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];
877 object_flags(o_ptr, flgs);
879 /* Base item's value will be added later. */
880 k_ptr = &k_info[o_ptr->k_idx];
881 for (i = 0; i < TR_FLAG_SIZE; i++)
882 flgs[i] &= ~(k_ptr->flags[i]);
884 /* Fixed artifact's value will be added later. */
887 artifact_type *a_ptr = &a_info[o_ptr->name1];
889 for (i = 0; i < TR_FLAG_SIZE; i++)
890 flgs[i] &= ~(a_ptr->flags[i]);
893 /* Fixed ego item's value will be added later. */
894 else if (o_ptr->name2)
896 ego_item_type *e_ptr = &e_info[o_ptr->name2];
898 for (i = 0; i < TR_FLAG_SIZE; i++)
899 flgs[i] &= ~(e_ptr->flags[i]);
905 * Calucurate values of remaining flags
907 if (have_flag(flgs, TR_STR)) total += (1700 * plusses);
908 if (have_flag(flgs, TR_INT)) total += (1700 * plusses);
909 if (have_flag(flgs, TR_WIS)) total += (1700 * plusses);
910 if (have_flag(flgs, TR_DEX)) total += (1700 * plusses);
911 if (have_flag(flgs, TR_CON)) total += (1700 * plusses);
912 if (have_flag(flgs, TR_CHR)) total += (950 * plusses);
913 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (700 * plusses);
914 if (have_flag(flgs, TR_STEALTH)) total += (350 * plusses);
915 if (have_flag(flgs, TR_SEARCH)) total += (200 * plusses);
916 if (have_flag(flgs, TR_INFRA)) total += (200 * plusses);
917 if (have_flag(flgs, TR_TUNNEL)) total += (225 * plusses);
918 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
919 total += (10000 + (12500 * plusses));
920 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
921 total += (10000 + (7500 * plusses));
922 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
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_XTRA_MIGHT)) total += 2250;
1022 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1023 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1024 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1025 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1026 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1027 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1028 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1029 if (have_flag(flgs, TR_TELEPORT))
1031 if (cursed_p(o_ptr))
1036 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1037 if (have_flag(flgs, TR_BLESSED)) total += 750;
1038 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1039 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1040 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1042 /* Also, give some extra for activatable powers... */
1043 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1045 int type = o_ptr->xtra2;
1047 if (type == ACT_SUNLIGHT) total += 250;
1048 else if (type == ACT_BO_MISS_1) total += 250;
1049 else if (type == ACT_BA_POIS_1) total += 300;
1050 else if (type == ACT_BO_ELEC_1) total += 250;
1051 else if (type == ACT_BO_ACID_1) total += 250;
1052 else if (type == ACT_BO_COLD_1) total += 250;
1053 else if (type == ACT_BO_FIRE_1) total += 250;
1054 else if (type == ACT_BA_COLD_1) total += 750;
1055 else if (type == ACT_BA_FIRE_1) total += 1000;
1056 else if (type == ACT_DRAIN_1) total += 500;
1057 else if (type == ACT_BA_COLD_2) total += 1250;
1058 else if (type == ACT_BA_ELEC_2) total += 1500;
1059 else if (type == ACT_DRAIN_2) total += 750;
1060 else if (type == ACT_VAMPIRE_1) total += 1000;
1061 else if (type == ACT_BO_MISS_2) total += 1000;
1062 else if (type == ACT_BA_FIRE_2) total += 1750;
1063 else if (type == ACT_BA_COLD_3) total += 2500;
1064 else if (type == ACT_BA_ELEC_3) total += 2500;
1065 else if (type == ACT_WHIRLWIND) total += 7500;
1066 else if (type == ACT_VAMPIRE_2) total += 2500;
1067 else if (type == ACT_CALL_CHAOS) total += 5000;
1068 else if (type == ACT_ROCKET) total += 5000;
1069 else if (type == ACT_DISP_EVIL) total += 4000;
1070 else if (type == ACT_DISP_GOOD) total += 3500;
1071 else if (type == ACT_BA_MISS_3) total += 5000;
1072 else if (type == ACT_CONFUSE) total += 500;
1073 else if (type == ACT_SLEEP) total += 750;
1074 else if (type == ACT_QUAKE) total += 600;
1075 else if (type == ACT_TERROR) total += 2500;
1076 else if (type == ACT_TELE_AWAY) total += 2000;
1077 else if (type == ACT_BANISH_EVIL) total += 2000;
1078 else if (type == ACT_GENOCIDE) total += 10000;
1079 else if (type == ACT_MASS_GENO) total += 10000;
1080 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1081 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1082 else if (type == ACT_CHARM_OTHER) total += 10000;
1083 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1084 else if (type == ACT_CHARM_OTHERS) total += 17500;
1085 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1086 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1087 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1088 else if (type == ACT_SUMMON_DEMON) total += 20000;
1089 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1090 else if (type == ACT_CURE_LW) total += 500;
1091 else if (type == ACT_CURE_MW) total += 750;
1092 else if (type == ACT_CURE_POISON) total += 1000;
1093 else if (type == ACT_REST_LIFE) total += 7500;
1094 else if (type == ACT_REST_ALL) total += 15000;
1095 else if (type == ACT_CURE_700) total += 10000;
1096 else if (type == ACT_CURE_1000) total += 15000;
1097 else if (type == ACT_ESP) total += 1500;
1098 else if (type == ACT_BERSERK) total += 800;
1099 else if (type == ACT_PROT_EVIL) total += 5000;
1100 else if (type == ACT_RESIST_ALL) total += 5000;
1101 else if (type == ACT_SPEED) total += 15000;
1102 else if (type == ACT_XTRA_SPEED) total += 25000;
1103 else if (type == ACT_WRAITH) total += 25000;
1104 else if (type == ACT_INVULN) total += 25000;
1105 else if (type == ACT_LIGHT) total += 150;
1106 else if (type == ACT_MAP_LIGHT) total += 500;
1107 else if (type == ACT_DETECT_ALL) total += 1000;
1108 else if (type == ACT_DETECT_XTRA) total += 12500;
1109 else if (type == ACT_ID_FULL) total += 10000;
1110 else if (type == ACT_ID_PLAIN) total += 1250;
1111 else if (type == ACT_RUNE_EXPLO) total += 4000;
1112 else if (type == ACT_RUNE_PROT) total += 10000;
1113 else if (type == ACT_SATIATE) total += 2000;
1114 else if (type == ACT_DEST_DOOR) total += 100;
1115 else if (type == ACT_STONE_MUD) total += 1000;
1116 else if (type == ACT_RECHARGE) total += 1000;
1117 else if (type == ACT_ALCHEMY) total += 10000;
1118 else if (type == ACT_DIM_DOOR) total += 10000;
1119 else if (type == ACT_TELEPORT) total += 2000;
1120 else if (type == ACT_RECALL) total += 7500;
1128 * Return the "real" price of a "known" item, not including discounts
1130 * Wand and staffs get cost for each charge
1132 * Armor is worth an extra 100 gold per bonus point to armor class.
1134 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1136 * Missiles are only worth 5 gold per bonus point, since they
1137 * usually appear in groups of 20, and we want the player to get
1138 * the same amount of cash for any "equivalent" item. Note that
1139 * missiles never have any of the "pval" flags, and in fact, they
1140 * only have a few of the available flags, primarily of the "slay"
1141 * and "brand" and "ignore" variety.
1143 * Armor with a negative armor bonus is worthless.
1144 * Weapons with negative hit+damage bonuses are worthless.
1146 * Every wearable item with a "pval" bonus is worth extra (see below).
1148 s32b object_value_real(object_type *o_ptr)
1152 u32b flgs[TR_FLAG_SIZE];
1154 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1157 /* Hack -- "worthless" items */
1158 if (!get_object_cost(o_ptr)) return (0L);
1161 value = get_object_cost(o_ptr);
1163 /* Extract some flags */
1164 object_flags(o_ptr, flgs);
1169 artifact_type *a_ptr = &a_info[o_ptr->name1];
1171 /* Hack -- "worthless" artifacts */
1172 if (!a_ptr->cost) return (0L);
1174 /* Hack -- Use the artifact cost instead */
1175 value = a_ptr->cost;
1176 value += flag_cost(o_ptr, o_ptr->pval);
1181 else if (o_ptr->name2)
1183 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1185 /* Hack -- "worthless" ego-items */
1186 if (!e_ptr->cost) return (0L);
1188 /* Hack -- Reward the ego-item with a bonus */
1189 value += e_ptr->cost;
1190 value += flag_cost(o_ptr, o_ptr->pval);
1198 for (i = 0; i < TR_FLAG_SIZE; i++)
1199 if (o_ptr->art_flags[i]) flag = TRUE;
1201 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1205 /* Analyze the item */
1206 switch (o_ptr->tval)
1211 /* Pay extra for charges, depending on standard number of
1212 * charges. Handle new-style wands correctly. -LM-
1214 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1221 /* Pay extra for charges, depending on standard number of
1224 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1234 /* Hack -- negative bonuses are bad */
1235 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1237 /* Give credit for bonuses */
1238 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1255 /* Hack -- negative armor bonus */
1256 if (o_ptr->to_a < 0) return (0L);
1258 /* Give credit for bonuses */
1259 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1272 /* Hack -- negative hit/damage bonuses */
1273 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1275 /* Factor in the bonuses */
1276 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1278 /* Hack -- Factor in extra damage dice and sides */
1279 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1280 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1291 /* Hack -- negative hit/damage bonuses */
1292 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1294 /* Factor in the bonuses */
1295 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1297 /* Hack -- Factor in extra damage dice and sides */
1298 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1299 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1305 /* Figurines, relative to monster level */
1308 int level = r_info[o_ptr->pval].level;
1309 if (level < 20) value = level*50L;
1310 else if (level < 30) value = 1000+(level-20)*150L;
1311 else if (level < 40) value = 2500+(level-30)*350L;
1312 else if (level < 50) value = 6000+(level-40)*800L;
1313 else value = 14000+(level-50)*2000L;
1319 if (!o_ptr->pval) value = 1000L;
1320 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1326 if (!o_ptr->pval) value = 0L;
1331 /* Worthless object */
1332 if (value < 0) return 0L;
1334 /* Return the value */
1340 * Return the price of an item including plusses (and charges)
1342 * This function returns the "value" of the given item (qty one)
1344 * Never notice "unknown" bonuses or properties, including "curses",
1345 * since that would give the player information he did not have.
1347 * Note that discounted items stay discounted forever, even if
1348 * the discount is "forgotten" by the player via memory loss.
1350 s32b object_value(object_type *o_ptr)
1355 /* Unknown items -- acquire a base value */
1356 if (object_known_p(o_ptr))
1358 /* Broken items -- worthless */
1359 if (broken_p(o_ptr)) return (0L);
1361 /* Cursed items -- worthless */
1362 if (cursed_p(o_ptr)) return (0L);
1364 /* Real value (see above) */
1365 value = object_value_real(o_ptr);
1368 /* Known items -- acquire the actual value */
1371 /* Hack -- Felt broken items */
1372 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1374 /* Hack -- Felt cursed items */
1375 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1377 /* Base value (see above) */
1378 value = object_value_base(o_ptr);
1382 /* Apply discount (if any) */
1383 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1386 /* Return the final value */
1392 * Determines whether an object can be destroyed, and makes fake inscription.
1394 bool can_player_destroy_object(object_type *o_ptr)
1396 /* Artifacts cannot be destroyed */
1397 if (artifact_p(o_ptr) || o_ptr->art_name)
1399 byte feel = FEEL_SPECIAL;
1401 /* Hack -- Handle icky artifacts */
1402 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1404 /* Hack -- inscribe the artifact */
1405 o_ptr->feeling = feel;
1407 /* We have "felt" it (again) */
1408 o_ptr->ident |= (IDENT_SENSE);
1410 /* Combine the pack */
1411 p_ptr->notice |= (PN_COMBINE);
1414 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1425 * Distribute charges of rods or wands.
1427 * o_ptr = source item
1428 * q_ptr = target item, must be of the same type as o_ptr
1429 * amt = number of items that are transfered
1431 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1434 * Hack -- If rods or wands are dropped, the total maximum timeout or
1435 * charges need to be allocated between the two stacks. If all the items
1436 * are being dropped, it makes for a neater message to leave the original
1437 * stack's pval alone. -LM-
1439 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1441 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1442 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1444 /* Hack -- Rods also need to have their timeouts distributed. The
1445 * dropped stack will accept all time remaining to charge up to its
1448 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1450 if (q_ptr->pval > o_ptr->timeout)
1451 q_ptr->timeout = o_ptr->timeout;
1453 q_ptr->timeout = q_ptr->pval;
1455 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1460 void reduce_charges(object_type *o_ptr, int amt)
1463 * Hack -- If rods or wand are destroyed, the total maximum timeout or
1464 * charges of the stack needs to be reduced, unless all the items are
1465 * being destroyed. -LM-
1467 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1468 (amt < o_ptr->number))
1470 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1476 * Determine if an item can "absorb" a second item
1478 * See "object_absorb()" for the actual "absorption" code.
1480 * If permitted, we allow staffs (if they are known to have equal charges
1481 * and both are either known or confirmed empty) and wands (if both are
1482 * either known or confirmed empty) and rods (in all cases) to combine.
1483 * Staffs will unstack (if necessary) when they are used, but wands and
1484 * rods will only unstack if one is dropped. -LM-
1486 * If permitted, we allow weapons/armor to stack, if fully "known".
1488 * Missiles will combine if both stacks have the same "known" status.
1489 * This is done to make unidentified stacks of missiles useful.
1491 * Food, potions, scrolls, and "easy know" items always stack.
1493 * Chests, and activatable items, never stack (for various reasons).
1497 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1499 #define MAX_STACK_SIZE 99
1503 * Determine if an item can partly absorb a second item.
1504 * Return maximum number of stack.
