37 #define TR_MAGIC_MASTERY 6 38 #define TR_FORCE_WEAPON 7 46 #define TR_VAMPIRIC 15 47 #define TR_SLAY_ANIMAL 16 48 #define TR_SLAY_EVIL 17 49 #define TR_SLAY_UNDEAD 18 50 #define TR_SLAY_DEMON 19 51 #define TR_SLAY_ORC 20 52 #define TR_SLAY_TROLL 21 53 #define TR_SLAY_GIANT 22 54 #define TR_SLAY_DRAGON 23 55 #define TR_KILL_DRAGON 24 58 #define TR_BRAND_POIS 27 59 #define TR_BRAND_ACID 28 60 #define TR_BRAND_ELEC 29 61 #define TR_BRAND_FIRE 30 62 #define TR_BRAND_COLD 31 64 #define TR_SUST_STR 32 65 #define TR_SUST_INT 33 66 #define TR_SUST_WIS 34 67 #define TR_SUST_DEX 35 68 #define TR_SUST_CON 36 69 #define TR_SUST_CHR 37 71 #define TR_EASY_SPELL 39 78 #define TR_FREE_ACT 46 79 #define TR_HOLD_EXP 47 80 #define TR_RES_ACID 48 81 #define TR_RES_ELEC 49 82 #define TR_RES_FIRE 50 83 #define TR_RES_COLD 51 84 #define TR_RES_POIS 52 85 #define TR_RES_FEAR 53 86 #define TR_RES_LITE 54 87 #define TR_RES_DARK 55 88 #define TR_RES_BLIND 56 89 #define TR_RES_CONF 57 90 #define TR_RES_SOUND 58 91 #define TR_RES_SHARDS 59 92 #define TR_RES_NETHER 60 93 #define TR_RES_NEXUS 61 94 #define TR_RES_CHAOS 62 95 #define TR_RES_DISEN 63 99 #define TR_SLAY_HUMAN 66 100 #define TR_SH_COLD 67 101 #define TR_NO_TELE 68 102 #define TR_NO_MAGIC 69 103 #define TR_DEC_MANA 70 104 #define TR_TY_CURSE 71 105 #define TR_WARNING 72 106 #define TR_HIDE_TYPE 73 107 #define TR_SHOW_MODS 74 108 #define TR_SLAY_GOOD 75 109 #define TR_LEVITATION 76 111 #define TR_SEE_INVIS 78 112 #define TR_TELEPATHY 79 113 #define TR_SLOW_DIGEST 80 115 #define TR_XTRA_MIGHT 82 116 #define TR_XTRA_SHOTS 83 117 #define TR_IGNORE_ACID 84 118 #define TR_IGNORE_ELEC 85 119 #define TR_IGNORE_FIRE 86 120 #define TR_IGNORE_COLD 87 121 #define TR_ACTIVATE 88 122 #define TR_DRAIN_EXP 89 123 #define TR_TELEPORT 90 124 #define TR_AGGRAVATE 91 125 #define TR_BLESSED 92 126 #define TR_ES_ATTACK 93 128 #define TR_KILL_GOOD 95 130 #define TR_KILL_ANIMAL 96 131 #define TR_KILL_EVIL 97 132 #define TR_KILL_UNDEAD 98 133 #define TR_KILL_DEMON 99 134 #define TR_KILL_ORC 100 135 #define TR_KILL_TROLL 101 136 #define TR_KILL_GIANT 102 137 #define TR_KILL_HUMAN 103 138 #define TR_ESP_ANIMAL 104 139 #define TR_ESP_UNDEAD 105 140 #define TR_ESP_DEMON 106 141 #define TR_ESP_ORC 107 142 #define TR_ESP_TROLL 108 143 #define TR_ESP_GIANT 109 144 #define TR_ESP_DRAGON 110 145 #define TR_ESP_HUMAN 111 146 #define TR_ESP_EVIL 112 147 #define TR_ESP_GOOD 113 148 #define TR_ESP_NONLIVING 114 149 #define TR_ESP_UNIQUE 115 150 #define TR_FULL_NAME 116 151 #define TR_FIXED_FLAVOR 117 152 #define TR_ADD_L_CURSE 118 153 #define TR_ADD_H_CURSE 119 154 #define TR_DRAIN_HP 120 155 #define TR_DRAIN_MANA 121 156 #define TR_LITE_2 122 157 #define TR_LITE_3 123 158 #define TR_LITE_M1 124 159 #define TR_LITE_M2 125 160 #define TR_LITE_M3 126 161 #define TR_LITE_FUEL 127 163 #define TR_CALL_ANIMAL 128 164 #define TR_CALL_DEMON 129 165 #define TR_CALL_DRAGON 130 166 #define TR_CALL_UNDEAD 131 167 #define TR_COWARDICE 132 168 #define TR_LOW_MELEE 133 169 #define TR_LOW_AC 134 170 #define TR_LOW_MAGIC 135 171 #define TR_FAST_DIGEST 136 172 #define TR_SLOW_REGEN 137 174 #define TR_FLAG_MAX 138 175 #define TR_FLAG_SIZE 5 177 #define OBJ_GOLD_LIST 480 181 #define HAVE_LITE_FLAG(ARRAY) \ 182 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3)) 184 #define HAVE_DARK_FLAG(ARRAY) \ 185 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3)) 210 #define TV_SKELETON 1 216 #define TV_FIGURINE 8 219 #define TV_CAPTURE 11 220 #define TV_NO_AMMO 15 225 #define TV_DIGGING 20 227 #define TV_POLEARM 22 235 #define TV_SOFT_ARMOR 36 236 #define TV_HARD_ARMOR 37 237 #define TV_DRAG_ARMOR 38 245 #define TV_PARCHMENT 69 250 #define TV_LIFE_BOOK 90 251 #define TV_SORCERY_BOOK 91 252 #define TV_NATURE_BOOK 92 253 #define TV_CHAOS_BOOK 93 254 #define TV_DEATH_BOOK 94 255 #define TV_TRUMP_BOOK 95 256 #define TV_ARCANE_BOOK 96 257 #define TV_CRAFT_BOOK 