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[hengband/hengband.git] / src / object2.c
1 /* File: object2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Object code, part 2 */
12
13 #include "angband.h"
14
15 #include "kajitips.h"
16
17
18 /*
19  * Excise a dungeon object from any stacks
20  */
21 void excise_object_idx(int o_idx)
22 {
23         object_type *j_ptr;
24
25         s16b this_o_idx, next_o_idx = 0;
26
27         s16b prev_o_idx = 0;
28
29
30         /* Object */
31         j_ptr = &o_list[o_idx];
32
33         /* Monster */
34         if (j_ptr->held_m_idx)
35         {
36                 monster_type *m_ptr;
37
38                 /* Monster */
39                 m_ptr = &m_list[j_ptr->held_m_idx];
40
41                 /* Scan all objects in the grid */
42                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
43                 {
44                         object_type *o_ptr;
45
46                         /* Acquire object */
47                         o_ptr = &o_list[this_o_idx];
48
49                         /* Acquire next object */
50                         next_o_idx = o_ptr->next_o_idx;
51
52                         /* Done */
53                         if (this_o_idx == o_idx)
54                         {
55                                 /* No previous */
56                                 if (prev_o_idx == 0)
57                                 {
58                                         /* Remove from list */
59                                         m_ptr->hold_o_idx = next_o_idx;
60                                 }
61
62                                 /* Real previous */
63                                 else
64                                 {
65                                         object_type *k_ptr;
66
67                                         /* Previous object */
68                                         k_ptr = &o_list[prev_o_idx];
69
70                                         /* Remove from list */
71                                         k_ptr->next_o_idx = next_o_idx;
72                                 }
73
74                                 /* Forget next pointer */
75                                 o_ptr->next_o_idx = 0;
76
77                                 /* Done */
78                                 break;
79                         }
80
81                         /* Save prev_o_idx */
82                         prev_o_idx = this_o_idx;
83                 }
84         }
85
86         /* Dungeon */
87         else
88         {
89                 cave_type *c_ptr;
90
91                 int y = j_ptr->iy;
92                 int x = j_ptr->ix;
93
94                 /* Grid */
95                 c_ptr = &cave[y][x];
96
97                 /* Scan all objects in the grid */
98                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
99                 {
100                         object_type *o_ptr;
101
102                         /* Acquire object */
103                         o_ptr = &o_list[this_o_idx];
104
105                         /* Acquire next object */
106                         next_o_idx = o_ptr->next_o_idx;
107
108                         /* Done */
109                         if (this_o_idx == o_idx)
110                         {
111                                 /* No previous */
112                                 if (prev_o_idx == 0)
113                                 {
114                                         /* Remove from list */
115                                         c_ptr->o_idx = next_o_idx;
116                                 }
117
118                                 /* Real previous */
119                                 else
120                                 {
121                                         object_type *k_ptr;
122
123                                         /* Previous object */
124                                         k_ptr = &o_list[prev_o_idx];
125
126                                         /* Remove from list */
127                                         k_ptr->next_o_idx = next_o_idx;
128                                 }
129
130                                 /* Forget next pointer */
131                                 o_ptr->next_o_idx = 0;
132
133                                 /* Done */
134                                 break;
135                         }
136
137                         /* Save prev_o_idx */
138                         prev_o_idx = this_o_idx;
139                 }
140         }
141 }
142
143
144 /*
145  * Delete a dungeon object
146  *
147  * Handle "stacks" of objects correctly.
148  */
149 void delete_object_idx(int o_idx)
150 {
151         object_type *j_ptr;
152
153         /* Excise */
154         excise_object_idx(o_idx);
155
156         /* Object */
157         j_ptr = &o_list[o_idx];
158
159         /* Dungeon floor */
160         if (!(j_ptr->held_m_idx))
161         {
162                 int y, x;
163
164                 /* Location */
165                 y = j_ptr->iy;
166                 x = j_ptr->ix;
167
168                 /* Visual update */
169                 lite_spot(y, x);
170         }
171
172         /* Wipe the object */
173         object_wipe(j_ptr);
174
175         /* Count objects */
176         o_cnt--;
177 }
178
179
180 /*
181  * Deletes all objects at given location
182  */
183 void delete_object(int y, int x)
184 {
185         cave_type *c_ptr;
186
187         s16b this_o_idx, next_o_idx = 0;
188
189
190         /* Refuse "illegal" locations */
191         if (!in_bounds(y, x)) return;
192
193
194         /* Grid */
195         c_ptr = &cave[y][x];
196
197         /* Scan all objects in the grid */
198         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
199         {
200                 object_type *o_ptr;
201
202                 /* Acquire object */
203                 o_ptr = &o_list[this_o_idx];
204
205                 /* Acquire next object */
206                 next_o_idx = o_ptr->next_o_idx;
207
208                 /* Wipe the object */
209                 object_wipe(o_ptr);
210
211                 /* Count objects */
212                 o_cnt--;
213         }
214
215         /* Objects are gone */
216         c_ptr->o_idx = 0;
217
218         /* Visual update */
219         lite_spot(y, x);
220 }
221
222
223 /*
224  * Move an object from index i1 to index i2 in the object list
225  */
226 static void compact_objects_aux(int i1, int i2)
227 {
228         int i;
229
230         cave_type *c_ptr;
231
232         object_type *o_ptr;
233
234
235         /* Do nothing */
236         if (i1 == i2) return;
237
238
239         /* Repair objects */
240         for (i = 1; i < o_max; i++)
241         {
242                 /* Acquire object */
243                 o_ptr = &o_list[i];
244
245                 /* Skip "dead" objects */
246                 if (!o_ptr->k_idx) continue;
247
248                 /* Repair "next" pointers */
249                 if (o_ptr->next_o_idx == i1)
250                 {
251                         /* Repair */
252                         o_ptr->next_o_idx = i2;
253                 }
254         }
255
256
257         /* Acquire object */
258         o_ptr = &o_list[i1];
259
260
261         /* Monster */
262         if (o_ptr->held_m_idx)
263         {
264                 monster_type *m_ptr;
265
266                 /* Acquire monster */
267                 m_ptr = &m_list[o_ptr->held_m_idx];
268
269                 /* Repair monster */
270                 if (m_ptr->hold_o_idx == i1)
271                 {
272                         /* Repair */
273                         m_ptr->hold_o_idx = i2;
274                 }
275         }
276
277         /* Dungeon */
278         else
279         {
280                 int y, x;
281
282                 /* Acquire location */
283                 y = o_ptr->iy;
284                 x = o_ptr->ix;
285
286                 /* Acquire grid */
287                 c_ptr = &cave[y][x];
288
289                 /* Repair grid */
290                 if (c_ptr->o_idx == i1)
291                 {
292                         /* Repair */
293                         c_ptr->o_idx = i2;
294                 }
295         }
296
297
298         /* Structure copy */
299         o_list[i2] = o_list[i1];
300
301         /* Wipe the hole */
302         object_wipe(o_ptr);
303 }
304
305
306 /*
307  * Compact and Reorder the object list
308  *
309  * This function can be very dangerous, use with caution!
310  *
311  * When actually "compacting" objects, we base the saving throw on a
312  * combination of object level, distance from player, and current
313  * "desperation".
314  *
315  * After "compacting" (if needed), we "reorder" the objects into a more
316  * compact order, and we reset the allocation info, and the "live" array.
317  */
318 void compact_objects(int size)
319 {
320         int i, y, x, num, cnt;
321         int cur_lev, cur_dis, chance;
322         object_type *o_ptr;
323
324
325         /* Compact */
326         if (size)
327         {
328                 /* Message */
329 #ifdef JP
330                 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
331 #else
332                 msg_print("Compacting objects...");
333 #endif
334
335
336                 /* Redraw map */
337                 p_ptr->redraw |= (PR_MAP);
338
339                 /* Window stuff */
340                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
341         }
342
343
344         /* Compact at least 'size' objects */
345         for (num = 0, cnt = 1; num < size; cnt++)
346         {
347                 /* Get more vicious each iteration */
348                 cur_lev = 5 * cnt;
349
350                 /* Get closer each iteration */
351                 cur_dis = 5 * (20 - cnt);
352
353                 /* Examine the objects */
354                 for (i = 1; i < o_max; i++)
355                 {
356                         o_ptr = &o_list[i];
357
358                         /* Skip dead objects */
359                         if (!o_ptr->k_idx) continue;
360
361                         /* Hack -- High level objects start out "immune" */
362                         if (get_object_level(o_ptr) > cur_lev) continue;
363
364                         /* Monster */
365                         if (o_ptr->held_m_idx)
366                         {
367                                 monster_type *m_ptr;
368
369                                 /* Acquire monster */
370                                 m_ptr = &m_list[o_ptr->held_m_idx];
371
372                                 /* Get the location */
373                                 y = m_ptr->fy;
374                                 x = m_ptr->fx;
375
376                                 /* Monsters protect their objects */
377                                 if (randint0(100) < 90) continue;
378                         }
379
380                         /* Dungeon */
381                         else
382                         {
383                                 /* Get the location */
384                                 y = o_ptr->iy;
385                                 x = o_ptr->ix;
386                         }
387
388                         /* Nearby objects start out "immune" */
389                         if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
390
391                         /* Saving throw */
392                         chance = 90;
393
394                         /* Hack -- only compact artifacts in emergencies */
395                         if ((artifact_p(o_ptr) || o_ptr->art_name) &&
396                             (cnt < 1000)) chance = 100;
397
398                         /* Apply the saving throw */
399                         if (randint0(100) < chance) continue;
400
401                         /* Delete the object */
402                         delete_object_idx(i);
403
404                         /* Count it */
405                         num++;
406                 }
407         }
408
409
410         /* Excise dead objects (backwards!) */
411         for (i = o_max - 1; i >= 1; i--)
412         {
413                 o_ptr = &o_list[i];
414
415                 /* Skip real objects */
416                 if (o_ptr->k_idx) continue;
417
418                 /* Move last object into open hole */
419                 compact_objects_aux(o_max - 1, i);
420
421                 /* Compress "o_max" */
422                 o_max--;
423         }
424 }
425
426
427 /*
428  * Delete all the items when player leaves the level
429  *
430  * Note -- we do NOT visually reflect these (irrelevant) changes
431  *
432  * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433  * and the "m_ptr->next_o_idx" field for every monster, since
434  * we know we are clearing every object.  Technically, we only
435  * clear those fields for grids/monsters containing objects,
436  * and we clear it once for every such object.
437  */
438 void wipe_o_list(void)
439 {
440         int i;
441
442         /* Delete the existing objects */
443         for (i = 1; i < o_max; i++)
444         {
445                 object_type *o_ptr = &o_list[i];
446
447                 /* Skip dead objects */
448                 if (!o_ptr->k_idx) continue;
449
450                 /* Mega-Hack -- preserve artifacts */
451                 if (!character_dungeon || preserve_mode)
452                 {
453                         /* Hack -- Preserve unknown artifacts */
454                         if (artifact_p(o_ptr) && !object_known_p(o_ptr))
455                         {
456                                 /* Mega-Hack -- Preserve the artifact */
457                                 a_info[o_ptr->name1].cur_num = 0;
458                         }
459                 }
460
461                 /* Monster */
462                 if (o_ptr->held_m_idx)
463                 {
464                         monster_type *m_ptr;
465
466                         /* Monster */
467                         m_ptr = &m_list[o_ptr->held_m_idx];
468
469                         /* Hack -- see above */
470                         m_ptr->hold_o_idx = 0;
471                 }
472
473                 /* Dungeon */
474                 else
475                 {
476                         cave_type *c_ptr;
477
478                         /* Access location */
479                         int y = o_ptr->iy;
480                         int x = o_ptr->ix;
481
482                         /* Access grid */
483                         c_ptr = &cave[y][x];
484
485                         /* Hack -- see above */
486                         c_ptr->o_idx = 0;
487                 }
488
489                 /* Wipe the object */
490                 object_wipe(o_ptr);
491         }
492
493         /* Reset "o_max" */
494         o_max = 1;
495
496         /* Reset "o_cnt" */
497         o_cnt = 0;
498 }
499
500
501 /*
502  * Acquires and returns the index of a "free" object.
503  *
504  * This routine should almost never fail, but in case it does,
505  * we must be sure to handle "failure" of this routine.
506  */
507 s16b o_pop(void)
508 {
509         int i;
510
511
512         /* Initial allocation */
513         if (o_max < max_o_idx)
514         {
515                 /* Get next space */
516                 i = o_max;
517
518                 /* Expand object array */
519                 o_max++;
520
521                 /* Count objects */
522                 o_cnt++;
523
524                 /* Use this object */
525                 return (i);
526         }
527
528
529         /* Recycle dead objects */
530         for (i = 1; i < o_max; i++)
531         {
532                 object_type *o_ptr;
533
534                 /* Acquire object */
535                 o_ptr = &o_list[i];
536
537                 /* Skip live objects */
538                 if (o_ptr->k_idx) continue;
539
540                 /* Count objects */
541                 o_cnt++;
542
543                 /* Use this object */
544                 return (i);
545         }
546
547
548         /* Warn the player (except during dungeon creation) */
549 #ifdef JP
550         if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
551 #else
552         if (character_dungeon) msg_print("Too many objects!");
553 #endif
554
555
556         /* Oops */
557         return (0);
558 }
559
560
561 /*
562  * Apply a "object restriction function" to the "object allocation table"
563  */
564 errr get_obj_num_prep(void)
565 {
566         int i;
567
568         /* Get the entry */
569         alloc_entry *table = alloc_kind_table;
570
571         /* Scan the allocation table */
572         for (i = 0; i < alloc_kind_size; i++)
573         {
574                 /* Accept objects which pass the restriction, if any */
575                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
576                 {
577                         /* Accept this object */
578                         table[i].prob2 = table[i].prob1;
579                 }
580
581                 /* Do not use this object */
582                 else
583                 {
584                         /* Decline this object */
585                         table[i].prob2 = 0;
586                 }
587         }
588
589         /* Success */
590         return (0);
591 }
592
593
594 /*
595  * Choose an object kind that seems "appropriate" to the given level
596  *
597  * This function uses the "prob2" field of the "object allocation table",
598  * and various local information, to calculate the "prob3" field of the
599  * same table, which is then used to choose an "appropriate" object, in
600  * a relatively efficient manner.
601  *
602  * It is (slightly) more likely to acquire an object of the given level
603  * than one of a lower level.  This is done by choosing several objects
604  * appropriate to the given level and keeping the "hardest" one.
605  *
606  * Note that if no objects are "appropriate", then this function will
607  * fail, and return zero, but this should *almost* never happen.
608  */
609 s16b get_obj_num(int level)
610 {
611         int             i, j, p;
612         int             k_idx;
613         long            value, total;
614         object_kind     *k_ptr;
615         alloc_entry     *table = alloc_kind_table;
616
617         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
618
619         /* Boost level */
620         if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
621         {
622                 /* Occasional "boost" */
623                 if (one_in_(GREAT_OBJ))
624                 {
625                         /* What a bizarre calculation */
626                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
627                 }
628         }
629
630         /* Reset total */
631         total = 0L;
632
633         /* Process probabilities */
634         for (i = 0; i < alloc_kind_size; i++)
635         {
636                 /* Objects are sorted by depth */
637                 if (table[i].level > level) break;
638
639                 /* Default */
640                 table[i].prob3 = 0;
641
642                 /* Access the index */
643                 k_idx = table[i].index;
644
645                 /* Access the actual kind */
646                 k_ptr = &k_info[k_idx];
647
648                 /* Hack -- prevent embedded chests */
649                 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
650
651                 /* Accept */
652                 table[i].prob3 = table[i].prob2;
653
654                 /* Total */
655                 total += table[i].prob3;
656         }
657
658         /* No legal objects */
659         if (total <= 0) return (0);
660
661
662         /* Pick an object */
663         value = randint0(total);
664
665         /* Find the object */
666         for (i = 0; i < alloc_kind_size; i++)
667         {
668                 /* Found the entry */
669                 if (value < table[i].prob3) break;
670
671                 /* Decrement */
672                 value = value - table[i].prob3;
673         }
674
675
676         /* Power boost */
677         p = randint0(100);
678
679         /* Try for a "better" object once (50%) or twice (10%) */
680         if (p < 60)
681         {
682                 /* Save old */
683                 j = i;
684
685                 /* Pick a object */
686                 value = randint0(total);
687
688                 /* Find the object */
689                 for (i = 0; i < alloc_kind_size; i++)
690                 {
691                         /* Found the entry */
692                         if (value < table[i].prob3) break;
693
694                         /* Decrement */
695                         value = value - table[i].prob3;
696                 }
697
698                 /* Keep the "best" one */
699                 if (table[i].level < table[j].level) i = j;
700         }
701
702         /* Try for a "better" object twice (10%) */
703         if (p < 10)
704         {
705                 /* Save old */
706                 j = i;
707
708                 /* Pick a object */
709                 value = randint0(total);
710
711                 /* Find the object */
712                 for (i = 0; i < alloc_kind_size; i++)
713                 {
714                         /* Found the entry */
715                         if (value < table[i].prob3) break;
716
717                         /* Decrement */
718                         value = value - table[i].prob3;
719                 }
720
721                 /* Keep the "best" one */
722                 if (table[i].level < table[j].level) i = j;
723         }
724
725
726         /* Result */
727         return (table[i].index);
728 }
729
730
731 /*
732  * Known is true when the "attributes" of an object are "known".
733  * These include tohit, todam, toac, cost, and pval (charges).
734  *
735  * Note that "knowing" an object gives you everything that an "awareness"
736  * gives you, and much more.  In fact, the player is always "aware" of any
737  * item of which he has full "knowledge".
738  *
739  * But having full knowledge of, say, one "wand of wonder", does not, by
740  * itself, give you knowledge, or even awareness, of other "wands of wonder".
741  * It happens that most "identify" routines (including "buying from a shop")
742  * will make the player "aware" of the object as well as fully "know" it.
743  *
744  * This routine also removes any inscriptions generated by "feelings".
745  */
746 void object_known(object_type *o_ptr)
747 {
748         /* Remove "default inscriptions" */
749         o_ptr->feeling = FEEL_NONE;
750
751         /* Clear the "Felt" info */
752         o_ptr->ident &= ~(IDENT_SENSE);
753
754         /* Clear the "Empty" info */
755         o_ptr->ident &= ~(IDENT_EMPTY);
756
757         /* Now we know about the item */
758         o_ptr->ident |= (IDENT_KNOWN);
759 }
760
761
762 /*
763  * The player is now aware of the effects of the given object.
