Hengband
2.2.1
|
データ構造 | |
struct | object_type |
マクロ定義 | |
#define | TR_STR 0 /* STR += "pval" */ |
#define | TR_INT 1 /* INT += "pval" */ |
#define | TR_WIS 2 /* WIS += "pval" */ |
#define | TR_DEX 3 /* DEX += "pval" */ |
#define | TR_CON 4 /* CON += "pval" */ |
#define | TR_CHR 5 /* CHR += "pval" */ |
#define | TR_MAGIC_MASTERY 6 /* Later */ |
#define | TR_FORCE_WEAPON 7 /* Later */ |
#define | TR_STEALTH 8 /* Stealth += "pval" */ |
#define | TR_SEARCH 9 /* Search += "pval" */ |
#define | TR_INFRA 10 /* Infra += "pval" */ |
#define | TR_TUNNEL 11 /* Tunnel += "pval" */ |
#define | TR_SPEED 12 /* Speed += "pval" */ |
#define | TR_BLOWS 13 /* Blows += "pval" */ |
#define | TR_CHAOTIC 14 |
#define | TR_VAMPIRIC 15 |
#define | TR_SLAY_ANIMAL 16 |
#define | TR_SLAY_EVIL 17 |
#define | TR_SLAY_UNDEAD 18 |
#define | TR_SLAY_DEMON 19 |
#define | TR_SLAY_ORC 20 |
#define | TR_SLAY_TROLL 21 |
#define | TR_SLAY_GIANT 22 |
#define | TR_SLAY_DRAGON 23 |
#define | TR_KILL_DRAGON 24 /* Execute Dragon */ |
#define | TR_VORPAL 25 /* Later */ |
#define | TR_IMPACT 26 /* Cause Earthquakes */ |
#define | TR_BRAND_POIS 27 |
#define | TR_BRAND_ACID 28 |
#define | TR_BRAND_ELEC 29 |
#define | TR_BRAND_FIRE 30 |
#define | TR_BRAND_COLD 31 |
#define | TR_SUST_STR 32 |
#define | TR_SUST_INT 33 |
#define | TR_SUST_WIS 34 |
#define | TR_SUST_DEX 35 |
#define | TR_SUST_CON 36 |
#define | TR_SUST_CHR 37 |
#define | TR_RIDING 38 |
#define | TR_EASY_SPELL 39 |
#define | TR_IM_ACID 40 |
#define | TR_IM_ELEC 41 |
#define | TR_IM_FIRE 42 |
#define | TR_IM_COLD 43 |
#define | TR_THROW 44 /* Later */ |
#define | TR_REFLECT 45 /* Reflect 'bolts' */ |
#define | TR_FREE_ACT 46 /* Free Action */ |
#define | TR_HOLD_EXP 47 /* Hold EXP */ |
#define | TR_RES_ACID 48 |
#define | TR_RES_ELEC 49 |
#define | TR_RES_FIRE 50 |
#define | TR_RES_COLD 51 |
#define | TR_RES_POIS 52 |
#define | TR_RES_FEAR 53 /* Added for Zangband */ |
#define | TR_RES_LITE 54 |
#define | TR_RES_DARK 55 |
#define | TR_RES_BLIND 56 |
#define | TR_RES_CONF 57 |
#define | TR_RES_SOUND 58 |
#define | TR_RES_SHARDS 59 |
#define | TR_RES_NETHER 60 |
#define | TR_RES_NEXUS 61 |
#define | TR_RES_CHAOS 62 |
#define | TR_RES_DISEN 63 |
#define | TR_SH_FIRE 64 /* Immolation (Fire) */ |
#define | TR_SH_ELEC 65 /* Electric Sheath */ |
#define | TR_SLAY_HUMAN 66 /* Slay human */ |
#define | TR_SH_COLD 67 /* cold aura */ |
#define | TR_NO_TELE 68 /* Anti-teleportation */ |
#define | TR_NO_MAGIC 69 /* Anti-magic */ |
#define | TR_DEC_MANA 70 /* ??? */ |
#define | TR_TY_CURSE 71 /* The Ancient Curse */ |
#define | TR_WARNING 72 /* Warning */ |
#define | TR_HIDE_TYPE 73 /* Hide "pval" description */ |
#define | TR_SHOW_MODS 74 /* Always show Tohit/Todam */ |
#define | TR_SLAY_GOOD 75 |
#define | TR_LEVITATION 76 /* Feather Falling */ |
#define | TR_LITE_1 77 /* Light Radius 1*/ |
#define | TR_SEE_INVIS 78 /* See Invisible */ |
#define | TR_TELEPATHY 79 /* Telepathy */ |
#define | TR_SLOW_DIGEST 80 /* Item slows down digestion */ |
#define | TR_REGEN 81 /* Item induces regeneration */ |
#define | TR_XTRA_MIGHT 82 /* Bows get extra multiplier */ |
#define | TR_XTRA_SHOTS 83 /* Bows get extra shots */ |
#define | TR_IGNORE_ACID 84 /* Item ignores Acid Damage */ |
#define | TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */ |
#define | TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */ |
#define | TR_IGNORE_COLD 87 /* Item ignores Cold Damage */ |
#define | TR_ACTIVATE 88 /* Item can be activated */ |
#define | TR_DRAIN_EXP 89 /* Item drains Experience */ |
#define | TR_TELEPORT 90 /* Item teleports player */ |
#define | TR_AGGRAVATE 91 /* Item aggravates monsters */ |
#define | TR_BLESSED 92 /* Item is Blessed */ |
#define | TR_ES_ATTACK 93 /* Fake flag for Smith */ |
#define | TR_ES_AC 94 /* Fake flag for Smith */ |
#define | TR_KILL_GOOD 95 |
#define | TR_KILL_ANIMAL 96 |
#define | TR_KILL_EVIL 97 |
#define | TR_KILL_UNDEAD 98 |
#define | TR_KILL_DEMON 99 |
#define | TR_KILL_ORC 100 |
#define | TR_KILL_TROLL 101 |
#define | TR_KILL_GIANT 102 |
#define | TR_KILL_HUMAN 103 |
#define | TR_ESP_ANIMAL 104 |
#define | TR_ESP_UNDEAD 105 |
#define | TR_ESP_DEMON 106 |
#define | TR_ESP_ORC 107 |
#define | TR_ESP_TROLL 108 |
#define | TR_ESP_GIANT 109 |
#define | TR_ESP_DRAGON 110 |
#define | TR_ESP_HUMAN 111 |
#define | TR_ESP_EVIL 112 |
#define | TR_ESP_GOOD 113 |
#define | TR_ESP_NONLIVING 114 |
#define | TR_ESP_UNIQUE 115 |
#define | TR_FULL_NAME 116 |
#define | TR_FIXED_FLAVOR 117 |
#define | TR_ADD_L_CURSE 118 |
#define | TR_ADD_H_CURSE 119 |
#define | TR_DRAIN_HP 120 |
#define | TR_DRAIN_MANA 121 |
#define | TR_LITE_2 122 |
#define | TR_LITE_3 123 |
#define | TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */ |
#define | TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */ |
#define | TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */ |
#define | TR_LITE_FUEL 127 /* Lights need Fuels */ |
#define | TR_CALL_ANIMAL 128 |
#define | TR_CALL_DEMON 129 |
#define | TR_CALL_DRAGON 130 |
#define | TR_CALL_UNDEAD 131 |
#define | TR_COWARDICE 132 |
#define | TR_LOW_MELEE 133 |
#define | TR_LOW_AC 134 |
#define | TR_LOW_MAGIC 135 |
#define | TR_FAST_DIGEST 136 |
#define | TR_SLOW_REGEN 137 |
#define | TR_FLAG_MAX 138 |
#define | TR_FLAG_SIZE 5 |
#define | OBJ_GOLD_LIST 480 /* First "gold" entry */ |
#define | MAX_GOLD 18 /* Number of "gold" entries */ |
#define | HAVE_LITE_FLAG(ARRAY) (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3)) |
#define | HAVE_DARK_FLAG(ARRAY) (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3)) |
#define | TV_SKELETON 1 /* Skeletons ('s'), not specified */ |
#define | TV_BOTTLE 2 /* Empty bottles ('!') */ |
#define | TV_JUNK 3 /* Sticks, Pottery, etc ('~') */ |
#define | TV_WHISTLE 4 /* Whistle ('~') */ |
#define | TV_SPIKE 5 /* Spikes ('~') */ |
#define | TV_CHEST 7 /* Chests ('&') */ |
#define | TV_FIGURINE 8 /* Magical figurines */ |
#define | TV_STATUE 9 /* Statue, what a silly object... */ |
#define | TV_CORPSE 10 /* Corpses and Skeletons, specific */ |
#define | TV_CAPTURE 11 /* Monster ball */ |
#define | TV_NO_AMMO 15 /* Ammo for crimson */ |
#define | TV_SHOT 16 /* Ammo for slings */ |
#define | TV_ARROW 17 /* Ammo for bows */ |
#define | TV_BOLT 18 /* Ammo for x-bows */ |
#define | TV_BOW 19 /* Slings/Bows/Xbows */ |
#define | TV_DIGGING 20 /* Shovels/Picks */ |
#define | TV_HAFTED 21 /* Priest Weapons */ |
#define | TV_POLEARM 22 /* Axes and Pikes */ |
#define | TV_SWORD 23 /* Edged Weapons */ |
#define | TV_BOOTS 30 /* Boots */ |
#define | TV_GLOVES 31 /* Gloves */ |
#define | TV_HELM 32 /* Helms */ |
#define | TV_CROWN 33 /* Crowns */ |
#define | TV_SHIELD 34 /* Shields */ |
#define | TV_CLOAK 35 /* Cloaks */ |
#define | TV_SOFT_ARMOR 36 /* Soft Armor */ |
#define | TV_HARD_ARMOR 37 /* Hard Armor */ |
#define | TV_DRAG_ARMOR 38 /* Dragon Scale Mail */ |
#define | TV_LITE 39 /* Lites (including Specials) */ |
#define | TV_AMULET 40 /* Amulets (including Specials) */ |
#define | TV_RING 45 /* Rings (including Specials) */ |
#define | TV_CARD 50 |
#define | TV_STAFF 55 |
#define | TV_WAND 65 |
#define | TV_ROD 66 |
#define | TV_PARCHMENT 69 |
#define | TV_SCROLL 70 |
#define | TV_POTION 75 |
#define | TV_FLASK 77 |
#define | TV_FOOD 80 |
#define | TV_LIFE_BOOK 90 |
#define | TV_SORCERY_BOOK 91 |
#define | TV_NATURE_BOOK 92 |
#define | TV_CHAOS_BOOK 93 |
#define | TV_DEATH_BOOK 94 |
#define | TV_TRUMP_BOOK 95 |
#define | TV_ARCANE_BOOK 96 |
#define | TV_CRAFT_BOOK 97 |
#define | TV_DAEMON_BOOK 98 |
#define | TV_CRUSADE_BOOK 99 |
#define | TV_MUSIC_BOOK 105 |
#define | TV_HISSATSU_BOOK 106 |
#define | TV_HEX_BOOK 107 |
#define | TV_GOLD 127 /* Gold can only be picked up by players */ |
#define | TV_EQUIP_BEGIN TV_SHOT |
#define | TV_EQUIP_END TV_CARD |
#define | TV_MISSILE_BEGIN TV_SHOT |
#define | TV_MISSILE_END TV_BOLT |
#define | TV_WEARABLE_BEGIN TV_BOW |
#define | TV_WEARABLE_END TV_CARD |
#define | TV_WEAPON_BEGIN TV_BOW |
#define | TV_WEAPON_END TV_SWORD |
#define | TV_ARMOR_BEGIN TV_BOOTS |
#define | TV_ARMOR_END TV_DRAG_ARMOR |
#define | EGO_XTRA_SUSTAIN 1 |
旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat [詳解] | |
#define | EGO_XTRA_POWER 2 |
旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist [詳解] | |
#define | EGO_XTRA_ABILITY 3 |
旧版アイテムフラグ(非推奨): 追加能力 / Special ability [詳解] | |
#define | IDENT_SENSE 0x01 /* Item has been "sensed" */ |
#define | IDENT_FIXED 0x02 /* Item has been "haggled" */ |
#define | IDENT_EMPTY 0x04 /* Item charges are known */ |
#define | IDENT_KNOWN 0x08 /* Item abilities are known */ |
#define | IDENT_STORE 0x10 /* Item is storebought !!!! */ |
#define | IDENT_MENTAL 0x20 /* Item information is known */ |
#define | IDENT_BROKEN 0x80 /* Item is permanently worthless */ |
#define | OM_FOUND 0x01 |
アイテムを一度でも視界に収めたことがあるか [詳解] | |
#define | OM_NOMSG 0x02 /* temporary flag to suppress messages */ |
#define | OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */ |
#define | OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */ |
#define | OM_TOUCHED 0x10 /* Object was touched by player */ |
#define | TRC_CURSED 0x00000001L |
#define | TRC_HEAVY_CURSE 0x00000002L |
#define | TRC_PERMA_CURSE 0x00000004L |
#define | TRC_XXX1 0x00000008L |
#define | TRC_TY_CURSE 0x00000010L |
#define | TRC_AGGRAVATE 0x00000020L |
#define | TRC_DRAIN_EXP 0x00000040L |
#define | TRC_SLOW_REGEN 0x00000080L |
#define | TRC_ADD_L_CURSE 0x00000100L |
#define | TRC_ADD_H_CURSE 0x00000200L |
#define | TRC_CALL_ANIMAL 0x00000400L |
#define | TRC_CALL_DEMON 0x00000800L |
#define | TRC_CALL_DRAGON 0x00001000L |
#define | TRC_COWARDICE 0x00002000L |
#define | TRC_TELEPORT 0x00004000L |
#define | TRC_LOW_MELEE 0x00008000L |
#define | TRC_LOW_AC 0x00010000L |
#define | TRC_LOW_MAGIC 0x00020000L |
#define | TRC_FAST_DIGEST 0x00040000L |
#define | TRC_DRAIN_HP 0x00080000L |
#define | TRC_DRAIN_MANA 0x00100000L |
#define | TRC_CALL_UNDEAD 0x00200000L |
#define | MAX_CURSE 18 |
#define | TRC_TELEPORT_SELF 0x00000001L |
#define | TRC_CHAINSWORD 0x00000002L |
#define | TRC_SPECIAL_MASK (TRC_TY_CURSE | TRC_AGGRAVATE) |
#define | TRC_HEAVY_MASK |
#define | TRC_P_FLAG_MASK |
#define | SCROBJ_FAKE_OBJECT 0x00000001 |
#define | SCROBJ_FORCE_DETAIL 0x00000002 |
#define | USE_EQUIP 0x01 |
アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items [詳解] | |
#define | USE_INVEN 0x02 |
アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items [詳解] | |
#define | USE_FLOOR 0x04 |
アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items [詳解] | |
#define | USE_FORCE 0x08 |
特殊: wキーで錬気術への切り替えを許可する [詳解] | |
#define | IGNORE_BOTHHAND_SLOT 0x10 |
アイテム表示/選択範囲: 両手持ちスロットを選択に含めない [詳解] | |
#define | USE_FULL 0x20 |
アイテム表示/選択範囲: 空欄まですべて表示する [詳解] | |
#define | REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item])) |
#define | FEEL_NONE 0 |
簡易鑑定: 未鑑定 [詳解] | |
#define | FEEL_BROKEN 1 |
簡易鑑定: 壊れている [詳解] | |
#define | FEEL_TERRIBLE 2 |
簡易鑑定: 恐ろしい [詳解] | |
#define | FEEL_WORTHLESS 3 |
簡易鑑定: 無価値 [詳解] | |
#define | FEEL_CURSED 4 |