97 258 #define TV_DAEMON_BOOK 98 259 #define TV_CRUSADE_BOOK 99 260 #define TV_MUSIC_BOOK 105 261 #define TV_HISSATSU_BOOK 106 262 #define TV_HEX_BOOK 107 265 #define TV_EQUIP_BEGIN TV_SHOT 266 #define TV_EQUIP_END TV_CARD 267 #define TV_MISSILE_BEGIN TV_SHOT 268 #define TV_MISSILE_END TV_BOLT 269 #define TV_WEARABLE_BEGIN TV_BOW 270 #define TV_WEARABLE_END TV_CARD 271 #define TV_WEAPON_BEGIN TV_BOW 272 #define TV_WEAPON_END TV_SWORD 273 #define TV_ARMOR_BEGIN TV_BOOTS 274 #define TV_ARMOR_END TV_DRAG_ARMOR 295 #define EGO_XTRA_SUSTAIN 1 296 #define EGO_XTRA_POWER 2 297 #define EGO_XTRA_ABILITY 3 319 #define IDENT_SENSE 0x01 320 #define IDENT_FIXED 0x02 321 #define IDENT_EMPTY 0x04 322 #define IDENT_KNOWN 0x08 323 #define IDENT_STORE 0x10 324 #define IDENT_MENTAL 0x20 326 #define IDENT_CURSED 0x40 328 #define IDENT_BROKEN 0x80 337 #define OM_FOUND 0x01 338 #define OM_NOMSG 0x02 339 #define OM_NO_QUERY 0x04 340 #define OM_AUTODESTROY 0x08 341 #define OM_TOUCHED 0x10 351 #define TRC_CURSED 0x00000001L 352 #define TRC_HEAVY_CURSE 0x00000002L 353 #define TRC_PERMA_CURSE 0x00000004L 354 #define TRC_XXX1 0x00000008L 355 #define TRC_TY_CURSE 0x00000010L 356 #define TRC_AGGRAVATE 0x00000020L 357 #define TRC_DRAIN_EXP 0x00000040L 358 #define TRC_SLOW_REGEN 0x00000080L 359 #define TRC_ADD_L_CURSE 0x00000100L 360 #define TRC_ADD_H_CURSE 0x00000200L 361 #define TRC_CALL_ANIMAL 0x00000400L 362 #define TRC_CALL_DEMON 0x00000800L 363 #define TRC_CALL_DRAGON 0x00001000L 364 #define TRC_COWARDICE 0x00002000L 365 #define TRC_TELEPORT 0x00004000L 366 #define TRC_LOW_MELEE 0x00008000L 367 #define TRC_LOW_AC 0x00010000L 368 #define TRC_LOW_MAGIC 0x00020000L 369 #define TRC_FAST_DIGEST 0x00040000L 370 #define TRC_DRAIN_HP 0x00080000L 371 #define TRC_DRAIN_MANA 0x00100000L 372 #define TRC_CALL_UNDEAD 0x00200000L 374 #define TRC_TELEPORT_SELF 0x00000001L 375 #define TRC_CHAINSWORD 0x00000002L 376 #define TRC_SPECIAL_MASK \ 377 (TRC_TY_CURSE | TRC_AGGRAVATE) 378 #define TRC_HEAVY_MASK \ 379 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \ 380 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT) 381 #define TRC_P_FLAG_MASK \ 382 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \ 383 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \ 384 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \ 385 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD) 406 #define SCROBJ_FAKE_OBJECT 0x00000001 407 #define SCROBJ_FORCE_DETAIL 0x00000002 418 #define USE_EQUIP 0x01 419 #define USE_INVEN 0x02 420 #define USE_FLOOR 0x04 421 #define USE_FORCE 0x08 422 #define IGNORE_BOTHHAND_SLOT 0x10 423 #define USE_FULL 0x20 427 #define REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item])) 448 #define FEEL_BROKEN 1 449 #define FEEL_TERRIBLE 2 450 #define FEEL_WORTHLESS 3 451 #define FEEL_CURSED 4 452 #define FEEL_UNCURSED 5 453 #define FEEL_AVERAGE 6 455 #define FEEL_EXCELLENT 8 456 #define FEEL_SPECIAL 9 476 #define AM_NO_FIXED_ART 0x00000001 477 #define AM_GOOD 0x00000002 478 #define AM_GREAT 0x00000004 479 #define AM_SPECIAL 0x00000008 480 #define AM_CURSED 0x00000010 481 #define AM_FORBID_CHEST 0x00000020 523 #define object_attr(T) \ 524 ((k_info[(T)->k_idx].flavor) ? \ 525 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \ 526 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \ 527 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \ 528 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr))) 537 #define SV_FIGURINE_NORMAL 0 539 #define SV_CAPTURE_NONE 0 542 #define SV_WOODEN_STATUE 0 543 #define SV_CLAY_STATUE 1 544 #define SV_STONE_STATUE 2 545 #define SV_IRON_STATUE 3 546 #define SV_COPPER_STATUE 4 547 #define SV_SILVER_STATUE 5 548 #define SV_GOLDEN_STATUE 6 549 #define SV_IVORY_STATUE 7 550 #define SV_MITHRIL_STATUE 8 551 #define SV_ORNATE_STATUE 9 555 #define SV_SKELETON 0 559 #define SV_AMMO_LIGHT 0 560 #define SV_AMMO_NORMAL 1 561 #define SV_AMMO_HEAVY 2 565 #define SV_SHORT_BOW 12 566 #define SV_LONG_BOW 13 567 #define SV_LIGHT_XBOW 23 568 #define SV_HEAVY_XBOW 24 569 #define SV_CRIMSON 50 571 #define SV_NAMAKE_BOW 63 575 #define SV_GNOMISH_SHOVEL 2 576 #define SV_DWARVEN_SHOVEL 3 578 #define SV_ORCISH_PICK 5 579 #define SV_DWARVEN_PICK 6 585 #define SV_QUARTERSTAFF 3 586 #define SV_NUNCHAKU 4 588 #define SV_BALL_AND_CHAIN 6 589 #define SV_JO_STAFF 7 590 #define SV_WAR_HAMMER 8 591 #define SV_THREE_PIECE_ROD 11 592 #define SV_MORNING_STAR 12 594 #define SV_BO_STAFF 14 595 #define SV_LEAD_FILLED_MACE 15 596 #define SV_TETSUBO 16 597 #define SV_TWO_HANDED_FLAIL 18 598 #define SV_GREAT_HAMMER 19 599 #define SV_MACE_OF_DISRUPTION 20 600 #define SV_WIZSTAFF 21 602 #define SV_NAMAKE_HAMMER 63 608 #define SV_AWL_PIKE 4 610 #define SV_FAUCHARD 6 611 #define SV_BROAD_SPEAR 7 613 #define SV_NAGINATA 9 614 #define SV_BEAKED_AXE 10 615 #define SV_BROAD_AXE 11 616 #define SV_LUCERNE_HAMMER 12 618 #define SV_LAJATANG 14 619 #define SV_HALBERD 15 620 #define SV_GUISARME 16 623 #define SV_BATTLE_AXE 22 624 #define SV_GREAT_AXE 25 625 #define SV_TRIFURCATE_SPEAR 26 626 #define SV_LOCHABER_AXE 28 627 #define SV_HEAVY_LANCE 29 628 #define SV_SCYTHE_OF_SLICING 30 629 #define SV_TSURIZAO 40 630 #define SV_DEATH_SCYTHE 50 633 #define SV_BROKEN_DAGGER 1 634 #define SV_BROKEN_SWORD 2 636 #define SV_MAIN_GAUCHE 5 639 #define SV_SMALL_SWORD 8 640 #define SV_BASILLARD 9 641 #define SV_SHORT_SWORD 10 643 #define SV_CUTLASS 12 644 #define SV_WAKIZASHI 13 645 #define SV_KHOPESH 14 647 #define SV_BROAD_SWORD 16 648 #define SV_LONG_SWORD 17 649 #define SV_SCIMITAR 18 650 #define SV_NINJATO 19 652 #define SV_BASTARD_SWORD 21 653 #define SV_GREAT_SCIMITAR 22 654 #define SV_CLAYMORE 23 655 #define SV_ESPADON 24 656 #define SV_TWO_HANDED_SWORD 25 657 #define SV_FLAMBERGE 26 658 #define SV_NO_DACHI 27 659 #define SV_EXECUTIONERS_SWORD 28 660 #define SV_ZWEIHANDER 29 661 #define SV_BLADE_OF_CHAOS 30 662 #define SV_DIAMOND_EDGE 31 663 #define SV_DOKUBARI 32 664 #define SV_HAYABUSA 33 667 #define SV_SMALL_LEATHER_SHIELD 2 668 #define SV_SMALL_METAL_SHIELD 3 669 #define SV_LARGE_LEATHER_SHIELD 4 670 #define SV_LARGE_METAL_SHIELD 5 671 #define SV_DRAGON_SHIELD 6 672 #define SV_KNIGHT_SHIELD 7 673 #define SV_MIRROR_SHIELD 10 674 #define SV_YATA_MIRROR 50 677 #define SV_HARD_LEATHER_CAP 2 678 #define SV_METAL_CAP 3 680 #define SV_IRON_HELM 5 681 #define SV_STEEL_HELM 6 682 #define SV_DRAGON_HELM 7 686 #define SV_IRON_CROWN 10 687 #define SV_GOLDEN_CROWN 11 688 #define SV_JEWELED_CROWN 12 692 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 693 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3 694 #define SV_PAIR_OF_DRAGON_GREAVE 4 695 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6 699 #define SV_ELVEN_CLOAK 2 700 #define SV_FUR_CLOAK 3 701 #define SV_ETHEREAL_CLOAK 5 702 #define SV_SHADOW_CLOAK 6 705 #define SV_SET_OF_LEATHER_GLOVES 1 706 #define SV_SET_OF_GAUNTLETS 2 707 #define SV_SET_OF_DRAGON_GLOVES 3 708 #define SV_SET_OF_CESTI 5 712 #define SV_FILTHY_RAG 1 714 #define SV_PAPER_ARMOR 3 715 #define SV_SOFT_LEATHER_ARMOR 4 716 #define SV_SOFT_STUDDED_LEATHER 5 717 #define SV_HARD_LEATHER_ARMOR 6 718 #define SV_HARD_STUDDED_LEATHER 7 719 #define SV_RHINO_HIDE_ARMOR 8 720 #define SV_CORD_ARMOR 9 721 #define SV_PADDED_ARMOR 10 722 #define SV_LEATHER_SCALE_MAIL 11 723 #define SV_LEATHER_JACK 12 724 #define SV_KUROSHOUZOKU 13 725 #define SV_STONE_AND_HIDE_ARMOR 15 726 #define SV_ABUNAI_MIZUGI 50 727 #define SV_YOIYAMI_ROBE 60 728 #define SV_NAMAKE_ARMOR 63 731 #define SV_RUSTY_CHAIN_MAIL 1 732 #define SV_RING_MAIL 2 733 #define SV_METAL_SCALE_MAIL 3 734 #define SV_CHAIN_MAIL 4 735 #define SV_DOUBLE_RING_MAIL 5 736 #define SV_AUGMENTED_CHAIN_MAIL 6 737 #define SV_DOUBLE_CHAIN_MAIL 7 738 #define SV_BAR_CHAIN_MAIL 8 739 #define SV_METAL_BRIGANDINE_ARMOUR 9 740 #define SV_SPLINT_MAIL 10 741 #define SV_DO_MARU 11 742 #define SV_PARTIAL_PLATE_ARMOUR 12 743 #define SV_METAL_LAMELLAR_ARMOUR 13 744 #define SV_HARAMAKIDO 14 745 #define SV_FULL_PLATE_ARMOUR 15 746 #define SV_O_YOROI 16 747 #define SV_RIBBED_PLATE_ARMOUR 18 748 #define SV_MITHRIL_CHAIN_MAIL 20 749 #define SV_MITHRIL_PLATE_MAIL 25 750 #define SV_ADAMANTITE_PLATE_MAIL 30 753 #define SV_DRAGON_BLACK 1 754 #define SV_DRAGON_BLUE 2 755 #define SV_DRAGON_WHITE 3 756 #define SV_DRAGON_RED 4 757 #define SV_DRAGON_GREEN 5 758 #define SV_DRAGON_MULTIHUED 6 759 #define SV_DRAGON_SHINING 10 760 #define SV_DRAGON_LAW 12 761 #define SV_DRAGON_BRONZE 14 762 #define SV_DRAGON_GOLD 16 763 #define SV_DRAGON_CHAOS 18 764 #define SV_DRAGON_BALANCE 20 765 #define SV_DRAGON_POWER 30 768 #define SV_LITE_TORCH 0 769 #define SV_LITE_LANTERN 1 770 #define SV_LITE_FEANOR 2 771 #define SV_LITE_EDISON 3 772 #define SV_LITE_GALADRIEL 4 773 #define SV_LITE_ELENDIL 5 774 #define SV_LITE_JUDGE 6 775 #define SV_LITE_LORE 7 776 #define SV_LITE_PALANTIR 8 777 #define SV_LITE_FLY_STONE 9 780 #define SV_AMULET_DOOM 0 781 #define SV_AMULET_TELEPORT 1 782 #define SV_AMULET_ADORNMENT 2 783 #define SV_AMULET_SLOW_DIGEST 3 784 #define SV_AMULET_RESIST_ACID 4 785 #define SV_AMULET_SEARCHING 5 786 #define SV_AMULET_BRILLIANCE 6 787 #define SV_AMULET_CHARISMA 7 788 #define SV_AMULET_THE_MAGI 8 789 #define SV_AMULET_REFLECTION 9 790 #define SV_AMULET_CARLAMMAS 10 791 #define SV_AMULET_INGWE 11 792 #define SV_AMULET_DWARVES 12 793 #define SV_AMULET_NO_MAGIC 13 794 #define SV_AMULET_NO_TELE 14 795 #define SV_AMULET_RESISTANCE 15 796 #define SV_AMULET_TELEPATHY 16 797 #define SV_AMULET_FARAMIR 17 798 #define SV_AMULET_BOROMIR 18 799 #define SV_AMULET_MAGATAMA 19 800 #define SV_AMULET_INROU 20 801 #define SV_AMULET_INTELLIGENCE 21 802 #define SV_AMULET_WISDOM 22 803 #define SV_AMULET_MAGIC_MASTERY 23 804 #define SV_AMULET_NIGHT 24 807 #define SV_RING_WOE 0 808 #define SV_RING_AGGRAVATION 1 809 #define SV_RING_WEAKNESS 2 810 #define SV_RING_STUPIDITY 3 811 #define SV_RING_TELEPORTATION 4 812 #define SV_RING_SLOW_DIGESTION 6 813 #define SV_RING_LEVITATION_FALL 7 814 #define SV_RING_RESIST_FIRE 8 815 #define SV_RING_RESIST_COLD 9 816 #define SV_RING_SUSTAIN_STR 10 817 #define SV_RING_SUSTAIN_INT 11 818 #define SV_RING_SUSTAIN_WIS 12 819 #define SV_RING_SUSTAIN_CON 13 820 #define SV_RING_SUSTAIN_DEX 14 821 #define SV_RING_SUSTAIN_CHR 15 822 #define SV_RING_PROTECTION 16 823 #define SV_RING_ACID 17 824 #define SV_RING_FLAMES 18 825 #define SV_RING_ICE 19 826 #define SV_RING_RESIST_POIS 20 827 #define SV_RING_FREE_ACTION 21 828 #define SV_RING_SEE_INVIS 22 829 #define SV_RING_SEARCHING 23 830 #define SV_RING_STR 24 831 #define SV_RING_ELEC 25 832 #define SV_RING_DEX 26 833 #define SV_RING_CON 27 834 #define SV_RING_ACCURACY 28 835 #define SV_RING_DAMAGE 29 836 #define SV_RING_SLAYING 30 837 #define SV_RING_SPEED 31 838 #define SV_RING_FRAKIR 32 839 #define SV_RING_TULKAS 33 840 #define SV_RING_NARYA 34 841 #define SV_RING_NENYA 35 842 #define SV_RING_VILYA 36 843 #define SV_RING_POWER 37 844 #define SV_RING_RES_FEAR 38 845 #define SV_RING_RES_LD 39 846 #define SV_RING_RES_NETHER 40 847 #define SV_RING_RES_NEXUS 41 848 #define SV_RING_RES_SOUND 42 849 #define SV_RING_RES_CONFUSION 43 850 #define SV_RING_RES_SHARDS 44 851 #define SV_RING_RES_DISENCHANT 45 852 #define SV_RING_RES_CHAOS 46 853 #define SV_RING_RES_BLINDNESS 47 854 #define SV_RING_LORDLY 48 855 #define SV_RING_ATTACKS 49 856 #define SV_RING_AHO 50 857 #define SV_RING_SHOTS 51 858 #define SV_RING_SUSTAIN 52 859 #define SV_RING_DEC_MANA 53 860 #define SV_RING_WARNING 54 861 #define SV_RING_MUSCLE 55 863 #define SV_EXPRESS_CARD 0 866 #define SV_STAFF_DARKNESS 0 867 #define SV_STAFF_SLOWNESS 1 868 #define SV_STAFF_HASTE_MONSTERS 2 869 #define SV_STAFF_SUMMONING 3 870 #define SV_STAFF_TELEPORTATION 4 871 #define SV_STAFF_IDENTIFY 5 872 #define SV_STAFF_REMOVE_CURSE 