1506 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1510 /* Default maximum number of stack */
1511 int max_num = MAX_STACK_SIZE;
1513 /* Require identical object types */
1514 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1517 /* Analyze the items */
1518 switch (o_ptr->tval)
1520 /* Chests and Statues*/
1531 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1532 if (o_ptr->pval != j_ptr->pval) return 0;
1536 /* Figurines and Corpses*/
1541 if (o_ptr->pval != j_ptr->pval) return 0;
1547 /* Food and Potions and Scrolls */
1559 /* Require either knowledge or known empty for both staffs. */
1560 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1561 !object_known_p(o_ptr)) ||
1562 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1563 !object_known_p(j_ptr))) return 0;
1565 /* Require identical charges, since staffs are bulky. */
1566 if (o_ptr->pval != j_ptr->pval) return 0;
1575 /* Require either knowledge or known empty for both wands. */
1576 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1577 !object_known_p(o_ptr)) ||
1578 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1579 !object_known_p(j_ptr))) return 0;
1581 /* Wand charges combine in O&ZAngband. */
1587 /* Staffs and Wands and Rods */
1590 /* Prevent overflaw of timeout */
1591 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1597 /* Weapons and Armor */
1613 /* Require permission */
1614 if (!stack_allow_items) return 0;
1619 /* Rings, Amulets, Lites */
1624 /* Require full knowledge of both items */
1625 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1635 /* Require identical knowledge of both items */
1636 if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1638 /* Require identical "bonuses" */
1639 if (o_ptr->to_h != j_ptr->to_h) return 0;
1640 if (o_ptr->to_d != j_ptr->to_d) return 0;
1641 if (o_ptr->to_a != j_ptr->to_a) return 0;
1643 /* Require identical "pval" code */
1644 if (o_ptr->pval != j_ptr->pval) return 0;
1646 /* Require identical "artifact" names */
1647 if (o_ptr->name1 != j_ptr->name1) return 0;
1649 /* Random artifacts never stack */
1650 if (o_ptr->art_name || j_ptr->art_name) return 0;
1652 /* Require identical "ego-item" names */
1653 if (o_ptr->name2 != j_ptr->name2) return 0;
1655 /* Require identical added essence */
1656 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1657 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1659 /* Hack -- Never stack "powerful" items */
1660 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1662 /* Hack -- Never stack recharging items */
1663 if (o_ptr->timeout || j_ptr->timeout) return 0;
1665 /* Require identical "values" */
1666 if (o_ptr->ac != j_ptr->ac) return 0;
1667 if (o_ptr->dd != j_ptr->dd) return 0;
1668 if (o_ptr->ds != j_ptr->ds) return 0;
1677 /* Require knowledge */
1678 if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1686 /* Hack -- Identical art_flags! */
1687 for (i = 0; i < TR_FLAG_SIZE; i++)
1688 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1690 /* Hack -- Require identical "cursed" status */
1691 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1693 /* Hack -- Require identical "broken" status */
1694 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1697 /* Hack -- require semi-matching "inscriptions" */
1698 if (o_ptr->inscription && j_ptr->inscription &&
1699 (o_ptr->inscription != j_ptr->inscription))
1702 /* Hack -- normally require matching "inscriptions" */
1703 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1705 /* Hack -- normally require matching "discounts" */
1706 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1709 /* They match, so they must be similar */
1714 * Determine if an item can absorb a second item.
1716 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1718 int total = o_ptr->number + j_ptr->number;
1721 /* Are these objects similar? */
1722 max_num = object_similar_part(o_ptr, j_ptr);
1724 /* Return if not similar */
1725 if (!max_num) return FALSE;
1727 /* Maximal "stacking" limit */
1728 if (total > max_num) return (0);
1731 /* They match, so they must be similar */
1738 * Allow one item to "absorb" another, assuming they are similar
1740 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1742 int max_num = object_similar_part(o_ptr, j_ptr);
1743 int total = o_ptr->number + j_ptr->number;
1744 int diff = (total > max_num) ? total - max_num : 0;
1746 /* Combine quantity, lose excess items */
1747 o_ptr->number = (total > max_num) ? max_num : total;
1749 /* Hack -- blend "known" status */
1750 if (object_known_p(j_ptr)) object_known(o_ptr);
1752 /* Hack -- clear "storebought" if only one has it */
1753 if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1754 (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1756 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1757 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1760 /* Hack -- blend "mental" status */
1761 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1763 /* Hack -- blend "inscriptions" */
1764 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1766 /* Hack -- blend "feelings" */
1767 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1769 /* Hack -- could average discounts XXX XXX XXX */
1770 /* Hack -- save largest discount XXX XXX XXX */
1771 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1773 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1774 if (o_ptr->tval == TV_ROD)
1776 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1777 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1780 /* Hack -- if wands are stacking, combine the charges. -LM- */
1781 if (o_ptr->tval == TV_WAND)
1783 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1789 * Find the index of the object_kind with the given tval and sval
1791 s16b lookup_kind(int tval, int sval)
1798 for (k = 1; k < max_k_idx; k++)
1800 object_kind *k_ptr = &k_info[k];
1802 /* Require correct tval */
1803 if (k_ptr->tval != tval) continue;
1806 if (k_ptr->sval == sval) return (k);
1808 /* Ignore illegal items */
1809 if (sval != SV_ANY) continue;
1811 /* Apply the randomizer */
1812 if (!one_in_(++num)) continue;
1814 /* Use this value */
1818 /* Return this choice */
1827 msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1829 msg_format("No object (%d,%d)", tval, sval);
1840 * Wipe an object clean.
1842 void object_wipe(object_type *o_ptr)
1844 /* Wipe the structure */
1845 (void)WIPE(o_ptr, object_type);
1850 * Prepare an object based on an existing object
1852 void object_copy(object_type *o_ptr, object_type *j_ptr)
1854 /* Copy the structure */
1855 COPY(o_ptr, j_ptr, object_type);
1860 * Prepare an object based on an object kind.
1862 void object_prep(object_type *o_ptr, int k_idx)
1864 object_kind *k_ptr = &k_info[k_idx];
1866 /* Clear the record */
1869 /* Save the kind index */
1870 o_ptr->k_idx = k_idx;
1872 /* Efficiency -- tval/sval */
1873 o_ptr->tval = k_ptr->tval;
1874 o_ptr->sval = k_ptr->sval;
1876 /* Default "pval" */
1877 o_ptr->pval = k_ptr->pval;
1879 /* Default number */
1882 /* Default weight */
1883 o_ptr->weight = k_ptr->weight;
1886 o_ptr->to_h = k_ptr->to_h;
1887 o_ptr->to_d = k_ptr->to_d;
1888 o_ptr->to_a = k_ptr->to_a;
1891 o_ptr->ac = k_ptr->ac;
1892 o_ptr->dd = k_ptr->dd;
1893 o_ptr->ds = k_ptr->ds;
1895 /* Hack -- worthless items are always "broken" */
1896 if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1898 /* Hack -- cursed items are always "cursed" */
1899 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1900 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1901 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1902 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1903 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1904 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1909 * Help determine an "enchantment bonus" for an object.
1911 * To avoid floating point but still provide a smooth distribution of bonuses,
1912 * we simply round the results of division in such a way as to "average" the
1913 * correct floating point value.
1915 * This function has been changed. It uses "randnor()" to choose values from
1916 * a normal distribution, whose mean moves from zero towards the max as the
1917 * level increases, and whose standard deviation is equal to 1/4 of the max,
1918 * and whose values are forced to lie between zero and the max, inclusive.
1920 * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1921 * rare to get the "full" enchantment on an object, even a deep levels.
1923 * It is always possible (albeit unlikely) to get the "full" enchantment.
1925 * A sample distribution of values from "m_bonus(10, N)" is shown below:
1927 * N 0 1 2 3 4 5 6 7 8 9 10
1928 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
1929 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03
1930 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05
1931 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05
1932 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11
1933 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41
1934 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65
1935 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94
1936 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78
1937 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64
1938 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62
1939 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33
1940 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38
1941 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53
1942 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53
1943 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27
1944 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72
1945 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07
1947 s16b m_bonus(int max, int level)
1949 int bonus, stand, extra, value;
1952 /* Paranoia -- enforce maximal "level" */
1953 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1956 /* The "bonus" moves towards the max */
1957 bonus = ((max * level) / MAX_DEPTH);
1959 /* Hack -- determine fraction of error */
1960 extra = ((max * level) % MAX_DEPTH);
1962 /* Hack -- simulate floating point computations */
1963 if (randint0(MAX_DEPTH) < extra) bonus++;
1966 /* The "stand" is equal to one quarter of the max */
1969 /* Hack -- determine fraction of error */
1972 /* Hack -- simulate floating point computations */
1973 if (randint0(4) < extra) stand++;
1976 /* Choose an "interesting" value */
1977 value = randnor(bonus, stand);
1979 /* Enforce the minimum value */
1980 if (value < 0) return (0);
1982 /* Enforce the maximum value */
1983 if (value > max) return (max);
1991 * Cheat -- describe a created object for the user
1993 static void object_mention(object_type *o_ptr)
1995 char o_name[MAX_NLEN];
1998 object_desc_store(o_name, o_ptr, FALSE, 0);
2001 if (artifact_p(o_ptr))
2005 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2007 msg_format("Artifact (%s)", o_name);
2012 /* Random Artifact */
2013 else if (o_ptr->art_name)
2016 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2018 msg_print("Random artifact");
2024 else if (ego_item_p(o_ptr))
2028 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2030 msg_format("Ego-item (%s)", o_name);
2040 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2042 msg_format("Object (%s)", o_name);
2050 * Mega-Hack -- Attempt to create one of the "Special Objects"
2052 * We are only called from "make_object()", and we assume that
2053 * "apply_magic()" is called immediately after we return.
2055 * Note -- see "make_artifact()" and "apply_magic()"
2057 static bool make_artifact_special(object_type *o_ptr)
2063 /* No artifacts in the town */
2064 if (!dun_level) return (FALSE);
2067 if (get_obj_num_hook) return (FALSE);
2069 /* Check the artifact list (just the "specials") */
2070 for (i = 0; i < max_a_idx; i++)
2072 artifact_type *a_ptr = &a_info[i];
2074 /* Skip "empty" artifacts */
2075 if (!a_ptr->name) continue;
2077 /* Cannot make an artifact twice */
2078 if (a_ptr->cur_num) continue;
2080 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2081 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2083 /* XXX XXX Enforce minimum "depth" (loosely) */
2084 if (a_ptr->level > dun_level)
2086 /* Acquire the "out-of-depth factor" */
2087 int d = (a_ptr->level - dun_level) * 2;
2089 /* Roll for out-of-depth creation */
2090 if (!one_in_(d)) continue;
2093 /* Artifact "rarity roll" */
2094 if (!one_in_(a_ptr->rarity)) continue;
2096 /* Find the base object */
2097 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2099 /* XXX XXX Enforce minimum "object" level (loosely) */
2100 if (k_info[k_idx].level > object_level)
2102 /* Acquire the "out-of-depth factor" */
2103 int d = (k_info[k_idx].level - object_level) * 5;
2105 /* Roll for out-of-depth creation */
2106 if (!one_in_(d)) continue;
2109 /* Assign the template */
2110 object_prep(o_ptr, k_idx);
2112 /* Mega-Hack -- mark the item as an artifact */
2115 /* Hack: Some artifacts get random extra powers */
2116 random_artifact_resistance(o_ptr, a_ptr);
2128 * Attempt to change an object into an artifact
2130 * This routine should only be called by "apply_magic()"
2132 * Note -- see "make_artifact_special()" and "apply_magic()"
2134 static bool make_artifact(object_type *o_ptr)
2139 /* No artifacts in the town */
2140 if (!dun_level) return (FALSE);
2142 /* Paranoia -- no "plural" artifacts */
2143 if (o_ptr->number != 1) return (FALSE);
2145 /* Check the artifact list (skip the "specials") */
2146 for (i = 0; i < max_a_idx; i++)
2148 artifact_type *a_ptr = &a_info[i];
2150 /* Skip "empty" items */
2151 if (!a_ptr->name) continue;
2153 /* Cannot make an artifact twice */
2154 if (a_ptr->cur_num) continue;
2156 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2158 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2160 /* Must have the correct fields */
2161 if (a_ptr->tval != o_ptr->tval) continue;
2162 if (a_ptr->sval != o_ptr->sval) continue;
2164 /* XXX XXX Enforce minimum "depth" (loosely) */
2165 if (a_ptr->level > dun_level)
2167 /* Acquire the "out-of-depth factor" */
2168 int d = (a_ptr->level - dun_level) * 2;
2170 /* Roll for out-of-depth creation */
2171 if (!one_in_(d)) continue;
2174 /* We must make the "rarity roll" */
2175 if (!one_in_(a_ptr->rarity)) continue;
2177 /* Hack -- mark the item as an artifact */
2180 /* Hack: Some artifacts get random extra powers */
2181 random_artifact_resistance(o_ptr, a_ptr);
2193 * Choose random ego type
2195 static byte get_random_ego(byte slot, bool good)
2198 ego_item_type *e_ptr;
2202 for (i = 1; i < max_e_idx; i++)
2206 if (e_ptr->slot == slot
2207 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2210 total += (255 / e_ptr->rarity);
2214 value = randint1(total);
2216 for (i = 1; i < max_e_idx; i++)
2220 if (e_ptr->slot == slot
2221 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2224 value -= (255 / e_ptr->rarity);
2225 if (value <= 0L) break;
2233 * Apply magic to an item known to be a "weapon"
2235 * Hack -- note special base damage dice boosting
2236 * Hack -- note special processing for weapon/digger
2237 * Hack -- note special rating boost for dragon scale mail
2239 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2241 int tohit1 = randint1(5) + m_bonus(5, level);
2242 int todam1 = randint1(5) + m_bonus(5, level);
2244 int tohit2 = m_bonus(10, level);
2245 int todam2 = m_bonus(10, level);
2247 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2249 tohit2 = (tohit2+1)/2;
2250 todam2 = (todam2+1)/2;
2257 o_ptr->to_h += tohit1;
2258 o_ptr->to_d += todam1;
2264 o_ptr->to_h += tohit2;
2265 o_ptr->to_d += todam2;
2273 o_ptr->to_h -= tohit1;
2274 o_ptr->to_d -= todam1;
2279 /* Penalize again */
2280 o_ptr->to_h -= tohit2;
2281 o_ptr->to_d -= todam2;
2284 /* Cursed (if "bad") */
2285 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2288 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2291 switch (o_ptr->tval)
2298 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2299 create_artifact(o_ptr, FALSE);
2301 /* Special Ego-item */
2302 o_ptr->name2 = EGO_DIGGING;
2306 else if (power < -1)
2308 /* Hack -- Horrible digging bonus */
2309 o_ptr->pval = 0 - (5 + randint1(5));
2315 /* Hack -- Reverse digging bonus */
2316 o_ptr->pval = 0 - (o_ptr->pval);
2330 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2332 create_artifact(o_ptr, FALSE);
2337 /* Roll for an ego-item */
2338 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2339 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2341 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2346 switch (o_ptr->name2)
2349 if (one_in_(4) && (level > 40))
2350 add_flag(o_ptr->art_flags, TR_BLOWS);
2354 add_flag(o_ptr->art_flags, TR_RES_POIS);
2356 add_flag(o_ptr->art_flags, TR_WARNING);
2358 case EGO_KILL_DRAGON:
2360 add_flag(o_ptr->art_flags, TR_RES_POIS);
2364 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2366 case EGO_SLAYING_WEAPON:
2367 if (one_in_(3)) /* double damage */
2375 while (one_in_(o_ptr->dd));
2381 while (one_in_(o_ptr->ds));
2386 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2388 if (o_ptr->tval == TV_SWORD && one_in_(3))
2390 add_flag(o_ptr->art_flags, TR_VORPAL);
2395 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2401 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2403 add_flag(o_ptr->art_flags, TR_DEX);
2405 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2408 o_ptr->pval = m_bonus(5, level) + 1;
2410 case EGO_EARTHQUAKES:
2411 if (one_in_(3) && (level > 60))
2412 add_flag(o_ptr->art_flags, TR_BLOWS);
2414 o_ptr->pval = m_bonus(3, level);
2418 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2422 if (!o_ptr->art_name)
2424 /* Hack -- Super-charge the damage dice */
2425 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2427 /* Hack -- Lower the damage dice */
2428 if (o_ptr->dd > 9) o_ptr->dd = 9;
2433 else if (power < -1)
2435 /* Roll for ego-item */