764  */
765 void object_aware(object_type *o_ptr)
766 {
767         bool mihanmei = !object_aware_p(o_ptr);
768
769 #ifndef SCRIPT_OBJ_KIND
770         /* Fully aware of the effects */
771         k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773         /* Fully aware of the effects */
774         o_ptr->aware = TRUE;
775 #endif /* SCRIPT_OBJ_KIND */
776
777         if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
778            !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
779         {
780                 object_type forge;
781                 object_type *q_ptr;
782                 char o_name[MAX_NLEN];
783
784                 q_ptr = &forge;
785                 object_copy(q_ptr, o_ptr);
786
787                 q_ptr->number = 1;
788                 object_desc(o_name, q_ptr, TRUE, 0);
789                 
790                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
791         }
792 }
793
794
795 /*
796  * Something has been "sampled"
797  */
798 void object_tried(object_type *o_ptr)
799 {
800 #ifndef SCRIPT_OBJ_KIND
801         /* Mark it as tried (even if "aware") */
802         k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
804         o_ptr->tried = TRUE;
805 #endif /* SCRIPT_OBJ_KIND */
806 }
807
808
809 /*
810  * Return the "value" of an "unknown" item
811  * Make a guess at the value of non-aware items
812  */
813 static s32b object_value_base(object_type *o_ptr)
814 {
815         /* Aware item -- use template cost */
816         if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
817
818         /* Analyze the type */
819         switch (o_ptr->tval)
820         {
821
822                 /* Un-aware Food */
823                 case TV_FOOD: return (5L);
824
825                 /* Un-aware Potions */
826                 case TV_POTION: return (20L);
827
828                 /* Un-aware Scrolls */
829                 case TV_SCROLL: return (20L);
830
831                 /* Un-aware Staffs */
832                 case TV_STAFF: return (70L);
833
834                 /* Un-aware Wands */
835                 case TV_WAND: return (50L);
836
837                 /* Un-aware Rods */
838                 case TV_ROD: return (90L);
839
840                 /* Un-aware Rings */
841                 case TV_RING: return (45L);
842
843                 /* Un-aware Amulets */
844                 case TV_AMULET: return (45L);
845
846                 /* Figurines, relative to monster level */
847                 case TV_FIGURINE:
848                 {
849                         int level = r_info[o_ptr->pval].level;
850                         if (level < 20) return level*50L;
851                         else if (level < 30) return 1000+(level-20)*150L;
852                         else if (level < 40) return 2500+(level-30)*350L;
853                         else if (level < 50) return 6000+(level-40)*800L;
854                         else return 14000+(level-50)*2000L;
855                 }
856
857                 case TV_CAPTURE:
858                         if (!o_ptr->pval) return 1000L;
859                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
860         }
861
862         /* Paranoia -- Oops */
863         return (0L);
864 }
865
866
867 /* Return the value of the flags the object has... */
868 s32b flag_cost(object_type * o_ptr, int plusses)
869 {
870         s32b total = 0;
871         u32b flgs[TR_FLAG_SIZE];
872         s32b tmp_cost;
873         int count;
874         int i;
875
876         object_flags(o_ptr, flgs);
877
878         if (o_ptr->name1)
879         {
880                 artifact_type *a_ptr = &a_info[o_ptr->name1];
881
882                 for (i = 0; i < TR_FLAG_SIZE; i++)
883                         flgs[i] &= ~(a_ptr->flags[i]);
884         }
885         else
886         {
887                 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
888                 {
889                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
890
891                         for (i = 0; i < TR_FLAG_SIZE; i++)
892                                 flgs[i] &= ~(k_ptr->flags[i]);
893                 }
894
895                 if (o_ptr->name2)
896                 {
897                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
898
899                         for (i = 0; i < TR_FLAG_SIZE; i++)
900                                 flgs[i] &= ~(e_ptr->flags[i]);
901
902                 }
903                 else if (o_ptr->art_name)
904                 {
905                         total = 5000;
906                 }
907         }
908
909         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
910         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
911         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
912         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
913         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
914         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
915         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
916         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
917         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
918         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
919         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
920         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
921                 total += (10000 + (2500 * plusses));
922         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
923                 total += (10000 + (2500 * plusses));
924         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
925
926         tmp_cost = 0;
927         count = 0;
928         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
929         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
930         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
931         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
932         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
933         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
934         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
935         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
936         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
937         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
938         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
939         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
940         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
941         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
942         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
943         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
944         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
945         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
946         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
947         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
948         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
949
950         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
951         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
952         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
953         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
954         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
955         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
956         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
957         total += (tmp_cost * count);
958
959         if (have_flag(flgs, TR_SUST_STR)) total += 850;
960         if (have_flag(flgs, TR_SUST_INT)) total += 850;
961         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
962         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
963         if (have_flag(flgs, TR_SUST_CON)) total += 850;
964         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
965         if (have_flag(flgs, TR_RIDING)) total += 0;
966         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
967         if (have_flag(flgs, TR_THROW)) total += 5000;
968         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
969         if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
970
971         tmp_cost = 0;
972         count = 0;
973         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
974         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
975         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
976         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
977         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
978         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
979         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
980         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
981         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
982         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
983         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
984         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
985         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
986         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
987         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
988         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
989         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
990         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
991         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
992         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
993         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
994         total += (tmp_cost * count);
995
996         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
997         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
998         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
999         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1000         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1001         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1002         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1003         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1004         if (have_flag(flgs, TR_FEATHER)) total += 1250;
1005         if (have_flag(flgs, TR_LITE)) total += 1250;
1006         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1007         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1008         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1009         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1010         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1011         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1012         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1013         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1014         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1015         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1016         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1017         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1018         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1019         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1020         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1021         if (have_flag(flgs, TR_REGEN)) total += 2500;
1022         if (have_flag(flgs, TR_WARNING)) total += 2000;
1023         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1024         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1025         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1026         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1027         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1028         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1029         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1030         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1031         if (have_flag(flgs, TR_TELEPORT))
1032         {
1033                 if (cursed_p(o_ptr))
1034                         total -= 7500;
1035                 else
1036                         total += 250;
1037         }
1038         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1039         if (have_flag(flgs, TR_BLESSED)) total += 750;
1040         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1041         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1042         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1043
1044         /* Also, give some extra for activatable powers... */
1045         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1046         {
1047                 int type = o_ptr->xtra2;
1048
1049                 if (type == ACT_SUNLIGHT) total += 250;
1050                 else if (type == ACT_BO_MISS_1) total += 250;
1051                 else if (type == ACT_BA_POIS_1) total += 300;
1052                 else if (type == ACT_BO_ELEC_1) total += 250;
1053                 else if (type == ACT_BO_ACID_1) total += 250;
1054                 else if (type == ACT_BO_COLD_1) total += 250;
1055                 else if (type == ACT_BO_FIRE_1) total += 250;
1056                 else if (type == ACT_BA_COLD_1) total += 750;
1057                 else if (type == ACT_BA_FIRE_1) total += 1000;
1058                 else if (type == ACT_DRAIN_1) total += 500;
1059                 else if (type == ACT_BA_COLD_2) total += 1250;
1060                 else if (type == ACT_BA_ELEC_2) total += 1500;
1061                 else if (type == ACT_DRAIN_2) total += 750;
1062                 else if (type == ACT_VAMPIRE_1) total += 1000;
1063                 else if (type == ACT_BO_MISS_2) total += 1000;
1064                 else if (type == ACT_BA_FIRE_2) total += 1750;
1065                 else if (type == ACT_BA_COLD_3) total += 2500;
1066                 else if (type == ACT_BA_ELEC_3) total += 2500;
1067                 else if (type == ACT_WHIRLWIND) total += 7500;
1068                 else if (type == ACT_VAMPIRE_2) total += 2500;
1069                 else if (type == ACT_CALL_CHAOS) total += 5000;
1070                 else if (type == ACT_ROCKET) total += 5000;
1071                 else if (type == ACT_DISP_EVIL) total += 4000;
1072                 else if (type == ACT_DISP_GOOD) total += 3500;
1073                 else if (type == ACT_BA_MISS_3) total += 5000;
1074                 else if (type == ACT_CONFUSE) total += 500;
1075                 else if (type == ACT_SLEEP) total += 750;
1076                 else if (type == ACT_QUAKE) total += 600;
1077                 else if (type == ACT_TERROR) total += 2500;
1078                 else if (type == ACT_TELE_AWAY) total += 2000;
1079                 else if (type == ACT_BANISH_EVIL) total += 2000;
1080                 else if (type == ACT_GENOCIDE) total += 10000;
1081                 else if (type == ACT_MASS_GENO) total += 10000;
1082                 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1083                 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1084                 else if (type == ACT_CHARM_OTHER) total += 10000;
1085                 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1086                 else if (type == ACT_CHARM_OTHERS) total += 17500;
1087                 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1088                 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1089                 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1090                 else if (type == ACT_SUMMON_DEMON) total += 20000;
1091                 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1092                 else if (type == ACT_CURE_LW) total += 500;
1093                 else if (type == ACT_CURE_MW) total += 750;
1094                 else if (type == ACT_CURE_POISON) total += 1000;
1095                 else if (type == ACT_REST_LIFE) total += 7500;
1096                 else if (type == ACT_REST_ALL) total += 15000;
1097                 else if (type == ACT_CURE_700) total += 10000;
1098                 else if (type == ACT_CURE_1000) total += 15000;
1099                 else if (type == ACT_ESP) total += 1500;
1100                 else if (type == ACT_BERSERK) total += 800;
1101                 else if (type == ACT_PROT_EVIL) total += 5000;
1102                 else if (type == ACT_RESIST_ALL) total += 5000;
1103                 else if (type == ACT_SPEED) total += 15000;
1104                 else if (type == ACT_XTRA_SPEED) total += 25000;
1105                 else if (type == ACT_WRAITH) total += 25000;
1106                 else if (type == ACT_INVULN) total += 25000;
1107                 else if (type == ACT_LIGHT) total += 150;
1108                 else if (type == ACT_MAP_LIGHT) total += 500;
1109                 else if (type == ACT_DETECT_ALL) total += 1000;
1110                 else if (type == ACT_DETECT_XTRA) total += 12500;
1111                 else if (type == ACT_ID_FULL) total += 10000;
1112                 else if (type == ACT_ID_PLAIN) total += 1250;
1113                 else if (type == ACT_RUNE_EXPLO) total += 4000;
1114                 else if (type == ACT_RUNE_PROT) total += 10000;
1115                 else if (type == ACT_SATIATE) total += 2000;
1116                 else if (type == ACT_DEST_DOOR) total += 100;
1117                 else if (type == ACT_STONE_MUD) total += 1000;
1118                 else if (type == ACT_RECHARGE) total += 1000;
1119                 else if (type == ACT_ALCHEMY) total += 10000;
1120                 else if (type == ACT_DIM_DOOR) total += 10000;
1121                 else if (type == ACT_TELEPORT) total += 2000;
1122                 else if (type == ACT_RECALL) total += 7500;
1123         }
1124
1125         return total;
1126 }
1127
1128
1129 /*
1130  * Return the "real" price of a "known" item, not including discounts
1131  *
1132  * Wand and staffs get cost for each charge
1133  *
1134  * Armor is worth an extra 100 gold per bonus point to armor class.
1135  *
1136  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1137  *
1138  * Missiles are only worth 5 gold per bonus point, since they
1139  * usually appear in groups of 20, and we want the player to get
1140  * the same amount of cash for any "equivalent" item.  Note that
1141  * missiles never have any of the "pval" flags, and in fact, they
1142  * only have a few of the available flags, primarily of the "slay"
1143  * and "brand" and "ignore" variety.
1144  *
1145  * Armor with a negative armor bonus is worthless.
1146  * Weapons with negative hit+damage bonuses are worthless.
1147  *
1148  * Every wearable item with a "pval" bonus is worth extra (see below).
1149  */
1150 s32b object_value_real(object_type *o_ptr)
1151 {
1152         s32b value;
1153
1154         u32b flgs[TR_FLAG_SIZE];
1155
1156         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1157
1158
1159         /* Hack -- "worthless" items */
1160         if (!get_object_cost(o_ptr)) return (0L);
1161
1162         /* Base cost */
1163         value = get_object_cost(o_ptr);
1164
1165         /* Extract some flags */
1166         object_flags(o_ptr, flgs);
1167
1168         /* Artifact */
1169         if (o_ptr->name1)
1170         {
1171                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1172
1173                 /* Hack -- "worthless" artifacts */
1174                 if (!a_ptr->cost) return (0L);
1175
1176                 /* Hack -- Use the artifact cost instead */
1177                 value = a_ptr->cost;
1178                 value += flag_cost(o_ptr, o_ptr->pval);
1179                 return (value);
1180         }
1181
1182         /* Ego-Item */
1183         else if (o_ptr->name2)
1184         {
1185                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1186
1187                 /* Hack -- "worthless" ego-items */
1188                 if (!e_ptr->cost) return (0L);
1189
1190                 /* Hack -- Reward the ego-item with a bonus */
1191                 value += e_ptr->cost;
1192                 value += flag_cost(o_ptr, o_ptr->pval);
1193         }
1194
1195         else
1196         {
1197                 int i;
1198                 bool flag = FALSE;
1199
1200                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1201                         if (o_ptr->art_flags[i]) flag = TRUE;
1202
1203                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1204         }
1205
1206
1207         /* Analyze pval bonus */
1208         switch (o_ptr->tval)
1209         {
1210                 case TV_SHOT:
1211                 case TV_ARROW:
1212                 case TV_BOLT:
1213                 case TV_BOW:
1214                 case TV_DIGGING:
1215                 case TV_HAFTED:
1216                 case TV_POLEARM:
1217                 case TV_SWORD:
1218                 case TV_BOOTS:
1219                 case TV_GLOVES:
1220                 case TV_HELM:
1221                 case TV_CROWN:
1222                 case TV_SHIELD:
1223                 case TV_CLOAK:
1224                 case TV_SOFT_ARMOR:
1225                 case TV_HARD_ARMOR:
1226                 case TV_DRAG_ARMOR:
1227                 case TV_LITE:
1228                 case TV_AMULET:
1229                 case TV_RING:
1230                 {
1231                         /* Hack -- Negative "pval" is always bad */
1232                         if (o_ptr->pval < 0) return (0L);
1233
1234                         /* No pval */
1235                         if (!o_ptr->pval) break;
1236
1237                         /* Give credit for stat bonuses */
1238                         if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1239                         if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1240                         if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1241                         if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1242                         if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1243                         if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1244
1245                         /* Give credit for stealth and searching */
1246                         if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1247                         if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1248                         if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1249
1250                         /* Give credit for infra-vision and tunneling */
1251                         if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1252                         if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1253
1254                         /* Give credit for extra attacks */
1255                         if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1256
1257                         /* Give credit for speed bonus */
1258                         if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1259
1260                         break;
1261                 }
1262         }
1263
1264
1265         /* Analyze the item */
1266         switch (o_ptr->tval)
1267         {
1268                 /* Wands/Staffs */
1269                 case TV_WAND:
1270                 {
1271                         /* Pay extra for charges, depending on standard number of
1272                          * charges.  Handle new-style wands correctly. -LM-
1273                          */
1274                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1275
1276                         /* Done */
1277                         break;
1278                 }
1279                 case TV_STAFF:
1280                 {
1281                         /* Pay extra for charges, depending on standard number of
1282                          * charges.  -LM-
1283                          */
1284                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1285
1286                         /* Done */
1287                         break;
1288                 }
1289
1290                 /* Rings/Amulets */
1291                 case TV_RING:
1292                 case TV_AMULET:
1293                 {
1294                         /* Hack -- negative bonuses are bad */
1295                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1296
1297                         /* Give credit for bonuses */
1298                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1299
1300                         /* Done */
1301                         break;
1302                 }
1303
1304                 /* Armor */
1305                 case TV_BOOTS:
1306                 case TV_GLOVES:
1307                 case TV_CLOAK:
1308                 case TV_CROWN:
1309                 case TV_HELM:
1310                 case TV_SHIELD:
1311                 case TV_SOFT_ARMOR:
1312                 case TV_HARD_ARMOR:
1313                 case TV_DRAG_ARMOR:
1314                 {
1315                         /* Hack -- negative armor bonus */
1316                         if (o_ptr->to_a < 0) return (0L);
1317
1318                         /* Give credit for bonuses */
1319                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1320
1321                         /* Done */
1322                         break;
1323                 }
1324
1325                 /* Bows/Weapons */
1326                 case TV_BOW:
1327                 case TV_DIGGING:
1328                 case TV_HAFTED:
1329                 case TV_SWORD:
1330                 case TV_POLEARM:
1331                 {
1332                         /* Hack -- negative hit/damage bonuses */
1333                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1334
1335                         /* Factor in the bonuses */
1336                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1337
1338                         /* Hack -- Factor in extra damage dice and sides */
1339                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1340                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1341
1342                         /* Done */
1343                         break;
1344                 }
1345
1346                 /* Ammo */
1347                 case TV_SHOT:
1348                 case TV_ARROW:
1349                 case TV_BOLT:
1350                 {
1351                         /* Hack -- negative hit/damage bonuses */
1352                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1353
1354                         /* Factor in the bonuses */
1355                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1356
1357                         /* Hack -- Factor in extra damage dice and sides */
1358                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1359                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1360
1361                         /* Done */
1362                         break;
1363                 }
1364
1365                 /* Figurines, relative to monster level */
1366                 case TV_FIGURINE:
1367                 {
1368                         int level = r_info[o_ptr->pval].level;
1369                         if (level < 20) value = level*50L;
1370                         else if (level < 30) value = 1000+(level-20)*150L;
1371                         else if (level < 40) value = 2500+(level-30)*350L;
1372                         else if (level < 50) value = 6000+(level-40)*800L;
1373                         else value = 14000+(level-50)*2000L;
1374                         break;
1375                 }
1376
1377                 case TV_CAPTURE:
1378                 {
1379                         if (!o_ptr->pval) value = 1000L;
1380                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1381                         break;
1382                 }
1383
1384                 case TV_CHEST:
1385                 {
1386                         if (!o_ptr->pval) value = 0L;
1387                         break;
1388                 }
1389         }
1390
1391         /* Return the value */
1392         return (value);
1393 }
1394
1395
1396 /*
1397  * Return the price of an item including plusses (and charges)
1398  *
1399  * This function returns the "value" of the given item (qty one)
1400  *
1401  * Never notice "unknown" bonuses or properties, including "curses",
1402  * since that would give the player information he did not have.
1403  *
1404  * Note that discounted items stay discounted forever, even if
1405  * the discount is "forgotten" by the player via memory loss.
1406  */
1407 s32b object_value(object_type *o_ptr)
1408 {
1409         s32b value;
1410
1411
1412         /* Unknown items -- acquire a base value */
1413         if (object_known_p(o_ptr))
1414         {
1415                 /* Broken items -- worthless */
1416                 if (broken_p(o_ptr)) return (0L);
1417
1418                 /* Cursed items -- worthless */
1419                 if (cursed_p(o_ptr)) return (0L);
1420
1421                 /* Real value (see above) */
1422                 value = object_value_real(o_ptr);
1423         }
1424
1425         /* Known items -- acquire the actual value */
1426         else
1427         {
1428                 /* Hack -- Felt broken items */
1429                 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1430
1431                 /* Hack -- Felt cursed items */
1432                 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1433
1434                 /* Base value (see above) */
1435                 value = object_value_base(o_ptr);
1436         }
1437
1438
1439         /* Apply discount (if any) */
1440         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1441
1442
1443         /* Return the final value */
1444         return (value);
1445 }
1446
1447
1448 /*
1449  * Determines whether an object can be destroyed, and makes fake inscription.
1450  */
1451 bool can_player_destroy_object(object_type *o_ptr)
1452 {
1453         /* Artifacts cannot be destroyed */
1454         if (artifact_p(o_ptr) || o_ptr->art_name)
1455         {
1456                 byte feel = FEEL_SPECIAL;
1457
1458                 /* Hack -- Handle icky artifacts */
1459                 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1460
1461                 /* Hack -- inscribe the artifact */
1462                 o_ptr->feeling = feel;
1463
1464                 /* We have "felt" it (again) */
1465                 o_ptr->ident |= (IDENT_SENSE);
1466
1467                 /* Combine the pack */
1468                 p_ptr->notice |= (PN_COMBINE);
1469
1470                 /* Window stuff */
1471                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1472
1473                 /* Done */
1474                 return FALSE;
1475         }
1476
1477         return TRUE;
1478 }
1479
1480
1481 /*
1482  * Distribute charges of rods or wands.
1483  *
1484  * o_ptr = source item
1485  * q_ptr = target item, must be of the same type as o_ptr
1486  * amt   = number of items that are transfered
1487  */
1488 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1489 {
1490         /*
1491          * Hack -- If rods or wands are dropped, the total maximum timeout or
1492          * charges need to be allocated between the two stacks.  If all the items
1493          * are being dropped, it makes for a neater message to leave the original
1494          * stack's pval alone. -LM-
1495          */
1496         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1497         {
1498                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1499                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1500
1501                 /* Hack -- Rods also need to have their timeouts distributed.  The
1502                  * dropped stack will accept all time remaining to charge up to its
1503                  * maximum.
1504                  */
1505                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1506                 {
1507                         if (q_ptr->pval > o_ptr->timeout)
1508                                 q_ptr->timeout = o_ptr->timeout;
1509                         else
1510                                 q_ptr->timeout = q_ptr->pval;
1511
1512                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1513                 }
1514         }
1515 }
1516
1517 void reduce_charges(object_type *o_ptr, int amt)
1518 {
1519         /*
1520          * Hack -- If rods or wand are destroyed, the total maximum timeout or
1521          * charges of the stack needs to be reduced, unless all the items are
1522          * being destroyed. -LM-
1523          */
1524         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1525                 (amt < o_ptr->number))
1526         {
1527                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1528         }
1529 }
1530
1531
1532 /*
1533  * Determine if an item can "absorb" a second item
1534  *
1535  * See "object_absorb()" for the actual "absorption" code.
1536  *
1537  * If permitted, we allow staffs (if they are known to have equal charges
1538  * and both are either known or confirmed empty) and wands (if both are
1539  * either known or confirmed empty) and rods (in all cases) to combine.
1540  * Staffs will unstack (if necessary) when they are used, but wands and
1541  * rods will only unstack if one is dropped. -LM-
1542  *
1543  * If permitted, we allow weapons/armor to stack, if fully "known".
1544  *
1545  * Missiles will combine if both stacks have the same "known" status.
1546  * This is done to make unidentified stacks of missiles useful.
1547  *
1548  * Food, potions, scrolls, and "easy know" items always stack.
1549  *
1550  * Chests, and activatable items, never stack (for various reasons).
1551  */
1552
1553 /*
1554  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1555  */
1556 #define MAX_STACK_SIZE 99
1557
1558
1559 /*
1560  *  Determine if an item can partly absorb a second item.
1561  *  Return maximum number of stack.
1562  */
1563 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1564 {
1565         int i;
1566
1567         /* Default maximum number of stack */
1568         int max_num = MAX_STACK_SIZE;
1569
1570         /* Require identical object types */
1571         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1572
1573
1574         /* Analyze the items */
1575         switch (o_ptr->tval)
1576         {
1577                 /* Chests and Statues*/
1578                 case TV_CHEST:
1579                 case TV_CARD:
1580                 case TV_CAPTURE:
1581                 {
1582                         /* Never okay */
1583                         return 0;
1584                 }
1585
1586                 case TV_STATUE:
1587                 {
1588                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1589                         if (o_ptr->pval != j_ptr->pval) return 0;
1590                         break;
1591                 }
1592
1593                 /* Figurines and Corpses*/
1594                 case TV_FIGURINE:
1595                 case TV_CORPSE:
1596                 {
1597                         /* Same monster */
1598                         if (o_ptr->pval != j_ptr->pval) return 0;
1599
1600                         /* Assume okay */
1601                         break;
1602                 }
1603
1604                 /* Food and Potions and Scrolls */
1605                 case TV_FOOD:
1606                 case TV_POTION:
1607                 case TV_SCROLL:
1608                 {
1609                         /* Assume okay */
1610                         break;
1611                 }
1612
1613                 /* Staffs */
1614                 case TV_STAFF:
1615                 {
1616                         /* Require either knowledge or known empty for both staffs. */
1617                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1618                                 !object_known_p(o_ptr)) ||
1619                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1620                                 !object_known_p(j_ptr))) return 0;
1621
1622                         /* Require identical charges, since staffs are bulky. */
1623                         if (o_ptr->pval != j_ptr->pval) return 0;
1624
1625                         /* Assume okay */
1626                         break;
1627                 }
1628
1629                 /* Wands */
1630                 case TV_WAND:
1631                 {
1632                         /* Require either knowledge or known empty for both wands. */
1633                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1634                                 !object_known_p(o_ptr)) ||
1635                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1636                                 !object_known_p(j_ptr))) return 0;
1637
1638                         /* Wand charges combine in O&ZAngband.  */
1639
1640                         /* Assume okay */
1641                         break;
1642                 }
1643
1644                 /* Staffs and Wands and Rods */
1645                 case TV_ROD:
1646                 {
1647                         /* Prevent overflaw of timeout */
1648                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1649
1650                         /* Assume okay */
1651                         break;
1652                 }
1653
1654                 /* Weapons and Armor */
1655                 case TV_BOW:
1656                 case TV_DIGGING:
1657                 case TV_HAFTED:
1658                 case TV_POLEARM:
1659                 case TV_SWORD:
1660                 case TV_BOOTS:
1661                 case TV_GLOVES:
1662                 case TV_HELM:
1663                 case TV_CROWN:
1664                 case TV_SHIELD:
1665                 case TV_CLOAK:
1666                 case TV_SOFT_ARMOR:
1667                 case TV_HARD_ARMOR:
1668                 case TV_DRAG_ARMOR:
1669                 {
1670                         /* Require permission */
1671                         if (!stack_allow_items) return 0;
1672
1673                         /* Fall through */
1674                 }
1675
1676                 /* Rings, Amulets, Lites */
1677                 case TV_RING:
1678                 case TV_AMULET:
1679                 case TV_LITE:
1680                 {
1681                         /* Require full knowledge of both items */
1682                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1683
1684                         /* Fall through */
1685                 }
1686
1687                 /* Missiles */
1688                 case TV_BOLT:
1689                 case TV_ARROW:
1690                 case TV_SHOT:
1691                 {
1692                         /* Require identical knowledge of both items */
1693                         if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1694
1695                         /* Require identical "bonuses" */
1696                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1697                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1698                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1699
1700                         /* Require identical "pval" code */
1701                         if (o_ptr->pval != j_ptr->pval) return 0;
1702
1703                         /* Require identical "artifact" names */
1704                         if (o_ptr->name1 != j_ptr->name1) return 0;
1705
1706                         /* Random artifacts never stack */
1707                         if (o_ptr->art_name || j_ptr->art_name) return 0;
1708
1709                         /* Require identical "ego-item" names */
1710                         if (o_ptr->name2 != j_ptr->name2) return 0;
1711
1712                         /* Require identical added essence  */
1713                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1714                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1715
1716                         /* Hack -- Never stack "powerful" items */
1717                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1718
1719                         /* Hack -- Never stack recharging items */
1720                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1721
1722                         /* Require identical "values" */
1723                         if (o_ptr->ac != j_ptr->ac) return 0;
1724                         if (o_ptr->dd != j_ptr->dd) return 0;
1725                         if (o_ptr->ds != j_ptr->ds) return 0;
1726
1727                         /* Probably okay */
1728                         break;
1729                 }
1730
1731                 /* Various */
1732                 default:
1733                 {
1734                         /* Require knowledge */
1735                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1736
1737                         /* Probably okay */
1738                         break;
1739                 }
1740         }
1741
1742
1743         /* Hack -- Identical art_flags! */
1744         for (i = 0; i < TR_FLAG_SIZE; i++)
1745                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1746
1747         /* Hack -- Require identical "cursed" status */
1748         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1749
1750         /* Hack -- Require identical "broken" status */
1751         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1752
1753
1754         /* Hack -- require semi-matching "inscriptions" */
1755         if (o_ptr->inscription && j_ptr->inscription &&
1756             (o_ptr->inscription != j_ptr->inscription))
1757                 return 0;
1758
1759         /* Hack -- normally require matching "inscriptions" */
1760         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1761
1762         /* Hack -- normally require matching "discounts" */
1763         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1764
1765
1766         /* They match, so they must be similar */
1767         return max_num;
1768 }
1769
1770 /*
1771  *  Determine if an item can absorb a second item.
