) total += 10000;
1111 else if (type == ACT_ID_PLAIN) total += 1250;
1112 else if (type == ACT_RUNE_EXPLO) total += 4000;
1113 else if (type == ACT_RUNE_PROT) total += 10000;
1114 else if (type == ACT_SATIATE) total += 2000;
1115 else if (type == ACT_DEST_DOOR) total += 100;
1116 else if (type == ACT_STONE_MUD) total += 1000;
1117 else if (type == ACT_RECHARGE) total += 1000;
1118 else if (type == ACT_ALCHEMY) total += 10000;
1119 else if (type == ACT_DIM_DOOR) total += 10000;
1120 else if (type == ACT_TELEPORT) total += 2000;
1121 else if (type == ACT_RECALL) total += 7500;
1129 * Return the "real" price of a "known" item, not including discounts
1131 * Wand and staffs get cost for each charge
1133 * Armor is worth an extra 100 gold per bonus point to armor class.
1135 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1137 * Missiles are only worth 5 gold per bonus point, since they
1138 * usually appear in groups of 20, and we want the player to get
1139 * the same amount of cash for any "equivalent" item. Note that
1140 * missiles never have any of the "pval" flags, and in fact, they
1141 * only have a few of the available flags, primarily of the "slay"
1142 * and "brand" and "ignore" variety.
1144 * Armor with a negative armor bonus is worthless.
1145 * Weapons with negative hit+damage bonuses are worthless.
1147 * Every wearable item with a "pval" bonus is worth extra (see below).
1149 s32b object_value_real(object_type *o_ptr)
1153 u32b flgs[TR_FLAG_SIZE];
1155 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1158 /* Hack -- "worthless" items */
1159 if (!get_object_cost(o_ptr)) return (0L);
1162 value = get_object_cost(o_ptr);
1164 /* Extract some flags */
1165 object_flags(o_ptr, flgs);
1170 artifact_type *a_ptr = &a_info[o_ptr->name1];
1172 /* Hack -- "worthless" artifacts */
1173 if (!a_ptr->cost) return (0L);
1175 /* Hack -- Use the artifact cost instead */
1176 value = a_ptr->cost;
1177 value += flag_cost(o_ptr, o_ptr->pval);
1179 /* Don't add pval bonuses etc. */
1184 else if (o_ptr->name2)
1186 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1188 /* Hack -- "worthless" ego-items */
1189 if (!e_ptr->cost) return (0L);
1191 /* Hack -- Reward the ego-item with a bonus */
1192 value += e_ptr->cost;
1193 value += flag_cost(o_ptr, o_ptr->pval);
1201 for (i = 0; i < TR_FLAG_SIZE; i++)
1202 if (o_ptr->art_flags[i]) flag = TRUE;
1204 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1207 /* Analyze pval bonus for normal object */
1208 switch (o_ptr->tval)
1231 if (!o_ptr->pval) break;
1233 /* Hack -- Negative "pval" is always bad */
1234 if (o_ptr->pval < 0) return (0L);
1236 /* Give credit for stat bonuses */
1237 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1238 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1239 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1240 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1241 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1242 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1244 /* Give credit for stealth and searching */
1245 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1246 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1247 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1249 /* Give credit for infra-vision and tunneling */
1250 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1251 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1253 /* Give credit for extra attacks */
1254 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1256 /* Give credit for speed bonus */
1257 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1263 /* Analyze the item */
1264 switch (o_ptr->tval)
1269 /* Pay extra for charges, depending on standard number of
1270 * charges. Handle new-style wands correctly. -LM-
1272 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1279 /* Pay extra for charges, depending on standard number of
1282 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1292 /* Hack -- negative bonuses are bad */
1293 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1295 /* Give credit for bonuses */
1296 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1313 /* Hack -- negative armor bonus */
1314 if (o_ptr->to_a < 0) return (0L);
1316 /* Give credit for bonuses */
1317 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1330 /* Hack -- negative hit/damage bonuses */
1331 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1333 /* Factor in the bonuses */
1334 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1336 /* Hack -- Factor in extra damage dice and sides */
1337 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1338 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1349 /* Hack -- negative hit/damage bonuses */
1350 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1352 /* Factor in the bonuses */
1353 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1355 /* Hack -- Factor in extra damage dice and sides */
1356 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1357 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1363 /* Figurines, relative to monster level */
1366 int level = r_info[o_ptr->pval].level;
1367 if (level < 20) value = level*50L;
1368 else if (level < 30) value = 1000+(level-20)*150L;
1369 else if (level < 40) value = 2500+(level-30)*350L;
1370 else if (level < 50) value = 6000+(level-40)*800L;
1371 else value = 14000+(level-50)*2000L;
1377 if (!o_ptr->pval) value = 1000L;
1378 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1384 if (!o_ptr->pval) value = 0L;
1389 /* Worthless object */
1390 if (value < 0) return 0L;
1392 /* Return the value */
1398 * Return the price of an item including plusses (and charges)
1400 * This function returns the "value" of the given item (qty one)
1402 * Never notice "unknown" bonuses or properties, including "curses",
1403 * since that would give the player information he did not have.
1405 * Note that discounted items stay discounted forever, even if
1406 * the discount is "forgotten" by the player via memory loss.
1408 s32b object_value(object_type *o_ptr)
1413 /* Unknown items -- acquire a base value */
1414 if (object_known_p(o_ptr))
1416 /* Broken items -- worthless */
1417 if (broken_p(o_ptr)) return (0L);
1419 /* Cursed items -- worthless */
1420 if (cursed_p(o_ptr)) return (0L);
1422 /* Real value (see above) */
1423 value = object_value_real(o_ptr);
1426 /* Known items -- acquire the actual value */
1429 /* Hack -- Felt broken items */
1430 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1432 /* Hack -- Felt cursed items */
1433 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1435 /* Base value (see above) */
1436 value = object_value_base(o_ptr);
1440 /* Apply discount (if any) */
1441 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1444 /* Return the final value */
1450 * Determines whether an object can be destroyed, and makes fake inscription.
1452 bool can_player_destroy_object(object_type *o_ptr)
1454 /* Artifacts cannot be destroyed */
1455 if (artifact_p(o_ptr) || o_ptr->art_name)
1457 byte feel = FEEL_SPECIAL;
1459 /* Hack -- Handle icky artifacts */
1460 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1462 /* Hack -- inscribe the artifact */
1463 o_ptr->feeling = feel;
1465 /* We have "felt" it (again) */
1466 o_ptr->ident |= (IDENT_SENSE);
1468 /* Combine the pack */
1469 p_ptr->notice |= (PN_COMBINE);
1472 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1483 * Distribute charges of rods or wands.
1485 * o_ptr = source item
1486 * q_ptr = target item, must be of the same type as o_ptr
1487 * amt = number of items that are transfered
1489 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1492 * Hack -- If rods or wands are dropped, the total maximum timeout or
1493 * charges need to be allocated between the two stacks. If all the items
1494 * are being dropped, it makes for a neater message to leave the original
1495 * stack's pval alone. -LM-
1497 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1499 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1500 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1502 /* Hack -- Rods also need to have their timeouts distributed. The
1503 * dropped stack will accept all time remaining to charge up to its
1506 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1508 if (q_ptr->pval > o_ptr->timeout)
1509 q_ptr->timeout = o_ptr->timeout;
1511 q_ptr->timeout = q_ptr->pval;
1513 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1518 void reduce_charges(object_type *o_ptr, int amt)
1521 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1522 * charges of the stack needs to be reduced, unless all the items are
1523 * being destroyed. -LM-
1525 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1526 (amt < o_ptr->number))
1528 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1534 * Determine if an item can "absorb" a second item
1536 * See "object_absorb()" for the actual "absorption" code.
1538 * If permitted, we allow staffs (if they are known to have equal charges
1539 * and both are either known or confirmed empty) and wands (if both are
1540 * either known or confirmed empty) and rods (in all cases) to combine.
1541 * Staffs will unstack (if necessary) when they are used, but wands and
1542 * rods will only unstack if one is dropped. -LM-
1544 * If permitted, we allow weapons/armor to stack, if fully "known".
1546 * Missiles will combine if both stacks have the same "known" status.
1547 * This is done to make unidentified stacks of missiles useful.
1549 * Food, potions, scrolls, and "easy know" items always stack.
1551 * Chests, and activatable items, never stack (for various reasons).
1555 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1557 #define MAX_STACK_SIZE 99
1561 * Determine if an item can partly absorb a second item.
1562 * Return maximum number of stack.
1564 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1568 /* Default maximum number of stack */
1569 int max_num = MAX_STACK_SIZE;
1571 /* Require identical object types */
1572 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1575 /* Analyze the items */
1576 switch (o_ptr->tval)
1578 /* Chests and Statues*/
1589 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1590 if (o_ptr->pval != j_ptr->pval) return 0;
1594 /* Figurines and Corpses*/
1599 if (o_ptr->pval != j_ptr->pval) return 0;
1605 /* Food and Potions and Scrolls */
1617 /* Require either knowledge or known empty for both staffs. */
1618 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1619 !object_known_p(o_ptr)) ||
1620 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1621 !object_known_p(j_ptr))) return 0;
1623 /* Require identical charges, since staffs are bulky. */
1624 if (o_ptr->pval != j_ptr->pval) return 0;
1633 /* Require either knowledge or known empty for both wands. */
1634 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1635 !object_known_p(o_ptr)) ||
1636 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1637 !object_known_p(j_ptr))) return 0;
1639 /* Wand charges combine in O&ZAngband. */
1645 /* Staffs and Wands and Rods */
1648 /* Prevent overflaw of timeout */
1649 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1655 /* Weapons and Armor */
1671 /* Rings, Amulets, Lites */
1676 /* Require full knowledge of both items */
1677 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1687 /* Require identical knowledge of both items */
1688 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1690 /* Require identical "bonuses" */
1691 if (o_ptr->to_h != j_ptr->to_h) return 0;
1692 if (o_ptr->to_d != j_ptr->to_d) return 0;
1693 if (o_ptr->to_a != j_ptr->to_a) return 0;
1695 /* Require identical "pval" code */
1696 if (o_ptr->pval != j_ptr->pval) return 0;
1698 /* Require identical "artifact" names */
1699 if (o_ptr->name1 != j_ptr->name1) return 0;
1701 /* Random artifacts never stack */
1702 if (o_ptr->art_name || j_ptr->art_name) return 0;
1704 /* Require identical "ego-item" names */
1705 if (o_ptr->name2 != j_ptr->name2) return 0;
1707 /* Require identical added essence */
1708 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1709 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1711 /* Hack -- Never stack "powerful" items */
1712 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1714 /* Hack -- Never stack recharging items */
1715 if (o_ptr->timeout || j_ptr->timeout) return 0;
1717 /* Require identical "values" */
1718 if (o_ptr->ac != j_ptr->ac) return 0;
1719 if (o_ptr->dd != j_ptr->dd) return 0;
1720 if (o_ptr->ds != j_ptr->ds) return 0;
1729 /* Require knowledge */
1730 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1738 /* Hack -- Identical art_flags! */
1739 for (i = 0; i < TR_FLAG_SIZE; i++)
1740 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1742 /* Hack -- Require identical "cursed" status */
1743 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1745 /* Hack -- Require identical "broken" status */
1746 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1749 /* Hack -- require semi-matching "inscriptions" */
1750 if (o_ptr->inscription && j_ptr->inscription &&
1751 (o_ptr->inscription != j_ptr->inscription))
1754 /* Hack -- normally require matching "inscriptions" */
1755 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1757 /* Hack -- normally require matching "discounts" */
1758 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1761 /* They match, so they must be similar */
1766 * Determine if an item can absorb a second item.
1768 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1770 int total = o_ptr->number + j_ptr->number;
1773 /* Are these objects similar? */
1774 max_num = object_similar_part(o_ptr, j_ptr);
1776 /* Return if not similar */
1777 if (!max_num) return FALSE;
1779 /* Maximal "stacking" limit */
1780 if (total > max_num) return (0);
1783 /* They match, so they must be similar */
1790 * Allow one item to "absorb" another, assuming they are similar
1792 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1794 int max_num = object_similar_part(o_ptr, j_ptr);
1795 int total = o_ptr->number + j_ptr->number;
1796 int diff = (total > max_num) ? total - max_num : 0;
1798 /* Combine quantity, lose excess items */
1799 o_ptr->number = (total > max_num) ? max_num : total;
1801 /* Hack -- blend "known" status */
1802 if (object_known_p(j_ptr)) object_known(o_ptr);
1804 /* Hack -- clear "storebought" if only one has it */
1805 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1806 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1808 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1809 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1812 /* Hack -- blend "mental" status */
1813 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1815 /* Hack -- blend "inscriptions" */
1816 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1818 /* Hack -- blend "feelings" */
1819 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1821 /* Hack -- could average discounts XXX XXX XXX */
1822 /* Hack -- save largest discount XXX XXX XXX */
1823 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1825 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1826 if (o_ptr->tval == TV_ROD)
1828 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1829 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1832 /* Hack -- if wands are stacking, combine the charges. -LM- */
1833 if (o_ptr->tval == TV_WAND)
1835 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1841 * Find the index of the object_kind with the given tval and sval
1843 s16b lookup_kind(int tval, int sval)
1850 for (k = 1; k < max_k_idx; k++)
1852 object_kind *k_ptr = &k_info[k];
1854 /* Require correct tval */
1855 if (k_ptr->tval != tval) continue;
1858 if (k_ptr->sval == sval) return (k);
1860 /* Ignore illegal items */
1861 if (sval != SV_ANY) continue;
1863 /* Apply the randomizer */
1864 if (!one_in_(++num)) continue;
1866 /* Use this value */
1870 /* Return this choice */
1879 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1881 msg_format("No object (%d,%d)", tval, sval);
1892 * Wipe an object clean.
1894 void object_wipe(object_type *o_ptr)
1896 /* Wipe the structure */
1897 (void)WIPE(o_ptr, object_type);
1902 * Prepare an object based on an existing object
1904 void object_copy(object_type *o_ptr, object_type *j_ptr)
1906 /* Copy the structure */
1907 COPY(o_ptr, j_ptr, object_type);
1912 * Prepare an object based on an object kind.
