Hengband  2.2.1
object.h
[詳解]
1 #pragma once
2 
3 /*
4  * Object information, for a specific object.
5  *
6  * Note that a "discount" on an item is permanent and never goes away.
7  *
8  * Note that inscriptions are now handled via the "quark_str()" function
9  * applied to the "note" field, which will return NULL if "note" is zero.
10  *
11  * Note that "object" records are "copied" on a fairly regular basis,
12  * and care must be taken when handling such objects.
13  *
14  * Note that "object flags" must now be derived from the object kind,
15  * the artifact and ego-item indexes, and the two "xtra" fields.
16  *
17  * Each grid points to one (or zero) objects via the "o_idx"
18  * field (above). Each object then points to one (or zero) objects
19  * via the "next_o_idx" field, forming a singly linked list, which
20  * in game terms, represents a "stack" of objects in the same grid.
21  *
22  * Each monster points to one (or zero) objects via the "hold_o_idx"
23  * field (below). Each object then points to one (or zero) objects
24  * via the "next_o_idx" field, forming a singly linked list, which
25  * in game terms, represents a pile of objects held by the monster.
26  *
27  * The "held_m_idx" field is used to indicate which monster, if any,
28  * is holding the object. Objects being held have "ix=0" and "iy=0".
29  */
30 
31 #define TR_STR 0 /* STR += "pval" */
32 #define TR_INT 1 /* INT += "pval" */
33 #define TR_WIS 2 /* WIS += "pval" */
34 #define TR_DEX 3 /* DEX += "pval" */
35 #define TR_CON 4 /* CON += "pval" */
36 #define TR_CHR 5 /* CHR += "pval" */
37 #define TR_MAGIC_MASTERY 6 /* Later */
38 #define TR_FORCE_WEAPON 7 /* Later */
39 #define TR_STEALTH 8 /* Stealth += "pval" */
40 #define TR_SEARCH 9 /* Search += "pval" */
41 #define TR_INFRA 10 /* Infra += "pval" */
42 #define TR_TUNNEL 11 /* Tunnel += "pval" */
43 #define TR_SPEED 12 /* Speed += "pval" */
44 #define TR_BLOWS 13 /* Blows += "pval" */
45 #define TR_CHAOTIC 14
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 /* Execute Dragon */
56 #define TR_VORPAL 25 /* Later */
57 #define TR_IMPACT 26 /* Cause Earthquakes */
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
63 
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
70 #define TR_RIDING 38
71 #define TR_EASY_SPELL 39
72 #define TR_IM_ACID 40
73 #define TR_IM_ELEC 41
74 #define TR_IM_FIRE 42
75 #define TR_IM_COLD 43
76 #define TR_THROW 44 /* Later */
77 #define TR_REFLECT 45 /* Reflect 'bolts' */
78 #define TR_FREE_ACT 46 /* Free Action */
79 #define TR_HOLD_EXP 47 /* Hold EXP */
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 /* Added for Zangband */
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
96 
97 #define TR_SH_FIRE 64 /* Immolation (Fire) */
98 #define TR_SH_ELEC 65 /* Electric Sheath */
99 #define TR_SLAY_HUMAN 66 /* Slay human */
100 #define TR_SH_COLD 67 /* cold aura */
101 #define TR_NO_TELE 68 /* Anti-teleportation */
102 #define TR_NO_MAGIC 69 /* Anti-magic */
103 #define TR_DEC_MANA 70 /* ??? */
104 #define TR_TY_CURSE 71 /* The Ancient Curse */
105 #define TR_WARNING 72 /* Warning */
106 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
107 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
108 #define TR_SLAY_GOOD 75
109 #define TR_LEVITATION 76 /* Feather Falling */
110 #define TR_LITE_1 77 /* Light Radius 1*/
111 #define TR_SEE_INVIS 78 /* See Invisible */
112 #define TR_TELEPATHY 79 /* Telepathy */
113 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
114 #define TR_REGEN 81 /* Item induces regeneration */
115 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
116 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
117 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
118 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
119 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
120 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
121 #define TR_ACTIVATE 88 /* Item can be activated */
122 #define TR_DRAIN_EXP 89 /* Item drains Experience */
123 #define TR_TELEPORT 90 /* Item teleports player */
124 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
125 #define TR_BLESSED 92 /* Item is Blessed */
126 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
127 #define TR_ES_AC 94 /* Fake flag for Smith */
128 #define TR_KILL_GOOD 95
129 
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 /* Permanent decrease Light Area (-1) */
159 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
160 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
161 #define TR_LITE_FUEL 127 /* Lights need Fuels */
162 
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
173 
174 #define TR_FLAG_MAX 138
175 #define TR_FLAG_SIZE 5
176 
177 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
178 #define MAX_GOLD 18 /* Number of "gold" entries */
179 
180 /* Lite flag macro */
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))
183 
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))
186 
187 typedef struct object_type object_type;
188 
190 {
191  KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
192 
193  POSITION iy; /* Y-position on map, or zero */
194  POSITION ix; /* X-position on map, or zero */
195 
196  /*
197  * The values for the "tval" field of various objects.