1772  */
1773 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1774 {
1775         int total = o_ptr->number + j_ptr->number;
1776         int max_num;
1777
1778         /* Are these objects similar? */
1779         max_num = object_similar_part(o_ptr, j_ptr);
1780
1781         /* Return if not similar */
1782         if (!max_num) return FALSE;
1783
1784         /* Maximal "stacking" limit */
1785         if (total > max_num) return (0);
1786
1787
1788         /* They match, so they must be similar */
1789         return (TRUE);
1790 }
1791
1792
1793
1794 /*
1795  * Allow one item to "absorb" another, assuming they are similar
1796  */
1797 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1798 {
1799         int max_num = object_similar_part(o_ptr, j_ptr);
1800         int total = o_ptr->number + j_ptr->number;
1801         int diff = (total > max_num) ? total - max_num : 0;
1802
1803         /* Combine quantity, lose excess items */
1804         o_ptr->number = (total > max_num) ? max_num : total;
1805
1806         /* Hack -- blend "known" status */
1807         if (object_known_p(j_ptr)) object_known(o_ptr);
1808
1809         /* Hack -- clear "storebought" if only one has it */
1810         if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1811             (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1812         {
1813                 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1814                 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1815         }
1816
1817         /* Hack -- blend "mental" status */
1818         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1819
1820         /* Hack -- blend "inscriptions" */
1821         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1822
1823         /* Hack -- blend "feelings" */
1824         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1825
1826         /* Hack -- could average discounts XXX XXX XXX */
1827         /* Hack -- save largest discount XXX XXX XXX */
1828         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1829
1830         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1831         if (o_ptr->tval == TV_ROD)
1832         {
1833                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1834                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1835         }
1836
1837         /* Hack -- if wands are stacking, combine the charges. -LM- */
1838         if (o_ptr->tval == TV_WAND)
1839         {
1840                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1841         }
1842 }
1843
1844
1845 /*
1846  * Find the index of the object_kind with the given tval and sval
1847  */
1848 s16b lookup_kind(int tval, int sval)
1849 {
1850         int k;
1851         int num = 0;
1852         int bk = 0;
1853
1854         /* Look for it */
1855         for (k = 1; k < max_k_idx; k++)
1856         {
1857                 object_kind *k_ptr = &k_info[k];
1858
1859                 /* Require correct tval */
1860                 if (k_ptr->tval != tval) continue;
1861
1862                 /* Found a match */
1863                 if (k_ptr->sval == sval) return (k);
1864
1865                 /* Ignore illegal items */
1866                 if (sval != SV_ANY) continue;
1867
1868                 /* Apply the randomizer */
1869                 if (!one_in_(++num)) continue;
1870
1871                 /* Use this value */
1872                 bk = k;
1873         }
1874
1875         /* Return this choice */
1876         if (sval == SV_ANY)
1877         {
1878                 return bk;
1879         }
1880
1881 #if 0
1882         /* Oops */
1883 #ifdef JP
1884         msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1885 #else
1886         msg_format("No object (%d,%d)", tval, sval);
1887 #endif
1888 #endif
1889
1890
1891         /* Oops */
1892         return (0);
1893 }
1894
1895
1896 /*
1897  * Wipe an object clean.
1898  */
1899 void object_wipe(object_type *o_ptr)
1900 {
1901         /* Wipe the structure */
1902         (void)WIPE(o_ptr, object_type);
1903 }
1904
1905
1906 /*
1907  * Prepare an object based on an existing object
1908  */
1909 void object_copy(object_type *o_ptr, object_type *j_ptr)
1910 {
1911         /* Copy the structure */
1912         COPY(o_ptr, j_ptr, object_type);
1913 }
1914
1915
1916 /*
1917  * Prepare an object based on an object kind.
1918  */
1919 void object_prep(object_type *o_ptr, int k_idx)
1920 {
1921         object_kind *k_ptr = &k_info[k_idx];
1922
1923         /* Clear the record */
1924         object_wipe(o_ptr);
1925
1926         /* Save the kind index */
1927         o_ptr->k_idx = k_idx;
1928
1929         /* Efficiency -- tval/sval */
1930         o_ptr->tval = k_ptr->tval;
1931         o_ptr->sval = k_ptr->sval;
1932
1933         /* Default "pval" */
1934         o_ptr->pval = k_ptr->pval;
1935
1936         /* Default number */
1937         o_ptr->number = 1;
1938
1939         /* Default weight */
1940         o_ptr->weight = k_ptr->weight;
1941
1942         /* Default magic */
1943         o_ptr->to_h = k_ptr->to_h;
1944         o_ptr->to_d = k_ptr->to_d;
1945         o_ptr->to_a = k_ptr->to_a;
1946
1947         /* Default power */
1948         o_ptr->ac = k_ptr->ac;
1949         o_ptr->dd = k_ptr->dd;
1950         o_ptr->ds = k_ptr->ds;
1951
1952         /* Hack -- worthless items are always "broken" */
1953         if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1954
1955         /* Hack -- cursed items are always "cursed" */
1956         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1957         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1958         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1959         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1960         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1961         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1962 }
1963
1964
1965 /*
1966  * Help determine an "enchantment bonus" for an object.
1967  *
1968  * To avoid floating point but still provide a smooth distribution of bonuses,
1969  * we simply round the results of division in such a way as to "average" the
1970  * correct floating point value.
1971  *
1972  * This function has been changed.  It uses "randnor()" to choose values from
1973  * a normal distribution, whose mean moves from zero towards the max as the
1974  * level increases, and whose standard deviation is equal to 1/4 of the max,
1975  * and whose values are forced to lie between zero and the max, inclusive.
1976  *
1977  * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1978  * rare to get the "full" enchantment on an object, even a deep levels.
1979  *
1980  * It is always possible (albeit unlikely) to get the "full" enchantment.
1981  *
1982  * A sample distribution of values from "m_bonus(10, N)" is shown below:
1983  *
1984  *   N       0     1     2     3     4     5     6     7     8     9    10
1985  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----
1986  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03
1987  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05
1988  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05
1989  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11
1990  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41
1991  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65
1992  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94
1993  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78
1994  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64
1995  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62
1996  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33
1997  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38
1998  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53
1999  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53
2000  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27
2001  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72
2002  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07
2003  */
2004 s16b m_bonus(int max, int level)
2005 {
2006         int bonus, stand, extra, value;
2007
2008
2009         /* Paranoia -- enforce maximal "level" */
2010         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2011
2012
2013         /* The "bonus" moves towards the max */
2014         bonus = ((max * level) / MAX_DEPTH);
2015
2016         /* Hack -- determine fraction of error */
2017         extra = ((max * level) % MAX_DEPTH);
2018
2019         /* Hack -- simulate floating point computations */
2020         if (randint0(MAX_DEPTH) < extra) bonus++;
2021
2022
2023         /* The "stand" is equal to one quarter of the max */
2024         stand = (max / 4);
2025
2026         /* Hack -- determine fraction of error */
2027         extra = (max % 4);
2028
2029         /* Hack -- simulate floating point computations */
2030         if (randint0(4) < extra) stand++;
2031
2032
2033         /* Choose an "interesting" value */
2034         value = randnor(bonus, stand);
2035
2036         /* Enforce the minimum value */
2037         if (value < 0) return (0);
2038
2039         /* Enforce the maximum value */
2040         if (value > max) return (max);
2041
2042         /* Result */
2043         return (value);
2044 }
2045
2046
2047 /*
2048  * Cheat -- describe a created object for the user
2049  */
2050 static void object_mention(object_type *o_ptr)
2051 {
2052         char o_name[MAX_NLEN];
2053
2054         /* Describe */
2055         object_desc_store(o_name, o_ptr, FALSE, 0);
2056
2057         /* Artifact */
2058         if (artifact_p(o_ptr))
2059         {
2060                 /* Silly message */
2061 #ifdef JP
2062                 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2063 #else
2064                 msg_format("Artifact (%s)", o_name);
2065 #endif
2066
2067         }
2068
2069         /* Random Artifact */
2070         else if (o_ptr->art_name)
2071         {
2072 #ifdef JP
2073                 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2074 #else
2075                 msg_print("Random artifact");
2076 #endif
2077
2078         }
2079
2080         /* Ego-item */
2081         else if (ego_item_p(o_ptr))
2082         {
2083                 /* Silly message */
2084 #ifdef JP
2085                 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2086 #else
2087                 msg_format("Ego-item (%s)", o_name);
2088 #endif
2089
2090         }
2091
2092         /* Normal item */
2093         else
2094         {
2095                 /* Silly message */
2096 #ifdef JP
2097                 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2098 #else
2099                 msg_format("Object (%s)", o_name);
2100 #endif
2101
2102         }
2103 }
2104
2105
2106 /*
2107  * Mega-Hack -- Attempt to create one of the "Special Objects"
2108  *
2109  * We are only called from "make_object()", and we assume that
2110  * "apply_magic()" is called immediately after we return.
2111  *
2112  * Note -- see "make_artifact()" and "apply_magic()"
2113  */
2114 static bool make_artifact_special(object_type *o_ptr)
2115 {
2116         int i;
2117         int k_idx = 0;
2118
2119
2120         /* No artifacts in the town */
2121         if (!dun_level) return (FALSE);
2122
2123         /* Themed object */
2124         if (get_obj_num_hook) return (FALSE);
2125
2126         /* Check the artifact list (just the "specials") */
2127         for (i = 0; i < max_a_idx; i++)
2128         {
2129                 artifact_type *a_ptr = &a_info[i];
2130
2131                 /* Skip "empty" artifacts */
2132                 if (!a_ptr->name) continue;
2133
2134                 /* Cannot make an artifact twice */
2135                 if (a_ptr->cur_num) continue;
2136
2137                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2138                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2139
2140                 /* XXX XXX Enforce minimum "depth" (loosely) */
2141                 if (a_ptr->level > dun_level)
2142                 {
2143                         /* Acquire the "out-of-depth factor" */
2144                         int d = (a_ptr->level - dun_level) * 2;
2145
2146                         /* Roll for out-of-depth creation */
2147                         if (!one_in_(d)) continue;
2148                 }
2149
2150                 /* Artifact "rarity roll" */
2151                 if (!one_in_(a_ptr->rarity)) continue;
2152
2153                 /* Find the base object */
2154                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2155
2156                 /* XXX XXX Enforce minimum "object" level (loosely) */
2157                 if (k_info[k_idx].level > object_level)
2158                 {
2159                         /* Acquire the "out-of-depth factor" */
2160                         int d = (k_info[k_idx].level - object_level) * 5;
2161
2162                         /* Roll for out-of-depth creation */
2163                         if (!one_in_(d)) continue;
2164                 }
2165
2166                 /* Assign the template */
2167                 object_prep(o_ptr, k_idx);
2168
2169                 /* Mega-Hack -- mark the item as an artifact */
2170                 o_ptr->name1 = i;
2171
2172                 /* Hack: Some artifacts get random extra powers */
2173                 random_artifact_resistance(o_ptr, a_ptr);
2174
2175                 /* Success */
2176                 return (TRUE);
2177         }
2178
2179         /* Failure */
2180         return (FALSE);
2181 }
2182
2183
2184 /*
2185  * Attempt to change an object into an artifact
2186  *
2187  * This routine should only be called by "apply_magic()"
2188  *
2189  * Note -- see "make_artifact_special()" and "apply_magic()"
2190  */
2191 static bool make_artifact(object_type *o_ptr)
2192 {
2193         int i;
2194
2195
2196         /* No artifacts in the town */
2197         if (!dun_level) return (FALSE);
2198
2199         /* Paranoia -- no "plural" artifacts */
2200         if (o_ptr->number != 1) return (FALSE);
2201
2202         /* Check the artifact list (skip the "specials") */
2203         for (i = 0; i < max_a_idx; i++)
2204         {
2205                 artifact_type *a_ptr = &a_info[i];
2206
2207                 /* Skip "empty" items */
2208                 if (!a_ptr->name) continue;
2209
2210                 /* Cannot make an artifact twice */
2211                 if (a_ptr->cur_num) continue;
2212
2213                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2214
2215                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2216
2217                 /* Must have the correct fields */
2218                 if (a_ptr->tval != o_ptr->tval) continue;
2219                 if (a_ptr->sval != o_ptr->sval) continue;
2220
2221                 /* XXX XXX Enforce minimum "depth" (loosely) */
2222                 if (a_ptr->level > dun_level)
2223                 {
2224                         /* Acquire the "out-of-depth factor" */
2225                         int d = (a_ptr->level - dun_level) * 2;
2226
2227                         /* Roll for out-of-depth creation */
2228                         if (!one_in_(d)) continue;
2229                 }
2230
2231                 /* We must make the "rarity roll" */
2232                 if (!one_in_(a_ptr->rarity)) continue;
2233
2234                 /* Hack -- mark the item as an artifact */
2235                 o_ptr->name1 = i;
2236
2237                 /* Hack: Some artifacts get random extra powers */
2238                 random_artifact_resistance(o_ptr, a_ptr);
2239
2240                 /* Success */
2241                 return (TRUE);
2242         }
2243
2244         /* Failure */
2245         return (FALSE);
2246 }
2247
2248
2249 /*
2250  *  Choose random ego type
2251  */
2252 static byte get_random_ego(byte slot, bool good)
2253 {
2254         int i, value;
2255         ego_item_type *e_ptr;
2256
2257         long total = 0L;
2258         
2259         for (i = 1; i < max_e_idx; i++)
2260         {
2261                 e_ptr = &e_info[i];
2262                 
2263                 if (e_ptr->slot == slot
2264                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2265                 {
2266                         if (e_ptr->rarity)
2267                                 total += (255 / e_ptr->rarity);
2268                 }
2269         }
2270
2271         value = randint1(total);
2272
2273         for (i = 1; i < max_e_idx; i++)
2274         {
2275                 e_ptr = &e_info[i];
2276                 
2277                 if (e_ptr->slot == slot
2278                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2279                 {
2280                         if (e_ptr->rarity)
2281                                 value -= (255 / e_ptr->rarity);
2282                         if (value <= 0L) break;
2283                 }
2284         }
2285         return (byte)i;
2286 }
2287
2288
2289 /*
2290  * Apply magic to an item known to be a "weapon"
2291  *
2292  * Hack -- note special base damage dice boosting
2293  * Hack -- note special processing for weapon/digger
2294  * Hack -- note special rating boost for dragon scale mail
2295  */
2296 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2297 {
2298         int tohit1 = randint1(5) + m_bonus(5, level);
2299         int todam1 = randint1(5) + m_bonus(5, level);
2300
2301         int tohit2 = m_bonus(10, level);
2302         int todam2 = m_bonus(10, level);
2303
2304         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2305         {
2306                 tohit2 = (tohit2+1)/2;
2307                 todam2 = (todam2+1)/2;
2308         }
2309
2310         /* Good */
2311         if (power > 0)
2312         {
2313                 /* Enchant */
2314                 o_ptr->to_h += tohit1;
2315                 o_ptr->to_d += todam1;
2316
2317                 /* Very good */
2318                 if (power > 1)
2319                 {
2320                         /* Enchant again */
2321                         o_ptr->to_h += tohit2;
2322                         o_ptr->to_d += todam2;
2323                 }
2324         }
2325
2326         /* Cursed */
2327         else if (power < 0)
2328         {
2329                 /* Penalize */
2330                 o_ptr->to_h -= tohit1;
2331                 o_ptr->to_d -= todam1;
2332
2333                 /* Very cursed */
2334                 if (power < -1)
2335                 {
2336                         /* Penalize again */
2337                         o_ptr->to_h -= tohit2;
2338                         o_ptr->to_d -= todam2;
2339                 }
2340
2341                 /* Cursed (if "bad") */
2342                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2343         }
2344
2345         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2346
2347         /* Analyze type */
2348         switch (o_ptr->tval)
2349         {
2350                 case TV_DIGGING:
2351                 {
2352                         /* Very good */
2353                         if (power > 1)
2354                         {
2355                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2356                                         create_artifact(o_ptr, FALSE);
2357                                 else
2358                                         /* Special Ego-item */
2359                                         o_ptr->name2 = EGO_DIGGING;
2360                         }
2361
2362                         /* Very bad */
2363                         else if (power < -1)
2364                         {
2365                                 /* Hack -- Horrible digging bonus */
2366                                 o_ptr->pval = 0 - (5 + randint1(5));
2367                         }
2368
2369                         /* Bad */
2370                         else if (power < 0)
2371                         {
2372                                 /* Hack -- Reverse digging bonus */
2373                                 o_ptr->pval = 0 - (o_ptr->pval);
2374                         }
2375
2376                         break;
2377                 }
2378
2379
2380                 case TV_HAFTED:
2381                 case TV_POLEARM:
2382                 case TV_SWORD:
2383                 {
2384                         /* Very Good */
2385                         if (power > 1)
2386                         {
2387                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2388                                 {
2389                                         create_artifact(o_ptr, FALSE);
2390                                         break;
2391                                 }
2392                                 while (1)
2393                                 {
2394                                         /* Roll for an ego-item */
2395                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2396                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2397                                                 continue;
2398                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2399                                                 continue;
2400                                         break;
2401                                 }
2402
2403                                 switch (o_ptr->name2)
2404                                 {
2405                                 case EGO_HA:
2406                                         if (one_in_(4) && (level > 40))
2407                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2408                                         break;
2409                                 case EGO_DF:
2410                                         if (one_in_(3))
2411                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2412                                         if (one_in_(3))
2413                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2414                                         break;
2415                                 case EGO_KILL_DRAGON:
2416                                         if (one_in_(3))
2417                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2418                                         break;
2419                                 case EGO_WEST:
2420                                         if (one_in_(3))
2421                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2422                                         break;
2423                                 case EGO_SLAYING_WEAPON:
2424                                         if (one_in_(3)) /* double damage */
2425                                                 o_ptr->dd *= 2;
2426                                         else
2427                                         {
2428                                                 do
2429                                                 {
2430                                                         o_ptr->dd++;
2431                                                 }
2432                                                 while (one_in_(o_ptr->dd));
2433                                                 
2434                                                 do
2435                                                 {
2436                                                         o_ptr->ds++;
2437                                                 }
2438                                                 while (one_in_(o_ptr->ds));
2439                                         }
2440                                         
2441                                         if (one_in_(5))
2442                                         {
2443                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2444                                         }
2445                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2446                                         {
2447                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2448                                         }
2449                                         break;
2450                                 case EGO_TRUMP:
2451                                         if (one_in_(5))
2452                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2453                                         if (one_in_(7))
2454                                                 one_ability(o_ptr);
2455                                         break;
2456                                 case EGO_PATTERN:
2457                                         if (one_in_(3))
2458                                                 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2459                                         if (one_in_(3))
2460                                                 add_flag(o_ptr->art_flags, TR_DEX);
2461                                         if (one_in_(5))
2462                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2463                                         break;
2464                                 case EGO_SHARPNESS:
2465                                         o_ptr->pval = m_bonus(5, level) + 1;
2466                                         break;
2467                                 case EGO_EARTHQUAKES:
2468                                         if (one_in_(3) && (level > 60))
2469                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2470                                         else
2471                                                 o_ptr->pval = m_bonus(3, level);
2472                                         break;
2473                                 case EGO_VAMPIRIC:
2474                                         if (one_in_(5))
2475                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2476                                         break;
2477                                 }
2478
2479                                 if (!o_ptr->art_name)
2480                                 {
2481                                         /* Hack -- Super-charge the damage dice */
2482                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2483
2484                                         /* Hack -- Lower the damage dice */
2485                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2486                                 }
2487                         }
2488
2489                         /* Very cursed */
2490                         else if (power < -1)
2491                         {
2492                                 /* Roll for ego-item */
2493                                 if (randint0(MAX_DEPTH) < level)
2494                                 {
2495                                         o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2496                                         switch (o_ptr->name2)
2497                                         {
2498                                         case EGO_MORGUL:
2499                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2500                                         }
2501                                 }
2502                         }
2503
2504                         break;
2505                 }
2506
2507
2508                 case TV_BOW:
2509                 {
2510                         /* Very good */
2511                         if (power > 1)
2512                         {
2513                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2514                                 {
2515                                         create_artifact(o_ptr, FALSE);
2516                                         break;
2517                                 }
2518                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2519                         }
2520
2521                         break;
2522                 }
2523
2524
2525                 case TV_BOLT:
2526                 case TV_ARROW:
2527                 case TV_SHOT:
2528                 {
2529                         /* Very good */
2530                         if (power > 1)
2531                         {
2532                                 if (power > 2) /* power > 2 is debug only */
2533                                 {
2534                                         create_artifact(o_ptr, FALSE);
2535                                         break;
2536                                 }
2537
2538                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2539
2540                                 switch (o_ptr->name2)
2541                                 {
2542                                 case EGO_SLAYING_BOLT:
2543                                         o_ptr->dd++;
2544                                         break;
2545                                 }
2546
2547                                 /* Hack -- super-charge the damage dice */
2548                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2549
2550                                 /* Hack -- restrict the damage dice */
2551                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2552                         }
2553
2554                         /* Very cursed */
2555                         else if (power < -1)
2556                         {
2557                                 /* Roll for ego-item */
2558                                 if (randint0(MAX_DEPTH) < level)
2559                                 {
2560                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2561                                 }
2562                         }
2563
2564                         break;
2565                 }
2566         }
2567 }
2568
2569
2570 static void dragon_resist(object_type * o_ptr)
2571 {
2572         do
2573         {
2574                 if (one_in_(4))
2575                         one_dragon_ele_resistance(o_ptr);
2576                 else
2577                         one_high_resistance(o_ptr);
2578         }
2579         while (one_in_(2));
2580 }
2581
2582
2583 static bool add_esp_strong(object_type *o_ptr)
2584 {
2585         bool nonliv = FALSE;
2586
2587         switch (randint1(3))
2588         {
2589         case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2590         case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2591         case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2592         }
2593
2594         return nonliv;
2595 }
2596
2597
2598 #define MAX_ESP_WEAK 9
2599 static void add_esp_weak(object_type *o_ptr, bool extra)
2600 {
2601         int i = 0;
2602         int idx[MAX_ESP_WEAK];
2603         int flg[MAX_ESP_WEAK];
2604         int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2605         int left = MAX_ESP_WEAK;
2606
2607         for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2608
2609         /* Shuffle esp flags */
2610         for (i = 0; i < n; i++)
2611         {
2612                 int k = randint0(left--);
2613
2614                 idx[i] = flg[k];
2615
2616                 while (k < left)
2617                 {
2618                         flg[k] = flg[k + 1];
2619                         k++;
2620                 }
2621         }
2622
2623         while (n--) switch (idx[n])
2624         {
2625         case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2626         case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2627         case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2628         case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2629         case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2630         case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2631         case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
2632         case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2633         case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2634         }
2635 }
2636
2637
2638 /*
2639  * Apply magic to an item known to be "armor"
2640  *
2641  * Hack -- note special processing for crown/helm
2642  * Hack -- note special processing for robe of permanence
2643  */
2644 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2645 {
2646         int toac1 = randint1(5) + m_bonus(5, level);
2647
2648         int toac2 = m_bonus(10, level);
2649
2650         /* Good */
2651         if (power > 0)
2652         {
2653                 /* Enchant */
2654                 o_ptr->to_a += toac1;
2655
2656                 /* Very good */
2657                 if (power > 1)
2658                 {
2659                         /* Enchant again */
2660                         o_ptr->to_a += toac2;
2661                 }
2662         }
2663
2664         /* Cursed */
2665         else if (power < 0)
2666         {
2667                 /* Penalize */
2668                 o_ptr->to_a -= toac1;
2669
2670                 /* Very cursed */
2671                 if (power < -1)
2672                 {
2673                         /* Penalize again */
2674                         o_ptr->to_a -= toac2;
2675                 }
2676
2677                 /* Cursed (if "bad") */
2678                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2679         }
2680
2681
2682         /* Analyze type */
2683         switch (o_ptr->tval)
2684         {
2685                 case TV_DRAG_ARMOR:
2686                 {
2687                         /* Rating boost */
2688                         rating += 30;
2689                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2690                                 create_artifact(o_ptr, FALSE);
2691
2692                         /* Mention the item */
2693                         if (cheat_peek) object_mention(o_ptr);
2694
2695                         break;
2696                 }
2697
2698                 case TV_HARD_ARMOR:
2699                 case TV_SOFT_ARMOR:
2700                 {
2701                         /* Very good */
2702                         if (power > 1)
2703                         {
2704                                 /* Hack -- Try for "Robes of the Magi" */
2705                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2706                                     (o_ptr->sval == SV_ROBE) &&
2707                                     (randint0(100) < 15))
2708                                 {
2709                                         if (one_in_(5))
2710                                         {
2711                                                 o_ptr->name2 = EGO_YOIYAMI;
2712                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2713                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2714                                                 o_ptr->ac = 0;
2715                                                 o_ptr->to_a = 0;
2716                                         }
2717                                         else
2718                                         {
2719                                                 o_ptr->name2 = EGO_PERMANENCE;
2720                                         }
2721                                         break;
2722                                 }
2723
2724                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2725                                 {
2726                                         create_artifact(o_ptr, FALSE);
2727                                         break;
2728                                 }
2729
2730                                 while (1)
2731                                 {
2732                                         bool okay_flag = TRUE;
2733
2734                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2735
2736                                         switch (o_ptr->name2)
2737                                         {
2738                                         case EGO_RESISTANCE:
2739                                                 if (one_in_(4))
2740                                                         add_flag(o_ptr->art_flags, TR_RES_POIS);
2741                                                 break;
2742                                         case EGO_ELVENKIND:
2743                                                 break;
2744                                         case EGO_DWARVEN:
2745                                                 if (o_ptr->tval != TV_HARD_ARMOR)
2746                                                 {
2747                                                         okay_flag = FALSE;
2748                                                         break;
2749                                                 }
2750                                                 else
2751                                                 {
2752                                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2753                                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2754                                                         if (one_in_(4))
2755                                                                 add_flag(o_ptr->art_flags, TR_CON);
2756                                                         break;
2757                                                 }
2758                                         }
2759
2760                                         if (okay_flag)
2761                                                 break;
2762                                 }
2763                         }
2764
2765                         break;
2766                 }
2767
2768                 case TV_SHIELD:
2769                 {
2770
2771                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2772                         {
2773                                 /* Rating boost */
2774                                 rating += 5;
2775
2776                                 /* Mention the item */
2777                                 if (cheat_peek) object_mention(o_ptr);
2778                                 dragon_resist(o_ptr);
2779                                 if (!one_in_(3)) break;
2780                         }
2781
2782                         /* Very good */
2783                         if (power > 1)
2784                         {
2785                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2786                                 {
2787                                         create_artifact(o_ptr, FALSE);
2788                                         break;
2789                                 }
2790                                 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2791                                 
2792                                 switch (o_ptr->name2)
2793                                 {
2794                                 case EGO_ENDURANCE:
2795                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2796                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2797                                         break;
2798                                 case EGO_REFLECTION:
2799                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2800                                                 o_ptr->name2 = 0;
2801                                         break;
2802                                 }
2803                         }
2804                         break;
2805                 }
2806
2807                 case TV_GLOVES:
2808                 {
2809                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2810                         {
2811                                 /* Rating boost */
2812                                 rating += 5;
2813
2814                                 /* Mention the item */
2815                                 if (cheat_peek) object_mention(o_ptr);
2816                                 dragon_resist(o_ptr);
2817                                 if (!one_in_(3)) break;
2818                         }
2819                         if (power > 1)
2820                         {
2821                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2822                                 {
2823                                         create_artifact(o_ptr, FALSE);
2824                                         break;
2825                                 }
2826                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2827                         }
2828                         
2829                         /* Very cursed */
2830                         else if (power < -1)
2831                         {
2832                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2833                         }
2834
2835                         break;
2836                 }
2837
2838                 case TV_BOOTS:
2839                 {
2840                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2841                         {
2842                                 /* Rating boost */
2843                                 rating += 5;
2844
2845                                 /* Mention the item */
2846                                 if (cheat_peek) object_mention(o_ptr);
2847                                 dragon_resist(o_ptr);
2848                                 if (!one_in_(3)) break;
2849                         }
2850                         /* Very good */
2851                         if (power > 1)
2852                         {
2853                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2854                                 {
2855                                         create_artifact(o_ptr, FALSE);
2856                                         break;
2857                                 }
2858                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2859
2860                                 switch (o_ptr->name2)
2861                                 {
2862                                 case EGO_SLOW_DESCENT:
2863                                         if (one_in_(2))
2864                                         {
2865                                                 one_high_resistance(o_ptr);
2866                                         }
2867                                         break;
2868                                 }
2869                         }
2870                         /* Very cursed */
2871                         else if (power < -1)
2872                         {
2873                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2874                         }
2875
2876                         break;
2877                 }
2878
2879                 case TV_CROWN:
2880                 {
2881                         /* Very good */
2882                         if (power > 1)
2883                         {
2884                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2885                                 {
2886                                         create_artifact(o_ptr, FALSE);
2887                                         break;
2888                                 }
2889                                 while (1)
2890                                 {
2891                                         bool ok_flag = TRUE;
2892                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2893
2894                                         switch (o_ptr->name2)
2895                                         {
2896                                         case EGO_TELEPATHY:
2897                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2898                                                 else add_esp_weak(o_ptr, FALSE);
2899                                                 break;
2900                                         case EGO_MAGI:
2901                                         case EGO_MIGHT:
2902                                         case EGO_REGENERATION:
2903                                         case EGO_LORDLINESS:
2904                                                 break;
2905                                         case EGO_SEEING:
2906                                                 if (one_in_(3))
2907                                                 {
2908                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2909                                                         else add_esp_weak(o_ptr, FALSE);
2910                                                 }
2911                                                 break;
2912                                         default:/* not existing crown (wisdom,lite, etc...) */
2913                                                 ok_flag = FALSE;
2914                                         }
2915                                         if (ok_flag)
2916                                                 break; /* while (1) */
2917                                 }
2918                                 break;
2919                         }
2920
2921                         /* Very cursed */
2922                         else if (power < -1)
2923                         {
2924                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2925                         }
2926
2927                         break;
2928                 }
2929
2930                 case TV_HELM:
2931                 {
2932                         if (o_ptr->sval == SV_DRAGON_HELM)
2933                         {
2934                                 /* Rating boost */
2935                                 rating += 5;
2936
2937                                 /* Mention the item */
2938                                 if (cheat_peek) object_mention(o_ptr);
2939                                 dragon_resist(o_ptr);
2940                                 if (!one_in_(3)) break;
2941                         }
2942
2943                         /* Very good */
2944                         if (power > 1)
2945                         {
2946                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2947                                 {
2948                                         create_artifact(o_ptr, FALSE);
2949                                         break;
2950                                 }
2951                                 while (1)
2952                                 {
2953                                         bool ok_flag = TRUE;
2954                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2955
2956                                         switch (o_ptr->name2)
2957                                         {
2958                                         case EGO_INTELLIGENCE:
2959                                         case EGO_WISDOM:
2960                                         case EGO_BEAUTY:
2961                                         case EGO_LITE:
2962                                         case EGO_INFRAVISION:
2963                                                 break;
2964                                         case EGO_SEEING:
2965                                                 if (one_in_(7))
2966                                                 {
2967                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2968                                                         else add_esp_weak(o_ptr, FALSE);
2969                                                 }
2970                                                 break;
2971                                         default:/* not existing helm (Magi, Might, etc...)*/
2972                                                 ok_flag = FALSE;
2973                                         }
2974                                         if (ok_flag)
2975                                                 break; /* while (1) */
2976                                 }
2977                                 break;
2978                         }
2979                         /* Very cursed */
2980                         else if (power < -1)
2981                         {
2982                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2983                         }
2984                         break;
2985                 }
2986
2987                 case TV_CLOAK:
2988                 {
2989                         /* Very good */
2990                         if (power > 1)
2991                         {
2992                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2993                                 {
2994                                         create_artifact(o_ptr, FALSE);
2995                                         break;
2996                                 }
2997                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2998
2999                                 switch (o_ptr->name2)
3000                                 {
3001                                 case EGO_BAT:
3002                                         o_ptr->to_d -= 6;
3003                                         o_ptr->to_h -= 6;
3004                                         break;
3005                                 }
3006
3007                         }
3008
3009                         /* Very cursed */
3010                         else if (power < -1)
3011                         {
3012                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3013                         }
3014
3015                         break;
3016                 }
3017         }
3018 }
3019
3020
3021 /*
3022  * Apply magic to an item known to be a "ring" or "amulet"
3023  *
3024  * Hack -- note special rating boost for ring of speed
3025  * Hack -- note special rating boost for amulet of the magi
3026  * Hack -- note special "pval boost" code for ring of speed
3027  * Hack -- note that some items must be cursed (or blessed)
3028  */
3029 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3030 {
3031         /* Apply magic (good or bad) according to type */
3032         switch (o_ptr->tval)
3033         {
3034                 case TV_RING:
3035                 {
3036                         /* Analyze */
3037                         switch (o_ptr->sval)
3038                         {
3039                                 case SV_RING_ATTACKS:
3040                                 {
3041                                         /* Stat bonus */
3042                                         o_ptr->pval = m_bonus(2, level);
3043                                         if (one_in_(15)) o_ptr->pval++;
3044                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
3045
3046                                         /* Cursed */
3047                                         if (power < 0)
3048                                         {
3049                                                 /* Broken */
3050                                                 o_ptr->ident |= (IDENT_BROKEN);
3051
3052                                                 /* Cursed */
3053                                                 o_ptr->curse_flags |= TRC_CURSED;
3054
3055                                                 /* Reverse pval */
3056                                                 o_ptr->pval = 0 - (o_ptr->pval);
3057                                         }
3058
3059                                         break;
3060                                 }
3061
3062                                 case SV_RING_SHOTS:
3063                                 {
3064                                         break;
3065                                 }
3066
3067                                 /* Strength, Constitution, Dexterity, Intelligence */
3068                                 case SV_RING_STR:
3069                                 case SV_RING_CON:
3070                                 case SV_RING_DEX:
3071                                 {
3072                                         /* Stat bonus */
3073                                         o_ptr->pval = 1 + m_bonus(5, level);
3074
3075                                         /* Cursed */
3076                                         if (power < 0)
3077                                         {
3078                                                 /* Broken */
3079                                                 o_ptr->ident |= (IDENT_BROKEN);
3080
3081                                                 /* Cursed */
3082                                                 o_ptr->curse_flags |= TRC_CURSED;
3083
3084                                                 /* Reverse pval */
3085                                                 o_ptr->pval = 0 - (o_ptr->pval);
3086                                         }
3087
3088                                         break;
3089                                 }
3090
3091                                 /* Ring of Speed! */
3092                                 case SV_RING_SPEED:
3093                                 {
3094                                         /* Base speed (1 to 10) */
3095                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3096
3097                                         /* Super-charge the ring */
3098                                         while (randint0(100) < 50) o_ptr->pval++;
3099
3100                                         /* Cursed Ring */
3101                                         if (power < 0)
3102                                         {
3103                                                 /* Broken */
3104                                                 o_ptr->ident |= (IDENT_BROKEN);
3105
3106                                                 /* Cursed */
3107                                                 o_ptr->curse_flags |= TRC_CURSED;
3108
3109                                                 /* Reverse pval */
3110                                                 o_ptr->pval = 0 - (o_ptr->pval);
3111
3112                                                 break;
3113                                         }
3114
3115                                         /* Rating boost */
3116                                         rating += 25;
3117
3118                                         /* Mention the item */
3119                                         if (cheat_peek) object_mention(o_ptr);
3120
3121                                         break;
3122                                 }
3123
3124                                 case SV_RING_LORDLY:
3125                                 {
3126                                         do
3127                                         {
3128                                                 one_lordly_high_resistance(o_ptr);
3129                                         }
3130                                         while (one_in_(4));
3131
3132                                         /* Bonus to armor class */
3133                                         o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3134                                         rating += 15;
3135                                 }
3136                                 break;
3137
3138                                 case SV_RING_WARNING:
3139                                 {
3140                                         if (one_in_(3)) one_low_esp(o_ptr);
3141                                         break;
3142                                 }
3143
3144                                 /* Searching */
3145                                 case SV_RING_SEARCHING:
3146                                 {
3147                                         /* Bonus to searching */
3148                                         o_ptr->pval = 1 + m_bonus(5, level);
3149
3150                                         /* Cursed */
3151                                         if (power < 0)
3152                                         {
3153                                                 /* Broken */
3154                                                 o_ptr->ident |= (IDENT_BROKEN);
3155
3156                                                 /* Cursed */
3157                                                 o_ptr->curse_flags |= TRC_CURSED;
3158
3159                                                 /* Reverse pval */
3160                                                 o_ptr->pval = 0 - (o_ptr->pval);
3161                                         }
3162
3163                                         break;
3164                                 }
3165
3166                                 /* Flames, Acid, Ice */
3167                                 case SV_RING_FLAMES:
3168                                 case SV_RING_ACID:
3169                                 case SV_RING_ICE:
3170                                 case SV_RING_ELEC:
3171                                 {
3172                                         /* Bonus to armor class */
3173                                         o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3174                                         break;
3175                                 }
3176
3177                                 /* Weakness, Stupidity */
3178                                 case SV_RING_WEAKNESS:
3179                                 case SV_RING_STUPIDITY:
3180                                 {
3181                                         /* Broken */
3182                                         o_ptr->ident |= (IDENT_BROKEN);
3183
3184                                         /* Cursed */
3185                                         o_ptr->curse_flags |= TRC_CURSED;
3186
3187                                         /* Penalize */
3188                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3189                                         if (power > 0) power = 0 - power;
3190
3191                                         break;
3192                                 }
3193
3194                                 /* WOE, Stupidity */
3195                                 case SV_RING_WOE:
3196                                 {
3197                                         /* Broken */
3198                                         o_ptr->ident |= (IDENT_BROKEN);
3199
3200                                         /* Cursed */
3201                                         o_ptr->curse_flags |= TRC_CURSED;
3202
3203                                         /* Penalize */
3204                                         o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3205                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3206                                         if (power > 0) power = 0 - power;
3207
3208                                         break;
3209                                 }
3210
3211                                 /* Ring of damage */
3212                                 case SV_RING_DAMAGE:
3213                                 {
3214                                         /* Bonus to damage */
3215                                         o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3216
3217                                         /* Cursed */
3218                                         if (power < 0)
3219                                         {
3220                                                 /* Broken */
3221                                                 o_ptr->ident |= (IDENT_BROKEN);
3222
3223                                                 /* Cursed */
3224                                                 o_ptr->curse_flags |= TRC_CURSED;
3225
3226                                                 /* Reverse bonus */
3227                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3228                                         }
3229
3230                                         break;
3231                                 }
3232
3233                                 /* Ring of Accuracy */
3234                                 case SV_RING_ACCURACY:
3235                                 {
3236                                         /* Bonus to hit */
3237                                         o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3238
3239                                         /* Cursed */
3240                                         if (power < 0)
3241                                         {
3242                                                 /* Broken */
3243                                                 o_ptr->ident |= (IDENT_BROKEN);
3244
3245                                                 /* Cursed */
3246                                                 o_ptr->curse_flags |= TRC_CURSED;
3247
3248                                                 /* Reverse tohit */
3249                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3250                                         }
3251
3252                                         break;
3253                                 }
3254
3255                                 /* Ring of Protection */
3256                                 case SV_RING_PROTECTION:
3257                                 {
3258                                         /* Bonus to armor class */
3259                                         o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3260
3261                                         /* Cursed */
3262                                         if (power < 0)
3263                                         {
3264                                                 /* Broken */
3265                                                 o_ptr->ident |= (IDENT_BROKEN);
3266
3267                                                 /* Cursed */
3268                                                 o_ptr->curse_flags |= TRC_CURSED;
3269
3270                                                 /* Reverse toac */
3271                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3272                                         }
3273
3274                                         break;
3275                                 }
3276
3277                                 /* Ring of Slaying */
3278                                 case SV_RING_SLAYING:
3279                                 {
3280                                         /* Bonus to damage and to hit */
3281                                         o_ptr->to_d = randint1(5) + m_bonus(12, level);
3282                                         o_ptr->to_h = randint1(5) + m_bonus(12, level);
3283
3284                                         /* Cursed */
3285                                         if (power < 0)
3286                                         {
3287                                                 /* Broken */
3288                                                 o_ptr->ident |= (IDENT_BROKEN);
3289
3290                                                 /* Cursed */
3291                                                 o_ptr->curse_flags |= TRC_CURSED;
3292
3293                                                 /* Reverse bonuses */
3294                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3295                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3296                                         }
3297
3298                                         break;
3299                                 }
3300
3301                                 case SV_RING_MUSCLE:
3302                                 {
3303                                         o_ptr->pval = 1 + m_bonus(3, level);
3304                                         if (one_in_(4)) o_ptr->pval++;
3305
3306                                         /* Cursed */
3307                                         if (power < 0)
3308                                         {
3309                                                 /* Broken */
3310                                                 o_ptr->ident |= (IDENT_BROKEN);
3311
3312                                                 /* Cursed */
3313                                                 o_ptr->curse_flags |= TRC_CURSED;
3314
3315                                                 /* Reverse bonuses */
3316                                                 o_ptr->pval = 0 - o_ptr->pval;
3317                                         }
3318
3319                                         break;
3320                                 }
3321                                 case SV_RING_AGGRAVATION:
3322                                 {
3323                                         /* Broken */
3324                                         o_ptr->ident |= (IDENT_BROKEN);
3325
3326                                         /* Cursed */
3327                                         o_ptr->curse_flags |= TRC_CURSED;
3328
3329                                         if (power > 0) power = 0 - power;
3330                                         break;
3331                                 }
3332                         }
3333                         if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3334                             || (power > 2)) /* power > 2 is debug only */
3335                         {
3336                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3337                                 /* Randart amulet */
3338                                 create_artifact(o_ptr, FALSE);
3339                         }
3340                         else if ((power == 2) && one_in_(2))
3341                         {
3342                                 while(!o_ptr->name2)
3343                                 {
3344                                         int tmp = m_bonus(10, level);
3345                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3346                                         switch(randint1(28))
3347                                         {
3348                                         case 1: case 2:
3349                                                 o_ptr->name2 = EGO_RING_THROW;
3350                                                 break;
3351                                         case 3: case 4:
3352                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3353                                                 o_ptr->name2 = EGO_RING_REGEN;
3354                                                 break;
3355                                         case 5: case 6:
3356                                                 if (have_flag(k_ptr->flags, TR_LITE)) break;
3357                                                 o_ptr->name2 = EGO_RING_LITE;
3358                                                 break;
3359                                         case 7: case 8:
3360                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3361                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3362                                                 break;
3363                                         case 9: case 10:
3364                                                 if (o_ptr->to_h) break;
3365                                                 o_ptr->name2 = EGO_RING_TO_H;
3366                                                 break;
3367                                         case 11: case 12:
3368                                                 if (o_ptr->to_d) break;
3369                                                 o_ptr->name2 = EGO_RING_TO_D;
3370                                                 break;
3371                                         case 13:
3372                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3373                                                 o_ptr->name2 = EGO_RING_SLAY;
3374                                                 break;
3375                                         case 14:
3376                                                 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3377                                                 o_ptr->name2 = EGO_RING_WIZARD;
3378                                                 break;
3379                                         case 15:
3380                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3381                                                 o_ptr->name2 = EGO_RING_HERO;
3382                                                 break;
3383                                         case 16:
3384                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3385                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3386                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3387                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3388                                                 break;
3389                                         case 17:
3390                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3391                                                 if (!(have_flag(k_ptr->flags, TR_RES_FIRE)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3392                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3393                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3394                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3395                                                 break;
3396                                         case 18:
3397                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3398                                                 if (!(have_flag(k_ptr->flags, TR_RES_COLD)) && (have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3399                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3400                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3401                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3402                                                 break;
3403                                         case 19:
3404                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3405                                                 if (!(have_flag(k_ptr->flags, TR_RES_ELEC)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3406                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3407                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3408                                                 break;
3409                                         case 20:
3410                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3411                                                 if (!(have_flag(k_ptr->flags, TR_RES_ACID)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_FIRE))) break;
3412                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3413                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3414                                                 break;
3415                                         case 21: case 22: case 23: case 24: case 25: case 26:
3416                                                 switch (o_ptr->sval)
3417                                                 {
3418                                                 case SV_RING_SPEED:
3419                                                         if (!one_in_(3)) break;
3420                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3421                                                         break;
3422                                                 case SV_RING_DAMAGE:
3423                                                 case SV_RING_ACCURACY:
3424                                                 case SV_RING_SLAYING:
3425                                                         if (one_in_(2)) break;
3426                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3427                                                         else
3428                                                         {
3429                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3430                                                                 o_ptr->to_h -= 2+randint1(4);
3431                                                                 o_ptr->to_d += 2+randint1(4);
3432                                                         }
3433                                                         break;
3434                                                 case SV_RING_PROTECTION:
3435                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3436                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3437                                                         break;