簡易鑑定: 呪われている [詳解] | |
#define | FEEL_UNCURSED 5 |
簡易鑑定: 呪われていない [詳解] | |
#define | FEEL_AVERAGE 6 |
簡易鑑定: 並 [詳解] | |
#define | FEEL_GOOD 7 |
簡易鑑定: 上質 [詳解] | |
#define | FEEL_EXCELLENT 8 |
簡易鑑定: 高級 [詳解] | |
#define | FEEL_SPECIAL 9 |
簡易鑑定: 特別 [詳解] | |
#define | FEEL_MAX 9 |
簡易鑑定の種別数 [詳解] | |
#define | AM_NO_FIXED_ART 0x00000001 |
Don't allow roll for fixed artifacts [詳解] | |
#define | AM_GOOD 0x00000002 |
Generate good items [詳解] | |
#define | AM_GREAT 0x00000004 |
Generate great items [詳解] | |
#define | AM_SPECIAL 0x00000008 |
Generate artifacts (for debug mode only) [詳解] | |
#define | AM_CURSED 0x00000010 |
Generate cursed/worthless items [詳解] | |
#define | AM_FORBID_CHEST 0x00000020 |
箱からさらに箱が出現することを抑止する [詳解] | |
#define | object_attr(T) |
#define | SV_ANY 255 |
#define | SV_FIGURINE_NORMAL 0 |
#define | SV_CAPTURE_NONE 0 |
#define | SV_WOODEN_STATUE 0 |
#define | SV_CLAY_STATUE 1 |
#define | SV_STONE_STATUE 2 |
#define | SV_IRON_STATUE 3 |
#define | SV_COPPER_STATUE 4 |
#define | SV_SILVER_STATUE 5 |
#define | SV_GOLDEN_STATUE 6 |
#define | SV_IVORY_STATUE 7 |
#define | SV_MITHRIL_STATUE 8 |
#define | SV_ORNATE_STATUE 9 |
#define | SV_PHOTO 50 |
#define | SV_SKELETON 0 |
#define | SV_CORPSE 1 |
#define | SV_AMMO_LIGHT 0 /* pebbles */ |
#define | SV_AMMO_NORMAL 1 /* shots, arrows, bolts */ |
#define | SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */ |
#define | SV_SLING 2 /* (x2) */ |
#define | SV_SHORT_BOW 12 /* (x2) */ |
#define | SV_LONG_BOW 13 /* (x3) */ |
#define | SV_LIGHT_XBOW 23 /* (x3) */ |
#define | SV_HEAVY_XBOW 24 /* (x4) */ |
#define | SV_CRIMSON 50 /* (x0) */ |
#define | SV_HARP 51 /* (x0) */ |
#define | SV_NAMAKE_BOW 63 /* (x3) */ |
#define | SV_SHOVEL 1 |
#define | SV_GNOMISH_SHOVEL 2 |
#define | SV_DWARVEN_SHOVEL 3 |
#define | SV_PICK 4 |
#define | SV_ORCISH_PICK 5 |
#define | SV_DWARVEN_PICK 6 |
#define | SV_MATTOCK 7 |
#define | SV_CLUB 1 /* 1d4 */ |
#define | SV_WHIP 2 /* 1d6 */ |
#define | SV_QUARTERSTAFF 3 /* 1d9 */ |
#define | SV_NUNCHAKU 4 /* 2d3 */ |
#define | SV_MACE 5 /* 2d4 */ |
#define | SV_BALL_AND_CHAIN 6 /* 2d4 */ |
#define | SV_JO_STAFF 7 /* 1d7 */ |
#define | SV_WAR_HAMMER 8 /* 3d3 */ |
#define | SV_THREE_PIECE_ROD 11 /* 3d3 */ |
#define | SV_MORNING_STAR 12 /* 2d6 */ |
#define | SV_FLAIL 13 /* 2d6 */ |
#define | SV_BO_STAFF 14 /* 1d11 */ |
#define | SV_LEAD_FILLED_MACE 15 /* 3d4 */ |
#define | SV_TETSUBO 16 /* 2d7 */ |
#define | SV_TWO_HANDED_FLAIL 18 /* 3d6 */ |
#define | SV_GREAT_HAMMER 19 /* 4d6 */ |
#define | SV_MACE_OF_DISRUPTION 20 /* 5d8 */ |
#define | SV_WIZSTAFF 21 /* 1d2 */ |
#define | SV_GROND 50 /* 3d9 */ |
#define | SV_NAMAKE_HAMMER 63 /* 1d77 */ |
#define | SV_HATCHET 1 /* 1d5 */ |
#define | SV_SPEAR 2 /* 1d6 */ |
#define | SV_SICKLE 3 /* 2d3 */ |
#define | SV_AWL_PIKE 4 /* 1d8 */ |
#define | SV_TRIDENT 5 /* 1d9 */ |
#define | SV_FAUCHARD 6 /* 1d10 */ |
#define | SV_BROAD_SPEAR 7 /* 1d9 */ |
#define | SV_PIKE 8 /* 2d5 */ |
#define | SV_NAGINATA 9 /* 2d6 */ |
#define | SV_BEAKED_AXE 10 /* 2d6 */ |
#define | SV_BROAD_AXE 11 /* 2d6 */ |
#define | SV_LUCERNE_HAMMER 12 /* 2d5 */ |
#define | SV_GLAIVE 13 /* 2d6 */ |
#define | SV_LAJATANG 14 /* 2d7 */ |
#define | SV_HALBERD 15 /* 3d4 */ |
#define | SV_GUISARME 16 /* 2d5 */ |
#define | SV_SCYTHE 17 /* 5d3 */ |
#define | SV_LANCE 20 /* 2d8 */ |
#define | SV_BATTLE_AXE 22 /* 2d8 */ |
#define | SV_GREAT_AXE 25 /* 4d4 */ |
#define | SV_TRIFURCATE_SPEAR 26 /* 2d9 */ |
#define | SV_LOCHABER_AXE 28 /* 3d8 */ |
#define | SV_HEAVY_LANCE 29 /* 4d8 */ |
#define | SV_SCYTHE_OF_SLICING 30 /* 8d4 */ |
#define | SV_TSURIZAO 40 /* 1d1 */ |
#define | SV_DEATH_SCYTHE 50 /* 10d10 */ |
#define | SV_BROKEN_DAGGER 1 /* 1d1 */ |
#define | SV_BROKEN_SWORD 2 /* 1d2 */ |
#define | SV_DAGGER 4 /* 1d4 */ |
#define | SV_MAIN_GAUCHE 5 /* 1d5 */ |
#define | SV_TANTO 6 /* 1d5 */ |
#define | SV_RAPIER 7 /* 1d6 */ |
#define | SV_SMALL_SWORD 8 /* 1d6 */ |
#define | SV_BASILLARD 9 /* 1d8 */ |
#define | SV_SHORT_SWORD 10 /* 1d7 */ |
#define | SV_SABRE 11 /* 1d7 */ |
#define | SV_CUTLASS 12 /* 1d7 */ |
#define | SV_WAKIZASHI 13 /* 2d4 */ |
#define | SV_KHOPESH 14 /* 2d4 */ |
#define | SV_TULWAR 15 /* 2d4 */ |
#define | SV_BROAD_SWORD 16 /* 2d5 */ |
#define | SV_LONG_SWORD 17 /* 2d5 */ |
#define | SV_SCIMITAR 18 /* 2d5 */ |
#define | SV_NINJATO 19 /* 1d9 */ |
#define | SV_KATANA 20 /* 3d4 */ |
#define | SV_BASTARD_SWORD 21 /* 3d4 */ |
#define | SV_GREAT_SCIMITAR 22 /* 4d5 */ |
#define | SV_CLAYMORE 23 /* 2d8 */ |
#define | SV_ESPADON 24 /* 2d9 */ |
#define | SV_TWO_HANDED_SWORD 25 /* 3d6 */ |
#define | SV_FLAMBERGE 26 /* 3d7 */ |
#define | SV_NO_DACHI 27 /* 5d4 */ |
#define | SV_EXECUTIONERS_SWORD 28 /* 4d5 */ |
#define | SV_ZWEIHANDER 29 /* 4d6 */ |
#define | SV_BLADE_OF_CHAOS 30 /* 6d5 */ |
#define | SV_DIAMOND_EDGE 31 /* 7d5 */ |
#define | SV_DOKUBARI 32 /* 1d1 */ |
#define | SV_HAYABUSA 33 /* 1d6 */ |
#define | SV_SMALL_LEATHER_SHIELD 2 |
#define | SV_SMALL_METAL_SHIELD 3 |
#define | SV_LARGE_LEATHER_SHIELD 4 |
#define | SV_LARGE_METAL_SHIELD 5 |
#define | SV_DRAGON_SHIELD 6 |
#define | SV_KNIGHT_SHIELD 7 |
#define | SV_MIRROR_SHIELD 10 |
#define | SV_YATA_MIRROR 50 |
#define | SV_HARD_LEATHER_CAP 2 |
#define | SV_METAL_CAP 3 |
#define | SV_JINGASA 4 /* 4 */ |
#define | SV_IRON_HELM 5 |
#define | SV_STEEL_HELM 6 |
#define | SV_DRAGON_HELM 7 |
#define | SV_KABUTO 8 /* 7 */ |
#define | SV_IRON_CROWN 10 |
#define | SV_GOLDEN_CROWN 11 |
#define | SV_JEWELED_CROWN 12 |
#define | SV_CHAOS 50 |
#define | SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 |
#define | SV_PAIR_OF_HARD_LEATHER_BOOTS 3 |
#define | SV_PAIR_OF_DRAGON_GREAVE 4 |
#define | SV_PAIR_OF_METAL_SHOD_BOOTS 6 |
#define | SV_CLOAK 1 |
#define | SV_ELVEN_CLOAK 2 |
#define | SV_FUR_CLOAK 3 |
#define | SV_ETHEREAL_CLOAK 5 |
#define | SV_SHADOW_CLOAK 6 |
#define | SV_SET_OF_LEATHER_GLOVES 1 |
#define | SV_SET_OF_GAUNTLETS 2 |
#define | SV_SET_OF_DRAGON_GLOVES 3 |
#define | SV_SET_OF_CESTI 5 |
#define | SV_T_SHIRT 0 |
#define | SV_FILTHY_RAG 1 |
#define | SV_ROBE 2 |
#define | SV_PAPER_ARMOR 3 /* 4 */ |
#define | SV_SOFT_LEATHER_ARMOR 4 |
#define | SV_SOFT_STUDDED_LEATHER 5 |
#define | SV_HARD_LEATHER_ARMOR 6 |
#define | SV_HARD_STUDDED_LEATHER 7 |
#define | SV_RHINO_HIDE_ARMOR 8 |
#define | SV_CORD_ARMOR 9 /* 6 */ |
#define | SV_PADDED_ARMOR 10 /* 4 */ |
#define | SV_LEATHER_SCALE_MAIL 11 |
#define | SV_LEATHER_JACK 12 |
#define | SV_KUROSHOUZOKU 13 |
#define | SV_STONE_AND_HIDE_ARMOR 15 /* 15 */ |
#define | SV_ABUNAI_MIZUGI 50 |
#define | SV_YOIYAMI_ROBE 60 |
#define | SV_NAMAKE_ARMOR 63 |
#define | SV_RUSTY_CHAIN_MAIL 1 /* 14- */ |
#define | SV_RING_MAIL 2 /* 12 */ |
#define | SV_METAL_SCALE_MAIL 3 /* 13 */ |
#define | SV_CHAIN_MAIL 4 /* 14 */ |
#define | SV_DOUBLE_RING_MAIL 5 /* 15 */ |
#define | SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */ |
#define | SV_DOUBLE_CHAIN_MAIL 7 /* 16 */ |
#define | SV_BAR_CHAIN_MAIL 8 /* 18 */ |
#define | SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */ |
#define | SV_SPLINT_MAIL 10 /* 19 */ |
#define | SV_DO_MARU 11 /* 20 */ |
#define | SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */ |
#define | SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */ |
#define | SV_HARAMAKIDO 14 /* 17 */ |
#define | SV_FULL_PLATE_ARMOUR 15 /* 25 */ |
#define | SV_O_YOROI 16 /* 24 */ |
#define | SV_RIBBED_PLATE_ARMOUR 18 /* 28 */ |
#define | SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */ |
#define | SV_MITHRIL_PLATE_MAIL 25 /* 35+ */ |
#define | SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */ |
#define | SV_DRAGON_BLACK 1 |
#define | SV_DRAGON_BLUE 2 |
#define | SV_DRAGON_WHITE 3 |
#define | SV_DRAGON_RED 4 |
#define | SV_DRAGON_GREEN 5 |
#define | SV_DRAGON_MULTIHUED 6 |
#define | SV_DRAGON_SHINING 10 |
#define | SV_DRAGON_LAW 12 |
#define | SV_DRAGON_BRONZE 14 |
#define | SV_DRAGON_GOLD 16 |
#define | SV_DRAGON_CHAOS 18 |
#define | SV_DRAGON_BALANCE 20 |
#define | SV_DRAGON_POWER 30 |
#define | SV_LITE_TORCH 0 |
#define | SV_LITE_LANTERN 1 |
#define | SV_LITE_FEANOR 2 |
#define | SV_LITE_EDISON 3 |
#define | SV_LITE_GALADRIEL 4 |
#define | SV_LITE_ELENDIL 5 |
#define | SV_LITE_JUDGE 6 |
#define | SV_LITE_LORE 7 |
#define | SV_LITE_PALANTIR 8 |
#define | SV_LITE_FLY_STONE 9 |
#define | SV_AMULET_DOOM 0 |
#define | SV_AMULET_TELEPORT 1 |
#define | SV_AMULET_ADORNMENT 2 |
#define | SV_AMULET_SLOW_DIGEST 3 |
#define | SV_AMULET_RESIST_ACID 4 |
#define | SV_AMULET_SEARCHING 5 |
#define | SV_AMULET_BRILLIANCE 6 |
#define | SV_AMULET_CHARISMA 7 |
#define | SV_AMULET_THE_MAGI 8 |
#define | SV_AMULET_REFLECTION 9 |
#define | SV_AMULET_CARLAMMAS 10 |
#define | SV_AMULET_INGWE 11 |
#define | SV_AMULET_DWARVES 12 |
#define | SV_AMULET_NO_MAGIC 13 |
#define | SV_AMULET_NO_TELE 14 |
#define | SV_AMULET_RESISTANCE 15 |
#define | SV_AMULET_TELEPATHY 16 |
#define | SV_AMULET_FARAMIR 17 |
#define | SV_AMULET_BOROMIR 18 |
#define | SV_AMULET_MAGATAMA 19 |
#define | SV_AMULET_INROU 20 |
#define | SV_AMULET_INTELLIGENCE 21 |
#define | SV_AMULET_WISDOM 22 |
#define | SV_AMULET_MAGIC_MASTERY 23 |
#define | SV_AMULET_NIGHT 24 |
#define | SV_RING_WOE 0 |
#define | SV_RING_AGGRAVATION 1 |
#define | SV_RING_WEAKNESS 2 |
#define | SV_RING_STUPIDITY 3 |
#define | SV_RING_TELEPORTATION 4 |
#define | SV_RING_SLOW_DIGESTION 6 |
#define | SV_RING_LEVITATION_FALL 7 |
#define | SV_RING_RESIST_FIRE 8 |
#define | SV_RING_RESIST_COLD 9 |
#define | SV_RING_SUSTAIN_STR 10 |
#define | SV_RING_SUSTAIN_INT 11 |
#define | SV_RING_SUSTAIN_WIS 12 |
#define | SV_RING_SUSTAIN_CON 13 |
#define | SV_RING_SUSTAIN_DEX 14 |
#define | SV_RING_SUSTAIN_CHR 15 |
#define | SV_RING_PROTECTION 16 |
#define | SV_RING_ACID 17 |
#define | SV_RING_FLAMES 18 |
#define | SV_RING_ICE 19 |
#define | SV_RING_RESIST_POIS 20 |
#define | SV_RING_FREE_ACTION 21 |
#define | SV_RING_SEE_INVIS 22 |
#define | SV_RING_SEARCHING 23 |
#define | SV_RING_STR 24 |
#define | SV_RING_ELEC 25 |
#define | SV_RING_DEX 26 |
#define | SV_RING_CON 27 |
#define | SV_RING_ACCURACY 28 |
#define | SV_RING_DAMAGE 29 |
#define | SV_RING_SLAYING 30 |
#define | SV_RING_SPEED 31 |
#define | SV_RING_FRAKIR 32 |
#define | SV_RING_TULKAS 33 |
#define | SV_RING_NARYA 34 |
#define | SV_RING_NENYA 35 |
#define | SV_RING_VILYA 36 |
#define | SV_RING_POWER 37 |
#define | SV_RING_RES_FEAR 38 |
#define | SV_RING_RES_LD 39 |
#define | SV_RING_RES_NETHER 40 |
#define | SV_RING_RES_NEXUS 41 |
#define | SV_RING_RES_SOUND 42 |
#define | SV_RING_RES_CONFUSION 43 |
#define | SV_RING_RES_SHARDS 44 |
#define | SV_RING_RES_DISENCHANT 45 |
#define | SV_RING_RES_CHAOS 46 |
#define | SV_RING_RES_BLINDNESS 47 |
#define | SV_RING_LORDLY 48 |
#define | SV_RING_ATTACKS 49 |
#define | SV_RING_AHO 50 |
#define | SV_RING_SHOTS 51 |
#define | SV_RING_SUSTAIN 52 |
#define | SV_RING_DEC_MANA 53 |
#define | SV_RING_WARNING 54 |
#define | SV_RING_MUSCLE 55 |
#define | SV_EXPRESS_CARD 0 |
#define | SV_STAFF_DARKNESS 0 |
#define | SV_STAFF_SLOWNESS 1 |
#define | SV_STAFF_HASTE_MONSTERS 2 |
#define | SV_STAFF_SUMMONING 3 |