1914 void object_prep(object_type *o_ptr, int k_idx)
1916 object_kind *k_ptr = &k_info[k_idx];
1918 /* Clear the record */
1921 /* Save the kind index */
1922 o_ptr->k_idx = k_idx;
1924 /* Efficiency -- tval/sval */
1925 o_ptr->tval = k_ptr->tval;
1926 o_ptr->sval = k_ptr->sval;
1928 /* Default "pval" */
1929 o_ptr->pval = k_ptr->pval;
1931 /* Default number */
1934 /* Default weight */
1935 o_ptr->weight = k_ptr->weight;
1938 o_ptr->to_h = k_ptr->to_h;
1939 o_ptr->to_d = k_ptr->to_d;
1940 o_ptr->to_a = k_ptr->to_a;
1943 o_ptr->ac = k_ptr->ac;
1944 o_ptr->dd = k_ptr->dd;
1945 o_ptr->ds = k_ptr->ds;
1947 /* Hack -- worthless items are always "broken" */
1948 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1950 /* Hack -- cursed items are always "cursed" */
1951 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1952 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1953 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1954 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1955 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1956 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1961 * Help determine an "enchantment bonus" for an object.
1963 * To avoid floating point but still provide a smooth distribution of bonuses,
1964 * we simply round the results of division in such a way as to "average" the
1965 * correct floating point value.
1967 * This function has been changed. It uses "randnor()" to choose values from
1968 * a normal distribution, whose mean moves from zero towards the max as the
1969 * level increases, and whose standard deviation is equal to 1/4 of the max,
1970 * and whose values are forced to lie between zero and the max, inclusive.
1972 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1973 * rare to get the "full" enchantment on an object, even a deep levels.
1975 * It is always possible (albeit unlikely) to get the "full" enchantment.
1977 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1979 * N 0 1 2 3 4 5 6 7 8 9 10
1980 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1981 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1982 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1983 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1984 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1985 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1986 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1987 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1988 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1989 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1990 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1991 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1992 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1993 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1994 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1995 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1996 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1997 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1999 s16b m_bonus(int max, int level)
2001 int bonus, stand, extra, value;
2004 /* Paranoia -- enforce maximal "level" */
2005 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2008 /* The "bonus" moves towards the max */
2009 bonus = ((max * level) / MAX_DEPTH);
2011 /* Hack -- determine fraction of error */
2012 extra = ((max * level) % MAX_DEPTH);
2014 /* Hack -- simulate floating point computations */
2015 if (randint0(MAX_DEPTH) < extra) bonus++;
2018 /* The "stand" is equal to one quarter of the max */
2021 /* Hack -- determine fraction of error */
2024 /* Hack -- simulate floating point computations */
2025 if (randint0(4) < extra) stand++;
2028 /* Choose an "interesting" value */
2029 value = randnor(bonus, stand);
2031 /* Enforce the minimum value */
2032 if (value < 0) return (0);
2034 /* Enforce the maximum value */
2035 if (value > max) return (max);
2043 * Cheat -- describe a created object for the user
2045 static void object_mention(object_type *o_ptr)
2047 char o_name[MAX_NLEN];
2050 object_desc_store(o_name, o_ptr, FALSE, 0);
2053 if (artifact_p(o_ptr))
2057 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2059 msg_format("Artifact (%s)", o_name);
2064 /* Random Artifact */
2065 else if (o_ptr->art_name)
2068 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2070 msg_print("Random artifact");
2076 else if (ego_item_p(o_ptr))
2080 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2082 msg_format("Ego-item (%s)", o_name);
2092 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2094 msg_format("Object (%s)", o_name);
2102 * Mega-Hack -- Attempt to create one of the "Special Objects"
2104 * We are only called from "make_object()", and we assume that
2105 * "apply_magic()" is called immediately after we return.
2107 * Note -- see "make_artifact()" and "apply_magic()"
2109 static bool make_artifact_special(object_type *o_ptr)
2115 /* No artifacts in the town */
2116 if (!dun_level) return (FALSE);
2119 if (get_obj_num_hook) return (FALSE);
2121 /* Check the artifact list (just the "specials") */
2122 for (i = 0; i < max_a_idx; i++)
2124 artifact_type *a_ptr = &a_info[i];
2126 /* Skip "empty" artifacts */
2127 if (!a_ptr->name) continue;
2129 /* Cannot make an artifact twice */
2130 if (a_ptr->cur_num) continue;
2132 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2133 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2135 /* XXX XXX Enforce minimum "depth" (loosely) */
2136 if (a_ptr->level > dun_level)
2138 /* Acquire the "out-of-depth factor" */
2139 int d = (a_ptr->level - dun_level) * 2;
2141 /* Roll for out-of-depth creation */
2142 if (!one_in_(d)) continue;
2145 /* Artifact "rarity roll" */
2146 if (!one_in_(a_ptr->rarity)) continue;
2148 /* Find the base object */
2149 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2151 /* XXX XXX Enforce minimum "object" level (loosely) */
2152 if (k_info[k_idx].level > object_level)
2154 /* Acquire the "out-of-depth factor" */
2155 int d = (k_info[k_idx].level - object_level) * 5;
2157 /* Roll for out-of-depth creation */
2158 if (!one_in_(d)) continue;
2161 /* Assign the template */
2162 object_prep(o_ptr, k_idx);
2164 /* Mega-Hack -- mark the item as an artifact */
2167 /* Hack: Some artifacts get random extra powers */
2168 random_artifact_resistance(o_ptr, a_ptr);
2180 * Attempt to change an object into an artifact
2182 * This routine should only be called by "apply_magic()"
2184 * Note -- see "make_artifact_special()" and "apply_magic()"
2186 static bool make_artifact(object_type *o_ptr)
2191 /* No artifacts in the town */
2192 if (!dun_level) return (FALSE);
2194 /* Paranoia -- no "plural" artifacts */
2195 if (o_ptr->number != 1) return (FALSE);
2197 /* Check the artifact list (skip the "specials") */
2198 for (i = 0; i < max_a_idx; i++)
2200 artifact_type *a_ptr = &a_info[i];
2202 /* Skip "empty" items */
2203 if (!a_ptr->name) continue;
2205 /* Cannot make an artifact twice */
2206 if (a_ptr->cur_num) continue;
2208 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2210 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2212 /* Must have the correct fields */
2213 if (a_ptr->tval != o_ptr->tval) continue;
2214 if (a_ptr->sval != o_ptr->sval) continue;
2216 /* XXX XXX Enforce minimum "depth" (loosely) */
2217 if (a_ptr->level > dun_level)
2219 /* Acquire the "out-of-depth factor" */
2220 int d = (a_ptr->level - dun_level) * 2;
2222 /* Roll for out-of-depth creation */
2223 if (!one_in_(d)) continue;
2226 /* We must make the "rarity roll" */
2227 if (!one_in_(a_ptr->rarity)) continue;
2229 /* Hack -- mark the item as an artifact */
2232 /* Hack: Some artifacts get random extra powers */
2233 random_artifact_resistance(o_ptr, a_ptr);
2245 * Choose random ego type
2247 static byte get_random_ego(byte slot, bool good)
2250 ego_item_type *e_ptr;
2254 for (i = 1; i < max_e_idx; i++)
2258 if (e_ptr->slot == slot
2259 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2262 total += (255 / e_ptr->rarity);
2266 value = randint1(total);
2268 for (i = 1; i < max_e_idx; i++)
2272 if (e_ptr->slot == slot
2273 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2276 value -= (255 / e_ptr->rarity);
2277 if (value <= 0L) break;
2285 * Apply magic to an item known to be a "weapon"
2287 * Hack -- note special base damage dice boosting
2288 * Hack -- note special processing for weapon/digger
2289 * Hack -- note special rating boost for dragon scale mail
2291 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2293 int tohit1 = randint1(5) + m_bonus(5, level);
2294 int todam1 = randint1(5) + m_bonus(5, level);
2296 int tohit2 = m_bonus(10, level);
2297 int todam2 = m_bonus(10, level);
2299 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2301 tohit2 = (tohit2+1)/2;
2302 todam2 = (todam2+1)/2;
2309 o_ptr->to_h += tohit1;
2310 o_ptr->to_d += todam1;
2316 o_ptr->to_h += tohit2;
2317 o_ptr->to_d += todam2;
2325 o_ptr->to_h -= tohit1;
2326 o_ptr->to_d -= todam1;
2331 /* Penalize again */
2332 o_ptr->to_h -= tohit2;
2333 o_ptr->to_d -= todam2;
2336 /* Cursed (if "bad") */
2337 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2340 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2343 switch (o_ptr->tval)
2350 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2351 create_artifact(o_ptr, FALSE);
2353 /* Special Ego-item */
2354 o_ptr->name2 = EGO_DIGGING;
2358 else if (power < -1)
2360 /* Hack -- Horrible digging bonus */
2361 o_ptr->pval = 0 - (5 + randint1(5));
2367 /* Hack -- Reverse digging bonus */
2368 o_ptr->pval = 0 - (o_ptr->pval);
2382 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2384 create_artifact(o_ptr, FALSE);
2389 /* Roll for an ego-item */
2390 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2391 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2393 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2398 switch (o_ptr->name2)
2401 if (one_in_(4) && (level > 40))
2402 add_flag(o_ptr->art_flags, TR_BLOWS);
2406 add_flag(o_ptr->art_flags, TR_RES_POIS);
2408 add_flag(o_ptr->art_flags, TR_WARNING);
2410 case EGO_KILL_DRAGON:
2412 add_flag(o_ptr->art_flags, TR_RES_POIS);
2416 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2418 case EGO_SLAYING_WEAPON:
2419 if (one_in_(3)) /* double damage */
2427 while (one_in_(o_ptr->dd));
2433 while (one_in_(o_ptr->ds));
2438 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2440 if (o_ptr->tval == TV_SWORD && one_in_(3))
2442 add_flag(o_ptr->art_flags, TR_VORPAL);
2447 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2453 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2455 add_flag(o_ptr->art_flags, TR_DEX);
2457 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2460 o_ptr->pval = m_bonus(5, level) + 1;
2462 case EGO_EARTHQUAKES:
2463 if (one_in_(3) && (level > 60))
2464 add_flag(o_ptr->art_flags, TR_BLOWS);
2466 o_ptr->pval = m_bonus(3, level);
2470 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2474 if (!o_ptr->art_name)
2476 /* Hack -- Super-charge the damage dice */
2477 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2479 /* Hack -- Lower the damage dice */
2480 if (o_ptr->dd > 9) o_ptr->dd = 9;
2485 else if (power < -1)
2487 /* Roll for ego-item */
2488 if (randint0(MAX_DEPTH) < level)
2490 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2491 switch (o_ptr->name2)
2494 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2508 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2510 create_artifact(o_ptr, FALSE);
2513 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2527 if (power > 2) /* power > 2 is debug only */
2529 create_artifact(o_ptr, FALSE);
2533 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2535 switch (o_ptr->name2)
2537 case EGO_SLAYING_BOLT:
2542 /* Hack -- super-charge the damage dice */
2543 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2545 /* Hack -- restrict the damage dice */
2546 if (o_ptr->dd > 9) o_ptr->dd = 9;
2550 else if (power < -1)
2552 /* Roll for ego-item */
2553 if (randint0(MAX_DEPTH) < level)
2555 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2565 static void dragon_resist(object_type * o_ptr)
2570 one_dragon_ele_resistance(o_ptr);
2572 one_high_resistance(o_ptr);
2578 static bool add_esp_strong(object_type *o_ptr)
2580 bool nonliv = FALSE;
2582 switch (randint1(3))
2584 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2585 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2586 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2593 #define MAX_ESP_WEAK 9
2594 static void add_esp_weak(object_type *o_ptr, bool extra)
2597 int idx[MAX_ESP_WEAK];
2598 int flg[MAX_ESP_WEAK];
2599 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2600 int left = MAX_ESP_WEAK;
2602 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2604 /* Shuffle esp flags */
2605 for (i = 0; i < n; i++)
2607 int k = randint0(left--);
2613 flg[k] = flg[k + 1];
2618 while (n--) switch (idx[n])
2620 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2621 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2622 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2623 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2624 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2625 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2626 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2627 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2628 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2634 * Apply magic to an item known to be "armor"
2636 * Hack -- note special processing for crown/helm
2637 * Hack -- note special processing for robe of permanence
2639 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2641 int toac1 = randint1(5) + m_bonus(5, level);
2643 int toac2 = m_bonus(10, level);
2649 o_ptr->to_a += toac1;
2655 o_ptr->to_a += toac2;
2663 o_ptr->to_a -= toac1;
2668 /* Penalize again */
2669 o_ptr->to_a -= toac2;
2672 /* Cursed (if "bad") */
2673 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2678 switch (o_ptr->tval)
2684 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2685 create_artifact(o_ptr, FALSE);
2687 /* Mention the item */
2688 if (cheat_peek) object_mention(o_ptr);
2699 /* Hack -- Try for "Robes of the Magi" */
2700 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2701 (o_ptr->sval == SV_ROBE) &&
2702 (randint0(100) < 15))
2706 o_ptr->name2 = EGO_YOIYAMI;
2707 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2708 o_ptr->sval = SV_YOIYAMI_ROBE;
2714 o_ptr->name2 = EGO_PERMANENCE;
2719 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2721 create_artifact(o_ptr, FALSE);
2727 bool okay_flag = TRUE;
2729 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2731 switch (o_ptr->name2)
2733 case EGO_RESISTANCE:
2735 add_flag(o_ptr->art_flags, TR_RES_POIS);
2740 if (o_ptr->tval != TV_HARD_ARMOR)
2747 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2748 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2750 add_flag(o_ptr->art_flags, TR_CON);
2766 if (o_ptr->sval == SV_DRAGON_SHIELD)
2771 /* Mention the item */
2772 if (cheat_peek) object_mention(o_ptr);
2773 dragon_resist(o_ptr);
2774 if (!one_in_(3)) break;
2780 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2782 create_artifact(o_ptr, FALSE);
2785 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2787 switch (o_ptr->name2)
2790 if (!one_in_(3)) one_high_resistance(o_ptr);
2791 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2793 case EGO_REFLECTION:
2794 if (o_ptr->sval == SV_MIRROR_SHIELD)
2804 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2809 /* Mention the item */
2810 if (cheat_peek) object_mention(o_ptr);
2811 dragon_resist(o_ptr);
2812 if (!one_in_(3)) break;