3438                                                 case SV_RING_RES_FEAR:
3439                                                         o_ptr->name2 = EGO_RING_HERO;
3440                                                         break;
3441                                                 case SV_RING_SHOTS:
3442                                                         if (one_in_(2)) break;
3443                                                         o_ptr->name2 = EGO_RING_HUNTER;
3444                                                         break;
3445                                                 case SV_RING_SEARCHING:
3446                                                         o_ptr->name2 = EGO_RING_STEALTH;
3447                                                         break;
3448                                                 case SV_RING_TELEPORTATION:
3449                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3450                                                         break;
3451                                                 case SV_RING_RES_BLINDNESS:
3452                                                         if (one_in_(2))
3453                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3454                                                         else
3455                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3456                                                         break;
3457                                                 case SV_RING_LORDLY:
3458                                                         if (!one_in_(20)) break;
3459                                                         one_lordly_high_resistance(o_ptr);
3460                                                         one_lordly_high_resistance(o_ptr);
3461                                                         o_ptr->name2 = EGO_RING_TRUE;
3462                                                         break;
3463                                                 case SV_RING_SUSTAIN:
3464                                                         if (!one_in_(4)) break;
3465                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3466                                                         break;
3467                                                 case SV_RING_FLAMES:
3468                                                         if (!one_in_(2)) break;
3469                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3470                                                         break;
3471                                                 case SV_RING_ICE:
3472                                                         if (!one_in_(2)) break;
3473                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3474                                                         break;
3475                                                 case SV_RING_WARNING:
3476                                                         if (!one_in_(2)) break;
3477                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3478                                                         break;
3479                                                 default:
3480                                                         break;
3481                                                 }
3482                                                 break;
3483                                         }
3484                                 }
3485                                 /* Uncurse it */
3486                                 o_ptr->curse_flags = 0L;
3487                         }
3488                         else if ((power == -2) && one_in_(2))
3489                         {
3490                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3491                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3492                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3493                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3494                                 o_ptr->art_flags[0] = 0;
3495                                 o_ptr->art_flags[1] = 0;
3496                                 while(!o_ptr->name2)
3497                                 {
3498                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3499                                         switch(randint1(5))
3500                                         {
3501                                         case 1:
3502                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3503                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3504                                                 break;
3505                                         case 2:
3506                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3507                                                 break;
3508                                         case 3:
3509                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3510                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3511                                                 break;
3512                                         case 4:
3513                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3514                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3515                                                 break;
3516                                         case 5:
3517                                                 o_ptr->name2 = EGO_RING_ALBINO;
3518                                                 break;
3519                                         }
3520                                 }
3521                                 /* Broken */
3522                                 o_ptr->ident |= (IDENT_BROKEN);
3523
3524                                 /* Cursed */
3525                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3526                         }
3527                         break;
3528                 }
3529
3530                 case TV_AMULET:
3531                 {
3532                         /* Analyze */
3533                         switch (o_ptr->sval)
3534                         {
3535                                 /* Amulet of wisdom/charisma */
3536                                 case SV_AMULET_INTELLIGENCE:
3537                                 case SV_AMULET_WISDOM:
3538                                 case SV_AMULET_CHARISMA:
3539                                 {
3540                                         o_ptr->pval = 1 + m_bonus(5, level);
3541
3542                                         /* Cursed */
3543                                         if (power < 0)
3544                                         {
3545                                                 /* Broken */
3546                                                 o_ptr->ident |= (IDENT_BROKEN);
3547
3548                                                 /* Cursed */
3549                                                 o_ptr->curse_flags |= (TRC_CURSED);
3550
3551                                                 /* Reverse bonuses */
3552                                                 o_ptr->pval = 0 - o_ptr->pval;
3553                                         }
3554
3555                                         break;
3556                                 }
3557
3558                                 /* Amulet of brilliance */
3559                                 case SV_AMULET_BRILLIANCE:
3560                                 {
3561                                         o_ptr->pval = 1 + m_bonus(3, level);
3562                                         if (one_in_(4)) o_ptr->pval++;
3563
3564                                         /* Cursed */
3565                                         if (power < 0)
3566                                         {
3567                                                 /* Broken */
3568                                                 o_ptr->ident |= (IDENT_BROKEN);
3569
3570                                                 /* Cursed */
3571                                                 o_ptr->curse_flags |= (TRC_CURSED);
3572
3573                                                 /* Reverse bonuses */
3574                                                 o_ptr->pval = 0 - o_ptr->pval;
3575                                         }
3576
3577                                         break;
3578                                 }
3579
3580                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3581                                 {
3582                                         if (power < 0)
3583                                         {
3584                                                 o_ptr->curse_flags |= (TRC_CURSED);
3585                                         }
3586                                         break;
3587                                 }
3588
3589                                 case SV_AMULET_RESISTANCE:
3590                                 {
3591                                         if (one_in_(5)) one_high_resistance(o_ptr);
3592                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3593                                 }
3594                                 break;
3595
3596                                 /* Amulet of searching */
3597                                 case SV_AMULET_SEARCHING:
3598                                 {
3599                                         o_ptr->pval = randint1(2) + m_bonus(4, level);
3600
3601                                         /* Cursed */
3602                                         if (power < 0)
3603                                         {
3604                                                 /* Broken */
3605                                                 o_ptr->ident |= (IDENT_BROKEN);
3606
3607                                                 /* Cursed */
3608                                                 o_ptr->curse_flags |= (TRC_CURSED);
3609
3610                                                 /* Reverse bonuses */
3611                                                 o_ptr->pval = 0 - (o_ptr->pval);
3612                                         }
3613
3614                                         break;
3615                                 }
3616
3617                                 /* Amulet of the Magi -- never cursed */
3618                                 case SV_AMULET_THE_MAGI:
3619                                 {
3620                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3621                                         o_ptr->to_a = randint1(5) + m_bonus(5, level);
3622
3623                                         /* gain one low ESP */
3624                                         add_esp_weak(o_ptr, FALSE);
3625
3626                                         /* Boost the rating */
3627                                         rating += 15;
3628
3629                                         /* Mention the item */
3630                                         if (cheat_peek) object_mention(o_ptr);
3631
3632                                         break;
3633                                 }
3634
3635                                 /* Amulet of Doom -- always cursed */
3636                                 case SV_AMULET_DOOM:
3637                                 {
3638                                         /* Broken */
3639                                         o_ptr->ident |= (IDENT_BROKEN);
3640
3641                                         /* Cursed */
3642                                         o_ptr->curse_flags |= (TRC_CURSED);
3643
3644                                         /* Penalize */
3645                                         o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3646                                         o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3647                                         if (power > 0) power = 0 - power;
3648
3649                                         break;
3650                                 }
3651
3652                                 case SV_AMULET_MAGIC_MASTERY:
3653                                 {
3654                                         o_ptr->pval = 1 + m_bonus(4, level);
3655
3656                                         /* Cursed */
3657                                         if (power < 0)
3658                                         {
3659                                                 /* Broken */
3660                                                 o_ptr->ident |= (IDENT_BROKEN);
3661
3662                                                 /* Cursed */
3663                                                 o_ptr->curse_flags |= (TRC_CURSED);
3664
3665                                                 /* Reverse bonuses */
3666                                                 o_ptr->pval = 0 - o_ptr->pval;
3667                                         }
3668
3669                                         break;
3670                                 }
3671                         }
3672                         if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3673                             || (power > 2)) /* power > 2 is debug only */
3674                         {
3675                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3676                                 /* Randart amulet */
3677                                 create_artifact(o_ptr, FALSE);
3678                         }
3679                         else if ((power == 2) && one_in_(2))
3680                         {
3681                                 while(!o_ptr->name2)
3682                                 {
3683                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3684                                         switch(randint1(21))
3685                                         {
3686                                         case 1: case 2:
3687                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3688                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3689                                                 break;
3690                                         case 3: case 4:
3691                                                 if (o_ptr->pval) break;
3692                                                 o_ptr->name2 = EGO_AMU_INFRA;
3693                                                 break;
3694                                         case 5: case 6:
3695                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3696                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3697                                                 break;
3698                                         case 7: case 8:
3699                                                 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3700                                                 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3701                                                 break;
3702                                         case 9:
3703                                                 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3704                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3705                                                 break;
3706                                         case 10: case 11: case 21:
3707                                                 o_ptr->name2 = EGO_AMU_AC;
3708                                                 break;
3709                                         case 12:
3710                                                 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3711                                                 if (m_bonus(10, level) > 8)
3712                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3713                                                 else
3714                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3715                                                 break;
3716                                         case 13:
3717                                                 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3718                                                 if (m_bonus(10, level) > 8)
3719                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3720                                                 else
3721                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3722                                                 break;
3723                                         case 14:
3724                                                 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3725                                                 if (m_bonus(10, level) > 8)
3726                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3727                                                 else
3728                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3729                                                 break;
3730                                         case 15:
3731                                                 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3732                                                 if (m_bonus(10, level) > 8)
3733                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3734                                                 else
3735                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3736                                                 break;
3737                                         case 16: case 17: case 18: case 19: case 20:
3738                                                 switch (o_ptr->sval)
3739                                                 {
3740                                                 case SV_AMULET_TELEPORT:
3741                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3742                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3743                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3744                                                         break;
3745                                                 case SV_AMULET_RESIST_ACID:
3746                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3747                                                         break;
3748                                                 case SV_AMULET_SEARCHING:
3749                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3750                                                         break;
3751                                                 case SV_AMULET_BRILLIANCE:
3752                                                         if (!one_in_(3)) break;
3753                                                         o_ptr->name2 = EGO_AMU_IDENT;
3754                                                         break;
3755                                                 case SV_AMULET_CHARISMA:
3756                                                         if (!one_in_(3)) break;
3757                                                         o_ptr->name2 = EGO_AMU_CHARM;
3758                                                         break;
3759                                                 case SV_AMULET_THE_MAGI:
3760                                                         if (one_in_(2)) break;
3761                                                         o_ptr->name2 = EGO_AMU_GREAT;
3762                                                         break;
3763                                                 case SV_AMULET_RESISTANCE:
3764                                                         if (!one_in_(5)) break;
3765                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3766                                                         break;
3767                                                 case SV_AMULET_TELEPATHY:
3768                                                         if (!one_in_(3)) break;
3769                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3770                                                         break;
3771                                                 }
3772                                         }
3773                                 }
3774                                 /* Uncurse it */
3775                                 o_ptr->curse_flags = 0L;
3776                         }
3777                         else if ((power == -2) && one_in_(2))
3778                         {
3779                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3780                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3781                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3782                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3783                                 o_ptr->art_flags[0] = 0;
3784                                 o_ptr->art_flags[1] = 0;
3785                                 while(!o_ptr->name2)
3786                                 {
3787                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3788                                         switch(randint1(5))
3789                                         {
3790                                         case 1:
3791                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3792                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3793                                                 break;
3794                                         case 2:
3795                                                 o_ptr->name2 = EGO_AMU_FOOL;
3796                                                 break;
3797                                         case 3:
3798                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3799                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3800                                                 break;
3801                                         case 4:
3802                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3803                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3804                                                 break;
3805                                         case 5:
3806                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3807                                                 break;
3808                                         }
3809                                 }
3810                                 /* Broken */
3811                                 o_ptr->ident |= (IDENT_BROKEN);
3812
3813                                 /* Cursed */
3814                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3815                         }
3816                         break;
3817                 }
3818         }
3819 }
3820
3821
3822 /*
3823  * Hack -- help pick an item type
3824  */
3825 static bool item_monster_okay(int r_idx)
3826 {
3827         monster_race *r_ptr = &r_info[r_idx];
3828
3829         /* No uniques */
3830         if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3831         if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3832         if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3833         if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3834         if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3835         if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3836
3837         /* Okay */
3838         return (TRUE);
3839 }
3840
3841
3842 /*
3843  * Apply magic to an item known to be "boring"
3844  *
3845  * Hack -- note the special code for various items
3846  */
3847 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3848 {
3849         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3850
3851         /* Unused */
3852         (void)level;
3853
3854         /* Apply magic (good or bad) according to type */
3855         switch (o_ptr->tval)
3856         {
3857                 case TV_WHISTLE:
3858                 {
3859 #if 0
3860                         /* Cursed */
3861                         if (power < 0)
3862                         {
3863                                 /* Broken */
3864                                 o_ptr->ident |= (IDENT_BROKEN);
3865
3866                                 /* Cursed */
3867                                 o_ptr->curse_flags |= (TRC_CURSED);
3868                         }
3869 #endif
3870                         break;
3871                 }
3872                 case TV_FLASK:
3873                 {
3874                         o_ptr->xtra4 = o_ptr->pval;
3875                         o_ptr->pval = 0;
3876                         break;
3877                 }
3878                 case TV_LITE:
3879                 {
3880                         /* Hack -- Torches -- random fuel */
3881                         if (o_ptr->sval == SV_LITE_TORCH)
3882                         {
3883                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3884                                 o_ptr->pval = 0;
3885                         }
3886
3887                         /* Hack -- Lanterns -- random fuel */
3888                         if (o_ptr->sval == SV_LITE_LANTERN)
3889                         {
3890                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3891                                 o_ptr->pval = 0;
3892                         }
3893
3894                         if (power > 2) /* power > 2 is debug only */
3895                         {
3896                                 create_artifact(o_ptr, FALSE);
3897                         }
3898                         else if ((power == 2) || ((power == 1) && one_in_(3)))
3899                         {
3900                                 while (!o_ptr->name2)
3901                                 {
3902                                         while (1)
3903                                         {
3904                                                 bool okay_flag = TRUE;
3905
3906                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3907
3908                                                 switch (o_ptr->name2)
3909                                                 {
3910                                                 case EGO_LITE_LONG:
3911                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3912                                                                 okay_flag = FALSE;
3913                                                 }
3914                                                 if (okay_flag)
3915                                                         break;
3916                                         }
3917                                 }
3918                         }
3919                         else if (power == -2)
3920                         {
3921                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3922
3923                                 switch (o_ptr->name2)
3924                                 {
3925                                 case EGO_LITE_DARKNESS:
3926                                         o_ptr->xtra4 = 0;
3927                                         break;
3928                                 }
3929                         }
3930
3931                         break;
3932                 }
3933
3934                 case TV_WAND:
3935                 case TV_STAFF:
3936                 {
3937                         /* The wand or staff gets a number of initial charges equal
3938                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3939                          */
3940                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3941                         break;
3942                 }
3943
3944                 case TV_ROD:
3945                 {
3946                         /* Transfer the pval. -LM- */
3947                         o_ptr->pval = k_ptr->pval;
3948                         break;
3949                 }
3950
3951                 case TV_CAPTURE:
3952                 {
3953                         o_ptr->pval = 0;
3954                         object_aware(o_ptr);
3955                         object_known(o_ptr);
3956                         break;
3957                 }
3958
3959                 case TV_FIGURINE:
3960                 {
3961                         int i = 1;
3962                         int check;
3963
3964                         monster_race *r_ptr;
3965
3966                         /* Pick a random non-unique monster race */
3967                         while (1)
3968                         {
3969                                 i = randint1(max_r_idx - 1);
3970
3971                                 if (!item_monster_okay(i)) continue;
3972                                 if (i == MON_TSUCHINOKO) continue;
3973
3974                                 r_ptr = &r_info[i];
3975
3976                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3977
3978                                 /* Ignore dead monsters */
3979                                 if (!r_ptr->rarity) continue;
3980
3981                                 /* Prefer less out-of-depth monsters */
3982                                 if (randint0(check)) continue;
3983
3984                                 break;
3985                         }
3986
3987                         o_ptr->pval = i;
3988
3989                         /* Some figurines are cursed */
3990                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3991
3992                         if (cheat_peek)
3993                         {
3994 #ifdef JP
3995                                 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3996 #else
3997                                 msg_format("Figurine of %s, depth +%d%s",
3998 #endif
3999
4000                                                           r_name + r_ptr->name, check - 1,
4001                                                           !cursed_p(o_ptr) ? "" : " {cursed}");
4002                         }
4003
4004                         break;
4005                 }
4006
4007                 case TV_CORPSE:
4008                 {
4009                         int i = 1;
4010                         int check;
4011
4012                         u32b match = 0;
4013
4014                         monster_race *r_ptr;
4015
4016                         if (o_ptr->sval == SV_SKELETON)
4017                         {
4018                                 match = RF9_DROP_SKELETON;
4019                         }
4020                         else if (o_ptr->sval == SV_CORPSE)
4021                         {
4022                                 match = RF9_DROP_CORPSE;
4023                         }
4024
4025                         /* Hack -- Remove the monster restriction */
4026                         get_mon_num_prep(item_monster_okay, NULL);
4027
4028                         /* Pick a random non-unique monster race */
4029                         while (1)
4030                         {
4031                                 i = get_mon_num(dun_level);
4032
4033                                 r_ptr = &r_info[i];
4034
4035                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4036
4037                                 /* Ignore dead monsters */
4038                                 if (!r_ptr->rarity) continue;
4039
4040                                 /* Ignore corpseless monsters */
4041                                 if (!(r_ptr->flags9 & match)) continue;
4042
4043                                 /* Prefer less out-of-depth monsters */
4044                                 if (randint0(check)) continue;
4045
4046                                 break;
4047                         }
4048
4049                         o_ptr->pval = i;
4050
4051                         if (cheat_peek)
4052                         {
4053 #ifdef JP
4054                                 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4055 #else
4056                                 msg_format("Corpse of %s, depth +%d",
4057 #endif
4058
4059                                                           r_name + r_ptr->name, check - 1);
4060                         }
4061
4062                         object_aware(o_ptr);
4063                         object_known(o_ptr);
4064                         break;
4065                 }
4066
4067                 case TV_STATUE:
4068                 {
4069                         int i = 1;
4070
4071                         monster_race *r_ptr;
4072
4073                         /* Pick a random monster race */
4074                         while (1)
4075                         {
4076                                 i = randint1(max_r_idx - 1);
4077
4078                                 r_ptr = &r_info[i];
4079
4080                                 /* Ignore dead monsters */
4081                                 if (!r_ptr->rarity) continue;
4082
4083                                 break;
4084                         }
4085
4086                         o_ptr->pval = i;
4087
4088                         if (cheat_peek)
4089                         {
4090 #ifdef JP
4091                                 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4092 #else
4093                                 msg_format("Statue of %s", r_name + r_ptr->name);
4094 #endif
4095
4096                         }
4097                         object_aware(o_ptr);
4098                         object_known(o_ptr);
4099
4100                         break;
4101                 }
4102
4103                 case TV_CHEST:
4104                 {
4105                         byte obj_level = get_object_level(o_ptr);
4106
4107                         /* Hack -- skip ruined chests */
4108                         if (obj_level <= 0) break;
4109
4110                         /* Hack -- pick a "difficulty" */
4111                         o_ptr->pval = randint1(obj_level);
4112                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4113
4114                         o_ptr->xtra3 = dun_level + 5;
4115
4116                         /* Never exceed "difficulty" of 55 to 59 */
4117                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4118
4119                         break;
4120                 }
4121         }
4122 }
4123
4124
4125 /*
4126  * Complete the "creation" of an object by applying "magic" to the item
4127  *
4128  * This includes not only rolling for random bonuses, but also putting the
4129  * finishing touches on ego-items and artifacts, giving charges to wands and
4130  * staffs, giving fuel to lites, and placing traps on chests.
4131  *
4132  * In particular, note that "Instant Artifacts", if "created" by an external
4133  * routine, must pass through this function to complete the actual creation.
4134  *
4135  * The base "chance" of the item being "good" increases with the "level"
4136  * parameter, which is usually derived from the dungeon level, being equal
4137  * to the level plus 10, up to a maximum of 75.  If "good" is true, then
4138  * the object is guaranteed to be "good".  If an object is "good", then
4139  * the chance that the object will be "great" (ego-item or artifact), also
4140  * increases with the "level", being equal to half the level, plus 5, up to
4141  * a maximum of 20.  If "great" is true, then the object is guaranteed to be
4142  * "great".  At dungeon level 65 and below, 15/100 objects are "great".
4143  *
4144  * If the object is not "good", there is a chance it will be "cursed", and
4145  * if it is "cursed", there is a chance it will be "broken".  These chances
4146  * are related to the "good" / "great" chances above.
4147  *
4148  * Otherwise "normal" rings and amulets will be "good" half the time and
4149  * "cursed" half the time, unless the ring/amulet is always good or cursed.
4150  *
4151  * If "okay" is true, and the object is going to be "great", then there is
4152  * a chance that an artifact will be created.  This is true even if both the
4153  * "good" and "great" arguments are false.  As a total hack, if "great" is
4154  * true, then the item gets 3 extra "attempts" to become an artifact.