198  *
199  * This value is the primary means by which items are sorted in the
200  * player inventory_list, followed by "sval" and "cost".
201  *
202  * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
203  * weapon with tval = 16+N, and does (xP) damage when so combined. This
204  * fact is not actually used in the source, but it kind of interesting.
205  *
206  * Note that as of 2.7.8, the "item flags" apply to all items, though
207  * only armor and weapons and a few other items use any of these flags.
208  */
209 
210  #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
211  #define TV_BOTTLE 2 /* Empty bottles ('!') */
212  #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
213  #define TV_WHISTLE 4 /* Whistle ('~') */
214  #define TV_SPIKE 5 /* Spikes ('~') */
215  #define TV_CHEST 7 /* Chests ('&') */
216  #define TV_FIGURINE 8 /* Magical figurines */
217  #define TV_STATUE 9 /* Statue, what a silly object... */
218  #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
219  #define TV_CAPTURE 11 /* Monster ball */
220  #define TV_NO_AMMO 15 /* Ammo for crimson */
221  #define TV_SHOT 16 /* Ammo for slings */
222  #define TV_ARROW 17 /* Ammo for bows */
223  #define TV_BOLT 18 /* Ammo for x-bows */
224  #define TV_BOW 19 /* Slings/Bows/Xbows */
225  #define TV_DIGGING 20 /* Shovels/Picks */
226  #define TV_HAFTED 21 /* Priest Weapons */
227  #define TV_POLEARM 22 /* Axes and Pikes */
228  #define TV_SWORD 23 /* Edged Weapons */
229  #define TV_BOOTS 30 /* Boots */
230  #define TV_GLOVES 31 /* Gloves */
231  #define TV_HELM 32 /* Helms */
232  #define TV_CROWN 33 /* Crowns */
233  #define TV_SHIELD 34 /* Shields */
234  #define TV_CLOAK 35 /* Cloaks */
235  #define TV_SOFT_ARMOR 36 /* Soft Armor */
236  #define TV_HARD_ARMOR 37 /* Hard Armor */
237  #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
238  #define TV_LITE 39 /* Lites (including Specials) */
239  #define TV_AMULET 40 /* Amulets (including Specials) */
240  #define TV_RING 45 /* Rings (including Specials) */
241  #define TV_CARD 50
242  #define TV_STAFF 55
243  #define TV_WAND 65
244  #define TV_ROD 66
245  #define TV_PARCHMENT 69
246  #define TV_SCROLL 70
247  #define TV_POTION 75
248  #define TV_FLASK 77
249  #define TV_FOOD 80
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
263  #define TV_GOLD 127 /* Gold can only be picked up by players */
264 
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
275  OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
276 
277 
278  OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
279 
280  PARAMETER_VALUE pval; /* Item extra-parameter */
281 
282  DISCOUNT_RATE discount; /* Discount (if any) */
283 
284  ITEM_NUMBER number; /* Number of items */
285 
286  WEIGHT weight; /* Item weight */
287 
288  ARTIFACT_IDX name1; /* Artifact type, if any */
289  EGO_IDX name2; /* Ego-Item type, if any */
290 
291 
292  /*
293  * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
294  */
295  #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 */
296  #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 */
297  #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
298  XTRA8 xtra1; /* Extra info type (now unused) */
299 
300  XTRA8 xtra2; /* Extra info activation index */
301  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 */
302  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 */
303  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 */
304 
305  HIT_PROB to_h; /* Plusses to hit */
306  HIT_POINT to_d; /* Plusses to damage */
307  ARMOUR_CLASS to_a; /* Plusses to AC */
308 
309  ARMOUR_CLASS ac; /* Normal AC */
310 
312  DICE_SID ds; /* Damage dice/sides */
313 
314  TIME_EFFECT timeout; /* Timeout Counter */
315 
316  /*
317  * Special Object Flags
318  */
319  #define IDENT_SENSE 0x01 /* Item has been "sensed" */
320  #define IDENT_FIXED 0x02 /* Item has been "haggled" */
321  #define IDENT_EMPTY 0x04 /* Item charges are known */
322  #define IDENT_KNOWN 0x08 /* Item abilities are known */
323  #define IDENT_STORE 0x10 /* Item is storebought !!!! */
324  #define IDENT_MENTAL 0x20 /* Item information is known */
325  #if 0
326  #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
327  #endif
328  #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
329  byte ident; /* Special flags */
330 
331  /*
332  * How object is marked (flags in object_type.mark)
333  * OM_FOUND --- original boolean flag
334  * OM_NOMSG --- temporary flag to suppress messages which were
335  * already printed in autopick_pickup_items().