2816 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2818 create_artifact(o_ptr, FALSE);
2821 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2825 else if (power < -1)
2827 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2835 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2840 /* Mention the item */
2841 if (cheat_peek) object_mention(o_ptr);
2842 dragon_resist(o_ptr);
2843 if (!one_in_(3)) break;
2848 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2850 create_artifact(o_ptr, FALSE);
2853 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2855 switch (o_ptr->name2)
2857 case EGO_SLOW_DESCENT:
2860 one_high_resistance(o_ptr);
2866 else if (power < -1)
2868 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2879 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2881 create_artifact(o_ptr, FALSE);
2886 bool ok_flag = TRUE;
2887 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2889 switch (o_ptr->name2)
2892 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2893 else add_esp_weak(o_ptr, FALSE);
2897 case EGO_REGENERATION:
2898 case EGO_LORDLINESS:
2903 if (one_in_(2)) add_esp_strong(o_ptr);
2904 else add_esp_weak(o_ptr, FALSE);
2907 default:/* not existing crown (wisdom,lite, etc...) */
2911 break; /* while (1) */
2917 else if (power < -1)
2919 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2927 if (o_ptr->sval == SV_DRAGON_HELM)
2932 /* Mention the item */
2933 if (cheat_peek) object_mention(o_ptr);
2934 dragon_resist(o_ptr);
2935 if (!one_in_(3)) break;
2941 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2943 create_artifact(o_ptr, FALSE);
2948 bool ok_flag = TRUE;
2949 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2951 switch (o_ptr->name2)
2953 case EGO_INTELLIGENCE:
2957 case EGO_INFRAVISION:
2962 if (one_in_(2)) add_esp_strong(o_ptr);
2963 else add_esp_weak(o_ptr, FALSE);
2966 default:/* not existing helm (Magi, Might, etc...)*/
2970 break; /* while (1) */
2975 else if (power < -1)
2977 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2987 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2989 create_artifact(o_ptr, FALSE);
2992 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2994 switch (o_ptr->name2)
3005 else if (power < -1)
3007 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3017 * Apply magic to an item known to be a "ring" or "amulet"
3019 * Hack -- note special rating boost for ring of speed
3020 * Hack -- note special rating boost for amulet of the magi
3021 * Hack -- note special "pval boost" code for ring of speed
3022 * Hack -- note that some items must be cursed (or blessed)
3024 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3026 /* Apply magic (good or bad) according to type */
3027 switch (o_ptr->tval)
3032 switch (o_ptr->sval)
3034 case SV_RING_ATTACKS:
3037 o_ptr->pval = m_bonus(2, level);
3038 if (one_in_(15)) o_ptr->pval++;
3039 if (o_ptr->pval < 1) o_ptr->pval = 1;
3045 o_ptr->ident |= (IDENT_BROKEN);
3048 o_ptr->curse_flags |= TRC_CURSED;
3051 o_ptr->pval = 0 - (o_ptr->pval);
3062 /* Strength, Constitution, Dexterity, Intelligence */
3068 o_ptr->pval = 1 + m_bonus(5, level);
3074 o_ptr->ident |= (IDENT_BROKEN);
3077 o_ptr->curse_flags |= TRC_CURSED;
3080 o_ptr->pval = 0 - (o_ptr->pval);
3086 /* Ring of Speed! */
3089 /* Base speed (1 to 10) */
3090 o_ptr->pval = randint1(5) + m_bonus(5, level);
3092 /* Super-charge the ring */
3093 while (randint0(100) < 50) o_ptr->pval++;
3099 o_ptr->ident |= (IDENT_BROKEN);
3102 o_ptr->curse_flags |= TRC_CURSED;
3105 o_ptr->pval = 0 - (o_ptr->pval);
3113 /* Mention the item */
3114 if (cheat_peek) object_mention(o_ptr);
3119 case SV_RING_LORDLY:
3123 one_lordly_high_resistance(o_ptr);
3127 /* Bonus to armor class */
3128 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3133 case SV_RING_WARNING:
3135 if (one_in_(3)) one_low_esp(o_ptr);
3140 case SV_RING_SEARCHING:
3142 /* Bonus to searching */
3143 o_ptr->pval = 1 + m_bonus(5, level);
3149 o_ptr->ident |= (IDENT_BROKEN);
3152 o_ptr->curse_flags |= TRC_CURSED;
3155 o_ptr->pval = 0 - (o_ptr->pval);
3161 /* Flames, Acid, Ice */
3162 case SV_RING_FLAMES:
3167 /* Bonus to armor class */
3168 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3172 /* Weakness, Stupidity */
3173 case SV_RING_WEAKNESS:
3174 case SV_RING_STUPIDITY:
3177 o_ptr->ident |= (IDENT_BROKEN);
3180 o_ptr->curse_flags |= TRC_CURSED;
3183 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3184 if (power > 0) power = 0 - power;
3189 /* WOE, Stupidity */
3193 o_ptr->ident |= (IDENT_BROKEN);
3196 o_ptr->curse_flags |= TRC_CURSED;
3199 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3200 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3201 if (power > 0) power = 0 - power;
3206 /* Ring of damage */
3207 case SV_RING_DAMAGE:
3209 /* Bonus to damage */
3210 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3216 o_ptr->ident |= (IDENT_BROKEN);
3219 o_ptr->curse_flags |= TRC_CURSED;
3222 o_ptr->to_d = 0 - o_ptr->to_d;
3228 /* Ring of Accuracy */
3229 case SV_RING_ACCURACY:
3232 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3238 o_ptr->ident |= (IDENT_BROKEN);
3241 o_ptr->curse_flags |= TRC_CURSED;
3244 o_ptr->to_h = 0 - o_ptr->to_h;
3250 /* Ring of Protection */
3251 case SV_RING_PROTECTION:
3253 /* Bonus to armor class */
3254 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3260 o_ptr->ident |= (IDENT_BROKEN);
3263 o_ptr->curse_flags |= TRC_CURSED;
3266 o_ptr->to_a = 0 - o_ptr->to_a;
3272 /* Ring of Slaying */
3273 case SV_RING_SLAYING:
3275 /* Bonus to damage and to hit */
3276 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3277 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3283 o_ptr->ident |= (IDENT_BROKEN);
3286 o_ptr->curse_flags |= TRC_CURSED;
3288 /* Reverse bonuses */
3289 o_ptr->to_h = 0 - o_ptr->to_h;
3290 o_ptr->to_d = 0 - o_ptr->to_d;
3296 case SV_RING_MUSCLE:
3298 o_ptr->pval = 1 + m_bonus(3, level);
3299 if (one_in_(4)) o_ptr->pval++;
3305 o_ptr->ident |= (IDENT_BROKEN);
3308 o_ptr->curse_flags |= TRC_CURSED;
3310 /* Reverse bonuses */
3311 o_ptr->pval = 0 - o_ptr->pval;
3316 case SV_RING_AGGRAVATION:
3319 o_ptr->ident |= (IDENT_BROKEN);
3322 o_ptr->curse_flags |= TRC_CURSED;
3324 if (power > 0) power = 0 - power;
3328 if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3329 || (power > 2)) /* power > 2 is debug only */
3331 o_ptr->pval = MIN(o_ptr->pval, 4);
3332 /* Randart amulet */
3333 create_artifact(o_ptr, FALSE);
3335 else if ((power == 2) && one_in_(2))
3337 while(!o_ptr->name2)
3339 int tmp = m_bonus(10, level);
3340 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3341 switch(randint1(28))
3344 o_ptr->name2 = EGO_RING_THROW;
3347 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3348 o_ptr->name2 = EGO_RING_REGEN;
3351 if (have_flag(k_ptr->flags, TR_LITE)) break;
3352 o_ptr->name2 = EGO_RING_LITE;
3355 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3356 o_ptr->name2 = EGO_RING_TELEPORT;
3359 if (o_ptr->to_h) break;
3360 o_ptr->name2 = EGO_RING_TO_H;
3363 if (o_ptr->to_d) break;
3364 o_ptr->name2 = EGO_RING_TO_D;
3367 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3368 o_ptr->name2 = EGO_RING_SLAY;
3371 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3372 o_ptr->name2 = EGO_RING_WIZARD;
3375 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3376 o_ptr->name2 = EGO_RING_HERO;
3379 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3380 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3381 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3382 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3385 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3386 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;
3387 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3388 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3389 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3392 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3393 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;
3394 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3395 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3396 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3399 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3400 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;
3401 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3402 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3405 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3406 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;
3407 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3408 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3410 case 21: case 22: case 23: case 24: case 25: case 26:
3411 switch (o_ptr->sval)
3414 if (!one_in_(3)) break;
3415 o_ptr->name2 = EGO_RING_D_SPEED;
3417 case SV_RING_DAMAGE:
3418 case SV_RING_ACCURACY:
3419 case SV_RING_SLAYING:
3420 if (one_in_(2)) break;
3421 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3424 o_ptr->name2 = EGO_RING_BERSERKER;
3425 o_ptr->to_h -= 2+randint1(4);
3426 o_ptr->to_d += 2+randint1(4);
3429 case SV_RING_PROTECTION:
3430 o_ptr->name2 = EGO_RING_SUPER_AC;
3431 o_ptr->to_a += 7 + m_bonus(5, level);
3433 case SV_RING_RES_FEAR:
3434 o_ptr->name2 = EGO_RING_HERO;
3437 if (one_in_(2)) break;
3438 o_ptr->name2 = EGO_RING_HUNTER;
3440 case SV_RING_SEARCHING:
3441 o_ptr->name2 = EGO_RING_STEALTH;
3443 case SV_RING_TELEPORTATION:
3444 o_ptr->name2 = EGO_RING_TELE_AWAY;
3446 case SV_RING_RES_BLINDNESS:
3448 o_ptr->name2 = EGO_RING_RES_LITE;
3450 o_ptr->name2 = EGO_RING_RES_DARK;
3452 case SV_RING_LORDLY:
3453 if (!one_in_(20)) break;
3454 one_lordly_high_resistance(o_ptr);
3455 one_lordly_high_resistance(o_ptr);
3456 o_ptr->name2 = EGO_RING_TRUE;
3458 case SV_RING_SUSTAIN:
3459 if (!one_in_(4)) break;
3460 o_ptr->name2 = EGO_RING_RES_TIME;
3462 case SV_RING_FLAMES:
3463 if (!one_in_(2)) break;
3464 o_ptr->name2 = EGO_RING_DRAGON_F;
3467 if (!one_in_(2)) break;
3468 o_ptr->name2 = EGO_RING_DRAGON_C;
3470 case SV_RING_WARNING:
3471 if (!one_in_(2)) break;
3472 o_ptr->name2 = EGO_RING_M_DETECT;
3481 o_ptr->curse_flags = 0L;
3483 else if ((power == -2) && one_in_(2))
3485 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3486 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3487 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3488 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3489 o_ptr->art_flags[0] = 0;
3490 o_ptr->art_flags[1] = 0;
3491 while(!o_ptr->name2)
3493 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3497 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3498 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3501 o_ptr->name2 = EGO_RING_NO_MELEE;
3504 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3505 o_ptr->name2 = EGO_RING_AGGRAVATE;
3508 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3509 o_ptr->name2 = EGO_RING_TY_CURSE;
3512 o_ptr->name2 = EGO_RING_ALBINO;
3517 o_ptr->ident |= (IDENT_BROKEN);
3520 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3528 switch (o_ptr->sval)
3530 /* Amulet of wisdom/charisma */
3531 case SV_AMULET_INTELLIGENCE:
3532 case SV_AMULET_WISDOM:
3533 case SV_AMULET_CHARISMA:
3535 o_ptr->pval = 1 + m_bonus(5, level);
3541 o_ptr->ident |= (IDENT_BROKEN);
3544 o_ptr->curse_flags |= (TRC_CURSED);
3546 /* Reverse bonuses */
3547 o_ptr->pval = 0 - o_ptr->pval;
3553 /* Amulet of brilliance */
3554 case SV_AMULET_BRILLIANCE:
3556 o_ptr->pval = 1 + m_bonus(3, level);
3557 if (one_in_(4)) o_ptr->pval++;
3563 o_ptr->ident |= (IDENT_BROKEN);
3566 o_ptr->curse_flags |= (TRC_CURSED);
3568 /* Reverse bonuses */
3569 o_ptr->pval = 0 - o_ptr->pval;
3575 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3579 o_ptr->curse_flags |= (TRC_CURSED);
3584 case SV_AMULET_RESISTANCE:
3586 if (one_in_(5)) one_high_resistance(o_ptr);
3587 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3591 /* Amulet of searching */
3592 case SV_AMULET_SEARCHING:
3594 o_ptr->pval = randint1(2) + m_bonus(4, level);
3600 o_ptr->ident |= (IDENT_BROKEN);
3603 o_ptr->curse_flags |= (TRC_CURSED);
3605 /* Reverse bonuses */
3606 o_ptr->pval = 0 - (o_ptr->pval);
3612 /* Amulet of the Magi -- never cursed */
3613 case SV_AMULET_THE_MAGI:
3615 o_ptr->pval = randint1(5) + m_bonus(5, level);
3616 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3618 /* gain one low ESP */
3619 add_esp_weak(o_ptr, FALSE);
3621 /* Boost the rating */
3624 /* Mention the item */
3625 if (cheat_peek) object_mention(o_ptr);
3630 /* Amulet of Doom -- always cursed */
3631 case SV_AMULET_DOOM:
3634 o_ptr->ident |= (IDENT_BROKEN);
3637 o_ptr->curse_flags |= (TRC_CURSED);
3640 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3641 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3642 if (power > 0) power = 0 - power;
3647 case SV_AMULET_MAGIC_MASTERY:
3649 o_ptr->pval = 1 + m_bonus(4, level);
3655 o_ptr->ident |= (IDENT_BROKEN);
3658 o_ptr->curse_flags |= (TRC_CURSED);
3660 /* Reverse bonuses */
3661 o_ptr->pval = 0 - o_ptr->pval;
3667 if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3668 || (power > 2)) /* power > 2 is debug only */
3670 o_ptr->pval = MIN(o_ptr->pval, 4);
3671 /* Randart amulet */
3672 create_artifact(o_ptr, FALSE);
3674 else if ((power == 2) && one_in_(2))
3676 while(!o_ptr->name2)
3678 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3679 switch(randint1(21))
3682 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3683 o_ptr->name2 = EGO_AMU_SLOW_D;
3686 if (o_ptr->pval) break;
3687 o_ptr->name2 = EGO_AMU_INFRA;
3690 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3691 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3694 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3695 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3698 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3699 o_ptr->name2 = EGO_AMU_LEVITATION;
3701 case 10: case 11: case 21:
3702 o_ptr->name2 = EGO_AMU_AC;
3705 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3706 if (m_bonus(10, level) > 8)
3707 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3709 o_ptr->name2 = EGO_AMU_RES_FIRE;
3712 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3713 if (m_bonus(10, level) > 8)
3714 o_ptr->name2 = EGO_AMU_RES_COLD_;
3716 o_ptr->name2 = EGO_AMU_RES_COLD;
3719 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3720 if (m_bonus(10, level) > 8)
3721 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3723 o_ptr->name2 = EGO_AMU_RES_ELEC;
3726 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3727 if (m_bonus(10, level) > 8)
3728 o_ptr->name2 = EGO_AMU_RES_ACID_;
3730 o_ptr->name2 = EGO_AMU_RES_ACID;
3732 case 16: case 17: case 18: case 19: case 20:
3733 switch (o_ptr->sval)
3735 case SV_AMULET_TELEPORT:
3736 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3737 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3738 else o_ptr->name2 = EGO_AMU_TELEPORT;
3740 case SV_AMULET_RESIST_ACID:
3741 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3743 case SV_AMULET_SEARCHING:
3744 o_ptr->name2 = EGO_AMU_STEALTH;
3746 case SV_AMULET_BRILLIANCE:
3747 if (!one_in_(3)) break;
3748 o_ptr->name2 = EGO_AMU_IDENT;
3750 case SV_AMULET_CHARISMA:
3751 if (!one_in_(3)) break;
3752 o_ptr->name2 = EGO_AMU_CHARM;
3754 case SV_AMULET_THE_MAGI:
3755 if (one_in_(2)) break;
3756 o_ptr->name2 = EGO_AMU_GREAT;
3758 case SV_AMULET_RESISTANCE:
3759 if (!one_in_(5)) break;
3760 o_ptr->name2 = EGO_AMU_DEFENDER;
3762 case SV_AMULET_TELEPATHY:
3763 if (!one_in_(3)) break;
3764 o_ptr->name2 = EGO_AMU_DETECTION;
3770 o_ptr->curse_flags = 0L;
3772 else if ((power == -2) && one_in_(2))