4155  */
4156 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4157 {
4158         int i, rolls, f1, f2, power;
4159
4160         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4161
4162         /* Maximum "level" for various things */
4163         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4164
4165         /* Base chance of being "good" */
4166         f1 = lev + 10;
4167
4168         /* Maximal chance of being "good" */
4169         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4170
4171         /* Base chance of being "great" */
4172         f2 = f1 / 2;
4173
4174         /* Maximal chance of being "great" */
4175         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4176                 f2 = d_info[dungeon_type].obj_great;
4177
4178         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4179         {
4180                 f1 += 5;
4181                 f2 += 2;
4182         }
4183         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4184         {
4185                 f1 -= 5;
4186                 f2 -= 2;
4187         }
4188
4189         /* Assume normal */
4190         power = 0;
4191
4192         /* Roll for "good" */
4193         if ((mode & AM_GOOD) || magik(f1))
4194         {
4195                 /* Assume "good" */
4196                 power = 1;
4197
4198                 /* Roll for "great" */
4199                 if ((mode & AM_GREAT) || magik(f2))
4200                 {
4201                         power = 2;
4202
4203                         /* Roll for "special" */
4204                         if (mode & AM_SPECIAL) power = 3;
4205                 }
4206         }
4207
4208         /* Roll for "cursed" */
4209         else if (magik(f1))
4210         {
4211                 /* Assume "cursed" */
4212                 power = -1;
4213
4214                 /* Roll for "broken" */
4215                 if (magik(f2)) power = -2;
4216         }
4217
4218         /* Apply curse */
4219         if (mode & AM_CURSED)
4220         {
4221                 /* Assume 'cursed' */
4222                 if (power > 0)
4223                 {
4224                         power = 0 - power;
4225                 }
4226                 /* Everything else gets more badly cursed */
4227                 else
4228                 {
4229                         power--;
4230                 }
4231         }
4232
4233         /* Assume no rolls */
4234         rolls = 0;
4235
4236         /* Get one roll if excellent */
4237         if (power >= 2) rolls = 1;
4238
4239         /* Hack -- Get four rolls if forced great or special */
4240         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4241
4242         /* Hack -- Get no rolls if not allowed */
4243         if (!(mode & AM_OKAY) || o_ptr->name1) rolls = 0;
4244
4245         /* Roll for artifacts if allowed */
4246         for (i = 0; i < rolls; i++)
4247         {
4248                 /* Roll for an artifact */
4249                 if (make_artifact(o_ptr)) break;
4250                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4251                 {
4252                         if (make_artifact(o_ptr)) break;
4253                 }
4254         }
4255
4256
4257         /* Hack -- analyze artifacts */
4258         if (o_ptr->name1)
4259         {
4260                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4261
4262                 /* Hack -- Mark the artifact as "created" */
4263                 a_ptr->cur_num = 1;
4264
4265                 /* Hack -- Memorize location of artifact in saved floors */
4266                 if (character_dungeon)
4267                         a_ptr->floor_id = p_ptr->floor_id;
4268
4269                 /* Extract the other fields */
4270                 o_ptr->pval = a_ptr->pval;
4271                 o_ptr->ac = a_ptr->ac;
4272                 o_ptr->dd = a_ptr->dd;
4273                 o_ptr->ds = a_ptr->ds;
4274                 o_ptr->to_a = a_ptr->to_a;
4275                 o_ptr->to_h = a_ptr->to_h;
4276                 o_ptr->to_d = a_ptr->to_d;
4277                 o_ptr->weight = a_ptr->weight;
4278
4279                 /* Hack -- extract the "broken" flag */
4280                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4281
4282                 /* Hack -- extract the "cursed" flag */
4283                 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4284                 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4285                 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4286                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4287                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4288                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4289
4290                 /* Mega-Hack -- increase the rating */
4291                 rating += 10;
4292
4293                 /* Mega-Hack -- increase the rating again */
4294                 if (a_ptr->cost > 50000L) rating += 10;
4295
4296                 /* Mega-Hack -- increase the rating again */
4297                 if (a_ptr->cost > 100000L) rating += 10;
4298
4299                 /* Set the good item flag */
4300                 good_item_flag = TRUE;
4301
4302                 /* Cheat -- peek at the item */
4303                 if (cheat_peek) object_mention(o_ptr);
4304
4305                 /* Done */
4306                 return;
4307         }
4308
4309
4310         /* Apply magic */
4311         switch (o_ptr->tval)
4312         {
4313                 case TV_DIGGING:
4314                 case TV_HAFTED:
4315                 case TV_BOW:
4316                 case TV_SHOT:
4317                 case TV_ARROW:
4318                 case TV_BOLT:
4319                 {
4320                         if (power) a_m_aux_1(o_ptr, lev, power);
4321                         break;
4322                 }
4323
4324                 case TV_POLEARM:
4325                 {
4326                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4327                         break;
4328                 }
4329
4330                 case TV_SWORD:
4331                 {
4332                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4333                         break;
4334                 }
4335
4336                 case TV_DRAG_ARMOR:
4337                 case TV_HARD_ARMOR:
4338                 case TV_SOFT_ARMOR:
4339                 case TV_SHIELD:
4340                 case TV_HELM:
4341                 case TV_CROWN:
4342                 case TV_CLOAK:
4343                 case TV_GLOVES:
4344                 case TV_BOOTS:
4345                 {
4346                         /* Elven Cloak and Black Clothes ... */
4347                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4348                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4349                                 o_ptr->pval = randint1(4);
4350
4351 #if 1
4352                         if (power ||
4353                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4354                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4355                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4356                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4357                                 a_m_aux_2(o_ptr, lev, power);
4358 #else
4359                         if (power) a_m_aux_2(o_ptr, lev, power);
4360 #endif
4361                         break;
4362                 }
4363
4364                 case TV_RING:
4365                 case TV_AMULET:
4366                 {
4367                         if (!power && (randint0(100) < 50)) power = -1;
4368                         a_m_aux_3(o_ptr, lev, power);
4369                         break;
4370                 }
4371
4372                 default:
4373                 {
4374                         a_m_aux_4(o_ptr, lev, power);
4375                         break;
4376                 }
4377         }
4378
4379         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4380             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4381             (p_ptr->pseikaku == SEIKAKU_SEXY))
4382         {
4383                 o_ptr->pval = 3;
4384                 add_flag(o_ptr->art_flags, TR_STR);
4385                 add_flag(o_ptr->art_flags, TR_INT);
4386                 add_flag(o_ptr->art_flags, TR_WIS);
4387                 add_flag(o_ptr->art_flags, TR_DEX);
4388                 add_flag(o_ptr->art_flags, TR_CON);
4389                 add_flag(o_ptr->art_flags, TR_CHR);
4390         }
4391
4392         if (o_ptr->art_name) rating += 30;
4393
4394         /* Hack -- analyze ego-items */
4395         else if (o_ptr->name2)
4396         {
4397                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4398
4399                 /* Hack -- acquire "broken" flag */
4400                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4401
4402                 /* Hack -- acquire "cursed" flag */
4403                 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4404                 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4405                 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4406                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4407                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4408                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4409
4410                 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4411                 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4412                 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4413                 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4414                 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4415                 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4416                 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4417
4418                 /* Hack -- apply extra penalties if needed */
4419                 if (cursed_p(o_ptr) || broken_p(o_ptr))
4420                 {
4421                         /* Hack -- obtain bonuses */
4422                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4423                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4424                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4425
4426                         /* Hack -- obtain pval */
4427                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4428                 }
4429
4430                 /* Hack -- apply extra bonuses if needed */
4431                 else
4432                 {
4433                         /* Hack -- obtain bonuses */
4434                         if (e_ptr->max_to_h)
4435                         {
4436                                 if (e_ptr->max_to_h > 127)
4437                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4438                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4439                         }
4440                         if (e_ptr->max_to_d)
4441                         {
4442                                 if (e_ptr->max_to_d > 127)
4443                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4444                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4445                         }
4446                         if (e_ptr->max_to_a)
4447                         {
4448                                 if (e_ptr->max_to_a > 127)
4449                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4450                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4451                         }
4452
4453                         /* Hack -- obtain pval */
4454                         if (e_ptr->max_pval)
4455                         {
4456                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4457                                 {
4458                                         o_ptr->pval++;
4459                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4460                                 }
4461                                 else if (o_ptr->name2 == EGO_ATTACKS)
4462                                 {
4463                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4464                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4465                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4466                                                 o_ptr->pval += randint1(2);
4467                                 }
4468                                 else if (o_ptr->name2 == EGO_BAT)
4469                                 {
4470                                         o_ptr->pval = randint1(e_ptr->max_pval);
4471                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4472                                 }
4473                                 else
4474                                 {
4475                                         o_ptr->pval += randint1(e_ptr->max_pval);
4476                                 }
4477                         }
4478                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4479                         {
4480                                 o_ptr->pval = randint1(o_ptr->pval);
4481                         }
4482                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4483                                 o_ptr->pval = 2;
4484                 }
4485
4486                 /* Hack -- apply rating bonus */
4487                 rating += e_ptr->rating;
4488
4489                 /* Cheat -- describe the item */
4490                 if (cheat_peek) object_mention(o_ptr);
4491
4492                 /* Done */
4493                 return;
4494         }
4495
4496         /* Examine real objects */
4497         if (o_ptr->k_idx)
4498         {
4499                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4500
4501                 /* Hack -- acquire "broken" flag */
4502                 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4503
4504                 /* Hack -- acquire "cursed" flag */
4505                 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4506                 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4507                 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4508                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4509                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4510                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4511         }
4512 }
4513
4514
4515 /*
4516  * Hack -- determine if a template is "good"
4517  */
4518 static bool kind_is_good(int k_idx)
4519 {
4520         object_kind *k_ptr = &k_info[k_idx];
4521
4522         /* Analyze the item type */
4523         switch (k_ptr->tval)
4524         {
4525                 /* Armor -- Good unless damaged */
4526                 case TV_HARD_ARMOR:
4527                 case TV_SOFT_ARMOR:
4528                 case TV_DRAG_ARMOR:
4529                 case TV_SHIELD:
4530                 case TV_CLOAK:
4531                 case TV_BOOTS:
4532                 case TV_GLOVES:
4533                 case TV_HELM:
4534                 case TV_CROWN:
4535                 {
4536                         if (k_ptr->to_a < 0) return (FALSE);
4537                         return (TRUE);
4538                 }
4539
4540                 /* Weapons -- Good unless damaged */
4541                 case TV_BOW:
4542                 case TV_SWORD:
4543                 case TV_HAFTED:
4544                 case TV_POLEARM:
4545                 case TV_DIGGING:
4546                 {
4547                         if (k_ptr->to_h < 0) return (FALSE);
4548                         if (k_ptr->to_d < 0) return (FALSE);
4549                         return (TRUE);
4550                 }
4551
4552                 /* Ammo -- Arrows/Bolts are good */
4553                 case TV_BOLT:
4554                 case TV_ARROW:
4555                 {
4556                         return (TRUE);
4557                 }
4558
4559                 /* Books -- High level books are good (except Arcane books) */
4560                 case TV_LIFE_BOOK:
4561                 case TV_SORCERY_BOOK:
4562                 case TV_NATURE_BOOK:
4563                 case TV_CHAOS_BOOK:
4564                 case TV_DEATH_BOOK:
4565                 case TV_TRUMP_BOOK:
4566                 case TV_ENCHANT_BOOK:
4567                 case TV_DAEMON_BOOK:
4568                 case TV_CRUSADE_BOOK:
4569                 case TV_MUSIC_BOOK:
4570                 case TV_HISSATSU_BOOK:
4571                 {
4572                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4573                         return (FALSE);
4574                 }
4575
4576                 /* Rings -- Rings of Speed are good */
4577                 case TV_RING:
4578                 {
4579                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4580                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4581                         return (FALSE);
4582                 }
4583
4584                 /* Amulets -- Amulets of the Magi and Resistance are good */
4585                 case TV_AMULET:
4586                 {
4587                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4588                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4589                         return (FALSE);
4590                 }
4591         }
4592
4593         /* Assume not good */
4594         return (FALSE);
4595 }
4596
4597
4598 /*
4599  * Attempt to make an object (normal or good/great)
4600  *
4601  * This routine plays nasty games to generate the "special artifacts".
4602  *
4603  * This routine uses "object_level" for the "generation level".
4604  *
4605  * We assume that the given object has been "wiped".
4606  */
4607 bool make_object(object_type *j_ptr, u32b mode)
4608 {
4609         int prob, base;
4610         byte obj_level;
4611
4612
4613         /* Chance of "special object" */
4614         prob = ((mode & AM_GOOD) ? 10 : 1000);
4615
4616         /* Base level for the object */
4617         base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4618
4619
4620         /* Generate a special object, or a normal object */
4621         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4622         {
4623                 int k_idx;
4624
4625                 /* Good objects */
4626                 if (mode & AM_GOOD)
4627                 {
4628                         /* Activate restriction */
4629                         get_obj_num_hook = kind_is_good;
4630
4631                         /* Prepare allocation table */
4632                         get_obj_num_prep();
4633                 }
4634
4635                 /* Pick a random object */
4636                 k_idx = get_obj_num(base);
4637
4638                 /* Good objects */
4639                 if (get_obj_num_hook)
4640                 {
4641                         /* Clear restriction */
4642                         get_obj_num_hook = NULL;
4643
4644                         /* Prepare allocation table */
4645                         get_obj_num_prep();
4646                 }
4647
4648                 /* Handle failure */
4649                 if (!k_idx) return (FALSE);
4650
4651                 /* Prepare the object */
4652                 object_prep(j_ptr, k_idx);
4653         }
4654
4655         /* Apply magic (allow artifacts) */
4656         apply_magic(j_ptr, object_level, mode);
4657
4658         /* Hack -- generate multiple spikes/missiles */
4659         switch (j_ptr->tval)
4660         {
4661                 case TV_SPIKE:
4662                 case TV_SHOT:
4663                 case TV_ARROW:
4664                 case TV_BOLT:
4665                 {
4666                         if (!j_ptr->name1)
4667                                 j_ptr->number = (byte)damroll(6, 7);
4668                 }
4669         }
4670
4671         obj_level = get_object_level(j_ptr);
4672         if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4673
4674         /* Notice "okay" out-of-depth objects */
4675         if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4676             (obj_level > dun_level))
4677         {
4678                 /* Rating increase */
4679                 rating += (obj_level - dun_level);
4680
4681                 /* Cheat -- peek at items */
4682                 if (cheat_peek) object_mention(j_ptr);
4683         }
4684
4685         /* Success */
4686         return (TRUE);
4687 }
4688
4689
4690 /*
4691  * Attempt to place an object (normal or good/great) at the given location.
4692  *
4693  * This routine plays nasty games to generate the "special artifacts".
4694  *
4695  * This routine uses "object_level" for the "generation level".
4696  *
4697  * This routine requires a clean floor grid destination.
4698  */
4699 void place_object(int y, int x, u32b mode)
4700 {
4701         s16b o_idx;
4702
4703         cave_type *c_ptr;
4704
4705         object_type forge;
4706         object_type *q_ptr;
4707
4708
4709         /* Paranoia -- check bounds */
4710         if (!in_bounds(y, x)) return;
4711
4712         /* Require clean floor space */
4713         if (!cave_clean_bold(y, x)) return;
4714
4715
4716         /* Get local object */
4717         q_ptr = &forge;
4718
4719         /* Wipe the object */
4720         object_wipe(q_ptr);
4721
4722         /* Make an object (if possible) */
4723         if (!make_object(q_ptr, mode)) return;
4724
4725
4726         /* Make an object */
4727         o_idx = o_pop();
4728
4729         /* Success */
4730         if (o_idx)
4731         {
4732                 object_type *o_ptr;
4733
4734                 /* Acquire object */
4735                 o_ptr = &o_list[o_idx];
4736
4737                 /* Structure Copy */
4738                 object_copy(o_ptr, q_ptr);
4739
4740                 /* Location */
4741                 o_ptr->iy = y;
4742                 o_ptr->ix = x;
4743
4744                 /* Acquire grid */
4745                 c_ptr = &cave[y][x];
4746
4747                 /* Build a stack */
4748                 o_ptr->next_o_idx = c_ptr->o_idx;
4749
4750                 /* Place the object */
4751                 c_ptr->o_idx = o_idx;
4752
4753                 /* Notice */
4754                 note_spot(y, x);
4755
4756                 /* Redraw */
4757                 lite_spot(y, x);
4758         }
4759         else
4760         {
4761                 /* Hack -- Preserve artifacts */
4762                 if (q_ptr->name1)
4763                 {
4764                         a_info[q_ptr->name1].cur_num = 0;
4765                 }
4766         }
4767 }
4768
4769
4770 /*
4771  * Make a treasure object
4772  *
4773  * The location must be a legal, clean, floor grid.
4774  */
4775 bool make_gold(object_type *j_ptr)
4776 {
4777         int i;
4778
4779         s32b base;
4780
4781
4782         /* Hack -- Pick a Treasure variety */
4783         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4784
4785         /* Apply "extra" magic */
4786         if (one_in_(GREAT_OBJ))
4787         {
4788                 i += randint1(object_level + 1);
4789         }
4790
4791         /* Hack -- Creeping Coins only generate "themselves" */
4792         if (coin_type) i = coin_type;
4793
4794         /* Do not create "illegal" Treasure Types */
4795         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4796
4797         /* Prepare a gold object */
4798         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4799
4800         /* Hack -- Base coin cost */
4801         base = k_info[OBJ_GOLD_LIST+i].cost;
4802
4803         /* Determine how much the treasure is "worth" */
4804         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4805
4806         /* Success */
4807         return (TRUE);
4808 }
4809
4810
4811 /*
4812  * Places a treasure (Gold or Gems) at given location
4813  *
4814  * The location must be a legal, clean, floor grid.
4815  */
4816 void place_gold(int y, int x)
4817 {
4818         s16b o_idx;
4819
4820         cave_type *c_ptr;
4821
4822         object_type forge;
4823         object_type *q_ptr;
4824
4825
4826         /* Paranoia -- check bounds */
4827         if (!in_bounds(y, x)) return;
4828
4829         /* Require clean floor space */
4830         if (!cave_clean_bold(y, x)) return;
4831
4832
4833         /* Get local object */
4834         q_ptr = &forge;
4835
4836         /* Wipe the object */
4837         object_wipe(q_ptr);
4838
4839         /* Make some gold */
4840         if (!make_gold(q_ptr)) return;
4841
4842
4843         /* Make an object */
4844         o_idx = o_pop();
4845
4846         /* Success */
4847         if (o_idx)
4848         {
4849                 object_type *o_ptr;
4850
4851                 /* Acquire object */
4852                 o_ptr = &o_list[o_idx];
4853
4854                 /* Copy the object */
4855                 object_copy(o_ptr, q_ptr);
4856
4857                 /* Save location */
4858                 o_ptr->iy = y;
4859                 o_ptr->ix = x;
4860
4861                 /* Acquire grid */
4862                 c_ptr = &cave[y][x];
4863
4864                 /* Build a stack */
4865                 o_ptr->next_o_idx = c_ptr->o_idx;
4866
4867                 /* Place the object */
4868                 c_ptr->o_idx = o_idx;
4869
4870                 /* Notice */
4871                 note_spot(y, x);
4872
4873                 /* Redraw */
4874                 lite_spot(y, x);
4875         }
4876 }
4877
4878
4879 /*
4880  * Let an object fall to the ground at or near a location.
4881  *
4882  * The initial location is assumed to be "in_bounds()".
4883  *
4884  * This function takes a parameter "chance".  This is the percentage
4885  * chance that the item will "disappear" instead of drop.  If the object
4886  * has been thrown, then this is the chance of disappearance on contact.
4887  *
4888  * Hack -- this function uses "chance" to determine if it should produce
4889  * some form of "description" of the drop event (under the player).
4890  *
4891  * We check several locations to see if we can find a location at which
4892  * the object can combine, stack, or be placed.  Artifacts will try very
4893  * hard to be placed, including "teleporting" to a useful grid if needed.