2436 if (randint0(MAX_DEPTH) < level)
2438 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2439 switch (o_ptr->name2)
2442 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2456 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2458 create_artifact(o_ptr, FALSE);
2461 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2475 if (power > 2) /* power > 2 is debug only */
2477 create_artifact(o_ptr, FALSE);
2481 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2483 switch (o_ptr->name2)
2485 case EGO_SLAYING_BOLT:
2490 /* Hack -- super-charge the damage dice */
2491 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2493 /* Hack -- restrict the damage dice */
2494 if (o_ptr->dd > 9) o_ptr->dd = 9;
2498 else if (power < -1)
2500 /* Roll for ego-item */
2501 if (randint0(MAX_DEPTH) < level)
2503 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2513 static void dragon_resist(object_type * o_ptr)
2518 one_dragon_ele_resistance(o_ptr);
2520 one_high_resistance(o_ptr);
2526 static bool add_esp_strong(object_type *o_ptr)
2528 bool nonliv = FALSE;
2530 switch (randint1(3))
2532 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2533 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2534 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2541 #define MAX_ESP_WEAK 9
2542 static void add_esp_weak(object_type *o_ptr, bool extra)
2545 int idx[MAX_ESP_WEAK];
2546 int flg[MAX_ESP_WEAK];
2547 int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2548 int left = MAX_ESP_WEAK;
2550 for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2552 /* Shuffle esp flags */
2553 for (i = 0; i < n; i++)
2555 int k = randint0(left--);
2561 flg[k] = flg[k + 1];
2566 while (n--) switch (idx[n])
2568 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2569 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2570 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2571 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2572 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2573 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2574 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
2575 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2576 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2582 * Apply magic to an item known to be "armor"
2584 * Hack -- note special processing for crown/helm
2585 * Hack -- note special processing for robe of permanence
2587 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2589 int toac1 = randint1(5) + m_bonus(5, level);
2591 int toac2 = m_bonus(10, level);
2597 o_ptr->to_a += toac1;
2603 o_ptr->to_a += toac2;
2611 o_ptr->to_a -= toac1;
2616 /* Penalize again */
2617 o_ptr->to_a -= toac2;
2620 /* Cursed (if "bad") */
2621 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2626 switch (o_ptr->tval)
2632 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2633 create_artifact(o_ptr, FALSE);
2635 /* Mention the item */
2636 if (cheat_peek) object_mention(o_ptr);
2647 /* Hack -- Try for "Robes of the Magi" */
2648 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2649 (o_ptr->sval == SV_ROBE) &&
2650 (randint0(100) < 15))
2654 o_ptr->name2 = EGO_YOIYAMI;
2655 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2656 o_ptr->sval = SV_YOIYAMI_ROBE;
2662 o_ptr->name2 = EGO_PERMANENCE;
2667 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2669 create_artifact(o_ptr, FALSE);
2675 bool okay_flag = TRUE;
2677 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2679 switch (o_ptr->name2)
2681 case EGO_RESISTANCE:
2683 add_flag(o_ptr->art_flags, TR_RES_POIS);
2688 if (o_ptr->tval != TV_HARD_ARMOR)
2695 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2696 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2698 add_flag(o_ptr->art_flags, TR_CON);
2714 if (o_ptr->sval == SV_DRAGON_SHIELD)
2719 /* Mention the item */
2720 if (cheat_peek) object_mention(o_ptr);
2721 dragon_resist(o_ptr);
2722 if (!one_in_(3)) break;
2728 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2730 create_artifact(o_ptr, FALSE);
2733 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2735 switch (o_ptr->name2)
2738 if (!one_in_(3)) one_high_resistance(o_ptr);
2739 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2741 case EGO_REFLECTION:
2742 if (o_ptr->sval == SV_MIRROR_SHIELD)
2752 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2757 /* Mention the item */
2758 if (cheat_peek) object_mention(o_ptr);
2759 dragon_resist(o_ptr);
2760 if (!one_in_(3)) break;
2764 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2766 create_artifact(o_ptr, FALSE);
2769 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2773 else if (power < -1)
2775 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2783 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2788 /* Mention the item */
2789 if (cheat_peek) object_mention(o_ptr);
2790 dragon_resist(o_ptr);
2791 if (!one_in_(3)) break;
2796 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2798 create_artifact(o_ptr, FALSE);
2801 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2803 switch (o_ptr->name2)
2805 case EGO_SLOW_DESCENT:
2808 one_high_resistance(o_ptr);
2814 else if (power < -1)
2816 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2827 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2829 create_artifact(o_ptr, FALSE);
2834 bool ok_flag = TRUE;
2835 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2837 switch (o_ptr->name2)
2840 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2841 else add_esp_weak(o_ptr, FALSE);
2845 case EGO_REGENERATION:
2846 case EGO_LORDLINESS:
2851 if (one_in_(2)) add_esp_strong(o_ptr);
2852 else add_esp_weak(o_ptr, FALSE);
2855 default:/* not existing crown (wisdom,lite, etc...) */
2859 break; /* while (1) */
2865 else if (power < -1)
2867 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2875 if (o_ptr->sval == SV_DRAGON_HELM)
2880 /* Mention the item */
2881 if (cheat_peek) object_mention(o_ptr);
2882 dragon_resist(o_ptr);
2883 if (!one_in_(3)) break;
2889 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2891 create_artifact(o_ptr, FALSE);
2896 bool ok_flag = TRUE;
2897 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2899 switch (o_ptr->name2)
2901 case EGO_INTELLIGENCE:
2905 case EGO_INFRAVISION:
2910 if (one_in_(2)) add_esp_strong(o_ptr);
2911 else add_esp_weak(o_ptr, FALSE);
2914 default:/* not existing helm (Magi, Might, etc...)*/
2918 break; /* while (1) */
2923 else if (power < -1)
2925 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2935 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2937 create_artifact(o_ptr, FALSE);
2940 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2942 switch (o_ptr->name2)
2953 else if (power < -1)
2955 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2965 * Apply magic to an item known to be a "ring" or "amulet"
2967 * Hack -- note special rating boost for ring of speed
2968 * Hack -- note special rating boost for amulet of the magi
2969 * Hack -- note special "pval boost" code for ring of speed
2970 * Hack -- note that some items must be cursed (or blessed)
2972 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2974 /* Apply magic (good or bad) according to type */
2975 switch (o_ptr->tval)
2980 switch (o_ptr->sval)
2982 case SV_RING_ATTACKS:
2985 o_ptr->pval = m_bonus(2, level);
2986 if (one_in_(15)) o_ptr->pval++;
2987 if (o_ptr->pval < 1) o_ptr->pval = 1;
2993 o_ptr->ident |= (IDENT_BROKEN);
2996 o_ptr->curse_flags |= TRC_CURSED;
2999 o_ptr->pval = 0 - (o_ptr->pval);
3010 /* Strength, Constitution, Dexterity, Intelligence */
3016 o_ptr->pval = 1 + m_bonus(5, level);
3022 o_ptr->ident |= (IDENT_BROKEN);
3025 o_ptr->curse_flags |= TRC_CURSED;
3028 o_ptr->pval = 0 - (o_ptr->pval);
3034 /* Ring of Speed! */
3037 /* Base speed (1 to 10) */
3038 o_ptr->pval = randint1(5) + m_bonus(5, level);
3040 /* Super-charge the ring */
3041 while (randint0(100) < 50) o_ptr->pval++;
3047 o_ptr->ident |= (IDENT_BROKEN);
3050 o_ptr->curse_flags |= TRC_CURSED;
3053 o_ptr->pval = 0 - (o_ptr->pval);
3061 /* Mention the item */
3062 if (cheat_peek) object_mention(o_ptr);
3067 case SV_RING_LORDLY:
3071 one_lordly_high_resistance(o_ptr);
3075 /* Bonus to armor class */
3076 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3081 case SV_RING_WARNING:
3083 if (one_in_(3)) one_low_esp(o_ptr);
3088 case SV_RING_SEARCHING:
3090 /* Bonus to searching */
3091 o_ptr->pval = 1 + m_bonus(5, level);
3097 o_ptr->ident |= (IDENT_BROKEN);
3100 o_ptr->curse_flags |= TRC_CURSED;
3103 o_ptr->pval = 0 - (o_ptr->pval);
3109 /* Flames, Acid, Ice */
3110 case SV_RING_FLAMES:
3115 /* Bonus to armor class */
3116 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3120 /* Weakness, Stupidity */
3121 case SV_RING_WEAKNESS:
3122 case SV_RING_STUPIDITY:
3125 o_ptr->ident |= (IDENT_BROKEN);
3128 o_ptr->curse_flags |= TRC_CURSED;
3131 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3132 if (power > 0) power = 0 - power;
3137 /* WOE, Stupidity */
3141 o_ptr->ident |= (IDENT_BROKEN);
3144 o_ptr->curse_flags |= TRC_CURSED;
3147 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3148 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3149 if (power > 0) power = 0 - power;
3154 /* Ring of damage */
3155 case SV_RING_DAMAGE:
3157 /* Bonus to damage */
3158 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3164 o_ptr->ident |= (IDENT_BROKEN);
3167 o_ptr->curse_flags |= TRC_CURSED;
3170 o_ptr->to_d = 0 - o_ptr->to_d;
3176 /* Ring of Accuracy */
3177 case SV_RING_ACCURACY:
3180 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3186 o_ptr->ident |= (IDENT_BROKEN);
3189 o_ptr->curse_flags |= TRC_CURSED;
3192 o_ptr->to_h = 0 - o_ptr->to_h;
3198 /* Ring of Protection */
3199 case SV_RING_PROTECTION:
3201 /* Bonus to armor class */
3202 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3208 o_ptr->ident |= (IDENT_BROKEN);
3211 o_ptr->curse_flags |= TRC_CURSED;
3214 o_ptr->to_a = 0 - o_ptr->to_a;
3220 /* Ring of Slaying */
3221 case SV_RING_SLAYING:
3223 /* Bonus to damage and to hit */
3224 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3225 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3231 o_ptr->ident |= (IDENT_BROKEN);
3234 o_ptr->curse_flags |= TRC_CURSED;
3236 /* Reverse bonuses */
3237 o_ptr->to_h = 0 - o_ptr->to_h;
3238 o_ptr->to_d = 0 - o_ptr->to_d;
3244 case SV_RING_MUSCLE:
3246 o_ptr->pval = 1 + m_bonus(3, level);
3247 if (one_in_(4)) o_ptr->pval++;
3253 o_ptr->ident |= (IDENT_BROKEN);
3256 o_ptr->curse_flags |= TRC_CURSED;
3258 /* Reverse bonuses */
3259 o_ptr->pval = 0 - o_ptr->pval;
3264 case SV_RING_AGGRAVATION:
3267 o_ptr->ident |= (IDENT_BROKEN);
3270 o_ptr->curse_flags |= TRC_CURSED;
3272 if (power > 0) power = 0 - power;
3276 if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3277 || (power > 2)) /* power > 2 is debug only */
3279 o_ptr->pval = MIN(o_ptr->pval, 4);
3280 /* Randart amulet */
3281 create_artifact(o_ptr, FALSE);
3283 else if ((power == 2) && one_in_(2))
3285 while(!o_ptr->name2)
3287 int tmp = m_bonus(10, level);
3288 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3289 switch(randint1(28))
3292 o_ptr->name2 = EGO_RING_THROW;
3295 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3296 o_ptr->name2 = EGO_RING_REGEN;
3299 if (have_flag(k_ptr->flags, TR_LITE)) break;
3300 o_ptr->name2 = EGO_RING_LITE;
3303 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3304 o_ptr->name2 = EGO_RING_TELEPORT;
3307 if (o_ptr->to_h) break;
3308 o_ptr->name2 = EGO_RING_TO_H;
3311 if (o_ptr->to_d) break;
3312 o_ptr->name2 = EGO_RING_TO_D;
3315 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3316 o_ptr->name2 = EGO_RING_SLAY;
3319 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3320 o_ptr->name2 = EGO_RING_WIZARD;
3323 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3324 o_ptr->name2 = EGO_RING_HERO;
3327 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3328 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3329 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3330 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3333 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3334 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;
3335 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3336 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3337 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3340 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3341 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;
3342 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3343 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3344 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3347 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3348 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;
3349 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3350 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3353 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3354 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;
3355 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3356 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3358 case 21: case 22: case 23: case 24: case 25: case 26:
3359 switch (o_ptr->sval)
3362 if (!one_in_(3)) break;
3363 o_ptr->name2 = EGO_RING_D_SPEED;
3365 case SV_RING_DAMAGE:
3366 case SV_RING_ACCURACY:
3367 case SV_RING_SLAYING:
3368 if (one_in_(2)) break;
3369 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3372 o_ptr->name2 = EGO_RING_BERSERKER;
3373 o_ptr->to_h -= 2+randint1(4);
3374 o_ptr->to_d += 2+randint1(4);
3377 case SV_RING_PROTECTION:
3378 o_ptr->name2 = EGO_RING_SUPER_AC;
3379 o_ptr->to_a += 7 + m_bonus(5, level);
3381 case SV_RING_RES_FEAR:
3382 o_ptr->name2 = EGO_RING_HERO;
3385 if (one_in_(2)) break;
3386 o_ptr->name2 = EGO_RING_HUNTER;
3388 case SV_RING_SEARCHING:
3389 o_ptr->name2 = EGO_RING_STEALTH;
3391 case SV_RING_TELEPORTATION:
3392 o_ptr->name2 = EGO_RING_TELE_AWAY;
3394 case SV_RING_RES_BLINDNESS:
3396 o_ptr->name2 = EGO_RING_RES_LITE;
3398 o_ptr->name2 = EGO_RING_RES_DARK;
3400 case SV_RING_LORDLY:
3401 if (!one_in_(20)) break;
3402 one_lordly_high_resistance(o_ptr);
3403 one_lordly_high_resistance(o_ptr);
3404 o_ptr->name2 = EGO_RING_TRUE;
3406 case SV_RING_SUSTAIN:
3407 if (!one_in_(4)) break;
3408 o_ptr->name2 = EGO_RING_RES_TIME;
3410 case SV_RING_FLAMES:
3411 if (!one_in_(2)) break;
3412 o_ptr->name2 = EGO_RING_DRAGON_F;
3415 if (!one_in_(2)) break;
3416 o_ptr->name2 = EGO_RING_DRAGON_C;
3418 case SV_RING_WARNING:
3419 if (!one_in_(2)) break;
3420 o_ptr->name2 = EGO_RING_M_DETECT;
3429 o_ptr->curse_flags = 0L;
3431 else if ((power == -2) && one_in_(2))
3433 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3434 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3435 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3436 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3437 o_ptr->art_flags[0] = 0;
3438 o_ptr->art_flags[1] = 0;
3439 while(!o_ptr->name2)
3441 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3445 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3446 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3449 o_ptr->name2 = EGO_RING_NO_MELEE;
3452 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3453 o_ptr->name2 = EGO_RING_AGGRAVATE;
3456 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3457 o_ptr->name2 = EGO_RING_TY_CURSE;
3460 o_ptr->name2 = EGO_RING_ALBINO;
3465 o_ptr->ident |= (IDENT_BROKEN);
3468 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3476 switch (o_ptr->sval)
3478 /* Amulet of wisdom/charisma */
3479 case SV_AMULET_INTELLIGENCE:
3480 case SV_AMULET_WISDOM:
3481 case SV_AMULET_CHARISMA:
3483 o_ptr->pval = 1 + m_bonus(5, level);
3489 o_ptr->ident |= (IDENT_BROKEN);
3492 o_ptr->curse_flags |= (TRC_CURSED);
3494 /* Reverse bonuses */
3495 o_ptr->pval = 0 - o_ptr->pval;
3501 /* Amulet of brilliance */
3502 case SV_AMULET_BRILLIANCE:
3504 o_ptr->pval = 1 + m_bonus(3, level);
3505 if (one_in_(4)) o_ptr->pval++;
3511 o_ptr->ident |= (IDENT_BROKEN);
3514 o_ptr->curse_flags |= (TRC_CURSED);
3516 /* Reverse bonuses */
3517 o_ptr->pval = 0 - o_ptr->pval;
3523 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3527 o_ptr->curse_flags |= (TRC_CURSED);
3532 case SV_AMULET_RESISTANCE:
3534 if (one_in_(5)) one_high_resistance(o_ptr);
3535 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3539 /* Amulet of searching */
3540 case SV_AMULET_SEARCHING:
3542 o_ptr->pval = randint1(2) + m_bonus(4, level);
3548 o_ptr->ident |= (IDENT_BROKEN);
3551 o_ptr->curse_flags |= (TRC_CURSED);
3553 /* Reverse bonuses */
3554 o_ptr->pval = 0 - (o_ptr->pval);
3560 /* Amulet of the Magi -- never cursed */
3561 case SV_AMULET_THE_MAGI:
3563 o_ptr->pval = randint1(5) + m_bonus(5, level);
3564 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3566 /* gain one low ESP */
3567 add_esp_weak(o_ptr, FALSE);
3569 /* Boost the rating */
3572 /* Mention the item */
3573 if (cheat_peek) object_mention(o_ptr);
3578 /* Amulet of Doom -- always cursed */
3579 case SV_AMULET_DOOM:
3582 o_ptr->ident |= (IDENT_BROKEN);
3585 o_ptr->curse_flags |= (TRC_CURSED);
3588 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3589 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3590 if (power > 0) power = 0 - power;
3595 case SV_AMULET_MAGIC_MASTERY:
3597 o_ptr->pval = 1 + m_bonus(4, level);
3603 o_ptr->ident |= (IDENT_BROKEN);
3606 o_ptr->curse_flags |= (TRC_CURSED);
3608 /* Reverse bonuses */
3609 o_ptr->pval = 0 - o_ptr->pval;
3615 if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3616 || (power > 2)) /* power > 2 is debug only */
3618 o_ptr->pval = MIN(o_ptr->pval, 4);
3619 /* Randart amulet */
3620 create_artifact(o_ptr, FALSE);
3622 else if ((power == 2) && one_in_(2))
3624 while(!o_ptr->name2)
3626 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3627 switch(randint1(21))
3630 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3631 o_ptr->name2 = EGO_AMU_SLOW_D;
3634 if (o_ptr->pval) break;
3635 o_ptr->name2 = EGO_AMU_INFRA;