3774 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3775 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3776 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3777 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3778 o_ptr->art_flags[0] = 0;
3779 o_ptr->art_flags[1] = 0;
3780 while(!o_ptr->name2)
3782 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3786 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3787 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3790 o_ptr->name2 = EGO_AMU_FOOL;
3793 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3794 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3797 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3798 o_ptr->name2 = EGO_AMU_TY_CURSE;
3801 o_ptr->name2 = EGO_AMU_NAIVETY;
3806 o_ptr->ident |= (IDENT_BROKEN);
3809 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3818 * Hack -- help pick an item type
3820 static bool item_monster_okay(int r_idx)
3822 monster_race *r_ptr = &r_info[r_idx];
3825 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3826 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3827 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3828 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3829 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3830 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3838 * Apply magic to an item known to be "boring"
3840 * Hack -- note the special code for various items
3842 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3844 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3849 /* Apply magic (good or bad) according to type */
3850 switch (o_ptr->tval)
3859 o_ptr->ident |= (IDENT_BROKEN);
3862 o_ptr->curse_flags |= (TRC_CURSED);
3869 o_ptr->xtra4 = o_ptr->pval;
3875 /* Hack -- Torches -- random fuel */
3876 if (o_ptr->sval == SV_LITE_TORCH)
3878 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3882 /* Hack -- Lanterns -- random fuel */
3883 if (o_ptr->sval == SV_LITE_LANTERN)
3885 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3889 if (power > 2) /* power > 2 is debug only */
3891 create_artifact(o_ptr, FALSE);
3893 else if ((power == 2) || ((power == 1) && one_in_(3)))
3895 while (!o_ptr->name2)
3899 bool okay_flag = TRUE;
3901 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3903 switch (o_ptr->name2)
3906 if (o_ptr->sval == SV_LITE_FEANOR)
3914 else if (power == -2)
3916 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3918 switch (o_ptr->name2)
3920 case EGO_LITE_DARKNESS:
3932 /* The wand or staff gets a number of initial charges equal
3933 * to between 1/2 (+1) and the full object kind's pval. -LM-
3935 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3941 /* Transfer the pval. -LM- */
3942 o_ptr->pval = k_ptr->pval;
3949 object_aware(o_ptr);
3950 object_known(o_ptr);
3959 monster_race *r_ptr;
3961 /* Pick a random non-unique monster race */
3964 i = randint1(max_r_idx - 1);
3966 if (!item_monster_okay(i)) continue;
3967 if (i == MON_TSUCHINOKO) continue;
3971 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3973 /* Ignore dead monsters */
3974 if (!r_ptr->rarity) continue;
3976 /* Prefer less out-of-depth monsters */
3977 if (randint0(check)) continue;
3984 /* Some figurines are cursed */
3985 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3990 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3992 msg_format("Figurine of %s, depth +%d%s",
3995 r_name + r_ptr->name, check - 1,
3996 !cursed_p(o_ptr) ? "" : " {cursed}");
4009 monster_race *r_ptr;
4011 if (o_ptr->sval == SV_SKELETON)
4013 match = RF9_DROP_SKELETON;
4015 else if (o_ptr->sval == SV_CORPSE)
4017 match = RF9_DROP_CORPSE;
4020 /* Hack -- Remove the monster restriction */
4021 get_mon_num_prep(item_monster_okay, NULL);
4023 /* Pick a random non-unique monster race */
4026 i = get_mon_num(dun_level);
4030 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4032 /* Ignore dead monsters */
4033 if (!r_ptr->rarity) continue;
4035 /* Ignore corpseless monsters */
4036 if (!(r_ptr->flags9 & match)) continue;
4038 /* Prefer less out-of-depth monsters */
4039 if (randint0(check)) continue;
4049 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4051 msg_format("Corpse of %s, depth +%d",
4054 r_name + r_ptr->name, check - 1);
4057 object_aware(o_ptr);
4058 object_known(o_ptr);
4066 monster_race *r_ptr;
4068 /* Pick a random monster race */
4071 i = randint1(max_r_idx - 1);
4075 /* Ignore dead monsters */
4076 if (!r_ptr->rarity) continue;
4086 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4088 msg_format("Statue of %s", r_name + r_ptr->name);
4092 object_aware(o_ptr);
4093 object_known(o_ptr);
4100 byte obj_level = get_object_level(o_ptr);
4102 /* Hack -- skip ruined chests */
4103 if (obj_level <= 0) break;
4105 /* Hack -- pick a "difficulty" */
4106 o_ptr->pval = randint1(obj_level);
4107 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4109 o_ptr->xtra3 = dun_level + 5;
4111 /* Never exceed "difficulty" of 55 to 59 */
4112 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4121 * Complete the "creation" of an object by applying "magic" to the item
4123 * This includes not only rolling for random bonuses, but also putting the
4124 * finishing touches on ego-items and artifacts, giving charges to wands and
4125 * staffs, giving fuel to lites, and placing traps on chests.
4127 * In particular, note that "Instant Artifacts", if "created" by an external
4128 * routine, must pass through this function to complete the actual creation.
4130 * The base "chance" of the item being "good" increases with the "level"
4131 * parameter, which is usually derived from the dungeon level, being equal
4132 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4133 * the object is guaranteed to be "good". If an object is "good", then
4134 * the chance that the object will be "great" (ego-item or artifact), also
4135 * increases with the "level", being equal to half the level, plus 5, up to
4136 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4137 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4139 * If the object is not "good", there is a chance it will be "cursed", and
4140 * if it is "cursed", there is a chance it will be "broken". These chances
4141 * are related to the "good" / "great" chances above.
4143 * Otherwise "normal" rings and amulets will be "good" half the time and
4144 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4146 * If "okay" is true, and the object is going to be "great", then there is
4147 * a chance that an artifact will be created. This is true even if both the
4148 * "good" and "great" arguments are false. As a total hack, if "great" is
4149 * true, then the item gets 3 extra "attempts" to become an artifact.
4151 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4153 int i, rolls, f1, f2, power;
4155 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4157 /* Maximum "level" for various things */
4158 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4160 /* Base chance of being "good" */
4163 /* Maximal chance of being "good" */
4164 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4166 /* Base chance of being "great" */
4169 /* Maximal chance of being "great" */
4170 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4171 f2 = d_info[dungeon_type].obj_great;
4173 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4178 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4187 /* Roll for "good" */
4188 if ((mode & AM_GOOD) || magik(f1))
4193 /* Roll for "great" */
4194 if ((mode & AM_GREAT) || magik(f2))
4198 /* Roll for "special" */
4199 if (mode & AM_SPECIAL) power = 3;
4203 /* Roll for "cursed" */
4206 /* Assume "cursed" */
4209 /* Roll for "broken" */
4210 if (magik(f2)) power = -2;
4214 if (mode & AM_CURSED)
4216 /* Assume 'cursed' */
4221 /* Everything else gets more badly cursed */
4228 /* Assume no rolls */
4231 /* Get one roll if excellent */
4232 if (power >= 2) rolls = 1;
4234 /* Hack -- Get four rolls if forced great or special */
4235 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4237 /* Hack -- Get no rolls if not allowed */
4238 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4240 /* Roll for artifacts if allowed */
4241 for (i = 0; i < rolls; i++)
4243 /* Roll for an artifact */
4244 if (make_artifact(o_ptr)) break;
4245 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4247 if (make_artifact(o_ptr)) break;
4252 /* Hack -- analyze artifacts */
4255 artifact_type *a_ptr = &a_info[o_ptr->name1];
4257 /* Hack -- Mark the artifact as "created" */
4260 /* Hack -- Memorize location of artifact in saved floors */
4261 if (character_dungeon)
4262 a_ptr->floor_id = p_ptr->floor_id;
4264 /* Extract the other fields */
4265 o_ptr->pval = a_ptr->pval;
4266 o_ptr->ac = a_ptr->ac;
4267 o_ptr->dd = a_ptr->dd;
4268 o_ptr->ds = a_ptr->ds;
4269 o_ptr->to_a = a_ptr->to_a;
4270 o_ptr->to_h = a_ptr->to_h;
4271 o_ptr->to_d = a_ptr->to_d;
4272 o_ptr->weight = a_ptr->weight;
4274 /* Hack -- extract the "broken" flag */
4275 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4277 /* Hack -- extract the "cursed" flag */
4278 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4279 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4280 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4281 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4282 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4283 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4285 /* Mega-Hack -- increase the rating */
4288 /* Mega-Hack -- increase the rating again */
4289 if (a_ptr->cost > 50000L) rating += 10;
4291 /* Mega-Hack -- increase the rating again */
4292 if (a_ptr->cost > 100000L) rating += 10;
4294 /* Set the good item flag */
4295 good_item_flag = TRUE;
4297 /* Cheat -- peek at the item */
4298 if (cheat_peek) object_mention(o_ptr);
4306 switch (o_ptr->tval)
4315 if (power) a_m_aux_1(o_ptr, lev, power);
4321 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4327 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4341 /* Elven Cloak and Black Clothes ... */
4342 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4343 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4344 o_ptr->pval = randint1(4);
4348 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4349 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4350 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4351 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4352 a_m_aux_2(o_ptr, lev, power);
4354 if (power) a_m_aux_2(o_ptr, lev, power);
4362 if (!power && (randint0(100) < 50)) power = -1;
4363 a_m_aux_3(o_ptr, lev, power);
4369 a_m_aux_4(o_ptr, lev, power);
4374 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4375 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4376 (p_ptr->pseikaku == SEIKAKU_SEXY))
4379 add_flag(o_ptr->art_flags, TR_STR);
4380 add_flag(o_ptr->art_flags, TR_INT);
4381 add_flag(o_ptr->art_flags, TR_WIS);
4382 add_flag(o_ptr->art_flags, TR_DEX);
4383 add_flag(o_ptr->art_flags, TR_CON);
4384 add_flag(o_ptr->art_flags, TR_CHR);
4387 if (o_ptr->art_name) rating += 30;
4389 /* Hack -- analyze ego-items */
4390 else if (o_ptr->name2)
4392 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4394 /* Hack -- acquire "broken" flag */
4395 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4397 /* Hack -- acquire "cursed" flag */
4398 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4399 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4400 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4401 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4402 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4403 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4405 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4406 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4407 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4408 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4409 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4410 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4411 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4413 /* Hack -- apply extra penalties if needed */
4414 if (cursed_p(o_ptr) || broken_p(o_ptr))
4416 /* Hack -- obtain bonuses */
4417 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4418 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4419 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4421 /* Hack -- obtain pval */
4422 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4425 /* Hack -- apply extra bonuses if needed */
4428 /* Hack -- obtain bonuses */
4429 if (e_ptr->max_to_h)
4431 if (e_ptr->max_to_h > 127)
4432 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4433 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4435 if (e_ptr->max_to_d)
4437 if (e_ptr->max_to_d > 127)
4438 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4439 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4441 if (e_ptr->max_to_a)
4443 if (e_ptr->max_to_a > 127)
4444 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4445 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4448 /* Hack -- obtain pval */
4449 if (e_ptr->max_pval)
4451 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4454 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4456 else if (o_ptr->name2 == EGO_ATTACKS)
4458 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4459 if (o_ptr->pval > 3) o_ptr->pval = 3;
4460 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4461 o_ptr->pval += randint1(2);
4463 else if (o_ptr->name2 == EGO_BAT)
4465 o_ptr->pval = randint1(e_ptr->max_pval);
4466 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4470 o_ptr->pval += randint1(e_ptr->max_pval);
4473 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4475 o_ptr->pval = randint1(o_ptr->pval);
4477 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4481 /* Hack -- apply rating bonus */
4482 rating += e_ptr->rating;
4484 /* Cheat -- describe the item */
4485 if (cheat_peek) object_mention(o_ptr);
4491 /* Examine real objects */
4494 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4496 /* Hack -- acquire "broken" flag */
4497 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4499 /* Hack -- acquire "cursed" flag */
4500 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4501 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4502 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4503 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4504 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4505 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4511 * Hack -- determine if a template is "good"
4513 static bool kind_is_good(int k_idx)
4515 object_kind *k_ptr = &k_info[k_idx];
4517 /* Analyze the item type */
4518 switch (k_ptr->tval)
4520 /* Armor -- Good unless damaged */
4531 if (k_ptr->to_a < 0) return (FALSE);
4535 /* Weapons -- Good unless damaged */
4542 if (k_ptr->to_h < 0) return (FALSE);
4543 if (k_ptr->to_d < 0) return (FALSE);
4547 /* Ammo -- Arrows/Bolts are good */
4554 /* Books -- High level books are good (except Arcane books) */
4556 case TV_SORCERY_BOOK:
4557 case TV_NATURE_BOOK:
4561 case TV_ENCHANT_BOOK:
4562 case TV_DAEMON_BOOK:
4563 case TV_CRUSADE_BOOK:
4565 case TV_HISSATSU_BOOK:
4567 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4571 /* Rings -- Rings of Speed are good */
4574 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4575 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4579 /* Amulets -- Amulets of the Magi and Resistance are good */
4582 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4583 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4588 /* Assume not good */
4594 * Attempt to make an object (normal or good/great)
4596 * This routine plays nasty games to generate the "special artifacts".