4894  */
4895 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4896 {
4897         int i, k, d, s;
4898
4899         int bs, bn;
4900         int by, bx;
4901         int dy, dx;
4902         int ty, tx;
4903
4904         s16b o_idx = 0;
4905
4906         s16b this_o_idx, next_o_idx = 0;
4907
4908         cave_type *c_ptr;
4909
4910         char o_name[MAX_NLEN];
4911
4912         bool flag = FALSE;
4913         bool done = FALSE;
4914
4915 #ifndef JP
4916         /* Extract plural */
4917         bool plural = (j_ptr->number != 1);
4918 #endif
4919
4920         /* Describe object */
4921         object_desc(o_name, j_ptr, FALSE, 0);
4922
4923
4924         /* Handle normal "breakage" */
4925         if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4926         {
4927                 /* Message */
4928 #ifdef JP
4929                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4930 #else
4931                 msg_format("The %s disappear%s.",
4932                            o_name, (plural ? "" : "s"));
4933 #endif
4934
4935
4936                 /* Debug */
4937 #ifdef JP
4938                 if (p_ptr->wizard) msg_print("(ÇË»)");
4939 #else
4940                 if (p_ptr->wizard) msg_print("(breakage)");
4941 #endif
4942
4943
4944                 /* Failure */
4945                 return (0);
4946         }
4947
4948
4949         /* Score */
4950         bs = -1;
4951
4952         /* Picker */
4953         bn = 0;
4954
4955         /* Default */
4956         by = y;
4957         bx = x;
4958
4959         /* Scan local grids */
4960         for (dy = -3; dy <= 3; dy++)
4961         {
4962                 /* Scan local grids */
4963                 for (dx = -3; dx <= 3; dx++)
4964                 {
4965                         bool comb = FALSE;
4966
4967                         /* Calculate actual distance */
4968                         d = (dy * dy) + (dx * dx);
4969
4970                         /* Ignore distant grids */
4971                         if (d > 10) continue;
4972
4973                         /* Location */
4974                         ty = y + dy;
4975                         tx = x + dx;
4976
4977                         /* Skip illegal grids */
4978                         if (!in_bounds(ty, tx)) continue;
4979
4980                         /* Require line of sight */
4981                         if (!los(y, x, ty, tx)) continue;
4982
4983                         /* Obtain grid */
4984                         c_ptr = &cave[ty][tx];
4985
4986                         /* Require floor space */
4987                         if ((c_ptr->feat != FEAT_FLOOR) &&
4988                             (c_ptr->feat != FEAT_SHAL_WATER) &&
4989                             (c_ptr->feat != FEAT_GRASS) &&
4990                             (c_ptr->feat != FEAT_DIRT) &&
4991                             (c_ptr->feat != FEAT_FLOWER) &&
4992                             (c_ptr->feat != FEAT_DEEP_GRASS) &&
4993                             (c_ptr->feat != FEAT_SHAL_LAVA) &&
4994                             (c_ptr->feat != FEAT_TREES)) continue;
4995                         if (c_ptr->info & (CAVE_OBJECT)) continue;
4996
4997                         /* No objects */
4998                         k = 0;
4999
5000                         /* Scan objects in that grid */
5001                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5002                         {
5003                                 object_type *o_ptr;
5004
5005                                 /* Acquire object */
5006                                 o_ptr = &o_list[this_o_idx];
5007
5008                                 /* Acquire next object */
5009                                 next_o_idx = o_ptr->next_o_idx;
5010
5011                                 /* Check for possible combination */
5012                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5013
5014                                 /* Count objects */
5015                                 k++;
5016                         }
5017
5018                         /* Add new object */
5019                         if (!comb) k++;
5020
5021                         /* Paranoia */
5022                         if (k > 99) continue;
5023
5024                         /* Calculate score */
5025                         s = 1000 - (d + k * 5);
5026
5027                         /* Skip bad values */
5028                         if (s < bs) continue;
5029
5030                         /* New best value */
5031                         if (s > bs) bn = 0;
5032
5033                         /* Apply the randomizer to equivalent values */
5034                         if ((++bn >= 2) && !one_in_(bn)) continue;
5035
5036                         /* Keep score */
5037                         bs = s;
5038
5039                         /* Track it */
5040                         by = ty;
5041                         bx = tx;
5042
5043                         /* Okay */
5044                         flag = TRUE;
5045                 }
5046         }
5047
5048
5049         /* Handle lack of space */
5050         if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5051         {
5052                 /* Message */
5053 #ifdef JP
5054                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5055 #else
5056                 msg_format("The %s disappear%s.",
5057                            o_name, (plural ? "" : "s"));
5058 #endif
5059
5060
5061                 /* Debug */
5062 #ifdef JP
5063                 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5064 #else
5065                 if (p_ptr->wizard) msg_print("(no floor space)");
5066 #endif
5067
5068
5069                 /* Failure */
5070                 return (0);
5071         }
5072
5073
5074         /* Find a grid */
5075         for (i = 0; !flag; i++)
5076         {
5077                 /* Bounce around */
5078                 if (i < 1000)
5079                 {
5080                         ty = rand_spread(by, 1);
5081                         tx = rand_spread(bx, 1);
5082                 }
5083
5084                 /* Random locations */
5085                 else
5086                 {
5087                         ty = randint0(cur_hgt);
5088                         tx = randint0(cur_wid);
5089                 }
5090
5091                 /* Grid */
5092                 c_ptr = &cave[ty][tx];
5093
5094                 /* Require floor space (or shallow terrain) -KMW- */
5095                 if ((c_ptr->feat != FEAT_FLOOR) &&
5096                     (c_ptr->feat != FEAT_SHAL_WATER) &&
5097                     (c_ptr->feat != FEAT_GRASS) &&
5098                     (c_ptr->feat != FEAT_DIRT) &&
5099                     (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5100
5101                 /* Bounce to that location */
5102                 by = ty;
5103                 bx = tx;
5104
5105                 /* Require floor space */
5106                 if (!cave_clean_bold(by, bx)) continue;
5107
5108                 /* Okay */
5109                 flag = TRUE;
5110         }
5111
5112
5113         /* Grid */
5114         c_ptr = &cave[by][bx];
5115
5116         /* Scan objects in that grid for combination */
5117         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5118         {
5119                 object_type *o_ptr;
5120
5121                 /* Acquire object */
5122                 o_ptr = &o_list[this_o_idx];
5123
5124                 /* Acquire next object */
5125                 next_o_idx = o_ptr->next_o_idx;
5126
5127                 /* Check for combination */
5128                 if (object_similar(o_ptr, j_ptr))
5129                 {
5130                         /* Combine the items */
5131                         object_absorb(o_ptr, j_ptr);
5132
5133                         /* Success */
5134                         done = TRUE;
5135
5136                         /* Done */
5137                         break;
5138                 }
5139         }
5140
5141         /* Get new object */
5142         if (!done) o_idx = o_pop();
5143
5144         /* Failure */
5145         if (!done && !o_idx)
5146         {
5147                 /* Message */
5148 #ifdef JP
5149                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5150 #else
5151                 msg_format("The %s disappear%s.",
5152                            o_name, (plural ? "" : "s"));
5153 #endif
5154
5155
5156                 /* Debug */
5157 #ifdef JP
5158                 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5159 #else
5160                 if (p_ptr->wizard) msg_print("(too many objects)");
5161 #endif
5162
5163
5164                 /* Hack -- Preserve artifacts */
5165                 if (j_ptr->name1)
5166                 {
5167                         a_info[j_ptr->name1].cur_num = 0;
5168                 }
5169
5170                 /* Failure */
5171                 return (0);
5172         }
5173
5174         /* Stack */
5175         if (!done)
5176         {
5177                 /* Structure copy */
5178                 object_copy(&o_list[o_idx], j_ptr);
5179
5180                 /* Access new object */
5181                 j_ptr = &o_list[o_idx];
5182
5183                 /* Locate */
5184                 j_ptr->iy = by;
5185                 j_ptr->ix = bx;
5186
5187                 /* No monster */
5188                 j_ptr->held_m_idx = 0;
5189
5190                 /* Build a stack */
5191                 j_ptr->next_o_idx = c_ptr->o_idx;
5192
5193                 /* Place the object */
5194                 c_ptr->o_idx = o_idx;
5195
5196                 /* Success */
5197                 done = TRUE;
5198         }
5199
5200         /* Note the spot */
5201         note_spot(by, bx);
5202
5203         /* Draw the spot */
5204         lite_spot(by, bx);
5205
5206         /* Sound */
5207         sound(SOUND_DROP);
5208
5209         /* Mega-Hack -- no message if "dropped" by player */
5210         /* Message when an object falls under the player */
5211         if (chance && (by == py) && (bx == px))
5212         {
5213 #ifdef JP
5214                 msg_print("²¿¤«¤¬Â­²¼¤Ëž¤¬¤Ã¤Æ¤­¤¿¡£");
5215 #else
5216                 msg_print("You feel something roll beneath your feet.");
5217 #endif
5218
5219         }
5220
5221         /* XXX XXX XXX */
5222
5223         /* Result */
5224         return (o_idx);
5225 }
5226
5227
5228 /*
5229  * Scatter some "great" objects near the player
5230  */
5231 void acquirement(int y1, int x1, int num, bool great, bool known)
5232 {
5233         object_type *i_ptr;
5234         object_type object_type_body;
5235         u32b mode = AM_OKAY | AM_GOOD | (great ? AM_GREAT : 0L);
5236
5237         /* Acquirement */
5238         while (num--)
5239         {
5240                 /* Get local object */
5241                 i_ptr = &object_type_body;
5242
5243                 /* Wipe the object */
5244                 object_wipe(i_ptr);
5245
5246                 /* Make a good (or great) object (if possible) */
5247                 if (!make_object(i_ptr, mode)) continue;
5248
5249                 if (known)
5250                 {
5251                         object_aware(i_ptr);
5252                         object_known(i_ptr);
5253                 }
5254
5255                 /* Drop the object */
5256                 (void)drop_near(i_ptr, -1, y1, x1);
5257         }
5258 }
5259
5260
5261 #define MAX_TRAPS               18
5262
5263 static int trap_num[MAX_TRAPS] =
5264 {
5265         FEAT_TRAP_TRAPDOOR,
5266         FEAT_TRAP_PIT,
5267         FEAT_TRAP_SPIKED_PIT,
5268         FEAT_TRAP_POISON_PIT,
5269         FEAT_TRAP_TY_CURSE,
5270         FEAT_TRAP_TELEPORT,
5271         FEAT_TRAP_FIRE,
5272         FEAT_TRAP_ACID,
5273         FEAT_TRAP_SLOW,
5274         FEAT_TRAP_LOSE_STR,
5275         FEAT_TRAP_LOSE_DEX,
5276         FEAT_TRAP_LOSE_CON,
5277         FEAT_TRAP_BLIND,
5278         FEAT_TRAP_CONFUSE,
5279         FEAT_TRAP_POISON,
5280         FEAT_TRAP_SLEEP,
5281         FEAT_TRAP_TRAPS,
5282         FEAT_TRAP_ALARM,
5283 };
5284
5285
5286 /*
5287  * Get random trap
5288  *
5289  * XXX XXX XXX This routine should be redone to reflect trap "level".
5290  * That is, it does not make sense to have spiked pits at 50 feet.
5291  * Actually, it is not this routine, but the "trap instantiation"
5292  * code, which should also check for "trap doors" on quest levels.
5293  */
5294 byte choose_random_trap(void)
5295 {
5296         byte feat;
5297
5298         /* Pick a trap */
5299         while (1)
5300         {
5301                 /* Hack -- pick a trap */
5302                 feat = trap_num[randint0(MAX_TRAPS)];
5303
5304                 /* Accept non-trapdoors */
5305                 if (feat != FEAT_TRAP_TRAPDOOR) break;
5306
5307                 /* Hack -- no trap doors on special levels */
5308                 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5309
5310                 /* Hack -- no trap doors on the deepest level */
5311                 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5312
5313                 break;
5314         }
5315
5316         return feat;
5317 }
5318
5319 /*
5320  * Disclose an invisible trap
5321  */
5322 void disclose_grid(int y, int x)
5323 {
5324         cave_type *c_ptr = &cave[y][x];
5325
5326         /* Paranoia */
5327         if (!c_ptr->mimic) return;
5328
5329         /* No longer hidden */
5330         c_ptr->mimic = 0;
5331
5332         /* Notice */
5333         note_spot(y, x);
5334
5335         /* Redraw */
5336         lite_spot(y, x);
5337 }
5338
5339
5340 /*
5341  * Places a random trap at the given location.
5342  *
5343  * The location must be a legal, naked, floor grid.
5344  *
5345  * Note that all traps start out as "invisible" and "untyped", and then
5346  * when they are "discovered" (by detecting them or setting them off),
5347  * the trap is "instantiated" as a visible, "typed", trap.
5348  */
5349 void place_trap(int y, int x)
5350 {
5351         cave_type *c_ptr = &cave[y][x];
5352
5353         /* Paranoia -- verify location */
5354         if (!in_bounds(y, x)) return;
5355
5356         /* Require empty, clean, floor grid */
5357         if (!cave_naked_bold(y, x)) return;
5358
5359         /* Place an invisible trap */
5360         c_ptr->mimic = c_ptr->feat;
5361         c_ptr->feat = choose_random_trap();
5362 }
5363
5364
5365 /*
5366  * Describe the charges on an item in the inventory.
5367  */
5368 void inven_item_charges(int item)
5369 {
5370         object_type *o_ptr = &inventory[item];
5371
5372         /* Require staff/wand */
5373         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5374
5375         /* Require known item */
5376         if (!object_known_p(o_ptr)) return;
5377
5378 #ifdef JP
5379         if (o_ptr->pval <= 0)
5380         {
5381                 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5382         }
5383         else
5384         {
5385                 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5386         }
5387 #else
5388         /* Multiple charges */
5389         if (o_ptr->pval != 1)
5390         {
5391                 /* Print a message */
5392                 msg_format("You have %d charges remaining.", o_ptr->pval);
5393         }
5394
5395         /* Single charge */
5396         else
5397         {
5398                 /* Print a message */
5399                 msg_format("You have %d charge remaining.", o_ptr->pval);
5400         }
5401 #endif
5402
5403 }
5404
5405
5406 /*
5407  * Describe an item in the inventory.
5408  */
5409 void inven_item_describe(int item)
5410 {
5411         object_type *o_ptr = &inventory[item];
5412         char        o_name[MAX_NLEN];
5413
5414         /* Get a description */
5415         object_desc(o_name, o_ptr, TRUE, 3);
5416
5417         /* Print a message */
5418 #ifdef JP
5419         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5420         if (o_ptr->number <= 0)
5421         {
5422                 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5423                 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5424         }
5425         else
5426         {
5427                 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5428                 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5429         }
5430 #else
5431         msg_format("You have %s.", o_name);
5432 #endif
5433
5434 }
5435
5436
5437 /*
5438  * Increase the "number" of an item in the inventory
5439  */
5440 void inven_item_increase(int item, int num)
5441 {
5442         object_type *o_ptr = &inventory[item];
5443
5444         /* Apply */
5445         num += o_ptr->number;
5446
5447         /* Bounds check */
5448         if (num > 255) num = 255;
5449         else if (num < 0) num = 0;
5450
5451         /* Un-apply */
5452         num -= o_ptr->number;
5453
5454         /* Change the number and weight */
5455         if (num)
5456         {
5457                 /* Add the number */
5458                 o_ptr->number += num;
5459
5460                 /* Add the weight */
5461                 p_ptr->total_weight += (num * o_ptr->weight);
5462
5463                 /* Recalculate bonuses */
5464                 p_ptr->update |= (PU_BONUS);
5465
5466                 /* Recalculate mana XXX */
5467                 p_ptr->update |= (PU_MANA);
5468
5469                 /* Combine the pack */
5470                 p_ptr->notice |= (PN_COMBINE);
5471
5472                 /* Window stuff */
5473                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5474         }
5475 }
5476
5477
5478 /*
5479  * Erase an inventory slot if it has no more items
5480  */
5481 void inven_item_optimize(int item)
5482 {
5483         object_type *o_ptr = &inventory[item];
5484
5485         /* Only optimize real items */
5486         if (!o_ptr->k_idx) return;
5487
5488         /* Only optimize empty items */
5489         if (o_ptr->number) return;
5490
5491         /* The item is in the pack */
5492         if (item < INVEN_RARM)
5493         {
5494                 int i;
5495
5496                 /* One less item */
5497                 inven_cnt--;
5498
5499                 /* Slide everything down */
5500                 for (i = item; i < INVEN_PACK; i++)
5501                 {
5502                         /* Structure copy */
5503                         inventory[i] = inventory[i+1];
5504                 }
5505
5506                 /* Erase the "final" slot */
5507                 object_wipe(&inventory[i]);
5508
5509                 /* Window stuff */
5510                 p_ptr->window |= (PW_INVEN);
5511         }
5512
5513         /* The item is being wielded */
5514         else
5515         {
5516                 /* One less item */
5517                 equip_cnt--;
5518
5519                 /* Erase the empty slot */
5520                 object_wipe(&inventory[item]);
5521
5522                 /* Recalculate bonuses */
5523                 p_ptr->update |= (PU_BONUS);
5524
5525                 /* Recalculate torch */
5526                 p_ptr->update |= (PU_TORCH);
5527
5528                 /* Recalculate mana XXX */
5529                 p_ptr->update |= (PU_MANA);
5530
5531                 /* Window stuff */
5532                 p_ptr->window |= (PW_EQUIP);
5533         }
5534
5535         /* Window stuff */
5536         p_ptr->window |= (PW_SPELL);
5537 }
5538
5539
5540 /*
5541  * Describe the charges on an item on the floor.
5542  */
5543 void floor_item_charges(int item)
5544 {
5545         object_type *o_ptr = &o_list[item];
5546
5547         /* Require staff/wand */
5548         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5549
5550         /* Require known item */
5551         if (!object_known_p(o_ptr)) return;
5552
5553 #ifdef JP
5554         if (o_ptr->pval <= 0)
5555         {
5556                 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5557         }
5558         else
5559         {
5560                 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5561         }
5562 #else
5563         /* Multiple charges */
5564         if (o_ptr->pval != 1)
5565         {
5566                 /* Print a message */
5567                 msg_format("There are %d charges remaining.", o_ptr->pval);
5568         }
5569
5570         /* Single charge */
5571         else
5572         {
5573                 /* Print a message */
5574                 msg_format("There is %d charge remaining.", o_ptr->pval);
5575         }
5576 #endif
5577
5578 }
5579
5580
5581 /*
5582  * Describe an item in the inventory.
5583  */
5584 void floor_item_describe(int item)
5585 {
5586         object_type *o_ptr = &o_list[item];
5587         char        o_name[MAX_NLEN];
5588
5589         /* Get a description */
5590         object_desc(o_name, o_ptr, TRUE, 3);
5591
5592         /* Print a message */
5593 #ifdef JP
5594         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5595         if (o_ptr->number <= 0)
5596         {
5597                 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5598         }
5599         else
5600         {
5601                 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5602         }
5603 #else
5604         msg_format("You see %s.", o_name);
5605 #endif
5606
5607 }
5608
5609
5610 /*
5611  * Increase the "number" of an item on the floor
5612  */
5613 void floor_item_increase(int item, int num)
5614 {
5615         object_type *o_ptr = &o_list[item];
5616
5617         /* Apply */
5618         num += o_ptr->number;
5619
5620         /* Bounds check */
5621         if (num > 255) num = 255;
5622         else if (num < 0) num = 0;
5623
5624         /* Un-apply */
5625         num -= o_ptr->number;
5626
5627         /* Change the number */
5628         o_ptr->number += num;
5629 }
5630
5631
5632 /*
5633  * Optimize an item on the floor (destroy "empty" items)
5634  */
5635 void floor_item_optimize(int item)
5636 {
5637         object_type *o_ptr = &o_list[item];
5638
5639         /* Paranoia -- be sure it exists */
5640         if (!o_ptr->k_idx) return;
5641
5642         /* Only optimize empty items */
5643         if (o_ptr->number) return;
5644
5645         /* Delete the object */
5646         delete_object_idx(item);
5647 }
5648
5649
5650 /*
5651  * Check if we have space for an item in the pack without overflow
5652  */
5653 bool inven_carry_okay(object_type *o_ptr)
5654 {
5655         int j;
5656
5657         /* Empty slot? */
5658         if (inven_cnt < INVEN_PACK) return (TRUE);
5659
5660         /* Similar slot? */
5661         for (j = 0; j < INVEN_PACK; j++)
5662         {
5663                 object_type *j_ptr = &inventory[j];
5664
5665                 /* Skip non-objects */
5666                 if (!j_ptr->k_idx) continue;
5667
5668                 /* Check if the two items can be combined */
5669                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5670         }
5671
5672         /* Nope */
5673         return (FALSE);
5674 }
5675
5676
5677 /*
5678  * Add an item to the players inventory, and return the slot used.
5679  *
5680  * If the new item can combine with an existing item in the inventory,
5681  * it will do so, using "object_similar()" and "object_absorb()", else,
5682  * the item will be placed into the "proper" location in the inventory.
5683  *
5684  * This function can be used to "over-fill" the player's pack, but only
5685  * once, and such an action must trigger the "overflow" code immediately.
5686  * Note that when the pack is being "over-filled", the new item must be
5687  * placed into the "overflow" slot, and the "overflow" must take place
5688  * before the pack is reordered, but (optionally) after the pack is
5689  * combined.  This may be tricky.  See "dungeon.c" for info.
5690  *
5691  * Note that this code must remove any location/stack information
5692  * from the object once it is placed into the inventory.
5693  */
5694 s16b inven_carry(object_type *o_ptr)
5695 {
5696         int i, j, k;
5697         int n = -1;
5698
5699         object_type *j_ptr;
5700
5701
5702         /* Check for combining */
5703         for (j = 0; j < INVEN_PACK; j++)
5704         {
5705                 j_ptr = &inventory[j];
5706
5707                 /* Skip non-objects */
5708                 if (!j_ptr->k_idx) continue;
5709
5710                 /* Hack -- track last item */
5711                 n = j;
5712
5713                 /* Check if the two items can be combined */
5714                 if (object_similar(j_ptr, o_ptr))
5715                 {
5716                         /* Combine the items */
5717                         object_absorb(j_ptr, o_ptr);
5718
5719                         /* Increase the weight */
5720                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5721
5722                         /* Recalculate bonuses */
5723                         p_ptr->update |= (PU_BONUS);
5724
5725                         /* Window stuff */
5726                         p_ptr->window |= (PW_INVEN);
5727
5728                         /* Success */
5729                         return (j);
5730                 }
5731         }
5732
5733
5734         /* Paranoia */
5735         if (inven_cnt > INVEN_PACK) return (-1);
5736
5737         /* Find an empty slot */
5738         for (j = 0; j <= INVEN_PACK; j++)
5739         {
5740                 j_ptr = &inventory[j];
5741
5742                 /* Use it if found */
5743                 if (!j_ptr->k_idx) break;
5744         }
5745
5746         /* Use that slot */
5747         i = j;
5748
5749
5750         /* Reorder the pack */
5751         if (i < INVEN_PACK)
5752         {
5753                 s32b o_value, j_value;
5754
5755                 /* Get the "value" of the item */
5756                 o_value = object_value(o_ptr);
5757
5758                 /* Scan every occupied slot */
5759                 for (j = 0; j < INVEN_PACK; j++)
5760                 {
5761                         j_ptr = &inventory[j];
5762
5763                         /* Use empty slots */
5764                         if (!j_ptr->k_idx) break;
5765
5766                         /* Hack -- readable books always come first */
5767                         if ((o_ptr->tval == REALM1_BOOK) &&
5768                             (j_ptr->tval != REALM1_BOOK)) break;
5769                         if ((j_ptr->tval == REALM1_BOOK) &&
5770                             (o_ptr->tval != REALM1_BOOK)) continue;
5771
5772                         if ((o_ptr->tval == REALM2_BOOK) &&
5773                             (j_ptr->tval != REALM2_BOOK)) break;
5774                         if ((j_ptr->tval == REALM2_BOOK) &&
5775                             (o_ptr->tval != REALM2_BOOK)) continue;
5776
5777                         /* Objects sort by decreasing type */
5778                         if (o_ptr->tval > j_ptr->tval) break;
5779                         if (o_ptr->tval < j_ptr->tval) continue;
5780
5781                         /* Non-aware (flavored) items always come last */
5782                         if (!object_aware_p(o_ptr)) continue;
5783                         if (!object_aware_p(j_ptr)) break;
5784
5785                         /* Objects sort by increasing sval */
5786                         if (o_ptr->sval < j_ptr->sval) break;
5787                         if (o_ptr->sval > j_ptr->sval) continue;
5788
5789                         /* Unidentified objects always come last */
5790                         if (!object_known_p(o_ptr)) continue;
5791                         if (!object_known_p(j_ptr)) break;
5792
5793                         /* Hack:  otherwise identical rods sort by
5794                         increasing recharge time --dsb */
5795                         if (o_ptr->tval == TV_ROD)
5796                         {
5797                                 if (o_ptr->pval < j_ptr->pval) break;
5798                                 if (o_ptr->pval > j_ptr->pval) continue;
5799                         }
5800
5801                         /* Determine the "value" of the pack item */
5802                         j_value = object_value(j_ptr);
5803
5804                         /* Objects sort by decreasing value */
5805                         if (o_value > j_value) break;
5806                         if (o_value < j_value) continue;
5807                 }
5808
5809                 /* Use that slot */
5810                 i = j;
5811
5812                 /* Slide objects */
5813                 for (k = n; k >= i; k--)
5814                 {
5815                         /* Hack -- Slide the item */
5816                         object_copy(&inventory[k+1], &inventory[k]);
5817                 }
5818
5819                 /* Wipe the empty slot */
5820                 object_wipe(&inventory[i]);
5821         }
5822
5823
5824         /* Copy the item */
5825         object_copy(&inventory[i], o_ptr);
5826
5827         /* Access new object */
5828         j_ptr = &inventory[i];
5829
5830         /* Forget stack */
5831         j_ptr->next_o_idx = 0;
5832
5833         /* Forget monster */
5834         j_ptr->held_m_idx = 0;
5835
5836         /* Forget location */
5837         j_ptr->iy = j_ptr->ix = 0;
5838
5839         /* No longer marked */
5840         j_ptr->marked = 0;
5841
5842         /* Increase the weight */
5843         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5844
5845         /* Count the items */
5846         inven_cnt++;
5847
5848         /* Recalculate bonuses */
5849         p_ptr->update |= (PU_BONUS);
5850
5851         /* Combine and Reorder pack */
5852         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5853
5854         /* Window stuff */
5855         p_ptr->window |= (PW_INVEN);
5856
5857         /* Return the slot */
5858         return (i);
5859 }
5860
5861
5862 /*
5863  * Take off (some of) a non-cursed equipment item
5864  *
5865  * Note that only one item at a time can be wielded per slot.