3638 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3639 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3642 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3643 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3646 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3647 o_ptr->name2 = EGO_AMU_LEVITATION;
3649 case 10: case 11: case 21:
3650 o_ptr->name2 = EGO_AMU_AC;
3653 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3654 if (m_bonus(10, level) > 8)
3655 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3657 o_ptr->name2 = EGO_AMU_RES_FIRE;
3660 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3661 if (m_bonus(10, level) > 8)
3662 o_ptr->name2 = EGO_AMU_RES_COLD_;
3664 o_ptr->name2 = EGO_AMU_RES_COLD;
3667 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3668 if (m_bonus(10, level) > 8)
3669 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3671 o_ptr->name2 = EGO_AMU_RES_ELEC;
3674 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3675 if (m_bonus(10, level) > 8)
3676 o_ptr->name2 = EGO_AMU_RES_ACID_;
3678 o_ptr->name2 = EGO_AMU_RES_ACID;
3680 case 16: case 17: case 18: case 19: case 20:
3681 switch (o_ptr->sval)
3683 case SV_AMULET_TELEPORT:
3684 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3685 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3686 else o_ptr->name2 = EGO_AMU_TELEPORT;
3688 case SV_AMULET_RESIST_ACID:
3689 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3691 case SV_AMULET_SEARCHING:
3692 o_ptr->name2 = EGO_AMU_STEALTH;
3694 case SV_AMULET_BRILLIANCE:
3695 if (!one_in_(3)) break;
3696 o_ptr->name2 = EGO_AMU_IDENT;
3698 case SV_AMULET_CHARISMA:
3699 if (!one_in_(3)) break;
3700 o_ptr->name2 = EGO_AMU_CHARM;
3702 case SV_AMULET_THE_MAGI:
3703 if (one_in_(2)) break;
3704 o_ptr->name2 = EGO_AMU_GREAT;
3706 case SV_AMULET_RESISTANCE:
3707 if (!one_in_(5)) break;
3708 o_ptr->name2 = EGO_AMU_DEFENDER;
3710 case SV_AMULET_TELEPATHY:
3711 if (!one_in_(3)) break;
3712 o_ptr->name2 = EGO_AMU_DETECTION;
3718 o_ptr->curse_flags = 0L;
3720 else if ((power == -2) && one_in_(2))
3722 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3723 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3724 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3725 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3726 o_ptr->art_flags[0] = 0;
3727 o_ptr->art_flags[1] = 0;
3728 while(!o_ptr->name2)
3730 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3734 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3735 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3738 o_ptr->name2 = EGO_AMU_FOOL;
3741 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3742 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3745 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3746 o_ptr->name2 = EGO_AMU_TY_CURSE;
3749 o_ptr->name2 = EGO_AMU_NAIVETY;
3754 o_ptr->ident |= (IDENT_BROKEN);
3757 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3766 * Hack -- help pick an item type
3768 static bool item_monster_okay(int r_idx)
3770 monster_race *r_ptr = &r_info[r_idx];
3773 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3774 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3775 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3776 if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3777 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3778 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3786 * Apply magic to an item known to be "boring"
3788 * Hack -- note the special code for various items
3790 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3792 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3797 /* Apply magic (good or bad) according to type */
3798 switch (o_ptr->tval)
3807 o_ptr->ident |= (IDENT_BROKEN);
3810 o_ptr->curse_flags |= (TRC_CURSED);
3817 o_ptr->xtra4 = o_ptr->pval;
3823 /* Hack -- Torches -- random fuel */
3824 if (o_ptr->sval == SV_LITE_TORCH)
3826 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3830 /* Hack -- Lanterns -- random fuel */
3831 if (o_ptr->sval == SV_LITE_LANTERN)
3833 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3837 if (power > 2) /* power > 2 is debug only */
3839 create_artifact(o_ptr, FALSE);
3841 else if ((power == 2) || ((power == 1) && one_in_(3)))
3843 while (!o_ptr->name2)
3847 bool okay_flag = TRUE;
3849 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3851 switch (o_ptr->name2)
3854 if (o_ptr->sval == SV_LITE_FEANOR)
3862 else if (power == -2)
3864 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3866 switch (o_ptr->name2)
3868 case EGO_LITE_DARKNESS:
3880 /* The wand or staff gets a number of initial charges equal
3881 * to between 1/2 (+1) and the full object kind's pval. -LM-
3883 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3889 /* Transfer the pval. -LM- */
3890 o_ptr->pval = k_ptr->pval;
3897 object_aware(o_ptr);
3898 object_known(o_ptr);
3907 monster_race *r_ptr;
3909 /* Pick a random non-unique monster race */
3912 i = randint1(max_r_idx - 1);
3914 if (!item_monster_okay(i)) continue;
3915 if (i == MON_TSUCHINOKO) continue;
3919 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3921 /* Ignore dead monsters */
3922 if (!r_ptr->rarity) continue;
3924 /* Prefer less out-of-depth monsters */
3925 if (randint0(check)) continue;
3932 /* Some figurines are cursed */
3933 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3938 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3940 msg_format("Figurine of %s, depth +%d%s",
3943 r_name + r_ptr->name, check - 1,
3944 !cursed_p(o_ptr) ? "" : " {cursed}");
3957 monster_race *r_ptr;
3959 if (o_ptr->sval == SV_SKELETON)
3961 match = RF9_DROP_SKELETON;
3963 else if (o_ptr->sval == SV_CORPSE)
3965 match = RF9_DROP_CORPSE;
3968 /* Hack -- Remove the monster restriction */
3969 get_mon_num_prep(item_monster_okay, NULL);
3971 /* Pick a random non-unique monster race */
3974 i = get_mon_num(dun_level);
3978 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3980 /* Ignore dead monsters */
3981 if (!r_ptr->rarity) continue;
3983 /* Ignore corpseless monsters */
3984 if (!(r_ptr->flags9 & match)) continue;
3986 /* Prefer less out-of-depth monsters */
3987 if (randint0(check)) continue;
3997 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
3999 msg_format("Corpse of %s, depth +%d",
4002 r_name + r_ptr->name, check - 1);
4005 object_aware(o_ptr);
4006 object_known(o_ptr);
4014 monster_race *r_ptr;
4016 /* Pick a random monster race */
4019 i = randint1(max_r_idx - 1);
4023 /* Ignore dead monsters */
4024 if (!r_ptr->rarity) continue;
4034 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4036 msg_format("Statue of %s", r_name + r_ptr->name);
4040 object_aware(o_ptr);
4041 object_known(o_ptr);
4048 byte obj_level = get_object_level(o_ptr);
4050 /* Hack -- skip ruined chests */
4051 if (obj_level <= 0) break;
4053 /* Hack -- pick a "difficulty" */
4054 o_ptr->pval = randint1(obj_level);
4055 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4057 o_ptr->xtra3 = dun_level + 5;
4059 /* Never exceed "difficulty" of 55 to 59 */
4060 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4069 * Complete the "creation" of an object by applying "magic" to the item
4071 * This includes not only rolling for random bonuses, but also putting the
4072 * finishing touches on ego-items and artifacts, giving charges to wands and
4073 * staffs, giving fuel to lites, and placing traps on chests.
4075 * In particular, note that "Instant Artifacts", if "created" by an external
4076 * routine, must pass through this function to complete the actual creation.
4078 * The base "chance" of the item being "good" increases with the "level"
4079 * parameter, which is usually derived from the dungeon level, being equal
4080 * to the level plus 10, up to a maximum of 75. If "good" is true, then
4081 * the object is guaranteed to be "good". If an object is "good", then
4082 * the chance that the object will be "great" (ego-item or artifact), also
4083 * increases with the "level", being equal to half the level, plus 5, up to
4084 * a maximum of 20. If "great" is true, then the object is guaranteed to be
4085 * "great". At dungeon level 65 and below, 15/100 objects are "great".
4087 * If the object is not "good", there is a chance it will be "cursed", and
4088 * if it is "cursed", there is a chance it will be "broken". These chances
4089 * are related to the "good" / "great" chances above.
4091 * Otherwise "normal" rings and amulets will be "good" half the time and
4092 * "cursed" half the time, unless the ring/amulet is always good or cursed.
4094 * If "okay" is true, and the object is going to be "great", then there is
4095 * a chance that an artifact will be created. This is true even if both the
4096 * "good" and "great" arguments are false. As a total hack, if "great" is
4097 * true, then the item gets 3 extra "attempts" to become an artifact.
4099 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4101 int i, rolls, f1, f2, power;
4103 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4105 /* Maximum "level" for various things */
4106 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4108 /* Base chance of being "good" */
4111 /* Maximal chance of being "good" */
4112 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4114 /* Base chance of being "great" */
4117 /* Maximal chance of being "great" */
4118 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4119 f2 = d_info[dungeon_type].obj_great;
4121 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4126 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4135 /* Roll for "good" */
4136 if ((mode & AM_GOOD) || magik(f1))
4141 /* Roll for "great" */
4142 if ((mode & AM_GREAT) || magik(f2))
4146 /* Roll for "special" */
4147 if (mode & AM_SPECIAL) power = 3;
4151 /* Roll for "cursed" */
4154 /* Assume "cursed" */
4157 /* Roll for "broken" */
4158 if (magik(f2)) power = -2;
4162 if (mode & AM_CURSED)
4164 /* Assume 'cursed' */
4169 /* Everything else gets more badly cursed */
4176 /* Assume no rolls */
4179 /* Get one roll if excellent */
4180 if (power >= 2) rolls = 1;
4182 /* Hack -- Get four rolls if forced great or special */
4183 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4185 /* Hack -- Get no rolls if not allowed */
4186 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4188 /* Roll for artifacts if allowed */
4189 for (i = 0; i < rolls; i++)
4191 /* Roll for an artifact */
4192 if (make_artifact(o_ptr)) break;
4193 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4195 if (make_artifact(o_ptr)) break;
4200 /* Hack -- analyze artifacts */
4203 artifact_type *a_ptr = &a_info[o_ptr->name1];
4205 /* Hack -- Mark the artifact as "created" */
4208 /* Hack -- Memorize location of artifact in saved floors */
4209 if (character_dungeon)
4210 a_ptr->floor_id = p_ptr->floor_id;
4212 /* Extract the other fields */
4213 o_ptr->pval = a_ptr->pval;
4214 o_ptr->ac = a_ptr->ac;
4215 o_ptr->dd = a_ptr->dd;
4216 o_ptr->ds = a_ptr->ds;
4217 o_ptr->to_a = a_ptr->to_a;
4218 o_ptr->to_h = a_ptr->to_h;
4219 o_ptr->to_d = a_ptr->to_d;
4220 o_ptr->weight = a_ptr->weight;
4222 /* Hack -- extract the "broken" flag */
4223 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4225 /* Hack -- extract the "cursed" flag */
4226 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4227 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4228 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4229 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4230 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4231 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4233 /* Mega-Hack -- increase the rating */
4236 /* Mega-Hack -- increase the rating again */
4237 if (a_ptr->cost > 50000L) rating += 10;
4239 /* Mega-Hack -- increase the rating again */
4240 if (a_ptr->cost > 100000L) rating += 10;
4242 /* Set the good item flag */
4243 good_item_flag = TRUE;
4245 /* Cheat -- peek at the item */
4246 if (cheat_peek) object_mention(o_ptr);
4254 switch (o_ptr->tval)
4263 if (power) a_m_aux_1(o_ptr, lev, power);
4269 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4275 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4289 /* Elven Cloak and Black Clothes ... */
4290 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4291 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4292 o_ptr->pval = randint1(4);
4296 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4297 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4298 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4299 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4300 a_m_aux_2(o_ptr, lev, power);
4302 if (power) a_m_aux_2(o_ptr, lev, power);
4310 if (!power && (randint0(100) < 50)) power = -1;
4311 a_m_aux_3(o_ptr, lev, power);
4317 a_m_aux_4(o_ptr, lev, power);
4322 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4323 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4324 (p_ptr->pseikaku == SEIKAKU_SEXY))
4327 add_flag(o_ptr->art_flags, TR_STR);
4328 add_flag(o_ptr->art_flags, TR_INT);
4329 add_flag(o_ptr->art_flags, TR_WIS);
4330 add_flag(o_ptr->art_flags, TR_DEX);
4331 add_flag(o_ptr->art_flags, TR_CON);
4332 add_flag(o_ptr->art_flags, TR_CHR);
4335 if (o_ptr->art_name) rating += 30;
4337 /* Hack -- analyze ego-items */
4338 else if (o_ptr->name2)
4340 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4342 /* Hack -- acquire "broken" flag */
4343 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4345 /* Hack -- acquire "cursed" flag */
4346 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4347 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4348 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4349 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4350 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4351 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4353 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4354 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4355 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4356 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4357 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4358 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4359 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4361 /* Hack -- apply extra penalties if needed */
4362 if (cursed_p(o_ptr) || broken_p(o_ptr))
4364 /* Hack -- obtain bonuses */
4365 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4366 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4367 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4369 /* Hack -- obtain pval */
4370 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4373 /* Hack -- apply extra bonuses if needed */
4376 /* Hack -- obtain bonuses */
4377 if (e_ptr->max_to_h)
4379 if (e_ptr->max_to_h > 127)
4380 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4381 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4383 if (e_ptr->max_to_d)
4385 if (e_ptr->max_to_d > 127)
4386 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4387 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4389 if (e_ptr->max_to_a)
4391 if (e_ptr->max_to_a > 127)
4392 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4393 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4396 /* Hack -- obtain pval */
4397 if (e_ptr->max_pval)
4399 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4402 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4404 else if (o_ptr->name2 == EGO_ATTACKS)
4406 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4407 if (o_ptr->pval > 3) o_ptr->pval = 3;
4408 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4409 o_ptr->pval += randint1(2);
4411 else if (o_ptr->name2 == EGO_BAT)
4413 o_ptr->pval = randint1(e_ptr->max_pval);
4414 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4418 o_ptr->pval += randint1(e_ptr->max_pval);
4421 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4423 o_ptr->pval = randint1(o_ptr->pval);
4425 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4429 /* Hack -- apply rating bonus */
4430 rating += e_ptr->rating;
4432 /* Cheat -- describe the item */
4433 if (cheat_peek) object_mention(o_ptr);
4439 /* Examine real objects */
4442 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4444 /* Hack -- acquire "broken" flag */
4445 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4447 /* Hack -- acquire "cursed" flag */
4448 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4449 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4450 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4451 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4452 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4453 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4459 * Hack -- determine if a template is "good"
4461 static bool kind_is_good(int k_idx)
4463 object_kind *k_ptr = &k_info[k_idx];
4465 /* Analyze the item type */
4466 switch (k_ptr->tval)
4468 /* Armor -- Good unless damaged */
4479 if (k_ptr->to_a < 0) return (FALSE);
4483 /* Weapons -- Good unless damaged */
4490 if (k_ptr->to_h < 0) return (FALSE);
4491 if (k_ptr->to_d < 0) return (FALSE);
4495 /* Ammo -- Arrows/Bolts are good */
4502 /* Books -- High level books are good (except Arcane books) */
4504 case TV_SORCERY_BOOK:
4505 case TV_NATURE_BOOK:
4509 case TV_ENCHANT_BOOK:
4510 case TV_DAEMON_BOOK:
4511 case TV_CRUSADE_BOOK:
4513 case TV_HISSATSU_BOOK:
4515 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4519 /* Rings -- Rings of Speed are good */
4522 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4523 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4527 /* Amulets -- Amulets of the Magi and Resistance are good */
4530 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4531 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4536 /* Assume not good */
4542 * Attempt to make an object (normal or good/great)
4544 * This routine plays nasty games to generate the "special artifacts".