4598 * This routine uses "object_level" for the "generation level".
4600 * We assume that the given object has been "wiped".
4602 bool make_object(object_type *j_ptr, u32b mode)
4608 /* Chance of "special object" */
4609 prob = ((mode & AM_GOOD) ? 10 : 1000);
4611 /* Base level for the object */
4612 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4615 /* Generate a special object, or a normal object */
4616 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4621 * Hack -- If restriction is already specified, allocation table is
4622 * should be prepared by get_obj_num_prep().
4623 * We rely previous preparation before reaching here.
4626 if ((mode & AM_GOOD) && !get_obj_num_hook)
4628 /* Activate restriction (if already specified, use it) */
4629 get_obj_num_hook = kind_is_good;
4631 /* Prepare allocation table */
4635 /* Pick a random object */
4636 k_idx = get_obj_num(base);
4639 if (get_obj_num_hook)
4641 /* Clear restriction */
4642 get_obj_num_hook = NULL;
4644 /* Prepare allocation table */
4648 /* Handle failure */
4649 if (!k_idx) return (FALSE);
4651 /* Prepare the object */
4652 object_prep(j_ptr, k_idx);
4655 /* Apply magic (allow artifacts) */
4656 apply_magic(j_ptr, object_level, mode);
4658 /* Hack -- generate multiple spikes/missiles */
4659 switch (j_ptr->tval)
4667 j_ptr->number = (byte)damroll(6, 7);
4671 obj_level = get_object_level(j_ptr);
4672 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4674 /* Notice "okay" out-of-depth objects */
4675 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4676 (obj_level > dun_level))
4678 /* Rating increase */
4679 rating += (obj_level - dun_level);
4681 /* Cheat -- peek at items */
4682 if (cheat_peek) object_mention(j_ptr);
4691 * Attempt to place an object (normal or good/great) at the given location.
4693 * This routine plays nasty games to generate the "special artifacts".
4695 * This routine uses "object_level" for the "generation level".
4697 * This routine requires a clean floor grid destination.
4699 void place_object(int y, int x, u32b mode)
4709 /* Paranoia -- check bounds */
4710 if (!in_bounds(y, x)) return;
4712 /* Require clean floor space */
4713 if (!cave_clean_bold(y, x)) return;
4716 /* Get local object */
4719 /* Wipe the object */
4722 /* Make an object (if possible) */
4723 if (!make_object(q_ptr, mode)) return;
4726 /* Make an object */
4734 /* Acquire object */
4735 o_ptr = &o_list[o_idx];
4737 /* Structure Copy */
4738 object_copy(o_ptr, q_ptr);
4745 c_ptr = &cave[y][x];
4748 o_ptr->next_o_idx = c_ptr->o_idx;
4750 /* Place the object */
4751 c_ptr->o_idx = o_idx;
4761 /* Hack -- Preserve artifacts */
4764 a_info[q_ptr->name1].cur_num = 0;
4771 * Make a treasure object
4773 * The location must be a legal, clean, floor grid.
4775 bool make_gold(object_type *j_ptr)
4782 /* Hack -- Pick a Treasure variety */
4783 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4785 /* Apply "extra" magic */
4786 if (one_in_(GREAT_OBJ))
4788 i += randint1(object_level + 1);
4791 /* Hack -- Creeping Coins only generate "themselves" */
4792 if (coin_type) i = coin_type;
4794 /* Do not create "illegal" Treasure Types */
4795 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4797 /* Prepare a gold object */
4798 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4800 /* Hack -- Base coin cost */
4801 base = k_info[OBJ_GOLD_LIST+i].cost;
4803 /* Determine how much the treasure is "worth" */
4804 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4812 * Places a treasure (Gold or Gems) at given location
4814 * The location must be a legal, clean, floor grid.
4816 void place_gold(int y, int x)
4826 /* Paranoia -- check bounds */
4827 if (!in_bounds(y, x)) return;
4829 /* Require clean floor space */
4830 if (!cave_clean_bold(y, x)) return;
4833 /* Get local object */
4836 /* Wipe the object */
4839 /* Make some gold */
4840 if (!make_gold(q_ptr)) return;
4843 /* Make an object */
4851 /* Acquire object */
4852 o_ptr = &o_list[o_idx];
4854 /* Copy the object */
4855 object_copy(o_ptr, q_ptr);
4862 c_ptr = &cave[y][x];
4865 o_ptr->next_o_idx = c_ptr->o_idx;
4867 /* Place the object */
4868 c_ptr->o_idx = o_idx;
4880 * Let an object fall to the ground at or near a location.
4882 * The initial location is assumed to be "in_bounds()".
4884 * This function takes a parameter "chance". This is the percentage
4885 * chance that the item will "disappear" instead of drop. If the object
4886 * has been thrown, then this is the chance of disappearance on contact.
4888 * Hack -- this function uses "chance" to determine if it should produce
4889 * some form of "description" of the drop event (under the player).
4891 * We check several locations to see if we can find a location at which
4892 * the object can combine, stack, or be placed. Artifacts will try very
4893 * hard to be placed, including "teleporting" to a useful grid if needed.
4895 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4906 s16b this_o_idx, next_o_idx = 0;
4910 char o_name[MAX_NLEN];
4916 /* Extract plural */
4917 bool plural = (j_ptr->number != 1);
4920 /* Describe object */
4921 object_desc(o_name, j_ptr, FALSE, 0);
4924 /* Handle normal "breakage" */
4925 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4929 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4931 msg_format("The %s disappear%s.",
4932 o_name, (plural ? "" : "s"));
4938 if (p_ptr->wizard) msg_print("(ÇË»)");
4940 if (p_ptr->wizard) msg_print("(breakage)");
4959 /* Scan local grids */
4960 for (dy = -3; dy <= 3; dy++)
4962 /* Scan local grids */
4963 for (dx = -3; dx <= 3; dx++)
4967 /* Calculate actual distance */
4968 d = (dy * dy) + (dx * dx);
4970 /* Ignore distant grids */
4971 if (d > 10) continue;
4977 /* Skip illegal grids */
4978 if (!in_bounds(ty, tx)) continue;
4980 /* Require line of sight */
4981 if (!los(y, x, ty, tx)) continue;
4984 c_ptr = &cave[ty][tx];
4986 /* Require floor space */
4987 if ((c_ptr->feat != FEAT_FLOOR) &&
4988 (c_ptr->feat != FEAT_SHAL_WATER) &&
4989 (c_ptr->feat != FEAT_GRASS) &&
4990 (c_ptr->feat != FEAT_DIRT) &&
4991 (c_ptr->feat != FEAT_FLOWER) &&
4992 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4993 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4994 (c_ptr->feat != FEAT_TREES)) continue;
4995 if (c_ptr->info & (CAVE_OBJECT)) continue;
5000 /* Scan objects in that grid */
5001 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5005 /* Acquire object */
5006 o_ptr = &o_list[this_o_idx];
5008 /* Acquire next object */
5009 next_o_idx = o_ptr->next_o_idx;
5011 /* Check for possible combination */
5012 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5018 /* Add new object */
5022 if (k > 99) continue;
5024 /* Calculate score */
5025 s = 1000 - (d + k * 5);
5027 /* Skip bad values */
5028 if (s < bs) continue;
5030 /* New best value */
5033 /* Apply the randomizer to equivalent values */
5034 if ((++bn >= 2) && !one_in_(bn)) continue;
5049 /* Handle lack of space */
5050 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5054 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5056 msg_format("The %s disappear%s.",
5057 o_name, (plural ? "" : "s"));
5063 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5065 if (p_ptr->wizard) msg_print("(no floor space)");
5075 for (i = 0; !flag; i++)
5080 ty = rand_spread(by, 1);
5081 tx = rand_spread(bx, 1);
5084 /* Random locations */
5087 ty = randint0(cur_hgt);
5088 tx = randint0(cur_wid);
5092 c_ptr = &cave[ty][tx];
5094 /* Require floor space (or shallow terrain) -KMW- */
5095 if ((c_ptr->feat != FEAT_FLOOR) &&
5096 (c_ptr->feat != FEAT_SHAL_WATER) &&
5097 (c_ptr->feat != FEAT_GRASS) &&
5098 (c_ptr->feat != FEAT_DIRT) &&
5099 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5101 /* Bounce to that location */
5105 /* Require floor space */
5106 if (!cave_clean_bold(by, bx)) continue;
5114 c_ptr = &cave[by][bx];
5116 /* Scan objects in that grid for combination */
5117 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5121 /* Acquire object */
5122 o_ptr = &o_list[this_o_idx];
5124 /* Acquire next object */
5125 next_o_idx = o_ptr->next_o_idx;
5127 /* Check for combination */
5128 if (object_similar(o_ptr, j_ptr))
5130 /* Combine the items */
5131 object_absorb(o_ptr, j_ptr);
5141 /* Get new object */
5142 if (!done) o_idx = o_pop();
5145 if (!done && !o_idx)
5149 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5151 msg_format("The %s disappear%s.",
5152 o_name, (plural ? "" : "s"));
5158 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5160 if (p_ptr->wizard) msg_print("(too many objects)");
5164 /* Hack -- Preserve artifacts */
5167 a_info[j_ptr->name1].cur_num = 0;
5177 /* Structure copy */
5178 object_copy(&o_list[o_idx], j_ptr);
5180 /* Access new object */
5181 j_ptr = &o_list[o_idx];
5188 j_ptr->held_m_idx = 0;
5191 j_ptr->next_o_idx = c_ptr->o_idx;
5193 /* Place the object */
5194 c_ptr->o_idx = o_idx;
5209 /* Mega-Hack -- no message if "dropped" by player */
5210 /* Message when an object falls under the player */
5211 if (chance && player_bold(by, bx))
5214 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5216 msg_print("You feel something roll beneath your feet.");
5229 * Scatter some "great" objects near the player
5231 void acquirement(int y1, int x1, int num, bool great, bool known)
5234 object_type object_type_body;
5235 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5240 /* Get local object */
5241 i_ptr = &object_type_body;
5243 /* Wipe the object */
5246 /* Make a good (or great) object (if possible) */
5247 if (!make_object(i_ptr, mode)) continue;
5251 object_aware(i_ptr);
5252 object_known(i_ptr);
5255 /* Drop the object */
5256 (void)drop_near(i_ptr, -1, y1, x1);
5261 #define MAX_TRAPS 18
5263 static int trap_num[MAX_TRAPS] =
5267 FEAT_TRAP_SPIKED_PIT,
5268 FEAT_TRAP_POISON_PIT,
5289 * XXX XXX XXX This routine should be redone to reflect trap "level".
5290 * That is, it does not make sense to have spiked pits at 50 feet.
5291 * Actually, it is not this routine, but the "trap instantiation"
5292 * code, which should also check for "trap doors" on quest levels.
5294 byte choose_random_trap(void)
5301 /* Hack -- pick a trap */
5302 feat = trap_num[randint0(MAX_TRAPS)];
5304 /* Accept non-trapdoors */
5305 if (feat != FEAT_TRAP_TRAPDOOR) break;
5307 /* Hack -- no trap doors on special levels */
5308 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5310 /* Hack -- no trap doors on the deepest level */
5311 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5320 * Disclose an invisible trap
5322 void disclose_grid(int y, int x)
5324 cave_type *c_ptr = &cave[y][x];
5327 if (!c_ptr->mimic) return;
5329 /* No longer hidden */
5341 * Places a random trap at the given location.
5343 * The location must be a legal, naked, floor grid.
5345 * Note that all traps start out as "invisible" and "untyped", and then
5346 * when they are "discovered" (by detecting them or setting them off),
5347 * the trap is "instantiated" as a visible, "typed", trap.
5349 void place_trap(int y, int x)
5351 cave_type *c_ptr = &cave[y][x];
5353 /* Paranoia -- verify location */
5354 if (!in_bounds(y, x)) return;
5356 /* Require empty, clean, floor grid */
5357 if (!cave_naked_bold(y, x)) return;
5359 /* Place an invisible trap */
5360 c_ptr->mimic = c_ptr->feat;
5361 c_ptr->feat = choose_random_trap();
5366 * Describe the charges on an item in the inventory.
5368 void inven_item_charges(int item)
5370 object_type *o_ptr = &inventory[item];
5372 /* Require staff/wand */
5373 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5375 /* Require known item */
5376 if (!object_known_p(o_ptr)) return;
5379 if (o_ptr->pval <= 0)
5381 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5385 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5388 /* Multiple charges */
5389 if (o_ptr->pval != 1)
5391 /* Print a message */
5392 msg_format("You have %d charges remaining.", o_ptr->pval);
5398 /* Print a message */
5399 msg_format("You have %d charge remaining.", o_ptr->pval);
5407 * Describe an item in the inventory.