336  */
337  #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 */
338  #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
339  #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
340  #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
341  #define OM_TOUCHED 0x10 /* Object was touched by player */
342  byte marked; /* Object is marked */
343 
344  u16b inscription; /* Inscription index */
345  u16b art_name; /* Artifact name (random artifacts) */
346 
347  byte feeling; /* Game generated inscription number (eg, pseudo-id) */
348 
349  BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
350 
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
373  #define MAX_CURSE 18
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)
386  BIT_FLAGS curse_flags; /* Flags for curse */
387 
388  OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
389  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) */
390 
391  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 */
392 };
393 
394 extern bool(*item_tester_hook)(object_type *o_ptr);
396 extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
397 
398 /* object1.c */
399 extern ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode);
400 extern COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width);
401 extern void reset_visuals(void);
402 extern void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
403 extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
404 extern concptr item_activation(object_type *o_ptr);
405 
406 #define SCROBJ_FAKE_OBJECT 0x00000001
407 #define SCROBJ_FORCE_DETAIL 0x00000002
408 extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode);
409 
410 extern char index_to_label(int i);
411 extern s16b wield_slot(object_type *o_ptr);
412 
413 extern bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval);
414 
415 /*
416  * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
417  */
418 #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 */
419 #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 */
420 #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 */
421 #define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
422 #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 */
423 #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*/
424 extern bool can_get_item(OBJECT_TYPE_VALUE tval);
425 extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
426 
427 #define REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item]))
428 
429 extern int bow_tval_ammo(object_type *o_ptr);
430 
431 /* object2.c */
432 extern void excise_object_idx(OBJECT_IDX o_idx);
433 extern void delete_object_idx(OBJECT_IDX o_idx);
434 extern void delete_object(POSITION y, POSITION x);
435 extern void compact_objects(int size);
436 extern void wipe_o_list(void);
437 extern OBJECT_IDX o_pop(void);
438 extern OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode);
439 extern void object_known(object_type *o_ptr);
440 extern void object_aware(object_type *o_ptr);
441 extern void object_tried(object_type *o_ptr);
442 
443 /*
444  * アイテムの簡易鑑定定義 / Game generated inscription indices. These are stored in the object,
445  * and are used to index the string array from tables.c.