4546 * This routine uses "object_level" for the "generation level".
4548 * We assume that the given object has been "wiped".
4550 bool make_object(object_type *j_ptr, u32b mode)
4556 /* Chance of "special object" */
4557 prob = ((mode & AM_GOOD) ? 10 : 1000);
4559 /* Base level for the object */
4560 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4563 /* Generate a special object, or a normal object */
4564 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4569 * Hack -- If restriction is already specified, allocation table is
4570 * should be prepared by get_obj_num_prep().
4571 * We rely previous preparation before reaching here.
4574 if ((mode & AM_GOOD) && !get_obj_num_hook)
4576 /* Activate restriction (if already specified, use it) */
4577 get_obj_num_hook = kind_is_good;
4579 /* Prepare allocation table */
4583 /* Pick a random object */
4584 k_idx = get_obj_num(base);
4587 if (get_obj_num_hook)
4589 /* Clear restriction */
4590 get_obj_num_hook = NULL;
4592 /* Prepare allocation table */
4596 /* Handle failure */
4597 if (!k_idx) return (FALSE);
4599 /* Prepare the object */
4600 object_prep(j_ptr, k_idx);
4603 /* Apply magic (allow artifacts) */
4604 apply_magic(j_ptr, object_level, mode);
4606 /* Hack -- generate multiple spikes/missiles */
4607 switch (j_ptr->tval)
4615 j_ptr->number = (byte)damroll(6, 7);
4619 obj_level = get_object_level(j_ptr);
4620 if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4622 /* Notice "okay" out-of-depth objects */
4623 if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4624 (obj_level > dun_level))
4626 /* Rating increase */
4627 rating += (obj_level - dun_level);
4629 /* Cheat -- peek at items */
4630 if (cheat_peek) object_mention(j_ptr);
4639 * Attempt to place an object (normal or good/great) at the given location.
4641 * This routine plays nasty games to generate the "special artifacts".
4643 * This routine uses "object_level" for the "generation level".
4645 * This routine requires a clean floor grid destination.
4647 void place_object(int y, int x, u32b mode)
4657 /* Paranoia -- check bounds */
4658 if (!in_bounds(y, x)) return;
4660 /* Require clean floor space */
4661 if (!cave_clean_bold(y, x)) return;
4664 /* Get local object */
4667 /* Wipe the object */
4670 /* Make an object (if possible) */
4671 if (!make_object(q_ptr, mode)) return;
4674 /* Make an object */
4682 /* Acquire object */
4683 o_ptr = &o_list[o_idx];
4685 /* Structure Copy */
4686 object_copy(o_ptr, q_ptr);
4693 c_ptr = &cave[y][x];
4696 o_ptr->next_o_idx = c_ptr->o_idx;
4698 /* Place the object */
4699 c_ptr->o_idx = o_idx;
4709 /* Hack -- Preserve artifacts */
4712 a_info[q_ptr->name1].cur_num = 0;
4719 * Make a treasure object
4721 * The location must be a legal, clean, floor grid.
4723 bool make_gold(object_type *j_ptr)
4730 /* Hack -- Pick a Treasure variety */
4731 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4733 /* Apply "extra" magic */
4734 if (one_in_(GREAT_OBJ))
4736 i += randint1(object_level + 1);
4739 /* Hack -- Creeping Coins only generate "themselves" */
4740 if (coin_type) i = coin_type;
4742 /* Do not create "illegal" Treasure Types */
4743 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4745 /* Prepare a gold object */
4746 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4748 /* Hack -- Base coin cost */
4749 base = k_info[OBJ_GOLD_LIST+i].cost;
4751 /* Determine how much the treasure is "worth" */
4752 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4760 * Places a treasure (Gold or Gems) at given location
4762 * The location must be a legal, clean, floor grid.
4764 void place_gold(int y, int x)
4774 /* Paranoia -- check bounds */
4775 if (!in_bounds(y, x)) return;
4777 /* Require clean floor space */
4778 if (!cave_clean_bold(y, x)) return;
4781 /* Get local object */
4784 /* Wipe the object */
4787 /* Make some gold */
4788 if (!make_gold(q_ptr)) return;
4791 /* Make an object */
4799 /* Acquire object */
4800 o_ptr = &o_list[o_idx];
4802 /* Copy the object */
4803 object_copy(o_ptr, q_ptr);
4810 c_ptr = &cave[y][x];
4813 o_ptr->next_o_idx = c_ptr->o_idx;
4815 /* Place the object */
4816 c_ptr->o_idx = o_idx;
4828 * Let an object fall to the ground at or near a location.
4830 * The initial location is assumed to be "in_bounds()".
4832 * This function takes a parameter "chance". This is the percentage
4833 * chance that the item will "disappear" instead of drop. If the object
4834 * has been thrown, then this is the chance of disappearance on contact.
4836 * Hack -- this function uses "chance" to determine if it should produce
4837 * some form of "description" of the drop event (under the player).
4839 * We check several locations to see if we can find a location at which
4840 * the object can combine, stack, or be placed. Artifacts will try very
4841 * hard to be placed, including "teleporting" to a useful grid if needed.
4843 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4854 s16b this_o_idx, next_o_idx = 0;
4858 char o_name[MAX_NLEN];
4864 /* Extract plural */
4865 bool plural = (j_ptr->number != 1);
4868 /* Describe object */
4869 object_desc(o_name, j_ptr, FALSE, 0);
4872 /* Handle normal "breakage" */
4873 if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4877 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4879 msg_format("The %s disappear%s.",
4880 o_name, (plural ? "" : "s"));
4886 if (p_ptr->wizard) msg_print("(ÇË»)");
4888 if (p_ptr->wizard) msg_print("(breakage)");
4907 /* Scan local grids */
4908 for (dy = -3; dy <= 3; dy++)
4910 /* Scan local grids */
4911 for (dx = -3; dx <= 3; dx++)
4915 /* Calculate actual distance */
4916 d = (dy * dy) + (dx * dx);
4918 /* Ignore distant grids */
4919 if (d > 10) continue;
4925 /* Skip illegal grids */
4926 if (!in_bounds(ty, tx)) continue;
4928 /* Require line of sight */
4929 if (!los(y, x, ty, tx)) continue;
4932 c_ptr = &cave[ty][tx];
4934 /* Require floor space */
4935 if ((c_ptr->feat != FEAT_FLOOR) &&
4936 (c_ptr->feat != FEAT_SHAL_WATER) &&
4937 (c_ptr->feat != FEAT_GRASS) &&
4938 (c_ptr->feat != FEAT_DIRT) &&
4939 (c_ptr->feat != FEAT_FLOWER) &&
4940 (c_ptr->feat != FEAT_DEEP_GRASS) &&
4941 (c_ptr->feat != FEAT_SHAL_LAVA) &&
4942 (c_ptr->feat != FEAT_TREES)) continue;
4943 if (c_ptr->info & (CAVE_OBJECT)) continue;
4948 /* Scan objects in that grid */
4949 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4953 /* Acquire object */
4954 o_ptr = &o_list[this_o_idx];
4956 /* Acquire next object */
4957 next_o_idx = o_ptr->next_o_idx;
4959 /* Check for possible combination */
4960 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4966 /* Add new object */
4970 if (k > 99) continue;
4972 /* Calculate score */
4973 s = 1000 - (d + k * 5);
4975 /* Skip bad values */
4976 if (s < bs) continue;
4978 /* New best value */
4981 /* Apply the randomizer to equivalent values */
4982 if ((++bn >= 2) && !one_in_(bn)) continue;
4997 /* Handle lack of space */
4998 if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5002 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5004 msg_format("The %s disappear%s.",
5005 o_name, (plural ? "" : "s"));
5011 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5013 if (p_ptr->wizard) msg_print("(no floor space)");
5023 for (i = 0; !flag; i++)
5028 ty = rand_spread(by, 1);
5029 tx = rand_spread(bx, 1);
5032 /* Random locations */
5035 ty = randint0(cur_hgt);
5036 tx = randint0(cur_wid);
5040 c_ptr = &cave[ty][tx];
5042 /* Require floor space (or shallow terrain) -KMW- */
5043 if ((c_ptr->feat != FEAT_FLOOR) &&
5044 (c_ptr->feat != FEAT_SHAL_WATER) &&
5045 (c_ptr->feat != FEAT_GRASS) &&
5046 (c_ptr->feat != FEAT_DIRT) &&
5047 (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5049 /* Bounce to that location */
5053 /* Require floor space */
5054 if (!cave_clean_bold(by, bx)) continue;
5062 c_ptr = &cave[by][bx];
5064 /* Scan objects in that grid for combination */
5065 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5069 /* Acquire object */
5070 o_ptr = &o_list[this_o_idx];
5072 /* Acquire next object */
5073 next_o_idx = o_ptr->next_o_idx;
5075 /* Check for combination */
5076 if (object_similar(o_ptr, j_ptr))
5078 /* Combine the items */
5079 object_absorb(o_ptr, j_ptr);
5089 /* Get new object */
5090 if (!done) o_idx = o_pop();
5093 if (!done && !o_idx)
5097 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5099 msg_format("The %s disappear%s.",
5100 o_name, (plural ? "" : "s"));
5106 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5108 if (p_ptr->wizard) msg_print("(too many objects)");
5112 /* Hack -- Preserve artifacts */
5115 a_info[j_ptr->name1].cur_num = 0;
5125 /* Structure copy */
5126 object_copy(&o_list[o_idx], j_ptr);
5128 /* Access new object */
5129 j_ptr = &o_list[o_idx];
5136 j_ptr->held_m_idx = 0;
5139 j_ptr->next_o_idx = c_ptr->o_idx;
5141 /* Place the object */
5142 c_ptr->o_idx = o_idx;
5157 /* Mega-Hack -- no message if "dropped" by player */
5158 /* Message when an object falls under the player */
5159 if (chance && player_bold(by, bx))
5162 msg_print("²¿¤«¤¬Â²¼¤Ëž¤¬¤Ã¤Æ¤¤¿¡£");
5164 msg_print("You feel something roll beneath your feet.");
5177 * Scatter some "great" objects near the player
5179 void acquirement(int y1, int x1, int num, bool great, bool known)
5182 object_type object_type_body;
5183 u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5188 /* Get local object */
5189 i_ptr = &object_type_body;
5191 /* Wipe the object */
5194 /* Make a good (or great) object (if possible) */
5195 if (!make_object(i_ptr, mode)) continue;
5199 object_aware(i_ptr);
5200 object_known(i_ptr);
5203 /* Drop the object */
5204 (void)drop_near(i_ptr, -1, y1, x1);
5209 #define MAX_TRAPS 18
5211 static int trap_num[MAX_TRAPS] =
5215 FEAT_TRAP_SPIKED_PIT,
5216 FEAT_TRAP_POISON_PIT,
5237 * XXX XXX XXX This routine should be redone to reflect trap "level".
5238 * That is, it does not make sense to have spiked pits at 50 feet.
5239 * Actually, it is not this routine, but the "trap instantiation"
5240 * code, which should also check for "trap doors" on quest levels.
5242 byte choose_random_trap(void)
5249 /* Hack -- pick a trap */
5250 feat = trap_num[randint0(MAX_TRAPS)];
5252 /* Accept non-trapdoors */
5253 if (feat != FEAT_TRAP_TRAPDOOR) break;
5255 /* Hack -- no trap doors on special levels */
5256 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5258 /* Hack -- no trap doors on the deepest level */
5259 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5268 * Disclose an invisible trap
5270 void disclose_grid(int y, int x)
5272 cave_type *c_ptr = &cave[y][x];
5275 if (!c_ptr->mimic) return;
5277 /* No longer hidden */
5289 * Places a random trap at the given location.
5291 * The location must be a legal, naked, floor grid.
5293 * Note that all traps start out as "invisible" and "untyped", and then
5294 * when they are "discovered" (by detecting them or setting them off),
5295 * the trap is "instantiated" as a visible, "typed", trap.
5297 void place_trap(int y, int x)
5299 cave_type *c_ptr = &cave[y][x];
5301 /* Paranoia -- verify location */
5302 if (!in_bounds(y, x)) return;
5304 /* Require empty, clean, floor grid */
5305 if (!cave_naked_bold(y, x)) return;
5307 /* Place an invisible trap */
5308 c_ptr->mimic = c_ptr->feat;
5309 c_ptr->feat = choose_random_trap();
5314 * Describe the charges on an item in the inventory.