5409 void inven_item_describe(int item)
5411 object_type *o_ptr = &inventory[item];
5412 char o_name[MAX_NLEN];
5414 /* Get a description */
5415 object_desc(o_name, o_ptr, TRUE, 3);
5417 /* Print a message */
5419 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5420 if (o_ptr->number <= 0)
5422 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5423 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5427 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5428 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5431 msg_format("You have %s.", o_name);
5438 * Increase the "number" of an item in the inventory
5440 void inven_item_increase(int item, int num)
5442 object_type *o_ptr = &inventory[item];
5445 num += o_ptr->number;
5448 if (num > 255) num = 255;
5449 else if (num < 0) num = 0;
5452 num -= o_ptr->number;
5454 /* Change the number and weight */
5457 /* Add the number */
5458 o_ptr->number += num;
5460 /* Add the weight */
5461 p_ptr->total_weight += (num * o_ptr->weight);
5463 /* Recalculate bonuses */
5464 p_ptr->update |= (PU_BONUS);
5466 /* Recalculate mana XXX */
5467 p_ptr->update |= (PU_MANA);
5469 /* Combine the pack */
5470 p_ptr->notice |= (PN_COMBINE);
5473 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5475 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5476 if (!o_ptr->number && p_ptr->ele_attack)
5478 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5480 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5482 /* Clear all temporary elemental brands */
5483 set_ele_attack(0, 0);
5492 * Erase an inventory slot if it has no more items
5494 void inven_item_optimize(int item)
5496 object_type *o_ptr = &inventory[item];
5498 /* Only optimize real items */
5499 if (!o_ptr->k_idx) return;
5501 /* Only optimize empty items */
5502 if (o_ptr->number) return;
5504 /* The item is in the pack */
5505 if (item < INVEN_RARM)
5512 /* Slide everything down */
5513 for (i = item; i < INVEN_PACK; i++)
5515 /* Structure copy */
5516 inventory[i] = inventory[i+1];
5519 /* Erase the "final" slot */
5520 object_wipe(&inventory[i]);
5523 p_ptr->window |= (PW_INVEN);
5526 /* The item is being wielded */
5532 /* Erase the empty slot */
5533 object_wipe(&inventory[item]);
5535 /* Recalculate bonuses */
5536 p_ptr->update |= (PU_BONUS);
5538 /* Recalculate torch */
5539 p_ptr->update |= (PU_TORCH);
5541 /* Recalculate mana XXX */
5542 p_ptr->update |= (PU_MANA);
5545 p_ptr->window |= (PW_EQUIP);
5549 p_ptr->window |= (PW_SPELL);
5554 * Describe the charges on an item on the floor.
5556 void floor_item_charges(int item)
5558 object_type *o_ptr = &o_list[item];
5560 /* Require staff/wand */
5561 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5563 /* Require known item */
5564 if (!object_known_p(o_ptr)) return;
5567 if (o_ptr->pval <= 0)
5569 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5573 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5576 /* Multiple charges */
5577 if (o_ptr->pval != 1)
5579 /* Print a message */
5580 msg_format("There are %d charges remaining.", o_ptr->pval);
5586 /* Print a message */
5587 msg_format("There is %d charge remaining.", o_ptr->pval);
5595 * Describe an item in the inventory.
5597 void floor_item_describe(int item)
5599 object_type *o_ptr = &o_list[item];
5600 char o_name[MAX_NLEN];
5602 /* Get a description */
5603 object_desc(o_name, o_ptr, TRUE, 3);
5605 /* Print a message */
5607 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5608 if (o_ptr->number <= 0)
5610 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5614 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5617 msg_format("You see %s.", o_name);
5624 * Increase the "number" of an item on the floor
5626 void floor_item_increase(int item, int num)
5628 object_type *o_ptr = &o_list[item];
5631 num += o_ptr->number;
5634 if (num > 255) num = 255;
5635 else if (num < 0) num = 0;
5638 num -= o_ptr->number;
5640 /* Change the number */
5641 o_ptr->number += num;
5646 * Optimize an item on the floor (destroy "empty" items)
5648 void floor_item_optimize(int item)
5650 object_type *o_ptr = &o_list[item];
5652 /* Paranoia -- be sure it exists */
5653 if (!o_ptr->k_idx) return;
5655 /* Only optimize empty items */
5656 if (o_ptr->number) return;
5658 /* Delete the object */
5659 delete_object_idx(item);
5664 * Check if we have space for an item in the pack without overflow
5666 bool inven_carry_okay(object_type *o_ptr)
5671 if (inven_cnt < INVEN_PACK) return (TRUE);
5674 for (j = 0; j < INVEN_PACK; j++)
5676 object_type *j_ptr = &inventory[j];
5678 /* Skip non-objects */
5679 if (!j_ptr->k_idx) continue;
5681 /* Check if the two items can be combined */
5682 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5691 * Add an item to the players inventory, and return the slot used.
5693 * If the new item can combine with an existing item in the inventory,
5694 * it will do so, using "object_similar()" and "object_absorb()", else,
5695 * the item will be placed into the "proper" location in the inventory.
5697 * This function can be used to "over-fill" the player's pack, but only
5698 * once, and such an action must trigger the "overflow" code immediately.
5699 * Note that when the pack is being "over-filled", the new item must be
5700 * placed into the "overflow" slot, and the "overflow" must take place
5701 * before the pack is reordered, but (optionally) after the pack is
5702 * combined. This may be tricky. See "dungeon.c" for info.
5704 * Note that this code must remove any location/stack information
5705 * from the object once it is placed into the inventory.
5707 s16b inven_carry(object_type *o_ptr)
5715 /* Check for combining */
5716 for (j = 0; j < INVEN_PACK; j++)
5718 j_ptr = &inventory[j];
5720 /* Skip non-objects */
5721 if (!j_ptr->k_idx) continue;
5723 /* Hack -- track last item */
5726 /* Check if the two items can be combined */
5727 if (object_similar(j_ptr, o_ptr))
5729 /* Combine the items */
5730 object_absorb(j_ptr, o_ptr);
5732 /* Increase the weight */
5733 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5735 /* Recalculate bonuses */
5736 p_ptr->update |= (PU_BONUS);
5739 p_ptr->window |= (PW_INVEN);
5748 if (inven_cnt > INVEN_PACK) return (-1);
5750 /* Find an empty slot */
5751 for (j = 0; j <= INVEN_PACK; j++)
5753 j_ptr = &inventory[j];
5755 /* Use it if found */
5756 if (!j_ptr->k_idx) break;
5763 /* Reorder the pack */
5766 s32b o_value, j_value;
5768 /* Get the "value" of the item */
5769 o_value = object_value(o_ptr);
5771 /* Scan every occupied slot */
5772 for (j = 0; j < INVEN_PACK; j++)
5774 j_ptr = &inventory[j];
5776 /* Use empty slots */
5777 if (!j_ptr->k_idx) break;
5779 /* Hack -- readable books always come first */
5780 if ((o_ptr->tval == REALM1_BOOK) &&
5781 (j_ptr->tval != REALM1_BOOK)) break;
5782 if ((j_ptr->tval == REALM1_BOOK) &&
5783 (o_ptr->tval != REALM1_BOOK)) continue;
5785 if ((o_ptr->tval == REALM2_BOOK) &&
5786 (j_ptr->tval != REALM2_BOOK)) break;
5787 if ((j_ptr->tval == REALM2_BOOK) &&
5788 (o_ptr->tval != REALM2_BOOK)) continue;
5790 /* Objects sort by decreasing type */
5791 if (o_ptr->tval > j_ptr->tval) break;
5792 if (o_ptr->tval < j_ptr->tval) continue;
5794 /* Non-aware (flavored) items always come last */
5795 if (!object_aware_p(o_ptr)) continue;
5796 if (!object_aware_p(j_ptr)) break;
5798 /* Objects sort by increasing sval */
5799 if (o_ptr->sval < j_ptr->sval) break;
5800 if (o_ptr->sval > j_ptr->sval) continue;
5802 /* Unidentified objects always come last */
5803 if (!object_known_p(o_ptr)) continue;
5804 if (!object_known_p(j_ptr)) break;
5806 /* Hack: otherwise identical rods sort by
5807 increasing recharge time --dsb */
5808 if (o_ptr->tval == TV_ROD)
5810 if (o_ptr->pval < j_ptr->pval) break;
5811 if (o_ptr->pval > j_ptr->pval) continue;
5814 /* Determine the "value" of the pack item */
5815 j_value = object_value(j_ptr);
5817 /* Objects sort by decreasing value */
5818 if (o_value > j_value) break;
5819 if (o_value < j_value) continue;
5826 for (k = n; k >= i; k--)
5828 /* Hack -- Slide the item */
5829 object_copy(&inventory[k+1], &inventory[k]);
5832 /* Wipe the empty slot */
5833 object_wipe(&inventory[i]);
5838 object_copy(&inventory[i], o_ptr);
5840 /* Access new object */
5841 j_ptr = &inventory[i];
5844 j_ptr->next_o_idx = 0;
5846 /* Forget monster */
5847 j_ptr->held_m_idx = 0;
5849 /* Forget location */
5850 j_ptr->iy = j_ptr->ix = 0;
5852 /* No longer marked */
5855 /* Increase the weight */
5856 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5858 /* Count the items */
5861 /* Recalculate bonuses */
5862 p_ptr->update |= (PU_BONUS);
5864 /* Combine and Reorder pack */
5865 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5868 p_ptr->window |= (PW_INVEN);
5870 /* Return the slot */
5876 * Take off (some of) a non-cursed equipment item
5878 * Note that only one item at a time can be wielded per slot.
5880 * Note that taking off an item when "full" may cause that item
5881 * to fall to the ground.
5883 * Return the inventory slot into which the item is placed.
5885 s16b inven_takeoff(int item, int amt)
5896 char o_name[MAX_NLEN];
5899 /* Get the item to take off */
5900 o_ptr = &inventory[item];
5903 if (amt <= 0) return (-1);
5906 if (amt > o_ptr->number) amt = o_ptr->number;
5908 /* Get local object */
5911 /* Obtain a local object */
5912 object_copy(q_ptr, o_ptr);
5914 /* Modify quantity */
5915 q_ptr->number = amt;
5917 /* Describe the object */
5918 object_desc(o_name, q_ptr, TRUE, 3);
5920 /* Took off weapon */
5921 if (item == INVEN_RARM)
5924 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5926 act = "You were wielding";
5932 else if (item == INVEN_BOW)
5935 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5937 act = "You were holding";
5942 /* Took off light */
5943 else if (item == INVEN_LITE)
5946 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5948 act = "You were holding";
5953 /* Took off something */
5957 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5959 act = "You were wearing";
5964 /* Modify, Optimize */
5965 inven_item_increase(item, -amt);
5966 inven_item_optimize(item);
5968 /* Carry the object */
5969 slot = inven_carry(q_ptr);
5973 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5975 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5985 * Drop (some of) a non-cursed inventory/equipment item
5987 * The object will be dropped "near" the current location
5989 void inven_drop(int item, int amt)
5996 char o_name[MAX_NLEN];
5999 /* Access original object */
6000 o_ptr = &inventory[item];
6003 if (amt <= 0) return;
6006 if (amt > o_ptr->number) amt = o_ptr->number;
6009 /* Take off equipment */
6010 if (item >= INVEN_RARM)
6012 /* Take off first */
6013 item = inven_takeoff(item, amt);
6015 /* Access original object */
6016 o_ptr = &inventory[item];
6020 /* Get local object */
6023 /* Obtain local object */
6024 object_copy(q_ptr, o_ptr);
6026 /* Distribute charges of wands or rods */
6027 distribute_charges(o_ptr, q_ptr, amt);
6029 /* Modify quantity */
6030 q_ptr->number = amt;
6032 /* Describe local object */
6033 object_desc(o_name, q_ptr, TRUE, 3);
6037 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6039 msg_format("You drop %s (%c).", o_name, index_to_label(item));
6043 /* Drop it near the player */
6044 (void)drop_near(q_ptr, 0, py, px);
6046 /* Modify, Describe, Optimize */
6047 inven_item_increase(item, -amt);
6048 inven_item_describe(item);
6049 inven_item_optimize(item);
6054 * Combine items in the pack
6056 * Note special handling of the "overflow" slot
6058 void combine_pack(void)
6066 /* Combine the pack (backwards) */
6067 for (i = INVEN_PACK; i > 0; i--)
6070 o_ptr = &inventory[i];
6072 /* Skip empty items */
6073 if (!o_ptr->k_idx) continue;
6075 /* Scan the items above that item */
6076 for (j = 0; j < i; j++)
6081 j_ptr = &inventory[j];
6083 /* Skip empty items */
6084 if (!j_ptr->k_idx) continue;
6087 * Get maximum number of the stack if these
6088 * are similar, get zero otherwise.