6 873 #define SV_STAFF_STARLITE 7 874 #define SV_STAFF_LITE 8 875 #define SV_STAFF_MAPPING 9 876 #define SV_STAFF_DETECT_GOLD 10 877 #define SV_STAFF_DETECT_ITEM 11 878 #define SV_STAFF_DETECT_TRAP 12 879 #define SV_STAFF_DETECT_DOOR 13 880 #define SV_STAFF_DETECT_INVIS 14 881 #define SV_STAFF_DETECT_EVIL 15 882 #define SV_STAFF_CURE_LIGHT 16 883 #define SV_STAFF_CURING 17 884 #define SV_STAFF_HEALING 18 885 #define SV_STAFF_THE_MAGI 19 886 #define SV_STAFF_SLEEP_MONSTERS 20 887 #define SV_STAFF_SLOW_MONSTERS 21 888 #define SV_STAFF_SPEED 22 889 #define SV_STAFF_PROBING 23 890 #define SV_STAFF_DISPEL_EVIL 24 891 #define SV_STAFF_POWER 25 892 #define SV_STAFF_HOLINESS 26 893 #define SV_STAFF_GENOCIDE 27 894 #define SV_STAFF_EARTHQUAKES 28 895 #define SV_STAFF_DESTRUCTION 29 896 #define SV_STAFF_ANIMATE_DEAD 30 897 #define SV_STAFF_MSTORM 31 898 #define SV_STAFF_NOTHING 32 902 #define SV_WAND_HEAL_MONSTER 0 903 #define SV_WAND_HASTE_MONSTER 1 904 #define SV_WAND_CLONE_MONSTER 2 905 #define SV_WAND_TELEPORT_AWAY 3 906 #define SV_WAND_DISARMING 4 907 #define SV_WAND_TRAP_DOOR_DEST 5 908 #define SV_WAND_STONE_TO_MUD 6 909 #define SV_WAND_LITE 7 910 #define SV_WAND_SLEEP_MONSTER 8 911 #define SV_WAND_SLOW_MONSTER 9 912 #define SV_WAND_CONFUSE_MONSTER 10 913 #define SV_WAND_FEAR_MONSTER 11 914 #define SV_WAND_HYPODYNAMIA 12 915 #define SV_WAND_POLYMORPH 13 916 #define SV_WAND_STINKING_CLOUD 14 917 #define SV_WAND_MAGIC_MISSILE 15 918 #define SV_WAND_ACID_BOLT 16 919 #define SV_WAND_CHARM_MONSTER 17 920 #define SV_WAND_FIRE_BOLT 18 921 #define SV_WAND_COLD_BOLT 19 922 #define SV_WAND_ACID_BALL 20 923 #define SV_WAND_ELEC_BALL 21 924 #define SV_WAND_FIRE_BALL 22 925 #define SV_WAND_COLD_BALL 23 926 #define SV_WAND_WONDER 24 927 #define SV_WAND_DISINTEGRATE 25 928 #define SV_WAND_DRAGON_FIRE 26 929 #define SV_WAND_DRAGON_COLD 27 930 #define SV_WAND_DRAGON_BREATH 28 931 #define SV_WAND_ROCKETS 29 932 #define SV_WAND_STRIKING 30 933 #define SV_WAND_GENOCIDE 31 936 #define SV_ROD_DETECT_TRAP 0 937 #define SV_ROD_DETECT_DOOR 1 938 #define SV_ROD_IDENTIFY 2 939 #define SV_ROD_RECALL 3 940 #define SV_ROD_ILLUMINATION 4 941 #define SV_ROD_MAPPING 5 942 #define SV_ROD_DETECTION 6 943 #define SV_ROD_PROBING 7 944 #define SV_ROD_CURING 8 945 #define SV_ROD_HEALING 9 946 #define SV_ROD_RESTORATION 10 947 #define SV_ROD_SPEED 11 948 #define SV_ROD_PESTICIDE 12 949 #define SV_ROD_TELEPORT_AWAY 13 950 #define SV_ROD_DISARMING 14 951 #define SV_ROD_LITE 15 952 #define SV_ROD_SLEEP_MONSTER 16 953 #define SV_ROD_SLOW_MONSTER 17 954 #define SV_ROD_HYPODYNAMIA 18 955 #define SV_ROD_POLYMORPH 19 956 #define SV_ROD_ACID_BOLT 20 957 #define SV_ROD_ELEC_BOLT 21 958 #define SV_ROD_FIRE_BOLT 22 959 #define SV_ROD_COLD_BOLT 23 960 #define SV_ROD_ACID_BALL 24 961 #define SV_ROD_ELEC_BALL 25 962 #define SV_ROD_FIRE_BALL 26 963 #define SV_ROD_COLD_BALL 27 964 #define SV_ROD_HAVOC 28 965 #define SV_ROD_STONE_TO_MUD 29 966 #define SV_ROD_AGGRAVATE 30 971 #define SV_SCROLL_DARKNESS 0 972 #define SV_SCROLL_AGGRAVATE_MONSTER 1 973 #define SV_SCROLL_CURSE_ARMOR 2 974 #define SV_SCROLL_CURSE_WEAPON 3 975 #define SV_SCROLL_SUMMON_MONSTER 4 976 #define SV_SCROLL_SUMMON_UNDEAD 5 977 #define SV_SCROLL_SUMMON_PET 6 978 #define SV_SCROLL_TRAP_CREATION 7 979 #define SV_SCROLL_PHASE_DOOR 8 980 #define SV_SCROLL_TELEPORT 9 981 #define SV_SCROLL_TELEPORT_LEVEL 10 982 #define SV_SCROLL_WORD_OF_RECALL 11 983 #define SV_SCROLL_IDENTIFY 12 984 #define SV_SCROLL_STAR_IDENTIFY 13 985 #define SV_SCROLL_REMOVE_CURSE 14 986 #define SV_SCROLL_STAR_REMOVE_CURSE 15 987 #define SV_SCROLL_ENCHANT_ARMOR 16 988 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 989 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 991 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20 992 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21 993 #define SV_SCROLL_RECHARGING 22 994 #define SV_SCROLL_MUNDANITY 