446  */
447 #define FEEL_NONE 0 /*!< 簡易鑑定: 未鑑定 */
448 #define FEEL_BROKEN 1 /*!< 簡易鑑定: 壊れている */
449 #define FEEL_TERRIBLE 2 /*!< 簡易鑑定: 恐ろしい */
450 #define FEEL_WORTHLESS 3 /*!< 簡易鑑定: 無価値 */
451 #define FEEL_CURSED 4 /*!< 簡易鑑定: 呪われている */
452 #define FEEL_UNCURSED 5 /*!< 簡易鑑定: 呪われていない */
453 #define FEEL_AVERAGE 6 /*!< 簡易鑑定: 並 */
454 #define FEEL_GOOD 7 /*!< 簡易鑑定: 上質 */
455 #define FEEL_EXCELLENT 8 /*!< 簡易鑑定: 高級 */
456 #define FEEL_SPECIAL 9 /*!< 簡易鑑定: 特別 */
457 #define FEEL_MAX 9 /*!< 簡易鑑定の種別数 */
458 extern byte value_check_aux1(object_type *o_ptr);
459 extern byte value_check_aux2(object_type *o_ptr);
460 
461 extern PRICE object_value(object_type *o_ptr);
462 extern PRICE object_value_real(object_type *o_ptr);
463 extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
464 extern void reduce_charges(object_type *o_ptr, int amt);
465 extern int object_similar_part(object_type *o_ptr, object_type *j_ptr);
466 extern bool object_similar(object_type *o_ptr, object_type *j_ptr);
467 extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
469 extern void object_wipe(object_type *o_ptr);
470 extern void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx);
471 extern void object_copy(object_type *o_ptr, object_type *j_ptr);
472 
473 /*
474  * Bit flags for apply_magic() (etc)
475  */
476 #define AM_NO_FIXED_ART 0x00000001 /*!< Don't allow roll for fixed artifacts */
477 #define AM_GOOD 0x00000002 /*!< Generate good items */
478 #define AM_GREAT 0x00000004 /*!< Generate great items */
479 #define AM_SPECIAL 0x00000008 /*!< Generate artifacts (for debug mode only) */
480 #define AM_CURSED 0x00000010 /*!< Generate cursed/worthless items */
481 #define AM_FORBID_CHEST 0x00000020 /*!< 箱からさらに箱が出現することを抑止する */
482 extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
483 
485 
486 extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
487 extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode);
488 extern bool make_gold(object_type *j_ptr);
489 extern void place_gold(POSITION y, POSITION x);
490 extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
491 extern void inven_item_charges(INVENTORY_IDX item);
492 extern void inven_item_describe(INVENTORY_IDX item);
493 extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
494 extern void inven_item_optimize(INVENTORY_IDX item);
495 extern void floor_item_charges(INVENTORY_IDX item);
496 extern void floor_item_describe(INVENTORY_IDX item);
497 extern void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
498 extern void floor_item_optimize(INVENTORY_IDX item);
499 extern bool inven_carry_okay(object_type *o_ptr);
500 extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
501 extern s16b inven_carry(object_type *o_ptr);
503 extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt);
504 extern void combine_pack(player_type *owner_ptr);
505 extern void reorder_pack(void);
506 extern void display_koff(KIND_OBJECT_IDX k_idx);
507 extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
508 extern void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds);
509 extern void torch_lost_fuel(object_type *o_ptr);
510 extern concptr essence_name[];
511 
512 extern s32b flag_cost(object_type *o_ptr, int plusses);
513 
514 extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
515 extern void py_pickup_floor(bool pickup);
516 extern void prepare_label_string(char *label, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
517 
518 /*
519  * Return the "attr" for a given item.
520  * Use "flavor" if available.
521  * Default to user definitions.
522  */
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)))
529 
530 
531  /*** Object "sval" codes ***/
532 
533  /* Any subvalue */
534 #define SV_ANY 255
535 
536 /* The "sval" codes for TV_FIGURINE */
537 #define SV_FIGURINE_NORMAL 0
538 
539 #define SV_CAPTURE_NONE 0
540 
541 /* The "sval" codes for TV_STATUE */
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
552 #define SV_PHOTO 50
553 
554 /* The "sval" codes for TV_CORPSE */
555 #define SV_SKELETON 0
556 #define SV_CORPSE 1
557 
558 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
559 #define SV_AMMO_LIGHT 0 /* pebbles */
560 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
561 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
562 
563 /* The "sval" codes for TV_BOW (note information in "sval") */