#define | SV_STAFF_TELEPORTATION 4 |
#define | SV_STAFF_IDENTIFY 5 |
#define | SV_STAFF_REMOVE_CURSE 6 |
#define | SV_STAFF_STARLITE 7 |
#define | SV_STAFF_LITE 8 |
#define | SV_STAFF_MAPPING 9 |
#define | SV_STAFF_DETECT_GOLD 10 |
#define | SV_STAFF_DETECT_ITEM 11 |
#define | SV_STAFF_DETECT_TRAP 12 |
#define | SV_STAFF_DETECT_DOOR 13 |
#define | SV_STAFF_DETECT_INVIS 14 |
#define | SV_STAFF_DETECT_EVIL 15 |
#define | SV_STAFF_CURE_LIGHT 16 |
#define | SV_STAFF_CURING 17 |
#define | SV_STAFF_HEALING 18 |
#define | SV_STAFF_THE_MAGI 19 |
#define | SV_STAFF_SLEEP_MONSTERS 20 |
#define | SV_STAFF_SLOW_MONSTERS 21 |
#define | SV_STAFF_SPEED 22 |
#define | SV_STAFF_PROBING 23 |
#define | SV_STAFF_DISPEL_EVIL 24 |
#define | SV_STAFF_POWER 25 |
#define | SV_STAFF_HOLINESS 26 |
#define | SV_STAFF_GENOCIDE 27 |
#define | SV_STAFF_EARTHQUAKES 28 |
#define | SV_STAFF_DESTRUCTION 29 |
#define | SV_STAFF_ANIMATE_DEAD 30 |
#define | SV_STAFF_MSTORM 31 |
#define | SV_STAFF_NOTHING 32 |
#define | SV_WAND_HEAL_MONSTER 0 |
#define | SV_WAND_HASTE_MONSTER 1 |
#define | SV_WAND_CLONE_MONSTER 2 |
#define | SV_WAND_TELEPORT_AWAY 3 |
#define | SV_WAND_DISARMING 4 |
#define | SV_WAND_TRAP_DOOR_DEST 5 |
#define | SV_WAND_STONE_TO_MUD 6 |
#define | SV_WAND_LITE 7 |
#define | SV_WAND_SLEEP_MONSTER 8 |
#define | SV_WAND_SLOW_MONSTER 9 |
#define | SV_WAND_CONFUSE_MONSTER 10 |
#define | SV_WAND_FEAR_MONSTER 11 |
#define | SV_WAND_HYPODYNAMIA 12 |
#define | SV_WAND_POLYMORPH 13 |
#define | SV_WAND_STINKING_CLOUD 14 |
#define | SV_WAND_MAGIC_MISSILE 15 |
#define | SV_WAND_ACID_BOLT 16 |
#define | SV_WAND_CHARM_MONSTER 17 |
#define | SV_WAND_FIRE_BOLT 18 |
#define | SV_WAND_COLD_BOLT 19 |
#define | SV_WAND_ACID_BALL 20 |
#define | SV_WAND_ELEC_BALL 21 |
#define | SV_WAND_FIRE_BALL 22 |
#define | SV_WAND_COLD_BALL 23 |
#define | SV_WAND_WONDER 24 |
#define | SV_WAND_DISINTEGRATE 25 |
#define | SV_WAND_DRAGON_FIRE 26 |
#define | SV_WAND_DRAGON_COLD 27 |
#define | SV_WAND_DRAGON_BREATH 28 |
#define | SV_WAND_ROCKETS 29 |
#define | SV_WAND_STRIKING 30 |
#define | SV_WAND_GENOCIDE 31 |
#define | SV_ROD_DETECT_TRAP 0 |
#define | SV_ROD_DETECT_DOOR 1 |
#define | SV_ROD_IDENTIFY 2 |
#define | SV_ROD_RECALL 3 |
#define | SV_ROD_ILLUMINATION 4 |
#define | SV_ROD_MAPPING 5 |
#define | SV_ROD_DETECTION 6 |
#define | SV_ROD_PROBING 7 |
#define | SV_ROD_CURING 8 |
#define | SV_ROD_HEALING 9 |
#define | SV_ROD_RESTORATION 10 |
#define | SV_ROD_SPEED 11 |
#define | SV_ROD_PESTICIDE 12 |
#define | SV_ROD_TELEPORT_AWAY 13 |
#define | SV_ROD_DISARMING 14 |
#define | SV_ROD_LITE 15 |
#define | SV_ROD_SLEEP_MONSTER 16 |
#define | SV_ROD_SLOW_MONSTER 17 |
#define | SV_ROD_HYPODYNAMIA 18 |
#define | SV_ROD_POLYMORPH 19 |
#define | SV_ROD_ACID_BOLT 20 |
#define | SV_ROD_ELEC_BOLT 21 |
#define | SV_ROD_FIRE_BOLT 22 |
#define | SV_ROD_COLD_BOLT 23 |
#define | SV_ROD_ACID_BALL 24 |
#define | SV_ROD_ELEC_BALL 25 |
#define | SV_ROD_FIRE_BALL 26 |
#define | SV_ROD_COLD_BALL 27 |
#define | SV_ROD_HAVOC 28 |
#define | SV_ROD_STONE_TO_MUD 29 |
#define | SV_ROD_AGGRAVATE 30 |
#define | SV_SCROLL_DARKNESS 0 |
#define | SV_SCROLL_AGGRAVATE_MONSTER 1 |
#define | SV_SCROLL_CURSE_ARMOR 2 |
#define | SV_SCROLL_CURSE_WEAPON 3 |
#define | SV_SCROLL_SUMMON_MONSTER 4 |
#define | SV_SCROLL_SUMMON_UNDEAD 5 |
#define | SV_SCROLL_SUMMON_PET 6 |
#define | SV_SCROLL_TRAP_CREATION 7 |
#define | SV_SCROLL_PHASE_DOOR 8 |
#define | SV_SCROLL_TELEPORT 9 |
#define | SV_SCROLL_TELEPORT_LEVEL 10 |
#define | SV_SCROLL_WORD_OF_RECALL 11 |
#define | SV_SCROLL_IDENTIFY 12 |
#define | SV_SCROLL_STAR_IDENTIFY 13 |
#define | SV_SCROLL_REMOVE_CURSE 14 |
#define | SV_SCROLL_STAR_REMOVE_CURSE 15 |
#define | SV_SCROLL_ENCHANT_ARMOR 16 |
#define | SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 |
#define | SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 |
#define | SV_SCROLL_STAR_ENCHANT_ARMOR 20 |
#define | SV_SCROLL_STAR_ENCHANT_WEAPON 21 |
#define | SV_SCROLL_RECHARGING 22 |
#define | SV_SCROLL_MUNDANITY 23 |
#define | SV_SCROLL_LIGHT 24 |
#define | SV_SCROLL_MAPPING 25 |
#define | SV_SCROLL_DETECT_GOLD 26 |
#define | SV_SCROLL_DETECT_ITEM 27 |
#define | SV_SCROLL_DETECT_TRAP 28 |
#define | SV_SCROLL_DETECT_DOOR 29 |
#define | SV_SCROLL_DETECT_INVIS 30 |
#define | SV_SCROLL_SATISFY_HUNGER 32 |
#define | SV_SCROLL_BLESSING 33 |
#define | SV_SCROLL_HOLY_CHANT 34 |
#define | SV_SCROLL_HOLY_PRAYER 35 |
#define | SV_SCROLL_MONSTER_CONFUSION 36 |
#define | SV_SCROLL_PROTECTION_FROM_EVIL 37 |
#define | SV_SCROLL_RUNE_OF_PROTECTION 38 |
#define | SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 |
#define | SV_SCROLL_STAR_DESTRUCTION 41 |
#define | SV_SCROLL_DISPEL_UNDEAD 42 |
#define | SV_SCROLL_SPELL 43 |
#define | SV_SCROLL_GENOCIDE 44 |
#define | SV_SCROLL_MASS_GENOCIDE 45 |
#define | SV_SCROLL_ACQUIREMENT 46 |
#define | SV_SCROLL_STAR_ACQUIREMENT 47 |
#define | SV_SCROLL_FIRE 48 |
#define | SV_SCROLL_ICE 49 |
#define | SV_SCROLL_CHAOS 50 |
#define | SV_SCROLL_RUMOR 51 |
#define | SV_SCROLL_ARTIFACT 52 |
#define | SV_SCROLL_RESET_RECALL 53 |
#define | SV_SCROLL_SUMMON_KIN 54 |
#define | SV_SCROLL_AMUSEMENT 55 |
#define | SV_SCROLL_STAR_AMUSEMENT 56 |
#define | SV_POTION_WATER 0 |
#define | SV_POTION_APPLE_JUICE 1 |
#define | SV_POTION_SLIME_MOLD 2 |
#define | SV_POTION_SLOWNESS 4 |
#define | SV_POTION_SALT_WATER 5 |
#define | SV_POTION_POISON 6 |
#define | SV_POTION_BLINDNESS 7 |
#define | SV_POTION_BOOZE 9 |
#define | SV_POTION_SLEEP 11 |
#define | SV_POTION_LOSE_MEMORIES 13 |
#define | SV_POTION_RUINATION 15 |
#define | SV_POTION_DEC_STR 16 |
#define | SV_POTION_DEC_INT 17 |
#define | SV_POTION_DEC_WIS 18 |
#define | SV_POTION_DEC_DEX 19 |
#define | SV_POTION_DEC_CON 20 |
#define | SV_POTION_DEC_CHR 21 |
#define | SV_POTION_DETONATIONS 22 |
#define | SV_POTION_DEATH 23 |
#define | SV_POTION_INFRAVISION 24 |
#define | SV_POTION_DETECT_INVIS 25 |
#define | SV_POTION_SLOW_POISON 26 |
#define | SV_POTION_CURE_POISON 27 |
#define | SV_POTION_BOLDNESS 28 |
#define | SV_POTION_SPEED 29 |
#define | SV_POTION_RESIST_HEAT 30 |
#define | SV_POTION_RESIST_COLD 31 |
#define | SV_POTION_HEROISM 32 |
#define | SV_POTION_BESERK_STRENGTH 33 |
#define | SV_POTION_CURE_LIGHT 34 |
#define | SV_POTION_CURE_SERIOUS 35 |
#define | SV_POTION_CURE_CRITICAL 36 |
#define | SV_POTION_HEALING 37 |
#define | SV_POTION_STAR_HEALING 38 |
#define | SV_POTION_LIFE 39 |
#define | SV_POTION_RESTORE_MANA 40 |
#define | SV_POTION_RESTORE_EXP 41 |
#define | SV_POTION_RES_STR 42 |
#define | SV_POTION_RES_INT 43 |
#define | SV_POTION_RES_WIS 44 |
#define | SV_POTION_RES_DEX 45 |
#define | SV_POTION_RES_CON 46 |
#define | SV_POTION_RES_CHR 47 |
#define | SV_POTION_INC_STR 48 |
#define | SV_POTION_INC_INT 49 |
#define | SV_POTION_INC_WIS 50 |
#define | SV_POTION_INC_DEX 51 |
#define | SV_POTION_INC_CON 52 |
#define | SV_POTION_INC_CHR 53 |
#define | SV_POTION_AUGMENTATION 55 |
#define | SV_POTION_ENLIGHTENMENT 56 |
#define | SV_POTION_STAR_ENLIGHTENMENT 57 |
#define | SV_POTION_SELF_KNOWLEDGE 58 |
#define | SV_POTION_EXPERIENCE 59 |
#define | SV_POTION_RESISTANCE 60 |
#define | SV_POTION_CURING 61 |
#define | SV_POTION_INVULNERABILITY 62 |
#define | SV_POTION_NEW_LIFE 63 |
#define | SV_POTION_NEO_TSUYOSHI 64 |
#define | SV_POTION_TSUYOSHI 65 |
#define | SV_POTION_POLYMORPH 66 |
#define | SV_FLASK_OIL 0 |
#define | SV_FOOD_POISON 0 |
#define | SV_FOOD_BLINDNESS 1 |
#define | SV_FOOD_PARANOIA 2 |
#define | SV_FOOD_CONFUSION 3 |
#define | SV_FOOD_HALLUCINATION 4 |
#define | SV_FOOD_PARALYSIS 5 |
#define | SV_FOOD_WEAKNESS 6 |
#define | SV_FOOD_SICKNESS 7 |
#define | SV_FOOD_STUPIDITY 8 |
#define | SV_FOOD_NAIVETY 9 |
#define | SV_FOOD_UNHEALTH 10 |
#define | SV_FOOD_DISEASE 11 |
#define | SV_FOOD_CURE_POISON 12 |
#define | SV_FOOD_CURE_BLINDNESS 13 |
#define | SV_FOOD_CURE_PARANOIA 14 |
#define | SV_FOOD_CURE_CONFUSION 15 |
#define | SV_FOOD_CURE_SERIOUS 16 |
#define | SV_FOOD_RESTORE_STR 17 |
#define | SV_FOOD_RESTORE_CON 18 |
#define | SV_FOOD_RESTORING 19 |
#define | SV_FOOD_BISCUIT 32 |
#define | SV_FOOD_JERKY 33 |
#define | SV_FOOD_RATION 35 |
#define | SV_FOOD_SLIME_MOLD 36 |
#define | SV_FOOD_WAYBREAD 37 |
#define | SV_FOOD_PINT_OF_ALE 38 |
#define | SV_FOOD_PINT_OF_WINE 39 |
#define | SV_ROD_MIN_DIRECTION 12 |
この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit – first "aimed" rod [詳解] | |
#define | SV_CHEST_MIN_LARGE 4 |
この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit – first "large" chest [詳解] | |
#define | SV_CHEST_KANDUME 50 |
箱アイテムの小項目ID: おもちゃのカンヅメ [詳解] | |
#define | SV_BOOK_MIN_GOOD 2 |
型定義 | |
typedef struct object_type | object_type |
関数 | |
ITEM_NUMBER | scan_floor (OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode) |
床下に落ちているオブジェクトの数を返す / scan_floor [詳解] | |
COMMAND_CODE | show_floor (int target_item, POSITION y, POSITION x, TERM_LEN *min_width) |
床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location. [詳解] | |
void | reset_visuals (void) |
オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists [詳解] | |
void | object_flags (object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]) |
オブジェクトのフラグ類を配列に与える Obtain the "flags" for an item [詳解] | |
void | object_flags_known (object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]) |
オブジェクトの明示されているフラグ類を取得する Obtain the "flags" for an item which are known to the player [詳解] | |
concptr | item_activation (object_type *o_ptr) |
オブジェクトの発動効果名称を返す(メインルーチン) / Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation" [詳解] | |
bool | screen_object (object_type *o_ptr, BIT_FLAGS mode) |
オブジェクトの*鑑定*内容を詳述して表示する / Describe a "fully identified" item [詳解] | |
char | index_to_label (int i) |
オブジェクト選択時の選択アルファベットラベルを返す / Convert an p_ptr->inventory_list index into a one character label [詳解] | |
s16b | wield_slot (object_type *o_ptr) |
オブジェクトの該当装備部位IDを返す / Determine which equipment slot (if any) an item likes [詳解] | |
bool | check_book_realm (const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval) |
tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す / Hack: Check if a spellbook is one of the realms we can use. [詳解] | |
bool | can_get_item (OBJECT_TYPE_VALUE tval) |
規定の処理にできるアイテムがプレイヤーの利用可能範囲内にあるかどうかを返す / Determine whether get_item() can get some item or not [詳解] | |
bool | get_item (OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval) |
オブジェクト選択の汎用関数 / Let the user select an item, save its "index" [詳解] | |
int | bow_tval_ammo (object_type *o_ptr) |
射撃武器に対応する矢/弾薬のベースアイテムIDを返す / [詳解] | |
void | excise_object_idx (OBJECT_IDX o_idx) |
床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks [詳解] | |
void | delete_object_idx (OBJECT_IDX o_idx) |
オブジェクトを削除する / Delete a dungeon object [詳解] | |
void | delete_object (POSITION y, POSITION x) |
フロアにマスに落ちているオブジェクトを全て削除する / Deletes all objects at given location Delete a dungeon object [詳解] | |
void | compact_objects (int size) |
グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 / Compact and Reorder the object list. [詳解] | |
void | wipe_o_list (void) |