5316 void inven_item_charges(int item)
5318 object_type *o_ptr = &inventory[item];
5320 /* Require staff/wand */
5321 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5323 /* Require known item */
5324 if (!object_known_p(o_ptr)) return;
5327 if (o_ptr->pval <= 0)
5329 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5333 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5336 /* Multiple charges */
5337 if (o_ptr->pval != 1)
5339 /* Print a message */
5340 msg_format("You have %d charges remaining.", o_ptr->pval);
5346 /* Print a message */
5347 msg_format("You have %d charge remaining.", o_ptr->pval);
5355 * Describe an item in the inventory.
5357 void inven_item_describe(int item)
5359 object_type *o_ptr = &inventory[item];
5360 char o_name[MAX_NLEN];
5362 /* Get a description */
5363 object_desc(o_name, o_ptr, TRUE, 3);
5365 /* Print a message */
5367 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5368 if (o_ptr->number <= 0)
5370 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5371 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5375 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5376 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5379 msg_format("You have %s.", o_name);
5386 * Increase the "number" of an item in the inventory
5388 void inven_item_increase(int item, int num)
5390 object_type *o_ptr = &inventory[item];
5393 num += o_ptr->number;
5396 if (num > 255) num = 255;
5397 else if (num < 0) num = 0;
5400 num -= o_ptr->number;
5402 /* Change the number and weight */
5405 /* Add the number */
5406 o_ptr->number += num;
5408 /* Add the weight */
5409 p_ptr->total_weight += (num * o_ptr->weight);
5411 /* Recalculate bonuses */
5412 p_ptr->update |= (PU_BONUS);
5414 /* Recalculate mana XXX */
5415 p_ptr->update |= (PU_MANA);
5417 /* Combine the pack */
5418 p_ptr->notice |= (PN_COMBINE);
5421 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5427 * Erase an inventory slot if it has no more items
5429 void inven_item_optimize(int item)
5431 object_type *o_ptr = &inventory[item];
5433 /* Only optimize real items */
5434 if (!o_ptr->k_idx) return;
5436 /* Only optimize empty items */
5437 if (o_ptr->number) return;
5439 /* The item is in the pack */
5440 if (item < INVEN_RARM)
5447 /* Slide everything down */
5448 for (i = item; i < INVEN_PACK; i++)
5450 /* Structure copy */
5451 inventory[i] = inventory[i+1];
5454 /* Erase the "final" slot */
5455 object_wipe(&inventory[i]);
5458 p_ptr->window |= (PW_INVEN);
5461 /* The item is being wielded */
5467 /* Erase the empty slot */
5468 object_wipe(&inventory[item]);
5470 /* Recalculate bonuses */
5471 p_ptr->update |= (PU_BONUS);
5473 /* Recalculate torch */
5474 p_ptr->update |= (PU_TORCH);
5476 /* Recalculate mana XXX */
5477 p_ptr->update |= (PU_MANA);
5480 p_ptr->window |= (PW_EQUIP);
5484 p_ptr->window |= (PW_SPELL);
5489 * Describe the charges on an item on the floor.
5491 void floor_item_charges(int item)
5493 object_type *o_ptr = &o_list[item];
5495 /* Require staff/wand */
5496 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5498 /* Require known item */
5499 if (!object_known_p(o_ptr)) return;
5502 if (o_ptr->pval <= 0)
5504 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5508 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5511 /* Multiple charges */
5512 if (o_ptr->pval != 1)
5514 /* Print a message */
5515 msg_format("There are %d charges remaining.", o_ptr->pval);
5521 /* Print a message */
5522 msg_format("There is %d charge remaining.", o_ptr->pval);
5530 * Describe an item in the inventory.
5532 void floor_item_describe(int item)
5534 object_type *o_ptr = &o_list[item];
5535 char o_name[MAX_NLEN];
5537 /* Get a description */
5538 object_desc(o_name, o_ptr, TRUE, 3);
5540 /* Print a message */
5542 /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5543 if (o_ptr->number <= 0)
5545 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5549 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5552 msg_format("You see %s.", o_name);
5559 * Increase the "number" of an item on the floor
5561 void floor_item_increase(int item, int num)
5563 object_type *o_ptr = &o_list[item];
5566 num += o_ptr->number;
5569 if (num > 255) num = 255;
5570 else if (num < 0) num = 0;
5573 num -= o_ptr->number;
5575 /* Change the number */
5576 o_ptr->number += num;
5581 * Optimize an item on the floor (destroy "empty" items)
5583 void floor_item_optimize(int item)
5585 object_type *o_ptr = &o_list[item];
5587 /* Paranoia -- be sure it exists */
5588 if (!o_ptr->k_idx) return;
5590 /* Only optimize empty items */
5591 if (o_ptr->number) return;
5593 /* Delete the object */
5594 delete_object_idx(item);
5599 * Check if we have space for an item in the pack without overflow
5601 bool inven_carry_okay(object_type *o_ptr)
5606 if (inven_cnt < INVEN_PACK) return (TRUE);
5609 for (j = 0; j < INVEN_PACK; j++)
5611 object_type *j_ptr = &inventory[j];
5613 /* Skip non-objects */
5614 if (!j_ptr->k_idx) continue;
5616 /* Check if the two items can be combined */
5617 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5626 * Add an item to the players inventory, and return the slot used.
5628 * If the new item can combine with an existing item in the inventory,
5629 * it will do so, using "object_similar()" and "object_absorb()", else,
5630 * the item will be placed into the "proper" location in the inventory.
5632 * This function can be used to "over-fill" the player's pack, but only
5633 * once, and such an action must trigger the "overflow" code immediately.
5634 * Note that when the pack is being "over-filled", the new item must be
5635 * placed into the "overflow" slot, and the "overflow" must take place
5636 * before the pack is reordered, but (optionally) after the pack is
5637 * combined. This may be tricky. See "dungeon.c" for info.
5639 * Note that this code must remove any location/stack information
5640 * from the object once it is placed into the inventory.
5642 s16b inven_carry(object_type *o_ptr)
5650 /* Check for combining */
5651 for (j = 0; j < INVEN_PACK; j++)
5653 j_ptr = &inventory[j];
5655 /* Skip non-objects */
5656 if (!j_ptr->k_idx) continue;
5658 /* Hack -- track last item */
5661 /* Check if the two items can be combined */
5662 if (object_similar(j_ptr, o_ptr))
5664 /* Combine the items */
5665 object_absorb(j_ptr, o_ptr);
5667 /* Increase the weight */
5668 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5670 /* Recalculate bonuses */
5671 p_ptr->update |= (PU_BONUS);
5674 p_ptr->window |= (PW_INVEN);
5683 if (inven_cnt > INVEN_PACK) return (-1);
5685 /* Find an empty slot */
5686 for (j = 0; j <= INVEN_PACK; j++)
5688 j_ptr = &inventory[j];
5690 /* Use it if found */
5691 if (!j_ptr->k_idx) break;
5698 /* Reorder the pack */
5701 s32b o_value, j_value;
5703 /* Get the "value" of the item */
5704 o_value = object_value(o_ptr);
5706 /* Scan every occupied slot */
5707 for (j = 0; j < INVEN_PACK; j++)
5709 j_ptr = &inventory[j];
5711 /* Use empty slots */
5712 if (!j_ptr->k_idx) break;
5714 /* Hack -- readable books always come first */
5715 if ((o_ptr->tval == REALM1_BOOK) &&
5716 (j_ptr->tval != REALM1_BOOK)) break;
5717 if ((j_ptr->tval == REALM1_BOOK) &&
5718 (o_ptr->tval != REALM1_BOOK)) continue;
5720 if ((o_ptr->tval == REALM2_BOOK) &&
5721 (j_ptr->tval != REALM2_BOOK)) break;
5722 if ((j_ptr->tval == REALM2_BOOK) &&
5723 (o_ptr->tval != REALM2_BOOK)) continue;
5725 /* Objects sort by decreasing type */
5726 if (o_ptr->tval > j_ptr->tval) break;
5727 if (o_ptr->tval < j_ptr->tval) continue;
5729 /* Non-aware (flavored) items always come last */
5730 if (!object_aware_p(o_ptr)) continue;
5731 if (!object_aware_p(j_ptr)) break;
5733 /* Objects sort by increasing sval */
5734 if (o_ptr->sval < j_ptr->sval) break;
5735 if (o_ptr->sval > j_ptr->sval) continue;
5737 /* Unidentified objects always come last */
5738 if (!object_known_p(o_ptr)) continue;
5739 if (!object_known_p(j_ptr)) break;
5741 /* Hack: otherwise identical rods sort by
5742 increasing recharge time --dsb */
5743 if (o_ptr->tval == TV_ROD)
5745 if (o_ptr->pval < j_ptr->pval) break;
5746 if (o_ptr->pval > j_ptr->pval) continue;
5749 /* Determine the "value" of the pack item */
5750 j_value = object_value(j_ptr);
5752 /* Objects sort by decreasing value */
5753 if (o_value > j_value) break;
5754 if (o_value < j_value) continue;
5761 for (k = n; k >= i; k--)
5763 /* Hack -- Slide the item */
5764 object_copy(&inventory[k+1], &inventory[k]);
5767 /* Wipe the empty slot */
5768 object_wipe(&inventory[i]);
5773 object_copy(&inventory[i], o_ptr);
5775 /* Access new object */
5776 j_ptr = &inventory[i];
5779 j_ptr->next_o_idx = 0;
5781 /* Forget monster */
5782 j_ptr->held_m_idx = 0;
5784 /* Forget location */
5785 j_ptr->iy = j_ptr->ix = 0;
5787 /* No longer marked */
5790 /* Increase the weight */
5791 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5793 /* Count the items */
5796 /* Recalculate bonuses */
5797 p_ptr->update |= (PU_BONUS);
5799 /* Combine and Reorder pack */
5800 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5803 p_ptr->window |= (PW_INVEN);
5805 /* Return the slot */
5811 * Take off (some of) a non-cursed equipment item
5813 * Note that only one item at a time can be wielded per slot.
5815 * Note that taking off an item when "full" may cause that item
5816 * to fall to the ground.
5818 * Return the inventory slot into which the item is placed.
5820 s16b inven_takeoff(int item, int amt)
5831 char o_name[MAX_NLEN];
5834 /* Get the item to take off */
5835 o_ptr = &inventory[item];
5838 if (amt <= 0) return (-1);
5841 if (amt > o_ptr->number) amt = o_ptr->number;
5843 /* Get local object */
5846 /* Obtain a local object */
5847 object_copy(q_ptr, o_ptr);
5849 /* Modify quantity */
5850 q_ptr->number = amt;
5852 /* Describe the object */
5853 object_desc(o_name, q_ptr, TRUE, 3);
5855 /* Took off weapon */
5856 if (item == INVEN_RARM)
5859 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5861 act = "You were wielding";
5867 else if (item == INVEN_BOW)
5870 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5872 act = "You were holding";
5877 /* Took off light */
5878 else if (item == INVEN_LITE)
5881 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5883 act = "You were holding";
5888 /* Took off something */
5892 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5894 act = "You were wearing";
5899 /* Modify, Optimize */
5900 inven_item_increase(item, -amt);
5901 inven_item_optimize(item);
5903 /* Carry the object */
5904 slot = inven_carry(q_ptr);
5908 msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5910 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5920 * Drop (some of) a non-cursed inventory/equipment item
5922 * The object will be dropped "near" the current location
5924 void inven_drop(int item, int amt)
5931 char o_name[MAX_NLEN];
5934 /* Access original object */
5935 o_ptr = &inventory[item];
5938 if (amt <= 0) return;
5941 if (amt > o_ptr->number) amt = o_ptr->number;
5944 /* Take off equipment */
5945 if (item >= INVEN_RARM)
5947 /* Take off first */
5948 item = inven_takeoff(item, amt);
5950 /* Access original object */
5951 o_ptr = &inventory[item];
5955 /* Get local object */
5958 /* Obtain local object */
5959 object_copy(q_ptr, o_ptr);
5961 /* Distribute charges of wands or rods */
5962 distribute_charges(o_ptr, q_ptr, amt);
5964 /* Modify quantity */
5965 q_ptr->number = amt;
5967 /* Describe local object */
5968 object_desc(o_name, q_ptr, TRUE, 3);
5972 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5974 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5978 /* Drop it near the player */
5979 (void)drop_near(q_ptr, 0, py, px);
5981 /* Modify, Describe, Optimize */
5982 inven_item_increase(item, -amt);
5983 inven_item_describe(item);
5984 inven_item_optimize(item);
5989 * Combine items in the pack
5991 * Note special handling of the "overflow" slot
5993 void combine_pack(void)
6001 /* Combine the pack (backwards) */
6002 for (i = INVEN_PACK; i > 0; i--)
6005 o_ptr = &inventory[i];
6007 /* Skip empty items */
6008 if (!o_ptr->k_idx) continue;
6010 /* Scan the items above that item */
6011 for (j = 0; j < i; j++)
6016 j_ptr = &inventory[j];
6018 /* Skip empty items */
6019 if (!j_ptr->k_idx) continue;
6022 * Get maximum number of the stack if these
6023 * are similar, get zero otherwise.