6090 max_num = object_similar_part(j_ptr, o_ptr);
6092 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6093 if (max_num && j_ptr->number < max_num)
6095 if (o_ptr->number + j_ptr->number <= max_num)
6100 /* Add together the item counts */
6101 object_absorb(j_ptr, o_ptr);
6103 /* One object is gone */
6106 /* Slide everything down */
6107 for (k = i; k < INVEN_PACK; k++)
6109 /* Structure copy */
6110 inventory[k] = inventory[k+1];
6113 /* Erase the "final" slot */
6114 object_wipe(&inventory[k]);
6118 int old_num = o_ptr->number;
6119 int remain = j_ptr->number + o_ptr->number - max_num;
6121 o_ptr->number -= remain;
6123 /* Add together the item counts */
6124 object_absorb(j_ptr, o_ptr);
6126 o_ptr->number = remain;
6128 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6129 if (o_ptr->tval == TV_ROD)
6131 o_ptr->pval = o_ptr->pval * remain / old_num;
6132 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6135 /* Hack -- if wands are stacking, combine the charges. -LM- */
6136 if (o_ptr->tval == TV_WAND)
6138 o_ptr->pval = o_ptr->pval * remain / old_num;
6143 p_ptr->window |= (PW_INVEN);
6153 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6155 if (flag) msg_print("You combine some items in your pack.");
6161 * Reorder items in the pack
6163 * Note special handling of the "overflow" slot
6165 void reorder_pack(void)
6177 /* Re-order the pack (forwards) */
6178 for (i = 0; i < INVEN_PACK; i++)
6180 /* Mega-Hack -- allow "proper" over-flow */
6181 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6184 o_ptr = &inventory[i];
6186 /* Skip empty slots */
6187 if (!o_ptr->k_idx) continue;
6189 /* Get the "value" of the item */
6190 o_value = object_value(o_ptr);
6192 /* Scan every occupied slot */
6193 for (j = 0; j < INVEN_PACK; j++)
6195 /* Get the item already there */
6196 j_ptr = &inventory[j];
6198 /* Use empty slots */
6199 if (!j_ptr->k_idx) break;
6201 /* Hack -- readable books always come first */
6202 if ((o_ptr->tval == REALM1_BOOK) &&
6203 (j_ptr->tval != REALM1_BOOK)) break;
6204 if ((j_ptr->tval == REALM1_BOOK) &&
6205 (o_ptr->tval != REALM1_BOOK)) continue;
6207 if ((o_ptr->tval == REALM2_BOOK) &&
6208 (j_ptr->tval != REALM2_BOOK)) break;
6209 if ((j_ptr->tval == REALM2_BOOK) &&
6210 (o_ptr->tval != REALM2_BOOK)) continue;
6212 /* Objects sort by decreasing type */
6213 if (o_ptr->tval > j_ptr->tval) break;
6214 if (o_ptr->tval < j_ptr->tval) continue;
6216 /* Non-aware (flavored) items always come last */
6217 if (!object_aware_p(o_ptr)) continue;
6218 if (!object_aware_p(j_ptr)) break;
6220 /* Objects sort by increasing sval */
6221 if (o_ptr->sval < j_ptr->sval) break;
6222 if (o_ptr->sval > j_ptr->sval) continue;
6224 /* Unidentified objects always come last */
6225 if (!object_known_p(o_ptr)) continue;
6226 if (!object_known_p(j_ptr)) break;
6228 /* Hack: otherwise identical rods sort by
6229 increasing recharge time --dsb */
6230 if (o_ptr->tval == TV_ROD)
6232 if (o_ptr->pval < j_ptr->pval) break;
6233 if (o_ptr->pval > j_ptr->pval) continue;
6236 /* Determine the "value" of the pack item */
6237 j_value = object_value(j_ptr);
6241 /* Objects sort by decreasing value */
6242 if (o_value > j_value) break;
6243 if (o_value < j_value) continue;
6246 /* Never move down */
6247 if (j >= i) continue;
6252 /* Get local object */
6255 /* Save a copy of the moving item */
6256 object_copy(q_ptr, &inventory[i]);
6258 /* Slide the objects */
6259 for (k = i; k > j; k--)
6261 /* Slide the item */
6262 object_copy(&inventory[k], &inventory[k-1]);
6265 /* Insert the moving item */
6266 object_copy(&inventory[j], q_ptr);
6269 p_ptr->window |= (PW_INVEN);
6274 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6276 if (flag) msg_print("You reorder some items in your pack.");
6283 * Hack -- display an object kind in the current window
6285 * Include list of usable spells for readible books
6287 void display_koff(int k_idx)
6296 char o_name[MAX_NLEN];
6299 /* Erase the window */
6300 for (y = 0; y < Term->hgt; y++)
6302 /* Erase the line */
6303 Term_erase(0, y, 255);
6309 /* Get local object */
6312 /* Prepare the object */
6313 object_prep(q_ptr, k_idx);
6316 object_desc_store(o_name, q_ptr, FALSE, 0);
6318 /* Mention the object name */
6319 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6321 /* Access the item's sval */
6323 use_realm = tval2realm(q_ptr->tval);
6325 /* Warriors are illiterate */
6326 if (p_ptr->realm1 || p_ptr->realm2)
6328 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6332 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6333 if (!is_magic(use_realm)) return;
6334 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6337 /* Display spells in readible books */
6343 /* Extract spells */
6344 for (spell = 0; spell < 32; spell++)
6346 /* Check for this spell */
6347 if (fake_spell_flags[sval] & (1L << spell))
6349 /* Collect this spell */
6350 spells[num++] = spell;
6355 print_spells(0, spells, num, 2, 0, use_realm);
6359 /* Choose one of items that have warning flag */
6360 object_type *choose_warning_item(void)
6363 int choices[INVEN_TOTAL - INVEN_RARM];
6366 /* Paranoia -- Player has no warning ability */
6367 if (!p_ptr->warning) return NULL;
6369 /* Search Inventory */
6370 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6372 u32b flgs[TR_FLAG_SIZE];
6373 object_type *o_ptr = &inventory[i];
6375 object_flags(o_ptr, flgs);
6376 if (have_flag(flgs, TR_WARNING))
6378 choices[number] = i;
6383 /* Choice one of them */
6384 return number ? &inventory[choices[randint0(number)]] : NULL;
6387 /* Calculate spell damages */
6388 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6390 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6391 int rlev = r_ptr->level;
6392 bool ignore_wraith_form = FALSE;
6394 if (limit) dam = (dam > limit) ? limit : dam;
6396 /* Vulnerability, resistance and immunity */
6400 if (p_ptr->immune_elec)
6403 ignore_wraith_form = TRUE;
6407 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6408 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6409 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6410 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6411 if (IS_OPPOSE_ELEC())
6412 dam = (dam + 2) / 3;
6417 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6418 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6422 if (p_ptr->immune_acid)
6425 ignore_wraith_form = TRUE;
6429 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6430 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6431 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6432 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6438 if (p_ptr->immune_cold)
6441 ignore_wraith_form = TRUE;
6445 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6446 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6447 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6448 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6453 if (p_ptr->immune_fire)
6456 ignore_wraith_form = TRUE;
6460 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6461 if (prace_is_(RACE_ENT)) dam += dam / 3;
6462 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6463 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6464 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6469 ignore_wraith_form = TRUE;
6473 if (!p_ptr->blind &&
6474 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6475 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6478 ignore_wraith_form = TRUE;
6483 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6484 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6485 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6488 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6489 * "dam *= 2;" for later "dam /= 2"
6491 if (p_ptr->wraith_form) dam *= 2;
6495 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6498 ignore_wraith_form = TRUE;
6500 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6504 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6508 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6512 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6516 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6520 if (prace_is_(RACE_SPECTRE))
6523 ignore_wraith_form = TRUE;
6525 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6529 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6533 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6537 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6541 if (p_ptr->ffall) dam = (dam * 2) / 3;
6545 if (p_ptr->resist_shard) dam /= 2;
6549 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6550 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6554 if (p_ptr->mimic_form)
6556 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6559 ignore_wraith_form = TRUE;
6564 switch (p_ptr->prace)
6573 ignore_wraith_form = TRUE;
6580 if (p_ptr->align > 10) dam /= 2;
6581 else if (p_ptr->align < -10) dam *= 2;
6585 if (p_ptr->align > 10) dam *= 2;
6589 case GF_BRAIN_SMASH:
6590 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6593 ignore_wraith_form = TRUE;
6601 if (100 + rlev / 2 <= p_ptr->skill_sav)
6604 ignore_wraith_form = TRUE;
6609 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6612 ignore_wraith_form = TRUE;
6617 if (p_ptr->wraith_form && !ignore_wraith_form)
6623 if (dam > *max) *max = dam;
6626 /* Calculate blow damages */
6627 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6629 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6631 bool check_wraith_form = TRUE;
6633 if (blow_ptr->method != RBM_EXPLODE)
6635 int ac = p_ptr->ac + p_ptr->to_a;
6637 switch (blow_ptr->effect)
6641 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6642 dam = MAX(dam, tmp_dam * 2);
6648 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6652 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6654 check_wraith_form = FALSE;
6658 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6660 check_wraith_form = FALSE;
6664 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6666 check_wraith_form = FALSE;
6670 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6672 check_wraith_form = FALSE;
6677 check_wraith_form = FALSE;
6681 if (check_wraith_form && p_ptr->wraith_form)
6689 dam = (dam + 1) / 2;
6690 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6697 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6698 bool process_warning(int xx, int yy)
6702 char o_name[MAX_NLEN];
6704 #define WARNING_AWARE_RANGE 12
6706 static int old_damage = 0;
6708 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6710 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6713 monster_type *m_ptr;
6714 monster_race *r_ptr;
6716 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6718 c_ptr = &cave[my][mx];
6720 if (!c_ptr->m_idx) continue;
6722 m_ptr = &m_list[c_ptr->m_idx];
6724 if (m_ptr->csleep) continue;
6725 if (!is_hostile(m_ptr)) continue;
6727 r_ptr = &r_info[m_ptr->r_idx];
6729 /* Monster spells (only powerful ones)*/
6730 if (projectable(my, mx, yy, xx))
6732 int breath_dam_div3 = m_ptr->hp / 3;
6733 int breath_dam_div6 = m_ptr->hp / 6;
6734 u32b f4 = r_ptr->flags4;
6735 u32b f5 = r_ptr->flags5;
6736 u32b f6 = r_ptr->flags6;
6738 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6740 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6741 int storm_dam = rlev * 4 + 150;
6742 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6744 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6745 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6746 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6747 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6748 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6749 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6751 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6752 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6753 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6754 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6755 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6756 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6757 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6758 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6759 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6760 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6761 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6762 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6763 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6764 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6765 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6766 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6767 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6768 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6769 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6770 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6771 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6772 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6773 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6776 /* Monster melee attacks */
6777 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6779 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6783 for (m = 0; m < 4; m++)
6785 /* Skip non-attacks */
6786 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6788 /* Extract the attack info */
6789 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6790 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6792 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6796 /* Contribution from this monster */
6797 dam_max += dam_max0;
6801 /* Prevent excessive warning */
6802 if (dam_max > old_damage)
6804 old_damage = dam_max * 3 / 2;
6806 if (dam_max > p_ptr->chp / 2)
6808 object_type *o_ptr = choose_warning_item();
6810 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6812 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6813 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6815 else strcpy(o_name, "body"); /* Warning ability without item */
6816 msg_format("Your %s pulsates sharply!", o_name);
6820 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6822 return get_check("Really want to go ahead? ");
6826 else old_damage = old_damage / 2;
6828 c_ptr = &cave[yy][xx];
6829 if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6830 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6832 object_type *o_ptr = choose_warning_item();
6834 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6836 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6837 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6839 else strcpy(o_name, "body"); /* Warning ability without item */
6840 msg_format("Your %s pulsates!", o_name);
6844 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6846 return get_check("Really want to go ahead? ");
6854 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6856 switch (o_ptr->tval)
6869 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6878 * A structure for smithing
6881 int add; /* TR flag number or special essence id */
6882 cptr add_name; /* Name of this ability */
6883 int type; /* Menu number */
6884 int essence; /* Index for carrying essences */
6885 int value; /* Needed value to add this ability */
6890 * Smithing type data for Weapon smith
6893 static essence_type essence_info[] =
6895 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6896 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6897 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6898 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6899 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6900 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6901 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6902 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6903 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6904 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6905 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6906 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6907 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6908 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6909 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6910 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6911 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6912 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6913 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6914 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6915 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6916 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6917 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6918 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6919 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6920 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6921 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6922 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6923 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6924 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6925 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6926 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6927 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6928 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6929 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6930 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6931 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6932 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6933 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6934 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6935 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6936 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6937 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6938 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6939 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6940 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6941 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6942 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6943 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6944 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6945 {TR_SH_FIRE, "", 0, -2, 0},
6946 {TR_SH_ELEC, "", 0, -2, 0},
6947 {TR_SH_COLD, "", 0, -2, 0},
6948 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6949 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6950 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6951 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6952 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6953 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6954 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6955 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6956 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6958 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6959 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6960 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6961 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6962 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6963 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6964 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6965 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6966 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6967 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6968 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6969 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6970 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6971 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6972 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6973 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6974 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6975 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6977 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6978 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6979 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6980 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6981 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6982 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6983 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6984 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6986 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6987 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6988 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6989 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6990 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6991 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6992 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6993 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6994 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6995 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6996 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6997 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6999 {-1, NULL, 0, -1, 0}
7002 static essence_type essence_info[] =
7004 {TR_STR, "strength", 4, TR_STR, 20},
7005 {TR_INT, "intelligence", 4, TR_INT, 20},
7006 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7007 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7008 {TR_CON, "constitution", 4, TR_CON, 20},
7009 {TR_CHR, "charisma", 4, TR_CHR, 20},
7010 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7011 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7012 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7013 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
7014 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7015 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7016 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7017 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7018 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7019 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7020 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7021 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7022 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7023 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7024 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7025 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7026 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7027 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7028 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7029 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7030 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7031 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7032 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7033 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7034 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7035 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7036 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7037 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7038 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7039 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7040 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7041 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7042 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7043 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7044 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7045 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7046 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7047 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7048 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7049 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7050 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7051 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7052 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7053 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7054 {TR_SH_FIRE, "", 0, -2, 0},