グローバルオブジェクト配列を初期化する / Delete all the items when player leaves the level [詳解] | |
OBJECT_IDX | o_pop (void) |
グローバルオブジェクト配列から空きを取得する / Acquires and returns the index of a "free" object. [詳解] | |
OBJECT_IDX | get_obj_num (DEPTH level, BIT_FLAGS mode) |
オブジェクト生成テーブルからアイテムを取得する / Choose an object kind that seems "appropriate" to the given level [詳解] | |
void | object_known (object_type *o_ptr) |
オブジェクトを鑑定済にする / Known is true when the "attributes" of an object are "known". [詳解] | |
void | object_aware (object_type *o_ptr) |
オブジェクトを*鑑定*済にする / The player is now aware of the effects of the given object. [詳解] | |
void | object_tried (object_type *o_ptr) |
オブジェクトを試行済にする / Something has been "sampled" [詳解] | |
byte | value_check_aux1 (object_type *o_ptr) |
重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. [詳解] | |
byte | value_check_aux2 (object_type *o_ptr) |
軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. [詳解] | |
PRICE | object_value (object_type *o_ptr) |
オブジェクト価格算出のメインルーチン / Return the price of an item including plusses (and charges) [詳解] | |
PRICE | object_value_real (object_type *o_ptr) |
オブジェクトの真の価格を算出する / Return the value of the flags the object has... [詳解] | |
void | distribute_charges (object_type *o_ptr, object_type *q_ptr, int amt) |
魔法棒やロッドのスロット分割時に使用回数を分配する / Distribute charges of rods or wands. [詳解] | |
void | reduce_charges (object_type *o_ptr, int amt) |
魔法棒やロッドの使用回数を減らす / [詳解] | |
int | object_similar_part (object_type *o_ptr, object_type *j_ptr) |
両オブジェクトをスロットに重ね合わせ可能な最大数を返す。 Determine if an item can partly absorb a second item. [詳解] | |
bool | object_similar (object_type *o_ptr, object_type *j_ptr) |
両オブジェクトをスロットに重ねることができるかどうかを返す。 Determine if an item can absorb a second item. [詳解] | |
void | object_absorb (object_type *o_ptr, object_type *j_ptr) |
両オブジェクトをスロットに重ね合わせる。 Allow one item to "absorb" another, assuming they are similar [詳解] | |
IDX | lookup_kind (OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval) |
tvalとsvalに対応するベースアイテムのIDを返す。 Find the index of the object_kind with the given tval and sval [詳解] | |
void | object_wipe (object_type *o_ptr) |
オブジェクトを初期化する Wipe an object clean. [詳解] | |
void | object_prep (object_type *o_ptr, KIND_OBJECT_IDX k_idx) |
オブジェクト構造体にベースアイテムを作成する Prepare an object based on an object kind. [詳解] | |
void | object_copy (object_type *o_ptr, object_type *j_ptr) |
オブジェクトを複製する Wipe an object clean. [詳解] | |
void | apply_magic (object_type *o_ptr, DEPTH lev, BIT_FLAGS mode) |
生成されたベースアイテムに魔法的な強化を与えるメインルーチン Complete the "creation" of an object by applying "magic" to the item [詳解] | |
bool | make_object (object_type *j_ptr, BIT_FLAGS mode) |
生成階に応じたベースアイテムの生成を行う。 Attempt to make an object (normal or good/great) [詳解] | |
void | place_object (POSITION y, POSITION x, BIT_FLAGS mode) |
フロアの指定位置に生成階に応じたベースアイテムの生成を行う。 Attempt to place an object (normal or good/great) at the given location. [詳解] | |
bool | make_gold (object_type *j_ptr) |
生成階に応じた財宝オブジェクトの生成を行う。 Make a treasure object [詳解] | |
void | place_gold (POSITION y, POSITION x) |
フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。 Places a treasure (Gold or Gems) at given location [詳解] | |
OBJECT_IDX | drop_near (object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x) |
生成済のオブジェクトをフロアの所定の位置に落とす。 Let an object fall to the ground at or near a location. [詳解] | |
void | inven_item_charges (INVENTORY_IDX item) |
魔道具の使用回数の残量を示すメッセージを表示する / Describe the charges on an item in the p_ptr->inventory_list. [詳解] | |
void | inven_item_describe (INVENTORY_IDX item) |
アイテムの残り所持数メッセージを表示する / Describe an item in the p_ptr->inventory_list. [詳解] | |
void | inven_item_increase (INVENTORY_IDX item, ITEM_NUMBER num) |
アイテムを増減させ残り所持数メッセージを表示する / Increase the "number" of an item in the p_ptr->inventory_list [詳解] | |
void | inven_item_optimize (INVENTORY_IDX item) |
所持アイテムスロットから所持数のなくなったアイテムを消去する / Erase an p_ptr->inventory_list slot if it has no more items [詳解] | |
void | floor_item_charges (INVENTORY_IDX item) |
床上の魔道具の残り残量メッセージを表示する / Describe the charges on an item on the floor. [詳解] | |
void | floor_item_describe (INVENTORY_IDX item) |
床上のアイテムの残り数メッセージを表示する / Describe the charges on an item on the floor. [詳解] | |
void | floor_item_increase (INVENTORY_IDX item, ITEM_NUMBER num) |
床上のアイテムの数を増やす / Increase the "number" of an item on the floor [詳解] | |
void | floor_item_optimize (INVENTORY_IDX item) |
床上の数の無くなったアイテムスロットを消去する / Optimize an item on the floor (destroy "empty" items) [詳解] | |
bool | inven_carry_okay (object_type *o_ptr) |
アイテムを拾う際にザックから溢れずに済むかを判定する / Check if we have space for an item in the pack without overflow [詳解] | |
bool | object_sort_comp (object_type *o_ptr, s32b o_value, object_type *j_ptr) |
オブジェクトを定義された基準に従いソートするための関数 / Check if we have space for an item in the pack without overflow [詳解] | |
s16b | inven_carry (object_type *o_ptr) |
オブジェクトをプレイヤーが拾って所持スロットに納めるメインルーチン / Add an item to the players p_ptr->inventory_list, and return the slot used. [詳解] | |
INVENTORY_IDX | inven_takeoff (INVENTORY_IDX item, ITEM_NUMBER amt) |
装備スロットからオブジェクトを外すメインルーチン / Take off (some of) a non-cursed equipment item [詳解] | |
void | inven_drop (INVENTORY_IDX item, ITEM_NUMBER amt) |
所持スロットから床下にオブジェクトを落とすメインルーチン / Drop (some of) a non-cursed p_ptr->inventory_list/equipment item [詳解] | |
void | combine_pack (player_type *owner_ptr) |
プレイヤーの所持スロットに存在するオブジェクトをまとめなおす / Combine items in the pack [詳解] | |
void | reorder_pack (void) |
プレイヤーの所持スロットに存在するオブジェクトを並び替える / Reorder items in the pack [詳解] | |
void | display_koff (KIND_OBJECT_IDX k_idx) |
現在アクティブになっているウィンドウにオブジェクトの詳細を表示する / Hack – display an object kind in the current window [詳解] | |
void | torch_flags (object_type *o_ptr, BIT_FLAGS *flgs) |
投擲時たいまつに投げやすい/焼棄/アンデッドスレイの特別効果を返す。 Torches have special abilities when they are flaming. [詳解] | |
void | torch_dice (object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds) |
投擲時たいまつにダイスを与える。 Torches have special abilities when they are flaming. [詳解] | |
void | torch_lost_fuel (object_type *o_ptr) |
投擲時命中したたいまつの寿命を縮める。 Torches have special abilities when they are flaming. [詳解] | |
s32b | flag_cost (object_type *o_ptr, int plusses) |
オブジェクトのフラグ類から価格を算出する / Return the value of the flags the object has... [詳解] | |
bool | get_item_floor (COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval) |
オブジェクト選択の汎用関数(床上アイテム用) / Let the user select an item, save its "index" [詳解] | |
void | py_pickup_floor (bool pickup) |
床上のアイテムを拾うメイン処理 [詳解] | |
void | prepare_label_string (char *label, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval) |
タグIDにあわせてタグアルファベットのリストを返す / Move around label characters with correspond tags [詳解] | |
変数 | |
bool(* | item_tester_hook )(object_type *o_ptr) |
OBJECT_TYPE_VALUE | item_tester_tval |
bool(* | get_obj_num_hook )(KIND_OBJECT_IDX k_idx) |
OBJECT_SUBTYPE_VALUE | coin_type |
concptr | essence_name [] |
#define AM_CURSED 0x00000010 |
Generate cursed/worthless items
#define AM_FORBID_CHEST 0x00000020 |
箱からさらに箱が出現することを抑止する
#define AM_GOOD 0x00000002 |
Generate good items
#define AM_GREAT 0x00000004 |
Generate great items
#define AM_NO_FIXED_ART 0x00000001 |
Don't allow roll for fixed artifacts
#define AM_SPECIAL 0x00000008 |
Generate artifacts (for debug mode only)
#define EGO_XTRA_ABILITY 3 |
旧版アイテムフラグ(非推奨): 追加能力 / Special ability
#define EGO_XTRA_POWER 2 |
旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist
#define EGO_XTRA_SUSTAIN 1 |
旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat
#define FEEL_AVERAGE 6 |
簡易鑑定: 並
#define FEEL_BROKEN 1 |
簡易鑑定: 壊れている
#define FEEL_CURSED 4 |
簡易鑑定: 呪われている
#define FEEL_EXCELLENT 8 |
簡易鑑定: 高級
#define FEEL_GOOD 7 |
簡易鑑定: 上質
#define FEEL_MAX 9 |
簡易鑑定の種別数
#define FEEL_NONE 0 |
簡易鑑定: 未鑑定
#define FEEL_SPECIAL 9 |
簡易鑑定: 特別
#define FEEL_TERRIBLE 2 |
簡易鑑定: 恐ろしい
#define FEEL_UNCURSED 5 |
簡易鑑定: 呪われていない
#define FEEL_WORTHLESS 3 |
簡易鑑定: 無価値
#define HAVE_DARK_FLAG | ( | ARRAY | ) | (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3)) |
#define HAVE_LITE_FLAG | ( | ARRAY | ) | (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3)) |
#define IDENT_BROKEN 0x80 /* Item is permanently worthless */ |
#define IDENT_EMPTY 0x04 /* Item charges are known */ |
#define IDENT_FIXED 0x02 /* Item has been "haggled" */ |
#define IDENT_KNOWN 0x08 /* Item abilities are known */ |
#define IDENT_MENTAL 0x20 /* Item information is known */ |
#define IDENT_SENSE 0x01 /* Item has been "sensed" */ |
#define IDENT_STORE 0x10 /* Item is storebought !!!! */ |
#define IGNORE_BOTHHAND_SLOT 0x10 |
アイテム表示/選択範囲: 両手持ちスロットを選択に含めない
#define MAX_CURSE 18 |
#define MAX_GOLD 18 /* Number of "gold" entries */ |
#define OBJ_GOLD_LIST 480 /* First "gold" entry */ |
#define object_attr | ( | T | ) |
#define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */ |
#define OM_FOUND 0x01 |
アイテムを一度でも視界に収めたことがあるか
#define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */ |
#define OM_NOMSG 0x02 /* temporary flag to suppress messages */ |
#define OM_TOUCHED 0x10 /* Object was touched by player */ |
#define REF_ITEM | ( | P_PTR, | |
FLOOR_PTR, | |||
ID | |||
) | ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item])) |
#define SCROBJ_FAKE_OBJECT 0x00000001 |
#define SCROBJ_FORCE_DETAIL 0x00000002 |
#define SV_ABUNAI_MIZUGI 50 |
#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */ |
#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */ |
#define SV_AMMO_LIGHT 0 /* pebbles */ |
#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */ |
#define SV_AMULET_ADORNMENT 2 |
#define SV_AMULET_BOROMIR 18 |
#define SV_AMULET_BRILLIANCE 6 |
#define SV_AMULET_CARLAMMAS 10 |
#define SV_AMULET_CHARISMA 7 |
#define SV_AMULET_DOOM 0 |
#define SV_AMULET_DWARVES 12 |
#define SV_AMULET_FARAMIR 17 |
#define SV_AMULET_INGWE 11 |
#define SV_AMULET_INROU 20 |
#define SV_AMULET_INTELLIGENCE 21 |
#define SV_AMULET_MAGATAMA 19 |
#define SV_AMULET_MAGIC_MASTERY 23 |
#define SV_AMULET_NIGHT 24 |
#define SV_AMULET_NO_MAGIC 13 |
#define SV_AMULET_NO_TELE 14 |
#define SV_AMULET_REFLECTION 9 |
#define SV_AMULET_RESIST_ACID 4 |
#define SV_AMULET_RESISTANCE 15 |
#define SV_AMULET_SEARCHING 5 |
#define SV_AMULET_SLOW_DIGEST 3 |
#define SV_AMULET_TELEPATHY 16 |
#define SV_AMULET_TELEPORT 1 |
#define SV_AMULET_THE_MAGI 8 |
#define SV_AMULET_WISDOM 22 |
#define SV_ANY 255 |
#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */ |
#define SV_AWL_PIKE 4 /* 1d8 */ |
#define SV_BALL_AND_CHAIN 6 /* 2d4 */ |
#define SV_BAR_CHAIN_MAIL 8 /* 18 */ |
#define SV_BASILLARD 9 /* 1d8 */ |
#define SV_BASTARD_SWORD 21 /* 3d4 */ |
#define SV_BATTLE_AXE 22 /* 2d8 */ |
#define SV_BEAKED_AXE 10 /* 2d6 */ |
#define SV_BLADE_OF_CHAOS 30 /* 6d5 */ |
#define SV_BO_STAFF 14 /* 1d11 */ |
#define SV_BOOK_MIN_GOOD 2 |
#define SV_BROAD_AXE 11 /* 2d6 */ |
#define SV_BROAD_SPEAR 7 /* 1d9 */ |
#define SV_BROAD_SWORD 16 /* 2d5 */ |
#define SV_BROKEN_DAGGER 1 /* 1d1 */ |
#define SV_BROKEN_SWORD 2 /* 1d2 */ |
#define SV_CAPTURE_NONE 0 |
#define SV_CHAIN_MAIL 4 /* 14 */ |
#define SV_CHAOS 50 |
#define SV_CHEST_KANDUME 50 |
箱アイテムの小項目ID: おもちゃのカンヅメ