6025 max_num = object_similar_part(j_ptr, o_ptr);
6027 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6028 if (max_num && j_ptr->number < max_num)
6030 if (o_ptr->number + j_ptr->number <= max_num)
6035 /* Add together the item counts */
6036 object_absorb(j_ptr, o_ptr);
6038 /* One object is gone */
6041 /* Slide everything down */
6042 for (k = i; k < INVEN_PACK; k++)
6044 /* Structure copy */
6045 inventory[k] = inventory[k+1];
6048 /* Erase the "final" slot */
6049 object_wipe(&inventory[k]);
6053 int old_num = o_ptr->number;
6054 int remain = j_ptr->number + o_ptr->number - max_num;
6056 o_ptr->number -= remain;
6058 /* Add together the item counts */
6059 object_absorb(j_ptr, o_ptr);
6061 o_ptr->number = remain;
6063 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6064 if (o_ptr->tval == TV_ROD)
6066 o_ptr->pval = o_ptr->pval * remain / old_num;
6067 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6070 /* Hack -- if wands are stacking, combine the charges. -LM- */
6071 if (o_ptr->tval == TV_WAND)
6073 o_ptr->pval = o_ptr->pval * remain / old_num;
6078 p_ptr->window |= (PW_INVEN);
6088 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6090 if (flag) msg_print("You combine some items in your pack.");
6096 * Reorder items in the pack
6098 * Note special handling of the "overflow" slot
6100 void reorder_pack(void)
6112 /* Re-order the pack (forwards) */
6113 for (i = 0; i < INVEN_PACK; i++)
6115 /* Mega-Hack -- allow "proper" over-flow */
6116 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6119 o_ptr = &inventory[i];
6121 /* Skip empty slots */
6122 if (!o_ptr->k_idx) continue;
6124 /* Get the "value" of the item */
6125 o_value = object_value(o_ptr);
6127 /* Scan every occupied slot */
6128 for (j = 0; j < INVEN_PACK; j++)
6130 /* Get the item already there */
6131 j_ptr = &inventory[j];
6133 /* Use empty slots */
6134 if (!j_ptr->k_idx) break;
6136 /* Hack -- readable books always come first */
6137 if ((o_ptr->tval == REALM1_BOOK) &&
6138 (j_ptr->tval != REALM1_BOOK)) break;
6139 if ((j_ptr->tval == REALM1_BOOK) &&
6140 (o_ptr->tval != REALM1_BOOK)) continue;
6142 if ((o_ptr->tval == REALM2_BOOK) &&
6143 (j_ptr->tval != REALM2_BOOK)) break;
6144 if ((j_ptr->tval == REALM2_BOOK) &&
6145 (o_ptr->tval != REALM2_BOOK)) continue;
6147 /* Objects sort by decreasing type */
6148 if (o_ptr->tval > j_ptr->tval) break;
6149 if (o_ptr->tval < j_ptr->tval) continue;
6151 /* Non-aware (flavored) items always come last */
6152 if (!object_aware_p(o_ptr)) continue;
6153 if (!object_aware_p(j_ptr)) break;
6155 /* Objects sort by increasing sval */
6156 if (o_ptr->sval < j_ptr->sval) break;
6157 if (o_ptr->sval > j_ptr->sval) continue;
6159 /* Unidentified objects always come last */
6160 if (!object_known_p(o_ptr)) continue;
6161 if (!object_known_p(j_ptr)) break;
6163 /* Hack: otherwise identical rods sort by
6164 increasing recharge time --dsb */
6165 if (o_ptr->tval == TV_ROD)
6167 if (o_ptr->pval < j_ptr->pval) break;
6168 if (o_ptr->pval > j_ptr->pval) continue;
6171 /* Determine the "value" of the pack item */
6172 j_value = object_value(j_ptr);
6176 /* Objects sort by decreasing value */
6177 if (o_value > j_value) break;
6178 if (o_value < j_value) continue;
6181 /* Never move down */
6182 if (j >= i) continue;
6187 /* Get local object */
6190 /* Save a copy of the moving item */
6191 object_copy(q_ptr, &inventory[i]);
6193 /* Slide the objects */
6194 for (k = i; k > j; k--)
6196 /* Slide the item */
6197 object_copy(&inventory[k], &inventory[k-1]);
6200 /* Insert the moving item */
6201 object_copy(&inventory[j], q_ptr);
6204 p_ptr->window |= (PW_INVEN);
6209 if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6211 if (flag) msg_print("You reorder some items in your pack.");
6218 * Hack -- display an object kind in the current window
6220 * Include list of usable spells for readible books
6222 void display_koff(int k_idx)
6231 char o_name[MAX_NLEN];
6234 /* Erase the window */
6235 for (y = 0; y < Term->hgt; y++)
6237 /* Erase the line */
6238 Term_erase(0, y, 255);
6244 /* Get local object */
6247 /* Prepare the object */
6248 object_prep(q_ptr, k_idx);
6251 object_desc_store(o_name, q_ptr, FALSE, 0);
6253 /* Mention the object name */
6254 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6256 /* Access the item's sval */
6258 use_realm = tval2realm(q_ptr->tval);
6260 /* Warriors are illiterate */
6261 if (p_ptr->realm1 || p_ptr->realm2)
6263 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6267 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6268 if (!is_magic(use_realm)) return;
6269 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6272 /* Display spells in readible books */
6278 /* Extract spells */
6279 for (spell = 0; spell < 32; spell++)
6281 /* Check for this spell */
6282 if (fake_spell_flags[sval] & (1L << spell))
6284 /* Collect this spell */
6285 spells[num++] = spell;
6290 print_spells(0, spells, num, 2, 0, use_realm);
6294 /* Choose one of items that have warning flag */
6295 object_type *choose_warning_item(void)
6298 int choices[INVEN_TOTAL - INVEN_RARM];
6301 /* Paranoia -- Player has no warning ability */
6302 if (!p_ptr->warning) return NULL;
6304 /* Search Inventory */
6305 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6307 u32b flgs[TR_FLAG_SIZE];
6308 object_type *o_ptr = &inventory[i];
6310 object_flags(o_ptr, flgs);
6311 if (have_flag(flgs, TR_WARNING))
6313 choices[number] = i;
6318 /* Choice one of them */
6319 return number ? &inventory[choices[randint0(number)]] : NULL;
6322 /* Calculate spell damages */
6323 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6325 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6326 int rlev = r_ptr->level;
6327 bool ignore_wraith_form = FALSE;
6329 if (limit) dam = (dam > limit) ? limit : dam;
6331 /* Vulnerability, resistance and immunity */
6335 if (p_ptr->immune_elec)
6338 ignore_wraith_form = TRUE;
6342 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6343 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6344 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6345 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6346 if (IS_OPPOSE_ELEC())
6347 dam = (dam + 2) / 3;
6352 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6353 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6357 if (p_ptr->immune_acid)
6360 ignore_wraith_form = TRUE;
6364 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6365 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6366 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6367 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6373 if (p_ptr->immune_cold)
6376 ignore_wraith_form = TRUE;
6380 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6381 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6382 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6383 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6388 if (p_ptr->immune_fire)
6391 ignore_wraith_form = TRUE;
6395 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6396 if (prace_is_(RACE_ENT)) dam += dam / 3;
6397 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6398 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6399 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6404 ignore_wraith_form = TRUE;
6408 if (!p_ptr->blind &&
6409 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6410 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6413 ignore_wraith_form = TRUE;
6418 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6419 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6420 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6423 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6424 * "dam *= 2;" for later "dam /= 2"
6426 if (p_ptr->wraith_form) dam *= 2;
6430 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6433 ignore_wraith_form = TRUE;
6435 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6439 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6443 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6447 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6451 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6455 if (prace_is_(RACE_SPECTRE))
6458 ignore_wraith_form = TRUE;
6460 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6464 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6468 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6472 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6476 if (p_ptr->ffall) dam = (dam * 2) / 3;
6480 if (p_ptr->resist_shard) dam /= 2;
6484 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6485 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6489 if (p_ptr->mimic_form)
6491 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6494 ignore_wraith_form = TRUE;
6499 switch (p_ptr->prace)
6508 ignore_wraith_form = TRUE;
6515 if (p_ptr->align > 10) dam /= 2;
6516 else if (p_ptr->align < -10) dam *= 2;
6520 if (p_ptr->align > 10) dam *= 2;
6524 case GF_BRAIN_SMASH:
6525 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6528 ignore_wraith_form = TRUE;
6536 if (100 + rlev / 2 <= p_ptr->skill_sav)
6539 ignore_wraith_form = TRUE;
6544 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6547 ignore_wraith_form = TRUE;
6552 if (p_ptr->wraith_form && !ignore_wraith_form)
6558 if (dam > *max) *max = dam;
6561 /* Calculate blow damages */
6562 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6564 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6566 bool check_wraith_form = TRUE;
6568 if (blow_ptr->method != RBM_EXPLODE)
6570 int ac = p_ptr->ac + p_ptr->to_a;
6572 switch (blow_ptr->effect)
6576 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6577 dam = MAX(dam, tmp_dam * 2);
6583 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6587 spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6589 check_wraith_form = FALSE;
6593 spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6595 check_wraith_form = FALSE;
6599 spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6601 check_wraith_form = FALSE;
6605 spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6607 check_wraith_form = FALSE;
6612 check_wraith_form = FALSE;
6616 if (check_wraith_form && p_ptr->wraith_form)
6624 dam = (dam + 1) / 2;
6625 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6632 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6633 bool process_warning(int xx, int yy)
6637 char o_name[MAX_NLEN];
6639 #define WARNING_AWARE_RANGE 12
6641 static int old_damage = 0;
6643 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6645 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6648 monster_type *m_ptr;
6649 monster_race *r_ptr;
6651 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6653 c_ptr = &cave[my][mx];
6655 if (!c_ptr->m_idx) continue;
6657 m_ptr = &m_list[c_ptr->m_idx];
6659 if (m_ptr->csleep) continue;
6660 if (!is_hostile(m_ptr)) continue;
6662 r_ptr = &r_info[m_ptr->r_idx];
6664 /* Monster spells (only powerful ones)*/
6665 if (projectable(my, mx, yy, xx))
6667 int breath_dam_div3 = m_ptr->hp / 3;
6668 int breath_dam_div6 = m_ptr->hp / 6;
6669 u32b f4 = r_ptr->flags4;
6670 u32b f5 = r_ptr->flags5;
6671 u32b f6 = r_ptr->flags6;
6673 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6675 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6676 int storm_dam = rlev * 4 + 150;
6677 bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6679 if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6680 if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6681 if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6682 if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6683 if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6684 if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6686 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6687 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6688 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6689 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6690 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6691 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6692 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6693 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6694 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6695 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6696 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6697 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6698 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6699 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6700 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6701 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6702 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6703 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6704 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6705 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6706 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6707 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6708 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6711 /* Monster melee attacks */
6712 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6714 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6718 for (m = 0; m < 4; m++)
6720 /* Skip non-attacks */
6721 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6723 /* Extract the attack info */
6724 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6725 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6727 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6731 /* Contribution from this monster */
6732 dam_max += dam_max0;
6736 /* Prevent excessive warning */
6737 if (dam_max > old_damage)
6739 old_damage = dam_max * 3 / 2;
6741 if (dam_max > p_ptr->chp / 2)
6743 object_type *o_ptr = choose_warning_item();
6745 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6747 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6748 msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6750 else strcpy(o_name, "body"); /* Warning ability without item */
6751 msg_format("Your %s pulsates sharply!", o_name);
6755 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6757 return get_check("Really want to go ahead? ");
6761 else old_damage = old_damage / 2;
6763 c_ptr = &cave[yy][xx];
6764 if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6765 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6767 object_type *o_ptr = choose_warning_item();
6769 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6771 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6772 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6774 else strcpy(o_name, "body"); /* Warning ability without item */
6775 msg_format("Your %s pulsates!", o_name);
6779 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6781 return get_check("Really want to go ahead? ");
6789 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6791 switch (o_ptr->tval)
6804 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6813 * A structure for smithing
6816 int add; /* TR flag number or special essence id */
6817 cptr add_name; /* Name of this ability */
6818 int type; /* Menu number */
6819 int essence; /* Index for carrying essences */
6820 int value; /* Needed value to add this ability */
6825 * Smithing type data for Weapon smith
6828 static essence_type essence_info[] =
6830 {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6831 {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6832 {TR_WIS, "¸¤µ", 4, TR_WIS, 20},
6833 {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6834 {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6835 {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6836 {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6837 {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6838 {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6839 {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6840 {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6841 {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6842 {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6843 {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6844 {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6845 {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6846 {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6847 {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6848 {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6849 {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6850 {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6851 {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6852 {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6853 {TR_SUST_WIS, "¸¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6854 {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6855 {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6856 {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6857 {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6858 {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6859 {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6860 {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6861 {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6862 {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6863 {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6864 {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6865 {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6866 {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6867 {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6868 {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6869 {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6870 {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6871 {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6872 {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6873 {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6874 {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6875 {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6876 {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6877 {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6878 {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6879 {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6880 {TR_SH_FIRE, "", 0, -2, 0},
6881 {TR_SH_ELEC, "", 0, -2, 0},
6882 {TR_SH_COLD, "", 0, -2, 0},
6883 {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6884 {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6885 {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6886 {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6887 {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6888 {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6889 {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6890 {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6891 {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6893 {TR_SLAY_EVIL, "¼Ù°ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6894 {TR_KILL_EVIL, "¼Ù°ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6895 {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6896 {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6897 {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6898 {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6899 {TR_SLAY_DEMON, "°ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6900 {TR_KILL_DEMON, "°ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6901 {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6902 {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6903 {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6904 {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6905 {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6906 {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},
6907 {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6908 {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6909 {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6910 {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6912 {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6913 {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40},
6914 {TR_ESP_DEMON, "°ËâESP", 6, TR_SLAY_DEMON, 40},
6915 {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},
6916 {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},
6917 {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},
6918 {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6919 {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6921 {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6922 {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6923 {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀȯư", 7, TR_RES_ACID, 50},
6924 {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀȯư", 7, TR_RES_ELEC, 50},
6925 {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀȯư", 7, TR_RES_FIRE, 50},
6926 {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀȯư", 7, TR_RES_COLD, 50},
6927 {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6928 {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6929 {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6930 {ESSENCE_RESISTANCE, "Á´ÂÑÀ", 2, -1, 150},
6931 {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6932 {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6934 {-1, NULL, 0, -1, 0}
6937 static essence_type essence_info[] =
6939 {TR_STR, "strength", 4, TR_STR, 20},
6940 {TR_INT, "intelligence", 4, TR_INT, 20},
6941 {TR_WIS, "wisdom", 4, TR_WIS, 20},
6942 {TR_DEX, "dexterity", 4, TR_DEX, 20},
6943 {TR_CON, "constitution", 4, TR_CON, 20},
6944 {TR_CHR, "charisma", 4, TR_CHR, 20},
6945 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6946 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6947 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6948 {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6949 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6950 {TR_SPEED, "speed", 4, TR_SPEED, 12},
6951 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
6952 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
6953 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
6954 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
6955 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
6956 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
6957 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
6958 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
6959 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
6960 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
6961 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
6962 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
6963 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
6964 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
6965 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
6966 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
6967 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
6968 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
6969 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
6970 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
6971 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
6972 {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
6973 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
6974 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
6975 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
6976 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
6977 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
6978 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
6979 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
6980 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
6981 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
6982 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
6983 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
6984 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
6985 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