564 #define SV_SLING 2 /* (x2) */
565 #define SV_SHORT_BOW 12 /* (x2) */
566 #define SV_LONG_BOW 13 /* (x3) */
567 #define SV_LIGHT_XBOW 23 /* (x3) */
568 #define SV_HEAVY_XBOW 24 /* (x4) */
569 #define SV_CRIMSON 50 /* (x0) */
570 #define SV_HARP 51 /* (x0) */
571 #define SV_NAMAKE_BOW 63 /* (x3) */
572 
573 /* The "sval" codes for TV_DIGGING */
574 #define SV_SHOVEL 1
575 #define SV_GNOMISH_SHOVEL 2
576 #define SV_DWARVEN_SHOVEL 3
577 #define SV_PICK 4
578 #define SV_ORCISH_PICK 5
579 #define SV_DWARVEN_PICK 6
580 #define SV_MATTOCK 7
581 
582 /* The "sval" values for TV_HAFTED */
583 #define SV_CLUB 1 /* 1d4 */
584 #define SV_WHIP 2 /* 1d6 */
585 #define SV_QUARTERSTAFF 3 /* 1d9 */
586 #define SV_NUNCHAKU 4 /* 2d3 */
587 #define SV_MACE 5 /* 2d4 */
588 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
589 #define SV_JO_STAFF 7 /* 1d7 */
590 #define SV_WAR_HAMMER 8 /* 3d3 */
591 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
592 #define SV_MORNING_STAR 12 /* 2d6 */
593 #define SV_FLAIL 13 /* 2d6 */
594 #define SV_BO_STAFF 14 /* 1d11 */
595 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
596 #define SV_TETSUBO 16 /* 2d7 */
597 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
598 #define SV_GREAT_HAMMER 19 /* 4d6 */
599 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
600 #define SV_WIZSTAFF 21 /* 1d2 */
601 #define SV_GROND 50 /* 3d9 */
602 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
603 
604 /* The "sval" values for TV_POLEARM */
605 #define SV_HATCHET 1 /* 1d5 */
606 #define SV_SPEAR 2 /* 1d6 */
607 #define SV_SICKLE 3 /* 2d3 */
608 #define SV_AWL_PIKE 4 /* 1d8 */
609 #define SV_TRIDENT 5 /* 1d9 */
610 #define SV_FAUCHARD 6 /* 1d10 */
611 #define SV_BROAD_SPEAR 7 /* 1d9 */
612 #define SV_PIKE 8 /* 2d5 */
613 #define SV_NAGINATA 9 /* 2d6 */
614 #define SV_BEAKED_AXE 10 /* 2d6 */
615 #define SV_BROAD_AXE 11 /* 2d6 */
616 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
617 #define SV_GLAIVE 13 /* 2d6 */
618 #define SV_LAJATANG 14 /* 2d7 */
619 #define SV_HALBERD 15 /* 3d4 */
620 #define SV_GUISARME 16 /* 2d5 */
621 #define SV_SCYTHE 17 /* 5d3 */
622 #define SV_LANCE 20 /* 2d8 */
623 #define SV_BATTLE_AXE 22 /* 2d8 */
624 #define SV_GREAT_AXE 25 /* 4d4 */
625 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
626 #define SV_LOCHABER_AXE 28 /* 3d8 */
627 #define SV_HEAVY_LANCE 29 /* 4d8 */
628 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
629 #define SV_TSURIZAO 40 /* 1d1 */
630 #define SV_DEATH_SCYTHE 50 /* 10d10 */
631 
632 /* The "sval" codes for TV_SWORD */
633 #define SV_BROKEN_DAGGER 1 /* 1d1 */
634 #define SV_BROKEN_SWORD 2 /* 1d2 */
635 #define SV_DAGGER 4 /* 1d4 */
636 #define SV_MAIN_GAUCHE 5 /* 1d5 */
637 #define SV_TANTO 6 /* 1d5 */
638 #define SV_RAPIER 7 /* 1d6 */
639 #define SV_SMALL_SWORD 8 /* 1d6 */
640 #define SV_BASILLARD 9 /* 1d8 */
641 #define SV_SHORT_SWORD 10 /* 1d7 */
642 #define SV_SABRE 11 /* 1d7 */
643 #define SV_CUTLASS 12 /* 1d7 */
644 #define SV_WAKIZASHI 13 /* 2d4 */
645 #define SV_KHOPESH 14 /* 2d4 */
646 #define SV_TULWAR 15 /* 2d4 */
647 #define SV_BROAD_SWORD 16 /* 2d5 */
648 #define SV_LONG_SWORD 17 /* 2d5 */
649 #define SV_SCIMITAR 18 /* 2d5 */
650 #define SV_NINJATO 19 /* 1d9 */
651 #define SV_KATANA 20 /* 3d4 */
652 #define SV_BASTARD_SWORD 21 /* 3d4 */
653 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
654 #define SV_CLAYMORE 23 /* 2d8 */
655 #define SV_ESPADON 24 /* 2d9 */
656 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
657 #define SV_FLAMBERGE 26 /* 3d7 */
658 #define SV_NO_DACHI 27 /* 5d4 */
659 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
660 #define SV_ZWEIHANDER 29 /* 4d6 */
661 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
662 #define SV_DIAMOND_EDGE 31 /* 7d5 */
663 #define SV_DOKUBARI 32 /* 1d1 */
664 #define SV_HAYABUSA 33 /* 1d6 */
665 
666 /* The "sval" codes for TV_SHIELD */
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
675 
676 /* The "sval" codes for TV_HELM */
677 #define SV_HARD_LEATHER_CAP 2
678 #define SV_METAL_CAP 3
679 #define SV_JINGASA 4 /* 4 */
680 #define SV_IRON_HELM 5
681 #define SV_STEEL_HELM 6
682 #define SV_DRAGON_HELM 7
683 #define SV_KABUTO 8 /* 7 */
684 
685 /* The "sval" codes for TV_CROWN */
686 #define SV_IRON_CROWN 10
687 #define SV_GOLDEN_CROWN 11