#define SV_CHEST_MIN_LARGE 4 |
この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit – first "large" chest
#define SV_CLAY_STATUE 1 |
#define SV_CLAYMORE 23 /* 2d8 */ |
#define SV_CLOAK 1 |
#define SV_CLUB 1 /* 1d4 */ |
#define SV_COPPER_STATUE 4 |
#define SV_CORD_ARMOR 9 /* 6 */ |
#define SV_CORPSE 1 |
#define SV_CRIMSON 50 /* (x0) */ |
#define SV_CUTLASS 12 /* 1d7 */ |
#define SV_DAGGER 4 /* 1d4 */ |
#define SV_DEATH_SCYTHE 50 /* 10d10 */ |
#define SV_DIAMOND_EDGE 31 /* 7d5 */ |
#define SV_DO_MARU 11 /* 20 */ |
#define SV_DOKUBARI 32 /* 1d1 */ |
#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */ |
#define SV_DOUBLE_RING_MAIL 5 /* 15 */ |
#define SV_DRAGON_BALANCE 20 |
#define SV_DRAGON_BLACK 1 |
#define SV_DRAGON_BLUE 2 |
#define SV_DRAGON_BRONZE 14 |
#define SV_DRAGON_CHAOS 18 |
#define SV_DRAGON_GOLD 16 |
#define SV_DRAGON_GREEN 5 |
#define SV_DRAGON_HELM 7 |
#define SV_DRAGON_LAW 12 |
#define SV_DRAGON_MULTIHUED 6 |
#define SV_DRAGON_POWER 30 |
#define SV_DRAGON_RED 4 |
#define SV_DRAGON_SHIELD 6 |
#define SV_DRAGON_SHINING 10 |
#define SV_DRAGON_WHITE 3 |
#define SV_DWARVEN_PICK 6 |
#define SV_DWARVEN_SHOVEL 3 |
#define SV_ELVEN_CLOAK 2 |
#define SV_ESPADON 24 /* 2d9 */ |
#define SV_ETHEREAL_CLOAK 5 |
#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */ |
#define SV_EXPRESS_CARD 0 |
#define SV_FAUCHARD 6 /* 1d10 */ |
#define SV_FIGURINE_NORMAL 0 |
#define SV_FILTHY_RAG 1 |
#define SV_FLAIL 13 /* 2d6 */ |
#define SV_FLAMBERGE 26 /* 3d7 */ |
#define SV_FLASK_OIL 0 |
#define SV_FOOD_BISCUIT 32 |
#define SV_FOOD_BLINDNESS 1 |
#define SV_FOOD_CONFUSION 3 |
#define SV_FOOD_CURE_BLINDNESS 13 |
#define SV_FOOD_CURE_CONFUSION 15 |
#define SV_FOOD_CURE_PARANOIA 14 |
#define SV_FOOD_CURE_POISON 12 |
#define SV_FOOD_CURE_SERIOUS 16 |
#define SV_FOOD_DISEASE 11 |
#define SV_FOOD_HALLUCINATION 4 |
#define SV_FOOD_JERKY 33 |
#define SV_FOOD_NAIVETY 9 |
#define SV_FOOD_PARALYSIS 5 |
#define SV_FOOD_PARANOIA 2 |
#define SV_FOOD_PINT_OF_ALE 38 |
#define SV_FOOD_PINT_OF_WINE 39 |
#define SV_FOOD_POISON 0 |
#define SV_FOOD_RATION 35 |
#define SV_FOOD_RESTORE_CON 18 |
#define SV_FOOD_RESTORE_STR 17 |
#define SV_FOOD_RESTORING 19 |
#define SV_FOOD_SICKNESS 7 |
#define SV_FOOD_SLIME_MOLD 36 |
#define SV_FOOD_STUPIDITY 8 |
#define SV_FOOD_UNHEALTH 10 |
#define SV_FOOD_WAYBREAD 37 |
#define SV_FOOD_WEAKNESS 6 |
#define SV_FULL_PLATE_ARMOUR 15 /* 25 */ |
#define SV_FUR_CLOAK 3 |
#define SV_GLAIVE 13 /* 2d6 */ |
#define SV_GNOMISH_SHOVEL 2 |
#define SV_GOLDEN_CROWN 11 |
#define SV_GOLDEN_STATUE 6 |
#define SV_GREAT_AXE 25 /* 4d4 */ |
#define SV_GREAT_HAMMER 19 /* 4d6 */ |
#define SV_GREAT_SCIMITAR 22 /* 4d5 */ |
#define SV_GROND 50 /* 3d9 */ |
#define SV_GUISARME 16 /* 2d5 */ |
#define SV_HALBERD 15 /* 3d4 */ |
#define SV_HARAMAKIDO 14 /* 17 */ |
#define SV_HARD_LEATHER_ARMOR 6 |
#define SV_HARD_LEATHER_CAP 2 |
#define SV_HARD_STUDDED_LEATHER 7 |
#define SV_HARP 51 /* (x0) */ |
#define SV_HATCHET 1 /* 1d5 */ |
#define SV_HAYABUSA 33 /* 1d6 */ |
#define SV_HEAVY_LANCE 29 /* 4d8 */ |
#define SV_HEAVY_XBOW 24 /* (x4) */ |
#define SV_IRON_CROWN 10 |
#define SV_IRON_HELM 5 |
#define SV_IRON_STATUE 3 |
#define SV_IVORY_STATUE 7 |
#define SV_JEWELED_CROWN 12 |
#define SV_JINGASA 4 /* 4 */ |
#define SV_JO_STAFF 7 /* 1d7 */ |
#define SV_KABUTO 8 /* 7 */ |
#define SV_KATANA 20 /* 3d4 */ |
#define SV_KHOPESH 14 /* 2d4 */ |
#define SV_KNIGHT_SHIELD 7 |
#define SV_KUROSHOUZOKU 13 |
#define SV_LAJATANG 14 /* 2d7 */ |
#define SV_LANCE 20 /* 2d8 */ |
#define SV_LARGE_LEATHER_SHIELD 4 |
#define SV_LARGE_METAL_SHIELD 5 |
#define SV_LEAD_FILLED_MACE 15 /* 3d4 */ |
#define SV_LEATHER_JACK 12 |
#define SV_LEATHER_SCALE_MAIL 11 |
#define SV_LIGHT_XBOW 23 /* (x3) */ |
#define SV_LITE_EDISON 3 |
#define SV_LITE_ELENDIL 5 |
#define SV_LITE_FEANOR 2 |
#define SV_LITE_FLY_STONE 9 |
#define SV_LITE_GALADRIEL 4 |
#define SV_LITE_JUDGE 6 |
#define SV_LITE_LANTERN 1 |
#define SV_LITE_LORE 7 |
#define SV_LITE_PALANTIR 8 |
#define SV_LITE_TORCH 0 |
#define SV_LOCHABER_AXE 28 /* 3d8 */ |
#define SV_LONG_BOW 13 /* (x3) */ |
#define SV_LONG_SWORD 17 /* 2d5 */ |
#define SV_LUCERNE_HAMMER 12 /* 2d5 */ |
#define SV_MACE 5 /* 2d4 */ |
#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */ |
#define SV_MAIN_GAUCHE 5 /* 1d5 */ |
#define SV_MATTOCK 7 |
#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */ |
#define SV_METAL_CAP 3 |
#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */ |
#define SV_METAL_SCALE_MAIL 3 /* 13 */ |
#define SV_MIRROR_SHIELD 10 |
#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */ |
#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */ |
#define SV_MITHRIL_STATUE 8 |
#define SV_MORNING_STAR 12 /* 2d6 */ |
#define SV_NAGINATA 9 /* 2d6 */ |
#define SV_NAMAKE_ARMOR 63 |
#define SV_NAMAKE_BOW 63 /* (x3) */ |
#define SV_NAMAKE_HAMMER 63 /* 1d77 */ |
#define SV_NINJATO 19 /* 1d9 */ |
#define SV_NO_DACHI 27 /* 5d4 */ |
#define SV_NUNCHAKU 4 /* 2d3 */ |
#define SV_O_YOROI 16 /* 24 */ |
#define SV_ORCISH_PICK 5 |
#define SV_ORNATE_STATUE 9 |
#define SV_PADDED_ARMOR 10 /* 4 */ |
#define SV_PAIR_OF_DRAGON_GREAVE 4 |
#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3 |
#define SV_PAIR_OF_METAL_SHOD_BOOTS 6 |
#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 |
#define SV_PAPER_ARMOR 3 /* 4 */ |
#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */ |
#define SV_PHOTO 50 |
#define SV_PICK 4 |
#define SV_PIKE 8 /* 2d5 */ |
#define SV_POTION_APPLE_JUICE 1 |
#define SV_POTION_AUGMENTATION 55 |
#define SV_POTION_BESERK_STRENGTH 33 |
#define SV_POTION_BLINDNESS 7 |
#define SV_POTION_BOLDNESS 28 |
#define SV_POTION_BOOZE 9 |
#define SV_POTION_CURE_CRITICAL 36 |
#define SV_POTION_CURE_LIGHT 34 |
#define SV_POTION_CURE_POISON 27 |
#define SV_POTION_CURE_SERIOUS 35 |
#define SV_POTION_CURING 61 |
#define SV_POTION_DEATH 23 |
#define SV_POTION_DEC_CHR 21 |
#define SV_POTION_DEC_CON 20 |
#define SV_POTION_DEC_DEX 19 |
#define SV_POTION_DEC_INT 17 |
#define SV_POTION_DEC_STR 16 |
#define SV_POTION_DEC_WIS 18 |
#define SV_POTION_DETECT_INVIS 25 |
#define SV_POTION_DETONATIONS 22 |
#define SV_POTION_ENLIGHTENMENT 56 |
#define SV_POTION_EXPERIENCE 59 |
#define SV_POTION_HEALING 37 |
#define SV_POTION_HEROISM 32 |
#define SV_POTION_INC_CHR 53 |
#define SV_POTION_INC_CON 52 |
#define SV_POTION_INC_DEX 51 |
#define SV_POTION_INC_INT 49 |
#define SV_POTION_INC_STR 48 |
#define SV_POTION_INC_WIS 50 |
#define SV_POTION_INFRAVISION 24 |
#define SV_POTION_INVULNERABILITY 62 |
#define SV_POTION_LIFE 39 |
#define SV_POTION_LOSE_MEMORIES 13 |
#define SV_POTION_NEO_TSUYOSHI 64 |
#define SV_POTION_NEW_LIFE 63 |
#define SV_POTION_POISON 6 |
#define SV_POTION_POLYMORPH 66 |
#define SV_POTION_RES_CHR 47 |
#define SV_POTION_RES_CON 46 |
#define SV_POTION_RES_DEX 45 |
#define SV_POTION_RES_INT 43 |
#define SV_POTION_RES_STR 42 |
#define SV_POTION_RES_WIS 44 |
#define SV_POTION_RESIST_COLD 31 |
#define SV_POTION_RESIST_HEAT 30 |
#define SV_POTION_RESISTANCE 60 |
#define SV_POTION_RESTORE_EXP 41 |
#define SV_POTION_RESTORE_MANA 40 |
#define SV_POTION_RUINATION 15 |
#define SV_POTION_SALT_WATER 5 |
#define SV_POTION_SELF_KNOWLEDGE 58 |
#define SV_POTION_SLEEP 11 |
#define SV_POTION_SLIME_MOLD 2 |
#define SV_POTION_SLOW_POISON 26 |
#define SV_POTION_SLOWNESS 4 |
#define SV_POTION_SPEED 29 |
#define SV_POTION_STAR_ENLIGHTENMENT 57 |
#define SV_POTION_STAR_HEALING 38 |
#define SV_POTION_TSUYOSHI 65 |
#define SV_POTION_WATER 0 |
#define SV_QUARTERSTAFF 3 /* 1d9 */ |
#define SV_RAPIER 7 /* 1d6 */ |
#define SV_RHINO_HIDE_ARMOR 8 |
#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */ |
#define SV_RING_ACCURACY 28 |
#define SV_RING_ACID 17 |
#define SV_RING_AGGRAVATION 1 |
#define SV_RING_AHO 50 |
#define SV_RING_ATTACKS 49 |
#define SV_RING_CON 27 |
#define SV_RING_DAMAGE 29 |
#define SV_RING_DEC_MANA 53 |
#define SV_RING_DEX 26 |
#define SV_RING_ELEC 25 |
#define SV_RING_FLAMES 18 |
#define SV_RING_FRAKIR 32 |
#define SV_RING_FREE_ACTION 21 |
#define SV_RING_ICE 19 |
#define SV_RING_LEVITATION_FALL 7 |
#define SV_RING_LORDLY 48 |
#define SV_RING_MAIL 2 /* 12 */ |
#define SV_RING_MUSCLE 55 |
#define SV_RING_NARYA 34 |
#define SV_RING_NENYA 35 |
#define SV_RING_POWER 37 |
#define SV_RING_PROTECTION 16 |
#define SV_RING_RES_BLINDNESS 47 |
#define SV_RING_RES_CHAOS 46 |
#define SV_RING_RES_CONFUSION 43 |
#define SV_RING_RES_DISENCHANT 45 |
#define SV_RING_RES_FEAR 38 |
#define SV_RING_RES_LD 39 |
#define SV_RING_RES_NETHER 40 |
#define SV_RING_RES_NEXUS 41 |
#define SV_RING_RES_SHARDS 44 |
#define SV_RING_RES_SOUND 42 |
#define SV_RING_RESIST_COLD 9 |
#define SV_RING_RESIST_FIRE 8 |
#define SV_RING_RESIST_POIS 20 |
#define SV_RING_SEARCHING 23 |
#define SV_RING_SEE_INVIS 22 |
#define SV_RING_SHOTS 51 |
#define SV_RING_SLAYING 30 |
#define SV_RING_SLOW_DIGESTION 6 |
#define SV_RING_SPEED 31 |
#define SV_RING_STR 24 |
#define SV_RING_STUPIDITY 3 |
#define SV_RING_SUSTAIN 52 |
#define SV_RING_SUSTAIN_CHR 15 |
#define SV_RING_SUSTAIN_CON 13 |
#define SV_RING_SUSTAIN_DEX 14 |
#define SV_RING_SUSTAIN_INT 11 |
#define SV_RING_SUSTAIN_STR 10 |
#define SV_RING_SUSTAIN_WIS 12 |
#define SV_RING_TELEPORTATION 4 |
#define SV_RING_TULKAS 33 |
#define SV_RING_VILYA 36 |
#define SV_RING_WARNING 54 |
#define SV_RING_WEAKNESS 2 |
#define SV_RING_WOE 0 |
#define SV_ROBE 2 |
#define SV_ROD_ACID_BALL 24 |
#define SV_ROD_ACID_BOLT 20 |
#define SV_ROD_AGGRAVATE 30 |
#define SV_ROD_COLD_BALL 27 |
#define SV_ROD_COLD_BOLT 23 |
#define SV_ROD_CURING 8 |
#define SV_ROD_DETECT_DOOR 1 |
#define SV_ROD_DETECT_TRAP 0 |
#define SV_ROD_DETECTION 6 |
#define SV_ROD_DISARMING 14 |
#define SV_ROD_ELEC_BALL 25 |
#define SV_ROD_ELEC_BOLT 21 |
#define SV_ROD_FIRE_BALL 26 |
#define SV_ROD_FIRE_BOLT 22 |
#define SV_ROD_HAVOC 28 |
#define SV_ROD_HEALING 9 |
#define SV_ROD_HYPODYNAMIA 18 |
#define SV_ROD_IDENTIFY 2 |
#define SV_ROD_ILLUMINATION 4 |
#define SV_ROD_LITE 15 |
#define SV_ROD_MAPPING 5 |
#define SV_ROD_MIN_DIRECTION 12 |
この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit – first "aimed" rod
#define SV_ROD_PESTICIDE 12 |
#define SV_ROD_POLYMORPH 19 |
#define SV_ROD_PROBING 7 |
#define SV_ROD_RECALL 3 |
#define SV_ROD_RESTORATION 10 |
#define SV_ROD_SLEEP_MONSTER 16 |
#define SV_ROD_SLOW_MONSTER 17 |
#define SV_ROD_SPEED 11 |
#define SV_ROD_STONE_TO_MUD 29 |
#define SV_ROD_TELEPORT_AWAY 13 |
#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */ |
#define SV_SABRE 11 /* 1d7 */ |
#define SV_SCIMITAR 18 /* 2d5 */ |
#define SV_SCROLL_ACQUIREMENT 46 |
#define SV_SCROLL_AGGRAVATE_MONSTER 1 |
#define SV_SCROLL_AMUSEMENT 55 |
#define SV_SCROLL_ARTIFACT 52 |
#define SV_SCROLL_BLESSING 33 |
#define SV_SCROLL_CHAOS 50 |
#define SV_SCROLL_CURSE_ARMOR 2 |
#define SV_SCROLL_CURSE_WEAPON 3 |
#define SV_SCROLL_DARKNESS 0 |
#define SV_SCROLL_DETECT_DOOR 29 |
#define SV_SCROLL_DETECT_GOLD 26 |
#define SV_SCROLL_DETECT_INVIS 30 |
#define SV_SCROLL_DETECT_ITEM 27 |
#define SV_SCROLL_DETECT_TRAP 28 |
#define SV_SCROLL_DISPEL_UNDEAD 42 |
#define SV_SCROLL_ENCHANT_ARMOR 16 |