6986 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
6987 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
6988 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
6989 {TR_SH_FIRE, "", 0, -2, 0},
6990 {TR_SH_ELEC, "", 0, -2, 0},
6991 {TR_SH_COLD, "", 0, -2, 0},
6992 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
6993 {TR_WARNING, "warning", 3, TR_WARNING, 20},
6994 {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
6995 {TR_LITE, "permanent light", 3, TR_LITE, 15},
6996 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
6997 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
6998 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
6999 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7000 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7002 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7003 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7004 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7005 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7006 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7007 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7008 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7009 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7010 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7011 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7012 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7013 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7014 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7015 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7016 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7017 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7018 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7019 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7021 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7022 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7023 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7024 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7025 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7026 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7027 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7028 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7030 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7031 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7032 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7033 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7034 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7035 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7036 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7037 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7038 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7039 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7040 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7041 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7043 {-1, NULL, 0, -1, 0}
7049 * Essense names for Weapon smith
7052 static cptr essence_name[] =
7155 static cptr essence_name[] =
7258 static void display_essence(void)
7263 for (i = 1; i < 22; i++)
7268 prt("¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô ¥¨¥Ã¥»¥ó¥¹ ¸Ä¿ô", 1, 8);
7270 prt("Essence Num Essence Num Essence Num ", 1, 8);
7272 for (i = 0; essence_name[i]; i++)
7274 if (!essence_name[i][0]) continue;
7275 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7279 prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7281 prt("List of all essences you have.", 0, 0);
7288 static void drain_essence(void)
7290 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7293 bool observe = FALSE;
7294 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7295 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7298 byte iy, ix, marked, number;
7299 s16b next_o_idx, weight;
7301 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7304 item_tester_hook = item_tester_hook_weapon_armour;
7305 item_tester_no_ryoute = TRUE;
7309 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7310 s = "Ãê½Ð¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7312 q = "Extract from which item? ";
7313 s = "You have nothing you can extract from.";
7316 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7318 /* Get the item (in the pack) */
7321 o_ptr = &inventory[item];
7324 /* Get the item (on the floor) */
7327 o_ptr = &o_list[0 - item];
7330 if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7331 char o_name[MAX_NLEN];
7332 object_desc(o_name, o_ptr, FALSE, 0);
7334 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7336 if (!get_check(format("Really extract from %s? ", o_name))) return;
7342 object_flags(o_ptr, old_flgs);
7343 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7344 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7345 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7346 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7347 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7348 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7349 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7350 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7351 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7353 old_to_a = o_ptr->to_a;
7355 old_to_h = o_ptr->to_h;
7356 old_to_d = o_ptr->to_d;
7359 old_pval = o_ptr->pval;
7360 old_name2 = o_ptr->name2;
7361 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7362 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7363 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7364 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7365 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7369 next_o_idx = o_ptr->next_o_idx;
7370 marked = o_ptr->marked;
7371 weight = o_ptr->weight;
7372 number = o_ptr->number;
7374 object_prep(o_ptr, o_ptr->k_idx);
7378 o_ptr->next_o_idx=next_o_idx;
7379 o_ptr->marked=marked;
7380 o_ptr->number = number;
7381 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7382 o_ptr->ident |= (IDENT_MENTAL);
7383 object_aware(o_ptr);
7384 object_known(o_ptr);
7386 object_flags(o_ptr, new_flgs);
7388 for (i = 0; essence_info[i].add_name; i++)
7390 essence_type *es_ptr = &essence_info[i];
7393 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7394 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7396 if (es_ptr->add < TR_FLAG_MAX &&
7397 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7398 have_flag(old_flgs, es_ptr->add))
7402 drain_value[es_ptr->essence] += 10 * pval;
7404 else if (es_ptr->essence != -2)
7406 drain_value[es_ptr->essence] += 10;
7408 else if (es_ptr->add == TR_SH_FIRE)
7410 drain_value[TR_BRAND_FIRE] += 10;
7411 drain_value[TR_RES_FIRE] += 10;
7413 else if (es_ptr->add == TR_SH_ELEC)
7415 drain_value[TR_BRAND_ELEC] += 10;
7416 drain_value[TR_RES_ELEC] += 10;
7418 else if (es_ptr->add == TR_SH_COLD)
7420 drain_value[TR_BRAND_COLD] += 10;
7421 drain_value[TR_RES_COLD] += 10;
7426 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7428 drain_value[TR_INT] += 5;
7429 drain_value[TR_WIS] += 5;
7431 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7433 drain_value[TR_BRAND_POIS] += 5;
7434 drain_value[TR_BRAND_ACID] += 5;
7435 drain_value[TR_BRAND_ELEC] += 5;
7436 drain_value[TR_BRAND_FIRE] += 5;
7437 drain_value[TR_BRAND_COLD] += 5;
7439 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7441 drain_value[TR_INT] += 10;
7443 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7445 drain_value[TR_STR] += 10;
7447 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7449 drain_value[TR_DEX] += 10;
7451 if (old_name2 == EGO_2WEAPON)
7453 drain_value[TR_DEX] += 20;
7455 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7457 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7459 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7461 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7462 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7463 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7464 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7466 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7468 drain_value[i] *= number;
7469 drain_value[i] = drain_value[i] * dec / 4;
7470 drain_value[i] = MAX(drain_value[i], 0);
7471 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7480 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7482 msg_print("You were not able to extract any essence.");
7488 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7490 msg_print("Extracted essences:");
7492 for (i = 0; essence_name[i]; i++)
7494 if (!essence_name[i][0]) continue;
7495 if (!drain_value[i]) continue;
7497 p_ptr->magic_num1[i] += drain_value[i];
7498 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7500 msg_format("%s...%d", essence_name[i], drain_value[i]);
7504 /* Combine the pack */
7505 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7508 p_ptr->window |= (PW_INVEN);
7513 static int choose_essence(void)
7517 int menu_line = (use_menu ? 1 : 0);
7520 cptr menu_name[] = {
7530 cptr menu_name[] = {
7540 const int mode_max = 7;
7543 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7546 #endif /* ALLOW_REPEAT */
7555 for (i = 0; i < mode_max; i++)
7557 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : " ", menu_name[i]), 2 + i, 14);
7558 prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7560 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7561 prt("Choose from menu.", 0, 0);
7580 menu_line += mode_max - 1;
7589 if (menu_line > mode_max) menu_line -= mode_max;
7600 for (i = 0; i < mode_max; i++)
7601 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7604 if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7606 if (!get_com("Command :", &choice, TRUE))
7613 if (isupper(choice)) choice = tolower(choice);
7615 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7616 mode = (int)choice - 'a' + 1;
7623 #endif /* ALLOW_REPEAT */
7627 static void add_essence(int mode)
7629 int item, max_num = 0;
7638 char o_name[MAX_NLEN];
7640 essence_type *es_ptr;
7642 int menu_line = (use_menu ? 1 : 0);
7644 for (i = 0; essence_info[i].add_name; i++)
7646 es_ptr = &essence_info[i];
7648 if (es_ptr->type != mode) continue;
7653 if (!repeat_pull(&i) || i<0 || i>=max_num)
7655 #endif /* ALLOW_REPEAT */
7658 /* Nothing chosen yet */
7664 /* Build a prompt */
7666 (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7668 (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7670 if (use_menu) screen_save();
7672 /* Get a spell from the user */
7674 choice = (always_show_list || use_menu) ? ESCAPE:1;
7678 if( choice==ESCAPE ) choice = ' ';
7679 else if( !get_com(out_val, &choice, FALSE) )break;
7681 if (use_menu && choice != ' ')
7695 menu_line += (max_num-1);
7718 menu_line = max_num;
7732 if (menu_line > max_num) menu_line -= max_num;
7734 /* Request redraw */
7735 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7738 if (!redraw || use_menu)
7742 char dummy[80], dummy2[80];
7750 /* Save the screen */
7751 if (!use_menu) screen_save();
7753 for (y = 1; y < 24; y++)
7756 /* Print header(s) */
7758 prt(format(" %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7761 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7764 for (ctr = 0; ctr < max_num; ctr++)
7766 es_ptr = &essence_info[num[ctr]];
7770 if (ctr == (menu_line-1))
7772 strcpy(dummy, "¡Õ ");
7774 strcpy(dummy, "> ");
7776 else strcpy(dummy, " ");
7779 /* letter/number for power selection */
7782 sprintf(dummy, "%c) ",I2A(ctr));
7785 strcat(dummy, es_ptr->add_name);
7790 if (es_ptr->essence != -1)
7792 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7793 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7799 case ESSENCE_SH_FIRE:
7801 strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7803 strcat(dummy, "(brand fire + res.fire)");
7805 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7806 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7808 case ESSENCE_SH_ELEC:
7810 strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7812 strcat(dummy, "(brand elec. + res. elec.)");
7814 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7815 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7817 case ESSENCE_SH_COLD:
7819 strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7821 strcat(dummy, "(brand cold + res. cold)");
7823 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7824 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7826 case ESSENCE_RESISTANCE:
7828 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7830 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7832 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7833 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7834 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7835 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7837 case ESSENCE_SUSTAIN:
7839 strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7841 strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7843 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7844 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7845 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7846 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7851 if (!able[ctr]) col = TERM_RED;
7853 if (es_ptr->essence != -1)
7855 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7859 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7862 c_prt(col, dummy2, ctr+2, x);
7872 /* Restore the screen */
7883 ask = (isupper(choice));
7886 if (ask) choice = tolower(choice);
7888 /* Extract request */
7889 i = (islower(choice) ? A2I(choice) : -1);
7892 /* Totally Illegal */
7893 if ((i < 0) || (i >= max_num) || !able[i])
7906 (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7908 (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7911 /* Belay that order */
7912 if (!get_check(tmp_val)) continue;
7919 /* Restore the screen */
7920 if (redraw) screen_load();
7927 #endif /* ALLOW_REPEAT */
7929 es_ptr = &essence_info[num[i]];
7931 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7932 item_tester_tval = TV_GLOVES;
7933 else if (mode == 1 || mode == 5)
7934 item_tester_hook = item_tester_hook_melee_ammo;
7935 else if (es_ptr->add == ESSENCE_ATTACK)
7936 item_tester_hook = item_tester_hook_weapon;
7937 else if (es_ptr->add == ESSENCE_AC)
7938 item_tester_hook = item_tester_hook_armour;
7940 item_tester_hook = item_tester_hook_weapon_armour;
7941 item_tester_no_ryoute = TRUE;
7945 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7946 s = "²þÎɤǤ¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7948 q = "Improve which item? ";
7949 s = "You have nothing to improve.";
7952 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7954 /* Get the item (in the pack) */
7957 o_ptr = &inventory[item];
7960 /* Get the item (on the floor) */
7963 o_ptr = &o_list[0 - item];
7966 if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7969 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ¤Ê¤¤¡£");
7971 msg_print("This item is no more able to be improved.");
7976 object_desc(o_name, o_ptr, FALSE, 0);
7978 use_essence = es_ptr->value;
7979 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7980 if (o_ptr->number > 1)
7982 use_essence *= o_ptr->number;
7984 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7986 msg_format("It will take %d essences.",use_essence);
7991 if (es_ptr->essence != -1)
7993 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7996 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
7998 msg_print("You don't have enough essences.");
8002 if (is_pval_flag(es_ptr->add))
8004 if (o_ptr->pval < 0)
8007 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡£");
8009 msg_print("You cannot increase magic number of this item.");
8013 else if (es_ptr->add == TR_BLOWS)
8015 if (o_ptr->pval > 1)
8018 if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8020 if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8026 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8028 msg_format("It will take %d essences.", use_essence);
8031 else if (o_ptr->pval > 0)
8033 use_essence *= o_ptr->pval;
8035 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8037 msg_format("It will take %d essences.", use_essence);
8045 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8048 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8050 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8052 strcpy(tmp_val, "1");
8054 if (!get_string(tmp, tmp_val, 1)) return;
8055 pval = atoi(tmp_val);
8056 if (pval > limit) pval = limit;
8057 else if (pval < 1) pval = 1;
8058 o_ptr->pval += pval;
8059 use_essence *= pval;
8061 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8063 msg_format("It will take %d essences.", use_essence);
8067 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8070 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8072 msg_print("You don't have enough essences.");
8077 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8081 int get_to_h, get_to_d;
8083 strcpy(tmp_val, "1");
8085 if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8087 if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8089 val = atoi(tmp_val);
8090 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8091 else if (val < 1) val = 1;
8094 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8096 msg_format("It will take %d essences.", use_essence);
8098 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8101 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8103 msg_print("You don't have enough essences.");
8107 get_to_h = ((val+1)/2+randint0(val/2+1));
8108 get_to_d = ((val+1)/2+randint0(val/2+1));
8109 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8110 o_ptr->to_h += get_to_h;
8111 o_ptr->to_d += get_to_d;
8113 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8114 if (es_ptr->add == ESSENCE_ATTACK)
8116 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8119 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8121 msg_print("You failed to enchant.");
8128 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8129 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8132 else if (es_ptr->add == ESSENCE_AC)
8134 if (o_ptr->to_a >= p_ptr->lev/5+5)
8137 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8139 msg_print("You failed to enchant.");
8146 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8151 o_ptr->xtra3 = es_ptr->add + 1;
8156 bool success = TRUE;
8160 case ESSENCE_SH_FIRE:
8161 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8166 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8167 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8169 case ESSENCE_SH_ELEC:
8170 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8175 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8176 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8178 case ESSENCE_SH_COLD:
8179 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8184 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8185 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8187 case ESSENCE_RESISTANCE:
8188 case ESSENCE_SUSTAIN:
8189 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))
8194 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8195 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8196 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8197 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8203 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â¤ê¤Ê¤¤¡£");
8205 msg_print("You don't have enough essences.");
8209 if (es_ptr->add == ESSENCE_SUSTAIN)
8211 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8212 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8213 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8214 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8218 o_ptr->xtra3 = es_ptr->add + 1;
8225 msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8227 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8230 /* Combine the pack */
8231 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8234 p_ptr->window |= (PW_INVEN);
8238 bool item_tester_hook_smith(object_type *o_ptr)
8240 switch (o_ptr->tval)
8260 if (o_ptr->xtra3) return (TRUE);
8268 static void erase_essence(void)
8273 char o_name[MAX_NLEN];
8274 u32b flgs[TR_FLAG_SIZE];
8276 item_tester_hook = item_tester_hook_smith;
8280 q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8281 s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8283 q = "Remove from which item? ";
8284 s = "You have nothing to remove essence.";
8287 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8289 /* Get the item (in the pack) */
8292 o_ptr = &inventory[item];
8295 /* Get the item (on the floor) */
8298 o_ptr = &o_list[0 - item];
8301 object_desc(o_name, o_ptr, FALSE, 0);
8303 if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8305 if (!get_check(format("Are you sure? [%s]", o_name))) return;
8310 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8312 o_ptr->to_h -= (o_ptr->xtra4>>8);
8313 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8315 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8316 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8319 object_flags(o_ptr, flgs);
8320 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8322 msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8324 msg_print("You removed all essence you have added.");
8327 /* Combine the pack */
8328 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8331 p_ptr->window |= (PW_INVEN);
8334 void do_cmd_kaji(bool only_browse)
8339 int menu_line = (use_menu ? 1 : 0);
8343 if (p_ptr->confused)
8346 msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8348 msg_print("You are too confused!");
8356 msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8358 msg_print("You are blind!");
8366 msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤¤Ê¤¤¡ª");
8368 msg_print("You are hullcinating!");
8376 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8378 #endif /* ALLOW_REPEAT */
8380 if (only_browse) screen_save();
8382 if (!only_browse) screen_save();
8388 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
8389 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
8390 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
8391 prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
8392 prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
8393 prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8395 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8396 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8397 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8398 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8399 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8400 prt(format("Choose command from menu."), 0, 0);
8427 if (menu_line > 5) menu_line -= 5;
8436 prt(" a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8437 prt(" b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8438 prt(" c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8439 prt(" d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8440 prt(" e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8441 if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8443 prt(" a) List essences", 2, 14);
8444 prt(" b) Extract essence", 3, 14);
8445 prt(" c) Remove essence", 4, 14);
8446 prt(" d) Add essence", 5, 14);
8447 prt(" e) Enchant weapon/armor", 6, 14);
8448 if (!get_com("Command :", &choice, TRUE))
8485 /* Clear lines, position cursor (really should use strlen here) */
8486 Term_erase(14, 21, 255);
8487 Term_erase(14, 20, 255);
8488 Term_erase(14, 19, 255);
8489 Term_erase(14, 18, 255);
8490 Term_erase(14, 17, 255);
8491 Term_erase(14, 16, 255);
8493 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8494 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8496 prt(&temp[j], line, 15);
8501 if (!only_browse) screen_load();
8502 } while (only_browse);
8506 #endif /* ALLOW_REPEAT */
8510 case 1: display_essence();break;
8511 case 2: drain_essence();break;
8512 case 3: erase_essence();break;
8514 mode = choose_essence();
8519 case 5: add_essence(10);break;