23 995 #define SV_SCROLL_LIGHT 24 996 #define SV_SCROLL_MAPPING 25 997 #define SV_SCROLL_DETECT_GOLD 26 998 #define SV_SCROLL_DETECT_ITEM 27 999 #define SV_SCROLL_DETECT_TRAP 28 1000 #define SV_SCROLL_DETECT_DOOR 29 1001 #define SV_SCROLL_DETECT_INVIS 30 1003 #define SV_SCROLL_SATISFY_HUNGER 32 1004 #define SV_SCROLL_BLESSING 33 1005 #define SV_SCROLL_HOLY_CHANT 34 1006 #define SV_SCROLL_HOLY_PRAYER 35 1007 #define SV_SCROLL_MONSTER_CONFUSION 36 1008 #define SV_SCROLL_PROTECTION_FROM_EVIL 37 1009 #define SV_SCROLL_RUNE_OF_PROTECTION 38 1010 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 1012 #define SV_SCROLL_STAR_DESTRUCTION 41 1013 #define SV_SCROLL_DISPEL_UNDEAD 42 1014 #define SV_SCROLL_SPELL 43 1015 #define SV_SCROLL_GENOCIDE 44 1016 #define SV_SCROLL_MASS_GENOCIDE 45 1017 #define SV_SCROLL_ACQUIREMENT 46 1018 #define SV_SCROLL_STAR_ACQUIREMENT 47 1019 #define SV_SCROLL_FIRE 48 1020 #define SV_SCROLL_ICE 49 1021 #define SV_SCROLL_CHAOS 50 1022 #define SV_SCROLL_RUMOR 51 1023 #define SV_SCROLL_ARTIFACT 52 1024 #define SV_SCROLL_RESET_RECALL 53 1025 #define SV_SCROLL_SUMMON_KIN 54 1026 #define SV_SCROLL_AMUSEMENT 55 1027 #define SV_SCROLL_STAR_AMUSEMENT 56 1030 #define SV_POTION_WATER 0 1031 #define SV_POTION_APPLE_JUICE 1 1032 #define SV_POTION_SLIME_MOLD 2 1034 #define SV_POTION_SLOWNESS 4 1035 #define SV_POTION_SALT_WATER 5 1036 #define SV_POTION_POISON 6 1037 #define SV_POTION_BLINDNESS 7 1039 #define SV_POTION_BOOZE 9 1041 #define SV_POTION_SLEEP 11 1043 #define SV_POTION_LOSE_MEMORIES 13 1045 #define SV_POTION_RUINATION 15 1046 #define SV_POTION_DEC_STR 16 1047 #define SV_POTION_DEC_INT 17 1048 #define SV_POTION_DEC_WIS 18 1049 #define SV_POTION_DEC_DEX 19 1050 #define SV_POTION_DEC_CON 20 1051 #define SV_POTION_DEC_CHR 21 1052 #define SV_POTION_DETONATIONS 22 1053 #define SV_POTION_DEATH 23 1054 #define SV_POTION_INFRAVISION 24 1055 #define SV_POTION_DETECT_INVIS 25 1056 #define SV_POTION_SLOW_POISON 26 1057 #define SV_POTION_CURE_POISON 27 1058 #define SV_POTION_BOLDNESS 28 1059 #define SV_POTION_SPEED 29 1060 #define SV_POTION_RESIST_HEAT 30 1061 #define SV_POTION_RESIST_COLD 31 1062 #define SV_POTION_HEROISM 32 1063 #define SV_POTION_BESERK_STRENGTH 33 1064 #define SV_POTION_CURE_LIGHT 34 1065 #define SV_POTION_CURE_SERIOUS 35 1066 #define SV_POTION_CURE_CRITICAL 36 1067 #define SV_POTION_HEALING 37 1068 #define SV_POTION_STAR_HEALING 38 1069 #define SV_POTION_LIFE 39 1070 #define SV_POTION_RESTORE_MANA 40 1071 #define SV_POTION_RESTORE_EXP 41 1072 #define SV_POTION_RES_STR 42 1073 #define SV_POTION_RES_INT 43 1074 #define SV_POTION_RES_WIS 44 1075 #define SV_POTION_RES_DEX 45 1076 #define SV_POTION_RES_CON 46 1077 #define SV_POTION_RES_CHR 47 1078 #define SV_POTION_INC_STR 48 1079 #define SV_POTION_INC_INT 49 1080 #define SV_POTION_INC_WIS 50 1081 #define SV_POTION_INC_DEX 51 1082 #define SV_POTION_INC_CON 52 1083 #define SV_POTION_INC_CHR 53 1085 #define SV_POTION_AUGMENTATION 55 1086 #define SV_POTION_ENLIGHTENMENT 56 1087 #define SV_POTION_STAR_ENLIGHTENMENT 57 1088 #define SV_POTION_SELF_KNOWLEDGE 58 1089 #define SV_POTION_EXPERIENCE 59 1090 #define SV_POTION_RESISTANCE 60 1091 #define SV_POTION_CURING 61 1092 #define SV_POTION_INVULNERABILITY 62 1093 #define SV_POTION_NEW_LIFE 63 1094 #define SV_POTION_NEO_TSUYOSHI 64 1095 #define SV_POTION_TSUYOSHI 65 1096 #define SV_POTION_POLYMORPH 66 1099 #define SV_FLASK_OIL 0 1102 #define SV_FOOD_POISON 0 1103 #define SV_FOOD_BLINDNESS 1 1104 #define SV_FOOD_PARANOIA 2 1105 #define SV_FOOD_CONFUSION 3 1106 #define SV_FOOD_HALLUCINATION 4 1107 #define SV_FOOD_PARALYSIS 5 1108 #define SV_FOOD_WEAKNESS 6 1109 #define SV_FOOD_SICKNESS 7 1110 #define SV_FOOD_STUPIDITY 8 1111 #define SV_FOOD_NAIVETY 9 1112 #define SV_FOOD_UNHEALTH 10 1113 #define SV_FOOD_DISEASE 11 1114 #define SV_FOOD_CURE_POISON 12 1115 #define SV_FOOD_CURE_BLINDNESS 13 1116 #define SV_FOOD_CURE_PARANOIA 14 1117 #define SV_FOOD_CURE_CONFUSION 15 1118 #define SV_FOOD_CURE_SERIOUS 16 1119 #define SV_FOOD_RESTORE_STR 17 1120 #define SV_FOOD_RESTORE_CON 18 1121 #define SV_FOOD_RESTORING 19 1123 #define SV_FOOD_BISCUIT 32 1124 #define SV_FOOD_JERKY 33 1125 #define SV_FOOD_RATION 35 1126 #define SV_FOOD_SLIME_MOLD 36 1127 #define SV_FOOD_WAYBREAD 37 1128 #define SV_FOOD_PINT_OF_ALE 38 1129 #define SV_FOOD_PINT_OF_WINE 39 1132 #define SV_ROD_MIN_DIRECTION 12 1134 #define SV_CHEST_MIN_LARGE 4 1135 #define SV_CHEST_KANDUME 50 1140 #define SV_BOOK_MIN_GOOD 2 s16b OBJECT_IDX