#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 |
#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 |
#define SV_SCROLL_FIRE 48 |
#define SV_SCROLL_GENOCIDE 44 |
#define SV_SCROLL_HOLY_CHANT 34 |
#define SV_SCROLL_HOLY_PRAYER 35 |
#define SV_SCROLL_ICE 49 |
#define SV_SCROLL_IDENTIFY 12 |
#define SV_SCROLL_LIGHT 24 |
#define SV_SCROLL_MAPPING 25 |
#define SV_SCROLL_MASS_GENOCIDE 45 |
#define SV_SCROLL_MONSTER_CONFUSION 36 |
#define SV_SCROLL_MUNDANITY 23 |
#define SV_SCROLL_PHASE_DOOR 8 |
#define SV_SCROLL_PROTECTION_FROM_EVIL 37 |
#define SV_SCROLL_RECHARGING 22 |
#define SV_SCROLL_REMOVE_CURSE 14 |
#define SV_SCROLL_RESET_RECALL 53 |
#define SV_SCROLL_RUMOR 51 |
#define SV_SCROLL_RUNE_OF_PROTECTION 38 |
#define SV_SCROLL_SATISFY_HUNGER 32 |
#define SV_SCROLL_SPELL 43 |
#define SV_SCROLL_STAR_ACQUIREMENT 47 |
#define SV_SCROLL_STAR_AMUSEMENT 56 |
#define SV_SCROLL_STAR_DESTRUCTION 41 |
#define SV_SCROLL_STAR_ENCHANT_ARMOR 20 |
#define SV_SCROLL_STAR_ENCHANT_WEAPON 21 |
#define SV_SCROLL_STAR_IDENTIFY 13 |
#define SV_SCROLL_STAR_REMOVE_CURSE 15 |
#define SV_SCROLL_SUMMON_KIN 54 |
#define SV_SCROLL_SUMMON_MONSTER 4 |
#define SV_SCROLL_SUMMON_PET 6 |
#define SV_SCROLL_SUMMON_UNDEAD 5 |
#define SV_SCROLL_TELEPORT 9 |
#define SV_SCROLL_TELEPORT_LEVEL 10 |
#define SV_SCROLL_TRAP_CREATION 7 |
#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 |
#define SV_SCROLL_WORD_OF_RECALL 11 |
#define SV_SCYTHE 17 /* 5d3 */ |
#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */ |
#define SV_SET_OF_CESTI 5 |
#define SV_SET_OF_DRAGON_GLOVES 3 |
#define SV_SET_OF_GAUNTLETS 2 |
#define SV_SET_OF_LEATHER_GLOVES 1 |
#define SV_SHADOW_CLOAK 6 |
#define SV_SHORT_BOW 12 /* (x2) */ |
#define SV_SHORT_SWORD 10 /* 1d7 */ |
#define SV_SHOVEL 1 |
#define SV_SICKLE 3 /* 2d3 */ |
#define SV_SILVER_STATUE 5 |
#define SV_SKELETON 0 |
#define SV_SLING 2 /* (x2) */ |
#define SV_SMALL_LEATHER_SHIELD 2 |
#define SV_SMALL_METAL_SHIELD 3 |
#define SV_SMALL_SWORD 8 /* 1d6 */ |
#define SV_SOFT_LEATHER_ARMOR 4 |
#define SV_SOFT_STUDDED_LEATHER 5 |
#define SV_SPEAR 2 /* 1d6 */ |
#define SV_SPLINT_MAIL 10 /* 19 */ |
#define SV_STAFF_ANIMATE_DEAD 30 |
#define SV_STAFF_CURE_LIGHT 16 |
#define SV_STAFF_CURING 17 |
#define SV_STAFF_DARKNESS 0 |
#define SV_STAFF_DESTRUCTION 29 |
#define SV_STAFF_DETECT_DOOR 13 |
#define SV_STAFF_DETECT_EVIL 15 |
#define SV_STAFF_DETECT_GOLD 10 |
#define SV_STAFF_DETECT_INVIS 14 |
#define SV_STAFF_DETECT_ITEM 11 |
#define SV_STAFF_DETECT_TRAP 12 |
#define SV_STAFF_DISPEL_EVIL 24 |
#define SV_STAFF_EARTHQUAKES 28 |
#define SV_STAFF_GENOCIDE 27 |
#define SV_STAFF_HASTE_MONSTERS 2 |
#define SV_STAFF_HEALING 18 |
#define SV_STAFF_HOLINESS 26 |
#define SV_STAFF_IDENTIFY 5 |
#define SV_STAFF_LITE 8 |
#define SV_STAFF_MAPPING 9 |
#define SV_STAFF_MSTORM 31 |
#define SV_STAFF_NOTHING 32 |
#define SV_STAFF_POWER 25 |
#define SV_STAFF_PROBING 23 |
#define SV_STAFF_REMOVE_CURSE 6 |
#define SV_STAFF_SLEEP_MONSTERS 20 |
#define SV_STAFF_SLOW_MONSTERS 21 |
#define SV_STAFF_SLOWNESS 1 |
#define SV_STAFF_SPEED 22 |
#define SV_STAFF_STARLITE 7 |
#define SV_STAFF_SUMMONING 3 |
#define SV_STAFF_TELEPORTATION 4 |
#define SV_STAFF_THE_MAGI 19 |
#define SV_STEEL_HELM 6 |
#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */ |
#define SV_STONE_STATUE 2 |
#define SV_T_SHIRT 0 |
#define SV_TANTO 6 /* 1d5 */ |
#define SV_TETSUBO 16 /* 2d7 */ |
#define SV_THREE_PIECE_ROD 11 /* 3d3 */ |
#define SV_TRIDENT 5 /* 1d9 */ |
#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */ |
#define SV_TSURIZAO 40 /* 1d1 */ |
#define SV_TULWAR 15 /* 2d4 */ |
#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */ |
#define SV_TWO_HANDED_SWORD 25 /* 3d6 */ |
#define SV_WAKIZASHI 13 /* 2d4 */ |
#define SV_WAND_ACID_BALL 20 |
#define SV_WAND_ACID_BOLT 16 |
#define SV_WAND_CHARM_MONSTER 17 |
#define SV_WAND_CLONE_MONSTER 2 |
#define SV_WAND_COLD_BALL 23 |
#define SV_WAND_COLD_BOLT 19 |
#define SV_WAND_CONFUSE_MONSTER 10 |
#define SV_WAND_DISARMING 4 |
#define SV_WAND_DISINTEGRATE 25 |
#define SV_WAND_DRAGON_BREATH 28 |
#define SV_WAND_DRAGON_COLD 27 |
#define SV_WAND_DRAGON_FIRE 26 |
#define SV_WAND_ELEC_BALL 21 |
#define SV_WAND_FEAR_MONSTER 11 |
#define SV_WAND_FIRE_BALL 22 |
#define SV_WAND_FIRE_BOLT 18 |
#define SV_WAND_GENOCIDE 31 |
#define SV_WAND_HASTE_MONSTER 1 |
#define SV_WAND_HEAL_MONSTER 0 |
#define SV_WAND_HYPODYNAMIA 12 |
#define SV_WAND_LITE 7 |
#define SV_WAND_MAGIC_MISSILE 15 |
#define SV_WAND_POLYMORPH 13 |
#define SV_WAND_ROCKETS 29 |
#define SV_WAND_SLEEP_MONSTER 8 |
#define SV_WAND_SLOW_MONSTER 9 |
#define SV_WAND_STINKING_CLOUD 14 |
#define SV_WAND_STONE_TO_MUD 6 |
#define SV_WAND_STRIKING 30 |
#define SV_WAND_TELEPORT_AWAY 3 |
#define SV_WAND_TRAP_DOOR_DEST 5 |
#define SV_WAND_WONDER 24 |
#define SV_WAR_HAMMER 8 /* 3d3 */ |
#define SV_WHIP 2 /* 1d6 */ |
#define SV_WIZSTAFF 21 /* 1d2 */ |
#define SV_WOODEN_STATUE 0 |
#define SV_YATA_MIRROR 50 |
#define SV_YOIYAMI_ROBE 60 |
#define SV_ZWEIHANDER 29 /* 4d6 */ |
#define TR_ACTIVATE 88 /* Item can be activated */ |
#define TR_ADD_H_CURSE 119 |
#define TR_ADD_L_CURSE 118 |
#define TR_AGGRAVATE 91 /* Item aggravates monsters */ |
#define TR_BLESSED 92 /* Item is Blessed */ |
#define TR_BLOWS 13 /* Blows += "pval" */ |
#define TR_BRAND_ACID 28 |
#define TR_BRAND_COLD 31 |
#define TR_BRAND_ELEC 29 |
#define TR_BRAND_FIRE 30 |
#define TR_BRAND_POIS 27 |
#define TR_CALL_ANIMAL 128 |
#define TR_CALL_DEMON 129 |
#define TR_CALL_DRAGON 130 |
#define TR_CALL_UNDEAD 131 |
#define TR_CHAOTIC 14 |
#define TR_CHR 5 /* CHR += "pval" */ |
#define TR_CON 4 /* CON += "pval" */ |
#define TR_COWARDICE 132 |
#define TR_DEC_MANA 70 /* ??? */ |
#define TR_DEX 3 /* DEX += "pval" */ |
#define TR_DRAIN_EXP 89 /* Item drains Experience */ |
#define TR_DRAIN_HP 120 |
#define TR_DRAIN_MANA 121 |
#define TR_EASY_SPELL 39 |
#define TR_ES_AC 94 /* Fake flag for Smith */ |
#define TR_ES_ATTACK 93 /* Fake flag for Smith */ |
#define TR_ESP_ANIMAL 104 |
#define TR_ESP_DEMON 106 |
#define TR_ESP_DRAGON 110 |
#define TR_ESP_EVIL 112 |
#define TR_ESP_GIANT 109 |
#define TR_ESP_GOOD 113 |
#define TR_ESP_HUMAN 111 |
#define TR_ESP_NONLIVING 114 |
#define TR_ESP_ORC 107 |
#define TR_ESP_TROLL 108 |
#define TR_ESP_UNDEAD 105 |
#define TR_ESP_UNIQUE 115 |
#define TR_FAST_DIGEST 136 |
#define TR_FIXED_FLAVOR 117 |
#define TR_FLAG_MAX 138 |
#define TR_FLAG_SIZE 5 |
#define TR_FORCE_WEAPON 7 /* Later */ |
#define TR_FREE_ACT 46 /* Free Action */ |
#define TR_FULL_NAME 116 |
#define TR_HIDE_TYPE 73 /* Hide "pval" description */ |
#define TR_HOLD_EXP 47 /* Hold EXP */ |
#define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */ |
#define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */ |
#define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */ |
#define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */ |
#define TR_IM_ACID 40 |
#define TR_IM_COLD 43 |
#define TR_IM_ELEC 41 |
#define TR_IM_FIRE 42 |
#define TR_IMPACT 26 /* Cause Earthquakes */ |
#define TR_INFRA 10 /* Infra += "pval" */ |
#define TR_INT 1 /* INT += "pval" */ |
#define TR_KILL_ANIMAL 96 |
#define TR_KILL_DEMON 99 |
#define TR_KILL_DRAGON 24 /* Execute Dragon */ |
#define TR_KILL_EVIL 97 |
#define TR_KILL_GIANT 102 |
#define TR_KILL_GOOD 95 |
#define TR_KILL_HUMAN 103 |
#define TR_KILL_ORC 100 |
#define TR_KILL_TROLL 101 |
#define TR_KILL_UNDEAD 98 |
#define TR_LEVITATION 76 /* Feather Falling */ |
#define TR_LITE_1 77 /* Light Radius 1*/ |
#define TR_LITE_2 122 |
#define TR_LITE_3 123 |
#define TR_LITE_FUEL 127 /* Lights need Fuels */ |
#define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */ |
#define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */ |
#define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */ |
#define TR_LOW_AC 134 |
#define TR_LOW_MAGIC 135 |
#define TR_LOW_MELEE 133 |
#define TR_MAGIC_MASTERY 6 /* Later */ |
#define TR_NO_MAGIC 69 /* Anti-magic */ |
#define TR_NO_TELE 68 /* Anti-teleportation */ |
#define TR_REFLECT 45 /* Reflect 'bolts' */ |
#define TR_REGEN 81 /* Item induces regeneration */ |
#define TR_RES_ACID 48 |
#define TR_RES_BLIND 56 |
#define TR_RES_CHAOS 62 |
#define TR_RES_COLD 51 |
#define TR_RES_CONF 57 |
#define TR_RES_DARK 55 |
#define TR_RES_DISEN 63 |
#define TR_RES_ELEC 49 |
#define TR_RES_FEAR 53 /* Added for Zangband */ |
#define TR_RES_FIRE 50 |
#define TR_RES_LITE 54 |
#define TR_RES_NETHER 60 |
#define TR_RES_NEXUS 61 |
#define TR_RES_POIS 52 |
#define TR_RES_SHARDS 59 |
#define TR_RES_SOUND 58 |
#define TR_RIDING 38 |
#define TR_SEARCH 9 /* Search += "pval" */ |
#define TR_SEE_INVIS 78 /* See Invisible */ |
#define TR_SH_COLD 67 /* cold aura */ |
#define TR_SH_ELEC 65 /* Electric Sheath */ |
#define TR_SH_FIRE 64 /* Immolation (Fire) */ |
#define TR_SHOW_MODS 74 /* Always show Tohit/Todam */ |
#define TR_SLAY_ANIMAL 16 |
#define TR_SLAY_DEMON 19 |
#define TR_SLAY_DRAGON 23 |
#define TR_SLAY_EVIL 17 |
#define TR_SLAY_GIANT 22 |
#define TR_SLAY_GOOD 75 |
#define TR_SLAY_HUMAN 66 /* Slay human */ |
#define TR_SLAY_ORC 20 |
#define TR_SLAY_TROLL 21 |
#define TR_SLAY_UNDEAD 18 |
#define TR_SLOW_DIGEST 80 /* Item slows down digestion */ |
#define TR_SLOW_REGEN 137 |
#define TR_SPEED 12 /* Speed += "pval" */ |
#define TR_STEALTH 8 /* Stealth += "pval" */ |
#define TR_STR 0 /* STR += "pval" */ |
#define TR_SUST_CHR 37 |
#define TR_SUST_CON 36 |
#define TR_SUST_DEX 35 |
#define TR_SUST_INT 33 |
#define TR_SUST_STR 32 |
#define TR_SUST_WIS 34 |
#define TR_TELEPATHY 79 /* Telepathy */ |
#define TR_TELEPORT 90 /* Item teleports player */ |
#define TR_THROW 44 /* Later */ |
#define TR_TUNNEL 11 /* Tunnel += "pval" */ |
#define TR_TY_CURSE 71 /* The Ancient Curse */ |
#define TR_VAMPIRIC 15 |
#define TR_VORPAL 25 /* Later */ |
#define TR_WARNING 72 /* Warning */ |
#define TR_WIS 2 /* WIS += "pval" */ |
#define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */ |
#define TR_XTRA_SHOTS 83 /* Bows get extra shots */ |
#define TRC_ADD_H_CURSE 0x00000200L |
#define TRC_ADD_L_CURSE 0x00000100L |
#define TRC_AGGRAVATE 0x00000020L |
#define TRC_CALL_ANIMAL 0x00000400L |
#define TRC_CALL_DEMON 0x00000800L |
#define TRC_CALL_DRAGON 0x00001000L |
#define TRC_CALL_UNDEAD 0x00200000L |
#define TRC_CHAINSWORD 0x00000002L |
#define TRC_COWARDICE 0x00002000L |
#define TRC_CURSED 0x00000001L |
#define TRC_DRAIN_EXP 0x00000040L |
#define TRC_DRAIN_HP 0x00080000L |
#define TRC_DRAIN_MANA 0x00100000L |
#define TRC_FAST_DIGEST 0x00040000L |
#define TRC_HEAVY_CURSE 0x00000002L |
#define TRC_HEAVY_MASK |
#define TRC_LOW_AC 0x00010000L |
#define TRC_LOW_MAGIC 0x00020000L |
#define TRC_LOW_MELEE 0x00008000L |
#define TRC_P_FLAG_MASK |
#define TRC_PERMA_CURSE 0x00000004L |
#define TRC_SLOW_REGEN 0x00000080L |
#define TRC_SPECIAL_MASK (TRC_TY_CURSE | TRC_AGGRAVATE) |
#define TRC_TELEPORT 0x00004000L |
#define TRC_TELEPORT_SELF 0x00000001L |
#define TRC_TY_CURSE 0x00000010L |
#define TRC_XXX1 0x00000008L |
#define TV_AMULET 40 /* Amulets (including Specials) */ |
#define TV_ARCANE_BOOK 96 |