7055 {TR_SH_ELEC, "", 0, -2, 0},
7056 {TR_SH_COLD, "", 0, -2, 0},
7057 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7058 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7059 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
7060 {TR_LITE, "permanent light", 3, TR_LITE, 15},
7061 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7062 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7063 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7064 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7065 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7067 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7068 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7069 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7070 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7071 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7072 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7073 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7074 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7075 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7076 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7077 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7078 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7079 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7080 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7081 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7082 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7083 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7084 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7086 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7087 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7088 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7089 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7090 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7091 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7092 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7093 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7095 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7096 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7097 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7098 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7099 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7100 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7101 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7102 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7103 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7104 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7105 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7106 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7108 {-1, NULL, 0, -1, 0}
7114 * Essense names for Weapon smith
7117 static cptr essence_name[] =
7220 static cptr essence_name[] =
7323 static void display_essence(void)
7328 for (i = 1; i < 22; i++)
7333 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7335 prt("Essence Num Essence Num Essence Num ", 1, 8);
7337 for (i = 0; essence_name[i]; i++)
7339 if (!essence_name[i][0]) continue;
7340 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7344 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7346 prt("List of all essences you have.", 0, 0);
7353 static void drain_essence(void)
7355 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7358 bool observe = FALSE;
7359 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7360 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7363 byte iy, ix, marked, number;
7364 s16b next_o_idx, weight;
7366 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7369 item_tester_hook = item_tester_hook_weapon_armour;
7370 item_tester_no_ryoute = TRUE;
7374 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7375 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7377 q = "Extract from which item? ";
7378 s = "You have nothing you can extract from.";
7381 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7383 /* Get the item (in the pack) */
7386 o_ptr = &inventory[item];
7389 /* Get the item (on the floor) */
7392 o_ptr = &o_list[0 - item];
7395 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7396 char o_name[MAX_NLEN];
7397 object_desc(o_name, o_ptr, FALSE, 0);
7399 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7401 if (!get_check(format("Really extract from %s? ", o_name))) return;
7407 object_flags(o_ptr, old_flgs);
7408 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7409 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7410 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7411 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7412 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7413 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7414 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7415 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7416 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7418 old_to_a = o_ptr->to_a;
7420 old_to_h = o_ptr->to_h;
7421 old_to_d = o_ptr->to_d;
7424 old_pval = o_ptr->pval;
7425 old_name2 = o_ptr->name2;
7426 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7427 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7428 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7429 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7430 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7434 next_o_idx = o_ptr->next_o_idx;
7435 marked = o_ptr->marked;
7436 weight = o_ptr->weight;
7437 number = o_ptr->number;
7439 object_prep(o_ptr, o_ptr->k_idx);
7443 o_ptr->next_o_idx=next_o_idx;
7444 o_ptr->marked=marked;
7445 o_ptr->number = number;
7446 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7447 o_ptr->ident |= (IDENT_MENTAL);
7448 object_aware(o_ptr);
7449 object_known(o_ptr);
7451 object_flags(o_ptr, new_flgs);
7453 for (i = 0; essence_info[i].add_name; i++)
7455 essence_type *es_ptr = &essence_info[i];
7458 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7459 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7461 if (es_ptr->add < TR_FLAG_MAX &&
7462 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7463 have_flag(old_flgs, es_ptr->add))
7467 drain_value[es_ptr->essence] += 10 * pval;
7469 else if (es_ptr->essence != -2)
7471 drain_value[es_ptr->essence] += 10;
7473 else if (es_ptr->add == TR_SH_FIRE)
7475 drain_value[TR_BRAND_FIRE] += 10;
7476 drain_value[TR_RES_FIRE] += 10;
7478 else if (es_ptr->add == TR_SH_ELEC)
7480 drain_value[TR_BRAND_ELEC] += 10;
7481 drain_value[TR_RES_ELEC] += 10;
7483 else if (es_ptr->add == TR_SH_COLD)
7485 drain_value[TR_BRAND_COLD] += 10;
7486 drain_value[TR_RES_COLD] += 10;
7491 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7493 drain_value[TR_INT] += 5;
7494 drain_value[TR_WIS] += 5;
7496 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7498 drain_value[TR_BRAND_POIS] += 5;
7499 drain_value[TR_BRAND_ACID] += 5;
7500 drain_value[TR_BRAND_ELEC] += 5;
7501 drain_value[TR_BRAND_FIRE] += 5;
7502 drain_value[TR_BRAND_COLD] += 5;
7504 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7506 drain_value[TR_INT] += 10;
7508 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7510 drain_value[TR_STR] += 10;
7512 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7514 drain_value[TR_DEX] += 10;
7516 if (old_name2 == EGO_2WEAPON)
7518 drain_value[TR_DEX] += 20;
7520 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7522 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7524 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7526 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7527 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7528 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7529 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7531 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7533 drain_value[i] *= number;
7534 drain_value[i] = drain_value[i] * dec / 4;
7535 drain_value[i] = MAX(drain_value[i], 0);
7536 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7545 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7547 msg_print("You were not able to extract any essence.");
7553 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7555 msg_print("Extracted essences:");
7557 for (i = 0; essence_name[i]; i++)
7559 if (!essence_name[i][0]) continue;
7560 if (!drain_value[i]) continue;
7562 p_ptr->magic_num1[i] += drain_value[i];
7563 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7565 msg_format("%s...%d", essence_name[i], drain_value[i]);
7569 /* Combine the pack */
7570 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7573 p_ptr->window |= (PW_INVEN);
7578 static int choose_essence(void)
7582 int menu_line = (use_menu ? 1 : 0);
7585 cptr menu_name[] = {
7595 cptr menu_name[] = {
7605 const int mode_max = 7;
7608 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7611 #endif /* ALLOW_REPEAT */
7620 for (i = 0; i < mode_max; i++)
7622 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7623 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7625 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7626 prt("Choose from menu.", 0, 0);
7645 menu_line += mode_max - 1;
7654 if (menu_line > mode_max) menu_line -= mode_max;
7665 for (i = 0; i < mode_max; i++)
7666 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7669 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7671 if (!get_com("Command :", &choice, TRUE))
7678 if (isupper(choice)) choice = tolower(choice);
7680 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7681 mode = (int)choice - 'a' + 1;
7688 #endif /* ALLOW_REPEAT */
7692 static void add_essence(int mode)
7694 int item, max_num = 0;
7703 char o_name[MAX_NLEN];
7705 essence_type *es_ptr;
7707 int menu_line = (use_menu ? 1 : 0);
7709 for (i = 0; essence_info[i].add_name; i++)
7711 es_ptr = &essence_info[i];
7713 if (es_ptr->type != mode) continue;
7718 if (!repeat_pull(&i) || i<0 || i>=max_num)
7720 #endif /* ALLOW_REPEAT */
7723 /* Nothing chosen yet */
7729 /* Build a prompt */
7731 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7733 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7735 if (use_menu) screen_save();
7737 /* Get a spell from the user */
7739 choice = (always_show_list || use_menu) ? ESCAPE:1;
7743 if( choice==ESCAPE ) choice = ' ';
7744 else if( !get_com(out_val, &choice, FALSE) )break;
7746 if (use_menu && choice != ' ')
7760 menu_line += (max_num-1);
7783 menu_line = max_num;
7797 if (menu_line > max_num) menu_line -= max_num;
7799 /* Request redraw */
7800 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7803 if (!redraw || use_menu)
7807 char dummy[80], dummy2[80];
7815 /* Save the screen */
7816 if (!use_menu) screen_save();
7818 for (y = 1; y < 24; y++)
7821 /* Print header(s) */
7823 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7826 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7829 for (ctr = 0; ctr < max_num; ctr++)
7831 es_ptr = &essence_info[num[ctr]];
7835 if (ctr == (menu_line-1))
7837 strcpy(dummy, "¡Õ ");
7839 strcpy(dummy, "> ");
7841 else strcpy(dummy, " ");
7844 /* letter/number for power selection */
7847 sprintf(dummy, "%c) ",I2A(ctr));
7850 strcat(dummy, es_ptr->add_name);
7855 if (es_ptr->essence != -1)
7857 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7858 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7864 case ESSENCE_SH_FIRE:
7866 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7868 strcat(dummy, "(brand fire + res.fire)");
7870 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7871 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7873 case ESSENCE_SH_ELEC:
7875 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7877 strcat(dummy, "(brand elec. + res. elec.)");
7879 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7880 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7882 case ESSENCE_SH_COLD:
7884 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7886 strcat(dummy, "(brand cold + res. cold)");
7888 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7889 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7891 case ESSENCE_RESISTANCE:
7893 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7895 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7897 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7898 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7899 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7900 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7902 case ESSENCE_SUSTAIN:
7904 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7906 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7908 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7909 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7910 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7911 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7916 if (!able[ctr]) col = TERM_RED;
7918 if (es_ptr->essence != -1)
7920 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7924 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7927 c_prt(col, dummy2, ctr+2, x);
7937 /* Restore the screen */
7948 ask = (isupper(choice));
7951 if (ask) choice = tolower(choice);
7953 /* Extract request */
7954 i = (islower(choice) ? A2I(choice) : -1);
7957 /* Totally Illegal */
7958 if ((i < 0) || (i >= max_num) || !able[i])
7971 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7973 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7976 /* Belay that order */
7977 if (!get_check(tmp_val)) continue;
7984 /* Restore the screen */
7985 if (redraw) screen_load();
7992 #endif /* ALLOW_REPEAT */
7994 es_ptr = &essence_info[num[i]];
7996 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7997 item_tester_tval = TV_GLOVES;
7998 else if (mode == 1 || mode == 5)
7999 item_tester_hook = item_tester_hook_melee_ammo;
8000 else if (es_ptr->add == ESSENCE_ATTACK)
8001 item_tester_hook = item_tester_hook_weapon;
8002 else if (es_ptr->add == ESSENCE_AC)
8003 item_tester_hook = item_tester_hook_armour;
8005 item_tester_hook = item_tester_hook_weapon_armour;
8006 item_tester_no_ryoute = TRUE;
8010 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8011 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8013 q = "Improve which item? ";
8014 s = "You have nothing to improve.";
8017 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8019 /* Get the item (in the pack) */
8022 o_ptr = &inventory[item];
8025 /* Get the item (on the floor) */
8028 o_ptr = &o_list[0 - item];
8031 if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
8034 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
8036 msg_print("This item is no more able to be improved.");
8041 object_desc(o_name, o_ptr, FALSE, 0);
8043 use_essence = es_ptr->value;
8044 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8045 if (o_ptr->number > 1)
8047 use_essence *= o_ptr->number;
8049 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8051 msg_format("It will take %d essences.",use_essence);
8056 if (es_ptr->essence != -1)
8058 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8061 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8063 msg_print("You don't have enough essences.");
8067 if (is_pval_flag(es_ptr->add))
8069 if (o_ptr->pval < 0)
8072 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8074 msg_print("You cannot increase magic number of this item.");
8078 else if (es_ptr->add == TR_BLOWS)
8080 if (o_ptr->pval > 1)
8083 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8085 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8091 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8093 msg_format("It will take %d essences.", use_essence);
8096 else if (o_ptr->pval > 0)
8098 use_essence *= o_ptr->pval;
8100 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8102 msg_format("It will take %d essences.", use_essence);
8110 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8113 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8115 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8117 strcpy(tmp_val, "1");
8119 if (!get_string(tmp, tmp_val, 1)) return;
8120 pval = atoi(tmp_val);
8121 if (pval > limit) pval = limit;
8122 else if (pval < 1) pval = 1;
8123 o_ptr->pval += pval;
8124 use_essence *= pval;
8126 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8128 msg_format("It will take %d essences.", use_essence);
8132 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8135 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8137 msg_print("You don't have enough essences.");
8142 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8146 int get_to_h, get_to_d;
8148 strcpy(tmp_val, "1");
8150 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8152 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8154 val = atoi(tmp_val);
8155 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8156 else if (val < 1) val = 1;
8159 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8161 msg_format("It will take %d essences.", use_essence);
8163 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8166 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8168 msg_print("You don't have enough essences.");
8172 get_to_h = ((val+1)/2+randint0(val/2+1));
8173 get_to_d = ((val+1)/2+randint0(val/2+1));
8174 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8175 o_ptr->to_h += get_to_h;
8176 o_ptr->to_d += get_to_d;
8178 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8179 if (es_ptr->add == ESSENCE_ATTACK)
8181 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8184 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8186 msg_print("You failed to enchant.");
8193 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8194 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8197 else if (es_ptr->add == ESSENCE_AC)
8199 if (o_ptr->to_a >= p_ptr->lev/5+5)
8202 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8204 msg_print("You failed to enchant.");
8211 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8216 o_ptr->xtra3 = es_ptr->add + 1;
8221 bool success = TRUE;
8225 case ESSENCE_SH_FIRE:
8226 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8231 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8232 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8234 case ESSENCE_SH_ELEC:
8235 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8240 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8241 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8243 case ESSENCE_SH_COLD:
8244 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8249 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8250 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8252 case ESSENCE_RESISTANCE:
8253 case ESSENCE_SUSTAIN:
8254 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))
8259 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8260 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8261 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8262 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8268 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8270 msg_print("You don't have enough essences.");
8274 if (es_ptr->add == ESSENCE_SUSTAIN)
8276 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8277 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8278 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8279 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8283 o_ptr->xtra3 = es_ptr->add + 1;
8290 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8292 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8295 /* Combine the pack */
8296 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8299 p_ptr->window |= (PW_INVEN);
8303 bool item_tester_hook_smith(object_type *o_ptr)
8305 switch (o_ptr->tval)
8325 if (o_ptr->xtra3) return (TRUE);
8333 static void erase_essence(void)
8338 char o_name[MAX_NLEN];
8339 u32b flgs[TR_FLAG_SIZE];
8341 item_tester_hook = item_tester_hook_smith;
8345 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8346 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8348 q = "Remove from which item? ";
8349 s = "You have nothing to remove essence.";
8352 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8354 /* Get the item (in the pack) */
8357 o_ptr = &inventory[item];
8360 /* Get the item (on the floor) */
8363 o_ptr = &o_list[0 - item];
8366 object_desc(o_name, o_ptr, FALSE, 0);
8368 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8370 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8375 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8377 o_ptr->to_h -= (o_ptr->xtra4>>8);
8378 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8380 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8381 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8384 object_flags(o_ptr, flgs);
8385 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8387 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8389 msg_print("You removed all essence you have added.");
8392 /* Combine the pack */
8393 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8396 p_ptr->window |= (PW_INVEN);
8399 void do_cmd_kaji(bool only_browse)
8404 int menu_line = (use_menu ? 1 : 0);
8408 if (p_ptr->confused)
8411 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8413 msg_print("You are too confused!");
8421 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8423 msg_print("You are blind!");
8431 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8433 msg_print("You are hullcinating!");
8441 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8443 #endif /* ALLOW_REPEAT */
8445 if (only_browse) screen_save();
8447 if (!only_browse) screen_save();
8453 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8454 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8455 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8456 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8457 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8458 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8460 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8461 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8462 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8463 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8464 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8465 prt(format("Choose command from menu."), 0, 0);
8492 if (menu_line > 5) menu_line -= 5;
8501 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8502 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8503 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8504 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8505 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8506 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8508 prt(" a) List essences", 2, 14);
8509 prt(" b) Extract essence", 3, 14);
8510 prt(" c) Remove essence", 4, 14);
8511 prt(" d) Add essence", 5, 14);
8512 prt(" e) Enchant weapon/armor", 6, 14);
8513 if (!get_com("Command :", &choice, TRUE))
8550 /* Clear lines, position cursor (really should use strlen here) */
8551 Term_erase(14, 21, 255);
8552 Term_erase(14, 20, 255);
8553 Term_erase(14, 19, 255);
8554 Term_erase(14, 18, 255);
8555 Term_erase(14, 17, 255);
8556 Term_erase(14, 16, 255);
8558 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8559 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8561 prt(&temp[j], line, 15);
8566 if (!only_browse) screen_load();
8567 } while (only_browse);
8571 #endif /* ALLOW_REPEAT */
8575 case 1: display_essence();break;
8576 case 2: drain_essence();break;
8577 case 3: erase_essence();break;
8579 mode = choose_essence();
8584 case 5: add_essence(10);break;