ゲーム中のアイテムID型を定義
Definition: h-type.h:140
HIT_PROB to_h
Definition: object.h:305
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.
Definition: object2.c:5832
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...
Definition: object2.c:920
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
Definition: object2.c:4458
DISCOUNT_RATE discount
Definition: object.h:282
ARTIFACT_IDX name1
Definition: object.h:288
const char * concptr
文字列定数用ポインタ定義 / A simple pointer (to unmodifiable strings)
Definition: h-type.h:47
MONSTER_IDX held_m_idx
アイテムを所持しているモンスターID (いないなら 0) / Monster holding us (if any)
Definition: object.h:389
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.
Definition: object2.c:5850
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
Definition: object1.c:1327
KIND_OBJECT_IDX k_idx
Definition: object.h:191
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
Definition: object1.c:55
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"
Definition: player-inventory.c:1828
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
Definition: player-inventory.c:496
HIT_POINT to_d
Definition: object.h:306
s16b XTRA16
汎用変数16ビットの型定義
Definition: h-type.h:229
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)
Definition: object2.c:5159
byte ident
Definition: object.h:329
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 us...
Definition: object1.c:1417
s16b IDX
ゲーム中のID型を定義
Definition: h-type.h:112
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
Definition: object2.c:4959
bool(* get_obj_num_hook)(KIND_OBJECT_IDX k_idx)
Definition: object2.c:531
POSITION ix
Definition: object.h:194
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.
Definition: object2.c:784
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.
Definition: player-inventory.c:1697
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.
Definition: object2.c:484
PARAMETER_VALUE pval
Definition: object.h:280
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.
Definition: object2.c:4927
s16b COMMAND_CODE
コマンド内容の型定義
Definition: h-type.h:232
BIT_FLAGS curse_flags
Definition: object.h:386
OBJECT_SUBTYPE_VALUE sval
Definition: object.h:278
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
Definition: object2.c:51
s32b WEIGHT
ゲーム中の重量の型定義(ポンド)
Definition: h-type.h:205
int ARTIFACT_BIAS_IDX
ランダムアーティファクトのバイアス型
Definition: h-type.h:171
OBJECT_SUBTYPE_VALUE sval
ベースアイテムのサブ種別ID
Definition: bldg.c:1763
void object_wipe(object_type *o_ptr)
オブジェクトを初期化する Wipe an object clean.
Definition: object2.c:1873
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
Definition: object1.c:129
EGO_IDX name2
Definition: object.h:289
OBJECT_SUBTYPE_VALUE coin_type
Definition: object2.c:4448
XTRA8 xtra3
複数の使用用途 捕らえたモンスターの速度,付加した特殊なエッセンスID / Extra info for weaponsmith
Definition: object.h:301
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
Definition: object2.c:4501
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 /
Definition: object2.c:1493
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
Definition: player-inventory.c:255
int DICE_NUMBER
ゲーム中のダイス数の型定義
Definition: h-type.h:207
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
Definition: object2.c:5504
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
Definition: object2.c:195
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.