#define TV_ARMOR_BEGIN TV_BOOTS |
#define TV_ARMOR_END TV_DRAG_ARMOR |
#define TV_ARROW 17 /* Ammo for bows */ |
#define TV_BOLT 18 /* Ammo for x-bows */ |
#define TV_BOOTS 30 /* Boots */ |
#define TV_BOTTLE 2 /* Empty bottles ('!') */ |
#define TV_BOW 19 /* Slings/Bows/Xbows */ |
#define TV_CAPTURE 11 /* Monster ball */ |
#define TV_CARD 50 |
#define TV_CHAOS_BOOK 93 |
#define TV_CHEST 7 /* Chests ('&') */ |
#define TV_CLOAK 35 /* Cloaks */ |
#define TV_CORPSE 10 /* Corpses and Skeletons, specific */ |
#define TV_CRAFT_BOOK 97 |
#define TV_CROWN 33 /* Crowns */ |
#define TV_CRUSADE_BOOK 99 |
#define TV_DAEMON_BOOK 98 |
#define TV_DEATH_BOOK 94 |
#define TV_DIGGING 20 /* Shovels/Picks */ |
#define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */ |
#define TV_EQUIP_BEGIN TV_SHOT |
#define TV_EQUIP_END TV_CARD |
#define TV_FIGURINE 8 /* Magical figurines */ |
#define TV_FLASK 77 |
#define TV_FOOD 80 |
#define TV_GLOVES 31 /* Gloves */ |
#define TV_GOLD 127 /* Gold can only be picked up by players */ |
#define TV_HAFTED 21 /* Priest Weapons */ |
#define TV_HARD_ARMOR 37 /* Hard Armor */ |
#define TV_HELM 32 /* Helms */ |
#define TV_HEX_BOOK 107 |
#define TV_HISSATSU_BOOK 106 |
#define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */ |
#define TV_LIFE_BOOK 90 |
#define TV_LITE 39 /* Lites (including Specials) */ |
#define TV_MISSILE_BEGIN TV_SHOT |
#define TV_MISSILE_END TV_BOLT |
#define TV_MUSIC_BOOK 105 |
#define TV_NATURE_BOOK 92 |
#define TV_NO_AMMO 15 /* Ammo for crimson */ |
#define TV_PARCHMENT 69 |
#define TV_POLEARM 22 /* Axes and Pikes */ |
#define TV_POTION 75 |
#define TV_RING 45 /* Rings (including Specials) */ |
#define TV_ROD 66 |
#define TV_SCROLL 70 |
#define TV_SHIELD 34 /* Shields */ |
#define TV_SHOT 16 /* Ammo for slings */ |
#define TV_SKELETON 1 /* Skeletons ('s'), not specified */ |
#define TV_SOFT_ARMOR 36 /* Soft Armor */ |
#define TV_SORCERY_BOOK 91 |
#define TV_SPIKE 5 /* Spikes ('~') */ |
#define TV_STAFF 55 |
#define TV_STATUE 9 /* Statue, what a silly object... */ |
#define TV_SWORD 23 /* Edged Weapons */ |
#define TV_TRUMP_BOOK 95 |
#define TV_WAND 65 |
#define TV_WEAPON_BEGIN TV_BOW |
#define TV_WEAPON_END TV_SWORD |
#define TV_WEARABLE_BEGIN TV_BOW |
#define TV_WEARABLE_END TV_CARD |
#define TV_WHISTLE 4 /* Whistle ('~') */ |
#define USE_EQUIP 0x01 |
アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items
#define USE_FLOOR 0x04 |
アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items
#define USE_FORCE 0x08 |
特殊: wキーで錬気術への切り替えを許可する
#define USE_FULL 0x20 |
アイテム表示/選択範囲: 空欄まですべて表示する
#define USE_INVEN 0x02 |
アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items
typedef struct object_type object_type |
void apply_magic | ( | object_type * | o_ptr, |
DEPTH | lev, | ||
BIT_FLAGS | mode | ||
) |
生成されたベースアイテムに魔法的な強化を与えるメインルーチン Complete the "creation" of an object by applying "magic" to the item
o_ptr | 強化を与えたいオブジェクトの構造体参照ポインタ |
lev | 生成基準階 |
mode | 生成オプション |
This includes not only rolling for random bonuses, but also putting the
finishing touches on ego-items and artifacts, giving charges to wands and
staffs, giving fuel to lites, and placing traps on chests.
In particular, note that "Instant Artifacts", if "created" by an external
routine, must pass through this function to complete the actual creation.
The base "chance" of the item being "good" increases with the "level"
parameter, which is usually derived from the dungeon level, being equal
to the level plus 10, up to a maximum of 75. If "good" is true, then
the object is guaranteed to be "good". If an object is "good", then
the chance that the object will be "great" (ego-item or artifact), also
increases with the "level", being equal to half the level, plus 5, up to
a maximum of 20. If "great" is true, then the object is guaranteed to be
"great". At dungeon level 65 and below, 15/100 objects are "great".
If the object is not "good", there is a chance it will be "cursed", and
if it is "cursed", there is a chance it will be "broken". These chances
are related to the "good" / "great" chances above.
Otherwise "normal" rings and amulets will be "good" half the time and
"cursed" half the time, unless the ring/amulet is always good or cursed.
If "okay" is true, and the object is going to be "great", then there is
a chance that an artifact will be created. This is true even if both the
"good" and "great" arguments are false. As a total hack, if "great" is
true, then the item gets 3 extra "attempts" to become an artifact.
int bow_tval_ammo | ( | object_type * | o_ptr | ) |
射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
o_ptr | 判定する射撃武器のアイテム情報参照ポインタ |
bool can_get_item | ( | OBJECT_TYPE_VALUE | tval | ) |
規定の処理にできるアイテムがプレイヤーの利用可能範囲内にあるかどうかを返す / Determine whether get_item() can get some item or not
assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
bool check_book_realm | ( | const OBJECT_TYPE_VALUE | book_tval, |
const OBJECT_SUBTYPE_VALUE | book_sval | ||
) |
tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す / Hack: Check if a spellbook is one of the realms we can use.
– TY
book_tval | ベースアイテムのtval |
book_sval | ベースアイテムのsval |
void combine_pack | ( | player_type * | owner_ptr | ) |
プレイヤーの所持スロットに存在するオブジェクトをまとめなおす / Combine items in the pack
Note special handling of the "overflow" slot
void compact_objects | ( | int | size | ) |
グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 / Compact and Reorder the object list.
size | 最低でも減らしたいオブジェクト数の水準 |
(危険なので使用には注意すること) This function can be very dangerous, use with caution!
When actually "compacting" objects, we base the saving throw on a
combination of object level, distance from player, and current
"desperation".
After "compacting" (if needed), we "reorder" the objects into a more
compact order, and we reset the allocation info, and the "live" array.
フロアにマスに落ちているオブジェクトを全て削除する / Deletes all objects at given location Delete a dungeon object
y | 削除したフロアマスのY座標 |
x | 削除したフロアマスのX座標 |
void delete_object_idx | ( | OBJECT_IDX | o_idx | ) |
オブジェクトを削除する / Delete a dungeon object
o_idx | 削除対象のオブジェクト構造体ポインタ |
Handle "stacks" of objects correctly.
void display_koff | ( | KIND_OBJECT_IDX | k_idx | ) |
現在アクティブになっているウィンドウにオブジェクトの詳細を表示する / Hack – display an object kind in the current window
k_idx | ベースアイテムの参照ID |
Include list of usable spells for readible books
void distribute_charges | ( | object_type * | o_ptr, |
object_type * | q_ptr, | ||
int | amt | ||
) |
魔法棒やロッドのスロット分割時に使用回数を分配する / Distribute charges of rods or wands.
o_ptr | 分割元オブジェクトの構造体参照ポインタ source item |
q_ptr | 分割先オブジェクトの構造体参照ポインタ target item, must be of the same type as o_ptr |
amt | 分割したい回数量 number of items that are transfered |
Hack – If rods or wands are dropped, the total maximum timeout or
charges need to be allocated between the two stacks. If all the items
are being dropped, it makes for a neater message to leave the original
stack's pval alone. -LM-
OBJECT_IDX drop_near | ( | object_type * | j_ptr, |
PERCENTAGE | chance, | ||
POSITION | y, | ||
POSITION | x | ||
) |
生成済のオブジェクトをフロアの所定の位置に落とす。 Let an object fall to the ground at or near a location.
j_ptr | 落としたいオブジェクト構造体の参照ポインタ |
chance | ドロップの消滅率(%) |
y | 配置したいフロアのY座標 |
x | 配置したいフロアのX座標 |
The initial location is assumed to be "in_bounds(p_ptr->current_floor_ptr, )".
This function takes a parameter "chance". This is the percentage
chance that the item will "disappear" instead of drop. If the object
has been thrown, then this is the chance of disappearance on contact.
Hack – this function uses "chance" to determine if it should produce
some form of "description" of the drop event (under the player).
We check several locations to see if we can find a location at which
the object can combine, stack, or be placed. Artifacts will try very
hard to be placed, including "teleporting" to a useful grid if needed.
void excise_object_idx | ( | OBJECT_IDX | o_idx | ) |
床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
o_idx | 削除対象のオブジェクト構造体ポインタ |
s32b flag_cost | ( | object_type * | o_ptr, |
int | plusses | ||
) |
オブジェクトのフラグ類から価格を算出する / Return the value of the flags the object has...
o_ptr | フラグ価格を確認したいオブジェクトの構造体参照ポインタ |
plusses | フラグに与える価格の基本重み |
void floor_item_charges | ( | INVENTORY_IDX | item | ) |
床上の魔道具の残り残量メッセージを表示する / Describe the charges on an item on the floor.
item | メッセージの対象にしたいアイテム所持スロット |
void floor_item_describe | ( | INVENTORY_IDX | item | ) |
床上のアイテムの残り数メッセージを表示する / Describe the charges on an item on the floor.
item | メッセージの対象にしたいアイテム所持スロット |
void floor_item_increase | ( | INVENTORY_IDX | item, |
ITEM_NUMBER | num | ||
) |
床上のアイテムの数を増やす / Increase the "number" of an item on the floor
item | 増やしたいアイテムの所持スロット |
num | 増やしたいアイテムの数 |
void floor_item_optimize | ( | INVENTORY_IDX | item | ) |
床上の数の無くなったアイテムスロットを消去する / Optimize an item on the floor (destroy "empty" items)
item | 消去したいアイテムの所持スロット |
bool get_item | ( | OBJECT_IDX * | cp, |
concptr | pmt, | ||
concptr | str, | ||
BIT_FLAGS | mode, | ||
OBJECT_TYPE_VALUE | tval | ||
) |
オブジェクト選択の汎用関数 / Let the user select an item, save its "index"
cp | 選択したオブジェクトのIDを返す。 |
pmt | 選択目的のメッセージ |
str | 選択できるオブジェクトがない場合のキャンセルメッセージ |
mode | オプションフラグ |
The selected item must satisfy the "item_tester_hook()" function,
if that hook is set, and the "item_tester_tval", if that value is set.
All "item_tester" restrictions are cleared before this function returns.
The user is allowed to choose acceptable items from the equipment,
p_ptr->inventory_list, or floor, respectively, if the proper flag was given,
and there are any acceptable items in that location.
The equipment or p_ptr->inventory_list are displayed (even if no acceptable
items are in that location) if the proper flag was given.
If there are no acceptable items available anywhere, and "str" is
not NULL, then it will be used as the text of a warning message
before the function returns.
Note that the user must press "-" to specify the item on the floor,
and there is no way to "examine" the item on the floor, while the
use of "capital" letters will "examine" an p_ptr->inventory_list/equipment item,
and prompt for its use.
If a legal item is selected from the p_ptr->inventory_list, we save it in "cp"
directly (0 to 35), and return TRUE.
If a legal item is selected from the floor, we save it in "cp" as
a negative (-1 to -511), and return TRUE.
If no item is available, we do nothing to "cp", and we display a
warning message, using "str" if available, and return FALSE.
If no item is selected, we do nothing to "cp", and return FALSE.
Global "p_ptr->command_new" is used when viewing the p_ptr->inventory_list or equipment
to allow the user to enter a command while viewing those screens, and
also to induce "auto-enter" of stores, and other such stuff.
Global "p_ptr->command_see" may be set before calling this function to start
out in "browse" mode. It is cleared before this function returns.
Global "p_ptr->command_wrk" is used to choose between equip/inven listings.
If it is TRUE then we are viewing p_ptr->inventory_list, else equipment.