688 #define SV_JEWELED_CROWN 12
689 #define SV_CHAOS 50
690 
691 /* The "sval" codes for TV_BOOTS */
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
696 
697 /* The "sval" codes for TV_CLOAK */
698 #define SV_CLOAK 1
699 #define SV_ELVEN_CLOAK 2
700 #define SV_FUR_CLOAK 3
701 #define SV_ETHEREAL_CLOAK 5
702 #define SV_SHADOW_CLOAK 6
703 
704 /* The "sval" codes for TV_GLOVES */
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
709 
710 /* The "sval" codes for TV_SOFT_ARMOR */
711 #define SV_T_SHIRT 0
712 #define SV_FILTHY_RAG 1
713 #define SV_ROBE 2
714 #define SV_PAPER_ARMOR 3 /* 4 */
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 /* 6 */
721 #define SV_PADDED_ARMOR 10 /* 4 */
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 /* 15 */
726 #define SV_ABUNAI_MIZUGI 50
727 #define SV_YOIYAMI_ROBE 60
728 #define SV_NAMAKE_ARMOR 63
729 
730 /* The "sval" codes for TV_HARD_ARMOR */
731 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
732 #define SV_RING_MAIL 2 /* 12 */
733 #define SV_METAL_SCALE_MAIL 3 /* 13 */
734 #define SV_CHAIN_MAIL 4 /* 14 */
735 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
736 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
737 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
738 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
739 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
740 #define SV_SPLINT_MAIL 10 /* 19 */
741 #define SV_DO_MARU 11 /* 20 */
742 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
743 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
744 #define SV_HARAMAKIDO 14 /* 17 */
745 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
746 #define SV_O_YOROI 16 /* 24 */
747 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
748 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
749 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
750 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
751 
752 /* The "sval" codes for TV_DRAG_ARMOR */
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
766 
767 /* The sval codes for TV_LITE */
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
778 
779 /* The "sval" codes for TV_AMULET */
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
805 
806 /* The sval codes for TV_RING */
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
862 
863 #define SV_EXPRESS_CARD 0
864 
865 /* The "sval" codes for TV_STAFF */
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
899 
900 
901 /* The "sval" codes for TV_WAND */
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
934 
935 /* The "sval" codes for TV_ROD */
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
967 
968 
969 /* The "sval" codes for TV_SCROLL */
970 
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
990 /* xxx enchant missile? */
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
1002 /* xxx (detect evil?) */
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
1011 /* xxx */
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
1028 
1029 /* The "sval" codes for TV_POTION */
1030 #define SV_POTION_WATER 0
1031 #define SV_POTION_APPLE_JUICE 1
1032 #define SV_POTION_SLIME_MOLD 2
1033 /* xxx (fixed color) */
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
1038 /* xxx */
1039 #define SV_POTION_BOOZE 9
1040 /* xxx */
1041 #define SV_POTION_SLEEP 11
1042 /* xxx */
1043 #define SV_POTION_LOSE_MEMORIES 13
1044 /* xxx */
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
1084 /* xxx */
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
1097 
1098 /* The "sval" codes for TV_FLASK */
1099 #define SV_FLASK_OIL 0
1100 
1101 /* The "sval" codes for TV_FOOD */
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
1122 /* many missing mushrooms */
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
1130 
1131 
1132 #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 */
1133 
1134 #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 */
1135 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1136 
1137 /*
1138  * Special "sval" limit -- first "good" magic/prayer book
1139  */
1140 #define SV_BOOK_MIN_GOOD 2
1141 
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
Definition: object.h:189
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
concptr essence_name[]
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