Definition: object2.c:743
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
Definition: object2.c:419
u16b inscription
Definition: object.h:344
byte marked
Definition: object.h:342
byte DISCOUNT_RATE
ゲーム中の値引き率の型を定義
Definition: h-type.h:183
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
Definition: object2.c:3895
#define TR_FLAG_SIZE
Definition: object.h:175
s32b DEPTH
ゲーム中の階層レベルの型定義
Definition: h-type.h:216
POSITION iy
Definition: object.h:193
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.
Definition: object2.c:4886
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
Definition: object2.c:5007
s16b EGO_IDX
アイテムエゴのID型を定義
Definition: h-type.h:133
bool(* item_tester_hook)(object_type *o_ptr)
Definition: object-hook.c:974
TIME_EFFECT timeout
Definition: object.h:314
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.
Definition: object2.c:1460
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 /
Definition: object2.c:5864
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,...
Definition: object1.c:491
int TERM_LEN
コンソール表示座標の型定義
Definition: h-type.h:236
s32b ITEM_NUMBER
ゲーム中のアイテム数型を定義
Definition: h-type.h:178
s32b HIT_POINT
HPとその増減量の型定義
Definition: h-type.h:161
OBJECT_TYPE_VALUE tval
ベースアイテムのメイン種別ID
Definition: bldg.c:1762
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
Definition: object1.c:238
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
unsigned short u16b
Definition: h-type.h:99
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
u16b art_name
Definition: object.h:345
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.
Definition: object2.c:5811
signed long s32b
Definition: h-type.h:107
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
Definition: object2.c:1825
s16b INVENTORY_IDX
ゲーム中の所持品ID型を定義
Definition: h-type.h:139
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
Definition: object2.c:5671
s32b OBJECT_SUBTYPE_VALUE
ゲーム中のアイテム副分類の型定義
Definition: h-type.h:203
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.
Definition: object2.c:1536
OBJECT_TYPE_VALUE item_tester_tval
Definition: object-hook.c:980
s32b OBJECT_TYPE_VALUE
ゲーム中のアイテム主分類の型定義
Definition: h-type.h:202
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.
Definition: object2.c:4572
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.
Definition: object2.c:5062
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,...
Definition: object2.c:5308
byte XTRA8
汎用変数8ビットの型定義
Definition: h-type.h:230
s32b PERCENTAGE
ゲーム中のパーセント表記の型定義(/100倍)
Definition: h-type.h:222
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
Definition: object2.c:5423
s16b KIND_OBJECT_IDX
ゲーム中のベースアイテムID型を定義
Definition: h-type.h:142
ARMOUR_CLASS to_a
Definition: object.h:307
DICE_NUMBER dd
Definition: object.h:311
s16b PARAMETER_VALUE
ゲーム中のアイテム能力値の型定義
Definition: h-type.h:204
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
Definition: object2.c:5564
XTRA8 xtra1
Definition: object.h:298
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
Definition: object2.c:1770
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
Definition: object2.c:5179
OBJECT_TYPE_VALUE tval
Definition: object.h:275
s16b MONSTER_IDX
ゲーム中のモンスター個体ID型を定義
Definition: h-type.h:129
DICE_SID ds
Definition: object.h:312
XTRA16 xtra5
複数の使用用途 捕らえたモンスターの最大HP / Extra info captured monster's max HP
Definition: object.h:303
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
Definition: object2.c:5207
char bool
bool型をcharとして定義 / Note that a bool is smaller than a full "int" / Simple True/False type
Definition: h-type.h:83
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".
Definition: object2.c:722
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"
Definition: player-inventory.c:863
XTRA8 xtra2
Definition: object.h:300
s16b TIME_EFFECT
ゲーム中の時限期間の型を定義
Definition: h-type.h:182
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.
Definition: object2.c:1887
ARMOUR_CLASS ac
Definition: object.h:309
s16b ARTIFACT_IDX
ゲーム中のアーティファクトID型を定義
Definition: h-type.h:132
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.
Definition: object2.c:314
Definition: player-status.h:86
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.
Definition: object2.c:1743
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)
Definition: object2.c:4307
BIT_FLAGS art_flags[TR_FLAG_SIZE]
Definition: object.h:349
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.
Definition: object2.c:1901
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)
Definition: object2.c:1407
s32b PRICE
ゲーム中の金額価値の型定義
Definition: h-type.h:209
void object_tried(object_type *o_ptr)
オブジェクトを試行済にする / Something has been "sampled"
Definition: object2.c:773
signed short s16b
Definition: h-type.h:98
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
Definition: object2.c:587
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
Definition: object1.c:527
OBJECT_IDX next_o_idx
Definition: object.h:388
XTRA16 xtra4
複数の使用用途 光源の残り寿命、あるいは捕らえたモンスターの現HP / Extra info fuel or captured monster's current HP
Definition: object.h:302
int DICE_SID
ゲーム中のダイス面の型定義
Definition: h-type.h:208
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
Definition: object1.c:1312
WEIGHT weight
Definition: object.h:286
ARTIFACT_BIAS_IDX artifact_bias
ランダムアーティファクト生成時のバイアスID
Definition: object.h:391
s16b HIT_PROB
ゲーム中の装備命中修正値を定義
Definition: h-type.h:173
ITEM_NUMBER number
Definition: object.h:284
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.
Definition: object2.c:5103
byte feeling
Definition: object.h:347
void delete_object_idx(OBJECT_IDX o_idx)
オブジェクトを削除する / Delete a dungeon object
Definition: object2.c:163
s16b ARMOUR_CLASS
ゲーム中の行動アーマークラス型を定義
Definition: h-type.h:181
void py_pickup_floor(bool pickup)
床上のアイテムを拾うメイン処理
Definition: player-inventory.c:2999
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
Definition: player-inventory.c:1652
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
Definition: object2.c:5134
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 locatio...
Definition: object2.c:4390
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.
Definition: object2.c:829
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
Definition: object2.c:5735
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...
Definition: object2.c:1153