We always erase the prompt when we are done, leaving a blank line,
or a warning message, if appropriate, if no items are available.
bool get_item_floor | ( | COMMAND_CODE * | cp, |
concptr | pmt, | ||
concptr | str, | ||
BIT_FLAGS | mode, | ||
OBJECT_TYPE_VALUE | tval | ||
) |
オブジェクト選択の汎用関数(床上アイテム用) / Let the user select an item, save its "index"
cp | 選択したオブジェクトのIDを返す。 |
pmt | 選択目的のメッセージ |
str | 選択できるオブジェクトがない場合のキャンセルメッセージ |
mode | オプションフラグ |
OBJECT_IDX get_obj_num | ( | DEPTH | level, |
BIT_FLAGS | mode | ||
) |
オブジェクト生成テーブルからアイテムを取得する / Choose an object kind that seems "appropriate" to the given level
level | 生成階 |
This function uses the "prob2" field of the "object allocation table",
and various local information, to calculate the "prob3" field of the
same table, which is then used to choose an "appropriate" object, in
a relatively efficient manner.
It is (slightly) more likely to acquire an object of the given level
than one of a lower level. This is done by choosing several objects
appropriate to the given level and keeping the "hardest" one.
Note that if no objects are "appropriate", then this function will
fail, and return zero, but this should almost never happen.
char index_to_label | ( | int | i | ) |
オブジェクト選択時の選択アルファベットラベルを返す / Convert an p_ptr->inventory_list index into a one character label
i | プレイヤーの所持/装備オブジェクトID |
Note that the label does NOT distinguish inven/equip.
s16b inven_carry | ( | object_type * | o_ptr | ) |
オブジェクトをプレイヤーが拾って所持スロットに納めるメインルーチン / Add an item to the players p_ptr->inventory_list, and return the slot used.
o_ptr | 拾うオブジェクトの構造体参照ポインタ |
If the new item can combine with an existing item in the p_ptr->inventory_list,
it will do so, using "object_similar()" and "object_absorb()", else,
the item will be placed into the "proper" location in the p_ptr->inventory_list.
This function can be used to "over-fill" the player's pack, but only
once, and such an action must trigger the "overflow" code immediately.
Note that when the pack is being "over-filled", the new item must be
placed into the "overflow" slot, and the "overflow" must take place
before the pack is reordered, but (optionally) after the pack is
combined. This may be tricky. See "dungeon.c" for info.
Note that this code must remove any location/stack information
from the object once it is placed into the p_ptr->inventory_list.
bool inven_carry_okay | ( | object_type * | o_ptr | ) |
アイテムを拾う際にザックから溢れずに済むかを判定する / Check if we have space for an item in the pack without overflow
o_ptr | 拾いたいオブジェクトの構造体参照ポインタ |
void inven_drop | ( | INVENTORY_IDX | item, |
ITEM_NUMBER | amt | ||
) |
所持スロットから床下にオブジェクトを落とすメインルーチン / Drop (some of) a non-cursed p_ptr->inventory_list/equipment item
item | 所持テーブルのID |
amt | 落としたい個数 |
The object will be dropped "near" the current location
void inven_item_charges | ( | INVENTORY_IDX | item | ) |
魔道具の使用回数の残量を示すメッセージを表示する / Describe the charges on an item in the p_ptr->inventory_list.
item | 残量を表示したいプレイヤーのアイテム所持スロット |
void inven_item_describe | ( | INVENTORY_IDX | item | ) |
アイテムの残り所持数メッセージを表示する / Describe an item in the p_ptr->inventory_list.
item | 残量を表示したいプレイヤーのアイテム所持スロット |
void inven_item_increase | ( | INVENTORY_IDX | item, |
ITEM_NUMBER | num | ||
) |
アイテムを増減させ残り所持数メッセージを表示する / Increase the "number" of an item in the p_ptr->inventory_list
item | 所持数を増やしたいプレイヤーのアイテム所持スロット |
num | 増やしたい量 |
void inven_item_optimize | ( | INVENTORY_IDX | item | ) |
所持アイテムスロットから所持数のなくなったアイテムを消去する / Erase an p_ptr->inventory_list slot if it has no more items
item | 消去したいプレイヤーのアイテム所持スロット |
INVENTORY_IDX inven_takeoff | ( | INVENTORY_IDX | item, |
ITEM_NUMBER | amt | ||
) |
装備スロットからオブジェクトを外すメインルーチン / Take off (some of) a non-cursed equipment item
item | オブジェクトを外したい所持テーブルのID |
amt | 外したい個数 |
Note that only one item at a time can be wielded per slot.
Note that taking off an item when "full" may cause that item
to fall to the ground.
Return the p_ptr->inventory_list slot into which the item is placed.
concptr item_activation | ( | object_type * | o_ptr | ) |
オブジェクトの発動効果名称を返す(メインルーチン) / Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
o_ptr | 名称を取得する元のオブジェクト構造体参照ポインタ |
IDX lookup_kind | ( | OBJECT_TYPE_VALUE | tval, |
OBJECT_SUBTYPE_VALUE | sval | ||
) |
tvalとsvalに対応するベースアイテムのIDを返す。 Find the index of the object_kind with the given tval and sval
tval | 検索したいベースアイテムのtval |
sval | 検索したいベースアイテムのsval |
bool make_gold | ( | object_type * | j_ptr | ) |
生成階に応じた財宝オブジェクトの生成を行う。 Make a treasure object
j_ptr | 生成結果を収めたいオブジェクト構造体の参照ポインタ |
The location must be a legal, clean, floor grid.
bool make_object | ( | object_type * | j_ptr, |
BIT_FLAGS | mode | ||
) |
生成階に応じたベースアイテムの生成を行う。 Attempt to make an object (normal or good/great)
j_ptr | 生成結果を収めたいオブジェクト構造体の参照ポインタ |
mode | オプションフラグ |
This routine plays nasty games to generate the "special artifacts".
This routine uses "p_ptr->current_floor_ptr->object_level" for the "generation level".
We assume that the given object has been "wiped".
OBJECT_IDX o_pop | ( | void | ) |
グローバルオブジェクト配列から空きを取得する / Acquires and returns the index of a "free" object.
This routine should almost never fail, but in case it does, we must be sure to handle "failure" of this routine.
void object_absorb | ( | object_type * | o_ptr, |
object_type * | j_ptr | ||
) |
両オブジェクトをスロットに重ね合わせる。 Allow one item to "absorb" another, assuming they are similar
o_ptr | 重ね合わせ先のオブジェクトの構造体参照ポインタ |
j_ptr | 重ね合わせ元のオブジェクトの構造体参照ポインタ |
void object_aware | ( | object_type * | o_ptr | ) |
オブジェクトを*鑑定*済にする / The player is now aware of the effects of the given object.
o_ptr | *鑑定*済にするオブジェクトの構造体参照ポインタ |
void object_copy | ( | object_type * | o_ptr, |
object_type * | j_ptr | ||
) |
オブジェクトを複製する Wipe an object clean.
o_ptr | 複製元のオブジェクトの構造体参照ポインタ |
j_ptr | 複製先のオブジェクトの構造体参照ポインタ |
void object_flags | ( | object_type * | o_ptr, |
BIT_FLAGS | flgs[TR_FLAG_SIZE] | ||
) |
オブジェクトのフラグ類を配列に与える Obtain the "flags" for an item
o_ptr | フラグ取得元のオブジェクト構造体ポインタ |
flgs | フラグ情報を受け取る配列 |
void object_flags_known | ( | object_type * | o_ptr, |
BIT_FLAGS | flgs[TR_FLAG_SIZE] | ||
) |
オブジェクトの明示されているフラグ類を取得する Obtain the "flags" for an item which are known to the player
o_ptr | フラグ取得元のオブジェクト構造体ポインタ |
flgs | フラグ情報を受け取る配列 |
void object_known | ( | object_type * | o_ptr | ) |
オブジェクトを鑑定済にする / Known is true when the "attributes" of an object are "known".
o_ptr | 鑑定済にするオブジェクトの構造体参照ポインタ |
void object_prep | ( | object_type * | o_ptr, |
KIND_OBJECT_IDX | k_idx | ||
) |
オブジェクト構造体にベースアイテムを作成する Prepare an object based on an object kind.
o_ptr | 代入したいオブジェクトの構造体参照ポインタ |
k_idx | 新たに作成したいベースアイテム情報のID |
bool object_similar | ( | object_type * | o_ptr, |
object_type * | j_ptr | ||
) |
両オブジェクトをスロットに重ねることができるかどうかを返す。 Determine if an item can absorb a second item.
o_ptr | 検証したいオブジェクトの構造体参照ポインタ1 |
j_ptr | 検証したいオブジェクトの構造体参照ポインタ2 |
int object_similar_part | ( | object_type * | o_ptr, |
object_type * | j_ptr | ||
) |
両オブジェクトをスロットに重ね合わせ可能な最大数を返す。 Determine if an item can partly absorb a second item.
Return maximum number of stack.
o_ptr | 検証したいオブジェクトの構造体参照ポインタ1 |
j_ptr | 検証したいオブジェクトの構造体参照ポインタ2 |
bool object_sort_comp | ( | object_type * | o_ptr, |
s32b | o_value, | ||
object_type * | j_ptr | ||
) |
オブジェクトを定義された基準に従いソートするための関数 / Check if we have space for an item in the pack without overflow
o_ptr | 比較対象オブジェクトの構造体参照ポインタ1 |
o_value | o_ptrのアイテム価値(手動であらかじめ代入する必要がある?) |
j_ptr | 比較対象オブジェクトの構造体参照ポインタ2 |
void object_tried | ( | object_type * | o_ptr | ) |
オブジェクトを試行済にする / Something has been "sampled"
o_ptr | 試行済にするオブジェクトの構造体参照ポインタ |
PRICE object_value | ( | object_type * | o_ptr | ) |
オブジェクト価格算出のメインルーチン / Return the price of an item including plusses (and charges)
o_ptr | 判明している現価格を確認したいオブジェクトの構造体参照ポインタ |
This function returns the "value" of the given item (qty one)
Never notice "unknown" bonuses or properties, including "curses",
since that would give the player information he did not have.
Note that discounted items stay discounted forever, even if
the discount is "forgotten" by the player via memory loss.
PRICE object_value_real | ( | object_type * | o_ptr | ) |
オブジェクトの真の価格を算出する / Return the value of the flags the object has...
o_ptr | 本価格を確認したいオブジェクトの構造体参照ポインタ |
Return the "real" price of a "known" item, not including discounts
Wand and staffs get cost for each charge
Armor is worth an extra 100 gold per bonus point to armor class.
Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
Missiles are only worth 5 gold per bonus point, since they
usually appear in groups of 20, and we want the player to get
the same amount of cash for any "equivalent" item. Note that
missiles never have any of the "pval" flags, and in fact, they
only have a few of the available flags, primarily of the "slay"
and "brand" and "ignore" variety.
Armor with a negative armor bonus is worthless.
Weapons with negative hit+damage bonuses are worthless.
Every wearable item with a "pval" bonus is worth extra (see below).
void object_wipe | ( | object_type * | o_ptr | ) |
オブジェクトを初期化する Wipe an object clean.
o_ptr | 初期化したいオブジェクトの構造体参照ポインタ |
フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。 Places a treasure (Gold or Gems) at given location
y | 配置したいフロアのY座標 |
x | 配置したいフロアのX座標 |
The location must be a legal, clean, floor grid.
フロアの指定位置に生成階に応じたベースアイテムの生成を行う。 Attempt to place an object (normal or good/great) at the given location.
y | 配置したいフロアのY座標 |
x | 配置したいフロアのX座標 |
mode | オプションフラグ |
This routine plays nasty games to generate the "special artifacts".
This routine uses "p_ptr->current_floor_ptr->object_level" for the "generation level".
This routine requires a clean floor grid destination.
void prepare_label_string | ( | char * | label, |
BIT_FLAGS | mode, | ||
OBJECT_TYPE_VALUE | tval | ||
) |
タグIDにあわせてタグアルファベットのリストを返す / Move around label characters with correspond tags
label | ラベルリストを取得する文字列参照ポインタ |
mode | 所持品リストか装備品リストかの切り替え |
void py_pickup_floor | ( | bool | pickup | ) |
床上のアイテムを拾うメイン処理
pickup | FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up |
This is called by py_pickup() when easy_floor is TRUE.
void reduce_charges | ( | object_type * | o_ptr, |
int | amt | ||
) |
魔法棒やロッドの使用回数を減らす /
o_ptr | オブジェクトの構造体参照ポインタ source item |
amt | 減らしたい回数量 number of items that are transfered |
Hack – If rods or wand are destroyed, the total maximum timeout or
charges of the stack needs to be reduced, unless all the items are
being destroyed. -LM-
void reorder_pack | ( | void | ) |
プレイヤーの所持スロットに存在するオブジェクトを並び替える / Reorder items in the pack
Note special handling of the "overflow" slot
void reset_visuals | ( | void | ) |
オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists
ITEM_NUMBER scan_floor | ( | OBJECT_IDX * | items, |
POSITION | y, | ||
POSITION | x, | ||
BIT_FLAGS | mode | ||
) |
床下に落ちているオブジェクトの数を返す / scan_floor
items | オブジェクトのIDリストを返すための配列参照ポインタ |
y | 走査するフロアのY座標 |
x | 走査するフロアのX座標 |
mode | オプションフラグ |
Return a list of o_list[] indexes of items at the given p_ptr->current_floor_ptr->grid_array location. Valid flags are:
mode & 0x01 -- Item tester mode & 0x02 -- Marked items only mode & 0x04 -- Stop after first
bool screen_object | ( | object_type * | o_ptr, |
BIT_FLAGS | mode | ||
) |
オブジェクトの*鑑定*内容を詳述して表示する / Describe a "fully identified" item
o_ptr | *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ |
mode | 表示オプション |
COMMAND_CODE show_floor | ( | int | target_item, |
POSITION | y, | ||
POSITION | x, | ||
TERM_LEN * | min_width | ||
) |
床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location.
target_item | カーソルの初期値 |
y | 走査するフロアのY座標 |
x | 走査するフロアのX座標 |
min_width | 表示の長さ |
void torch_dice | ( | object_type * | o_ptr, |
DICE_NUMBER * | dd, | ||
DICE_SID * | ds | ||
) |
投擲時たいまつにダイスを与える。 Torches have special abilities when they are flaming.
o_ptr | 投擲するオブジェクトの構造体参照ポインタ |
dd | 特別なダイス数を返す参照ポインタ |
ds | 特別なダイス面数を返す参照ポインタ |
void torch_flags | ( | object_type * | o_ptr, |
BIT_FLAGS * | flgs | ||
) |
投擲時たいまつに投げやすい/焼棄/アンデッドスレイの特別効果を返す。 Torches have special abilities when they are flaming.
o_ptr | 投擲するオブジェクトの構造体参照ポインタ |
flgs | 特別に追加するフラグを返す参照ポインタ |
void torch_lost_fuel | ( | object_type * | o_ptr | ) |
投擲時命中したたいまつの寿命を縮める。 Torches have special abilities when they are flaming.
o_ptr | 投擲するオブジェクトの構造体参照ポインタ |
byte value_check_aux1 | ( | object_type * | o_ptr | ) |
重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.
Method 1 (Heavy).
o_ptr | 擬似鑑定を行うオブジェクトの参照ポインタ。 |
byte value_check_aux2 | ( | object_type * | o_ptr | ) |
軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.
Method 2 (Light).
o_ptr | 擬似鑑定を行うオブジェクトの参照ポインタ。 |
s16b wield_slot | ( | object_type * | o_ptr | ) |
オブジェクトの該当装備部位IDを返す / Determine which equipment slot (if any) an item likes
o_ptr | 名称を取得する元のオブジェクト構造体参照ポインタ |
void wipe_o_list | ( | void | ) |
グローバルオブジェクト配列を初期化する / Delete all the items when player leaves the level
Hack – we clear the "g_ptr->o_idx" field for every grid, and the "m_ptr->next_o_idx" field for every monster, since we know we are clearing every object. Technically, we only clear those fields for grids/monsters containing objects, and we clear it once for every such object.
OBJECT_SUBTYPE_VALUE coin_type |
concptr essence_name[] |
bool(* get_obj_num_hook) (KIND_OBJECT_IDX k_idx) |
bool(* item_tester_hook) (object_type *o_ptr) |
OBJECT_TYPE_VALUE item_tester_tval |