5866  *
5867  * Note that taking off an item when "full" may cause that item
5868  * to fall to the ground.
5869  *
5870  * Return the inventory slot into which the item is placed.
5871  */
5872 s16b inven_takeoff(int item, int amt)
5873 {
5874         int slot;
5875
5876         object_type forge;
5877         object_type *q_ptr;
5878
5879         object_type *o_ptr;
5880
5881         cptr act;
5882
5883         char o_name[MAX_NLEN];
5884
5885
5886         /* Get the item to take off */
5887         o_ptr = &inventory[item];
5888
5889         /* Paranoia */
5890         if (amt <= 0) return (-1);
5891
5892         /* Verify */
5893         if (amt > o_ptr->number) amt = o_ptr->number;
5894
5895         /* Get local object */
5896         q_ptr = &forge;
5897
5898         /* Obtain a local object */
5899         object_copy(q_ptr, o_ptr);
5900
5901         /* Modify quantity */
5902         q_ptr->number = amt;
5903
5904         /* Describe the object */
5905         object_desc(o_name, q_ptr, TRUE, 3);
5906
5907         /* Took off weapon */
5908         if (item == INVEN_RARM)
5909         {
5910 #ifdef JP
5911                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5912 #else
5913                 act = "You were wielding";
5914 #endif
5915
5916         }
5917
5918         /* Took off bow */
5919         else if (item == INVEN_BOW)
5920         {
5921 #ifdef JP
5922                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5923 #else
5924                 act = "You were holding";
5925 #endif
5926
5927         }
5928
5929         /* Took off light */
5930         else if (item == INVEN_LITE)
5931         {
5932 #ifdef JP
5933                 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5934 #else
5935                 act = "You were holding";
5936 #endif
5937
5938         }
5939
5940         /* Took off something */
5941         else
5942         {
5943 #ifdef JP
5944                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5945 #else
5946                 act = "You were wearing";
5947 #endif
5948
5949         }
5950
5951         /* Modify, Optimize */
5952         inven_item_increase(item, -amt);
5953         inven_item_optimize(item);
5954
5955         /* Carry the object */
5956         slot = inven_carry(q_ptr);
5957
5958         /* Message */
5959 #ifdef JP
5960         msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5961 #else
5962         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5963 #endif
5964
5965
5966         /* Return slot */
5967         return (slot);
5968 }
5969
5970
5971 /*
5972  * Drop (some of) a non-cursed inventory/equipment item
5973  *
5974  * The object will be dropped "near" the current location
5975  */
5976 void inven_drop(int item, int amt)
5977 {
5978         object_type forge;
5979         object_type *q_ptr;
5980
5981         object_type *o_ptr;
5982
5983         char o_name[MAX_NLEN];
5984
5985
5986         /* Access original object */
5987         o_ptr = &inventory[item];
5988
5989         /* Error check */
5990         if (amt <= 0) return;
5991
5992         /* Not too many */
5993         if (amt > o_ptr->number) amt = o_ptr->number;
5994
5995
5996         /* Take off equipment */
5997         if (item >= INVEN_RARM)
5998         {
5999                 /* Take off first */
6000                 item = inven_takeoff(item, amt);
6001
6002                 /* Access original object */
6003                 o_ptr = &inventory[item];
6004         }
6005
6006
6007         /* Get local object */
6008         q_ptr = &forge;
6009
6010         /* Obtain local object */
6011         object_copy(q_ptr, o_ptr);
6012
6013         /* Distribute charges of wands or rods */
6014         distribute_charges(o_ptr, q_ptr, amt);
6015
6016         /* Modify quantity */
6017         q_ptr->number = amt;
6018
6019         /* Describe local object */
6020         object_desc(o_name, q_ptr, TRUE, 3);
6021
6022         /* Message */
6023 #ifdef JP
6024         msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6025 #else
6026         msg_format("You drop %s (%c).", o_name, index_to_label(item));
6027 #endif
6028
6029
6030         /* Drop it near the player */
6031         (void)drop_near(q_ptr, 0, py, px);
6032
6033         /* Modify, Describe, Optimize */
6034         inven_item_increase(item, -amt);
6035         inven_item_describe(item);
6036         inven_item_optimize(item);
6037 }
6038
6039
6040 /*
6041  * Combine items in the pack
6042  *
6043  * Note special handling of the "overflow" slot
6044  */
6045 void combine_pack(void)
6046 {
6047         int             i, j, k;
6048         object_type     *o_ptr;
6049         object_type     *j_ptr;
6050         bool            flag = FALSE;
6051
6052
6053         /* Combine the pack (backwards) */
6054         for (i = INVEN_PACK; i > 0; i--)
6055         {
6056                 /* Get the item */
6057                 o_ptr = &inventory[i];
6058
6059                 /* Skip empty items */
6060                 if (!o_ptr->k_idx) continue;
6061
6062                 /* Scan the items above that item */
6063                 for (j = 0; j < i; j++)
6064                 {
6065                         int max_num;
6066
6067                         /* Get the item */
6068                         j_ptr = &inventory[j];
6069
6070                         /* Skip empty items */
6071                         if (!j_ptr->k_idx) continue;
6072
6073                         /*
6074                          * Get maximum number of the stack if these
6075                          * are similar, get zero otherwise.
6076                          */
6077                         max_num = object_similar_part(j_ptr, o_ptr);
6078
6079                         /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6080                         if (max_num && j_ptr->number < max_num)
6081                         {
6082                                 if (o_ptr->number + j_ptr->number <= max_num)
6083                                 {
6084                                         /* Take note */
6085                                         flag = TRUE;
6086
6087                                         /* Add together the item counts */
6088                                         object_absorb(j_ptr, o_ptr);
6089
6090                                         /* One object is gone */
6091                                         inven_cnt--;
6092
6093                                         /* Slide everything down */
6094                                         for (k = i; k < INVEN_PACK; k++)
6095                                         {
6096                                                 /* Structure copy */
6097                                                 inventory[k] = inventory[k+1];
6098                                         }
6099                                         
6100                                         /* Erase the "final" slot */
6101                                         object_wipe(&inventory[k]);
6102                                 }
6103                                 else
6104                                 {
6105                                         int old_num = o_ptr->number;
6106                                         int remain = j_ptr->number + o_ptr->number - max_num;
6107 #if 0
6108                                         o_ptr->number -= remain;
6109 #endif
6110                                         /* Add together the item counts */
6111                                         object_absorb(j_ptr, o_ptr);
6112
6113                                         o_ptr->number = remain;
6114
6115                                         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6116                                         if (o_ptr->tval == TV_ROD)
6117                                         {
6118                                                 o_ptr->pval =  o_ptr->pval * remain / old_num;
6119                                                 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6120                                         }
6121
6122                                         /* Hack -- if wands are stacking, combine the charges. -LM- */
6123                                         if (o_ptr->tval == TV_WAND)
6124                                         {
6125                                                 o_ptr->pval = o_ptr->pval * remain / old_num;
6126                                         }
6127                                 }
6128
6129                                 /* Window stuff */
6130                                 p_ptr->window |= (PW_INVEN);
6131                                 
6132                                 /* Done */
6133                                 break;
6134                         }
6135                 }
6136         }
6137
6138         /* Message */
6139 #ifdef JP
6140         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6141 #else
6142         if (flag) msg_print("You combine some items in your pack.");
6143 #endif
6144 }
6145
6146
6147 /*
6148  * Reorder items in the pack
6149  *
6150  * Note special handling of the "overflow" slot
6151  */
6152 void reorder_pack(void)
6153 {
6154         int             i, j, k;
6155         s32b            o_value;
6156         s32b            j_value;
6157         object_type     forge;
6158         object_type     *q_ptr;
6159         object_type     *j_ptr;
6160         object_type     *o_ptr;
6161         bool            flag = FALSE;
6162
6163
6164         /* Re-order the pack (forwards) */
6165         for (i = 0; i < INVEN_PACK; i++)
6166         {
6167                 /* Mega-Hack -- allow "proper" over-flow */
6168                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6169
6170                 /* Get the item */
6171                 o_ptr = &inventory[i];
6172
6173                 /* Skip empty slots */
6174                 if (!o_ptr->k_idx) continue;
6175
6176                 /* Get the "value" of the item */
6177                 o_value = object_value(o_ptr);
6178
6179                 /* Scan every occupied slot */
6180                 for (j = 0; j < INVEN_PACK; j++)
6181                 {
6182                         /* Get the item already there */
6183                         j_ptr = &inventory[j];
6184
6185                         /* Use empty slots */
6186                         if (!j_ptr->k_idx) break;
6187
6188                         /* Hack -- readable books always come first */
6189                         if ((o_ptr->tval == REALM1_BOOK) &&
6190                             (j_ptr->tval != REALM1_BOOK)) break;
6191                         if ((j_ptr->tval == REALM1_BOOK) &&
6192                             (o_ptr->tval != REALM1_BOOK)) continue;
6193
6194                         if ((o_ptr->tval == REALM2_BOOK) &&
6195                             (j_ptr->tval != REALM2_BOOK)) break;
6196                         if ((j_ptr->tval == REALM2_BOOK) &&
6197                             (o_ptr->tval != REALM2_BOOK)) continue;
6198
6199                         /* Objects sort by decreasing type */
6200                         if (o_ptr->tval > j_ptr->tval) break;
6201                         if (o_ptr->tval < j_ptr->tval) continue;
6202
6203                         /* Non-aware (flavored) items always come last */
6204                         if (!object_aware_p(o_ptr)) continue;
6205                         if (!object_aware_p(j_ptr)) break;
6206
6207                         /* Objects sort by increasing sval */
6208                         if (o_ptr->sval < j_ptr->sval) break;
6209                         if (o_ptr->sval > j_ptr->sval) continue;
6210
6211                         /* Unidentified objects always come last */
6212                         if (!object_known_p(o_ptr)) continue;
6213                         if (!object_known_p(j_ptr)) break;
6214
6215                         /* Hack:  otherwise identical rods sort by
6216                         increasing recharge time --dsb */
6217                         if (o_ptr->tval == TV_ROD)
6218                         {
6219                                 if (o_ptr->pval < j_ptr->pval) break;
6220                                 if (o_ptr->pval > j_ptr->pval) continue;
6221                         }
6222
6223                         /* Determine the "value" of the pack item */
6224                         j_value = object_value(j_ptr);
6225
6226
6227
6228                         /* Objects sort by decreasing value */
6229                         if (o_value > j_value) break;
6230                         if (o_value < j_value) continue;
6231                 }
6232
6233                 /* Never move down */
6234                 if (j >= i) continue;
6235
6236                 /* Take note */
6237                 flag = TRUE;
6238
6239                 /* Get local object */
6240                 q_ptr = &forge;
6241
6242                 /* Save a copy of the moving item */
6243                 object_copy(q_ptr, &inventory[i]);
6244
6245                 /* Slide the objects */
6246                 for (k = i; k > j; k--)
6247                 {
6248                         /* Slide the item */
6249                         object_copy(&inventory[k], &inventory[k-1]);
6250                 }
6251
6252                 /* Insert the moving item */
6253                 object_copy(&inventory[j], q_ptr);
6254
6255                 /* Window stuff */
6256                 p_ptr->window |= (PW_INVEN);
6257         }
6258
6259         /* Message */
6260 #ifdef JP
6261         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6262 #else
6263         if (flag) msg_print("You reorder some items in your pack.");
6264 #endif
6265
6266 }
6267
6268
6269 /*
6270  * Hack -- display an object kind in the current window
6271  *
6272  * Include list of usable spells for readible books
6273  */
6274 void display_koff(int k_idx)
6275 {
6276         int y;
6277
6278         object_type forge;
6279         object_type *q_ptr;
6280         int         sval;
6281         int         use_realm;
6282
6283         char o_name[MAX_NLEN];
6284
6285
6286         /* Erase the window */
6287         for (y = 0; y < Term->hgt; y++)
6288         {
6289                 /* Erase the line */
6290                 Term_erase(0, y, 255);
6291         }
6292
6293         /* No info */
6294         if (!k_idx) return;
6295
6296         /* Get local object */
6297         q_ptr = &forge;
6298
6299         /* Prepare the object */
6300         object_prep(q_ptr, k_idx);
6301
6302         /* Describe */
6303         object_desc_store(o_name, q_ptr, FALSE, 0);
6304
6305         /* Mention the object name */
6306         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6307
6308         /* Access the item's sval */
6309         sval = q_ptr->sval;
6310         use_realm = tval2realm(q_ptr->tval);
6311
6312         /* Warriors are illiterate */
6313         if (p_ptr->realm1 || p_ptr->realm2)
6314         {
6315                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6316         }
6317         else
6318         {
6319                 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6320                 if (!is_magic(use_realm)) return;
6321                 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6322         }
6323
6324         /* Display spells in readible books */
6325         {
6326                 int     spell = -1;
6327                 int     num = 0;
6328                 byte    spells[64];
6329
6330                 /* Extract spells */
6331                 for (spell = 0; spell < 32; spell++)
6332                 {
6333                         /* Check for this spell */
6334                         if (fake_spell_flags[sval] & (1L << spell))
6335                         {
6336                                 /* Collect this spell */
6337                                 spells[num++] = spell;
6338                         }
6339                 }
6340
6341                 /* Print spells */
6342                 print_spells(0, spells, num, 2, 0, use_realm);
6343         }
6344 }
6345
6346 /* Choose one of items that have warning flag */
6347 object_type *choose_warning_item(void)
6348 {
6349         int i;
6350         int choices[INVEN_TOTAL - INVEN_RARM];
6351         int number = 0;
6352
6353         /* Paranoia -- Player has no warning ability */
6354         if (!p_ptr->warning) return NULL;
6355
6356         /* Search Inventory */
6357         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6358         {
6359                 u32b flgs[TR_FLAG_SIZE];
6360                 object_type *o_ptr = &inventory[i];
6361
6362                 object_flags(o_ptr, flgs);
6363                 if (have_flag(flgs, TR_WARNING))
6364                 {
6365                         choices[number] = i;
6366                         number++;
6367                 }
6368         }
6369
6370         /* Choice one of them */
6371         return number ? &inventory[choices[randint0(number)]] : NULL;
6372 }
6373
6374 /* Calculate spell damages */
6375 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6376 {
6377         monster_race *r_ptr = &r_info[m_ptr->r_idx];
6378         int          rlev = r_ptr->level;
6379         bool         ignore_wraith_form = FALSE;
6380
6381         if (limit) dam = (dam > limit) ? limit : dam;
6382
6383         /* Vulnerability, resistance and immunity */
6384         switch (typ)
6385         {
6386         case GF_ELEC:
6387                 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6388                 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6389                 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6390                 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6391                 if (IS_OPPOSE_ELEC())
6392                         dam = (dam + 2) / 3;
6393                 if (p_ptr->immune_elec) dam = 0;
6394                 break;
6395
6396         case GF_POIS:
6397                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6398                 if (IS_OPPOSE_POIS())
6399                         dam = (dam + 2) / 3;
6400                 break;
6401
6402         case GF_ACID:
6403                 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6404                 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6405                 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6406                 if (IS_OPPOSE_ACID())
6407                         dam = (dam + 2) / 3;
6408                 if (p_ptr->immune_acid) dam = 0;
6409                 break;
6410
6411         case GF_COLD:
6412         case GF_ICE:
6413                 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6414                 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6415                 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6416                 if (IS_OPPOSE_COLD())
6417                         dam = (dam + 2) / 3;
6418                 if (p_ptr->immune_cold) dam = 0;
6419                 break;
6420
6421         case GF_FIRE:
6422                 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6423                 if (prace_is_(RACE_ENT)) dam += dam / 3;
6424                 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6425                 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6426                 if (IS_OPPOSE_FIRE())
6427                         dam = (dam + 2) / 3;
6428                 if (p_ptr->immune_fire) dam = 0;
6429                 break;
6430
6431         case GF_PSY_SPEAR:
6432                 ignore_wraith_form = TRUE;
6433                 break;
6434
6435         case GF_ARROW:
6436                 if (!p_ptr->blind &&
6437                     ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6438                      (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6439                         dam = 0;
6440                 break;
6441
6442         case GF_LITE:
6443                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6444                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6445                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6446                 ignore_wraith_form = TRUE;
6447                 break;
6448
6449         case GF_DARK:
6450                 if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6451                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
6452                 break;
6453
6454         case GF_SHARDS:
6455                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6456                 break;
6457
6458         case GF_SOUND:
6459                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6460                 break;
6461
6462         case GF_CONFUSION:
6463                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6464                 break;
6465
6466         case GF_CHAOS:
6467                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6468                 break;
6469
6470         case GF_NETHER:
6471                 if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6472                 if (prace_is_(RACE_SPECTRE)) dam = 0;
6473                 break;
6474
6475         case GF_DISENCHANT:
6476                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6477                 break;
6478
6479         case GF_NEXUS:
6480                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6481                 break;
6482
6483         case GF_TIME:
6484                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6485                 break;
6486
6487         case GF_GRAVITY:
6488                 if (p_ptr->ffall) dam = (dam * 2) / 3;
6489                 break;
6490
6491         case GF_ROCKET:
6492                 if (p_ptr->resist_shard) dam /= 2;
6493                 break;
6494
6495         case GF_NUKE:
6496                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6497                 if (IS_OPPOSE_POIS())
6498                         dam = (2 * dam + 2) / 5;
6499                 break;
6500
6501         case GF_DEATH_RAY:
6502                 if (p_ptr->mimic_form)
6503                 {
6504                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) dam = 0;
6505                 }
6506                 else
6507                 {
6508                         switch (p_ptr->prace)
6509                         {
6510                         case RACE_GOLEM:
6511                         case RACE_SKELETON:
6512                         case RACE_ZOMBIE:
6513                         case RACE_VAMPIRE:
6514                         case RACE_DEMON:
6515                         case RACE_SPECTRE:
6516                                 dam = 0;
6517                                 break;
6518                         }
6519                 }
6520                 break;
6521
6522         case GF_HOLY_FIRE:
6523                 if (p_ptr->align > 10) dam /= 2;
6524                 else if (p_ptr->align < -10) dam *= 2;
6525                 break;
6526
6527         case GF_HELL_FIRE:
6528                 if (p_ptr->align > 10) dam *= 2;
6529                 break;
6530
6531         case GF_MIND_BLAST:
6532         case GF_BRAIN_SMASH:
6533                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav)) dam = 0;
6534                 break;
6535
6536         case GF_CAUSE_1:
6537         case GF_CAUSE_2:
6538         case GF_CAUSE_3:
6539         case GF_HAND_DOOM:
6540                 if (100 + rlev / 2 <= p_ptr->skill_sav) dam = 0;
6541                 break;
6542
6543         case GF_CAUSE_4:
6544                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU)) dam = 0;
6545                 break;
6546         }
6547
6548         if (p_ptr->wraith_form && !ignore_wraith_form)
6549         {
6550                 dam /= 2;
6551                 if (!dam) dam = 1;
6552         }
6553
6554         if (dam > *max) *max = dam;
6555 }
6556
6557 /* Calculate blow damages */
6558 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6559 {
6560         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
6561         int  dummy_max = 0;
6562
6563         if (blow_ptr->method != RBM_EXPLODE)
6564         {
6565                 int ac = p_ptr->ac + p_ptr->to_a;
6566
6567                 switch (blow_ptr->effect)
6568                 {
6569                 case RBE_SUPERHURT:
6570                 {
6571                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6572                         dam = MAX(dam, tmp_dam * 2);
6573                         break;
6574                 }
6575
6576                 case RBE_HURT:
6577                 case RBE_SHATTER:
6578                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6579                         break;
6580
6581                 case RBE_ACID:
6582                         spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6583                         dam = dummy_max;
6584                         break;
6585
6586                 case RBE_ELEC:
6587                         spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6588                         dam = dummy_max;
6589                         break;
6590
6591                 case RBE_FIRE:
6592                         spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6593                         dam = dummy_max;
6594                         break;
6595
6596                 case RBE_COLD:
6597                         spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6598                         dam = dummy_max;
6599                         break;
6600
6601                 case RBE_DR_MANA:
6602                         dam = 0;
6603                         break;
6604                 }
6605         }
6606         else
6607         {
6608                 dam = (dam + 1) / 2;
6609                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6610                 dam = dummy_max;
6611         }
6612
6613         return dam;
6614 }
6615
6616 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6617 bool process_warning(int xx, int yy)
6618 {
6619         int mx, my;
6620         cave_type *c_ptr;
6621         char o_name[MAX_NLEN];
6622
6623 #define WARNING_AWARE_RANGE 12
6624         int dam_max = 0;
6625         static int old_damage = 0;
6626
6627         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6628         {
6629                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6630                 {
6631                         int dam_max0 = 0;
6632                         monster_type *m_ptr;
6633                         monster_race *r_ptr;
6634                         u32b f4, f5, f6;
6635
6636                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6637
6638                         c_ptr = &cave[my][mx];
6639
6640                         if (!c_ptr->m_idx) continue;
6641
6642                         m_ptr = &m_list[c_ptr->m_idx];
6643
6644                         if (m_ptr->csleep) continue;
6645                         if (!is_hostile(m_ptr)) continue;
6646
6647                         r_ptr = &r_info[m_ptr->r_idx];
6648
6649                         f4 = r_ptr->flags4;
6650                         f5 = r_ptr->flags5;
6651                         f6 = r_ptr->flags6;
6652
6653                         /* Monster spells (only powerful ones)*/
6654                         if (projectable(my, mx, yy, xx))
6655                         {
6656                                 int breath_dam_div3 = m_ptr->hp / 3;
6657                                 int breath_dam_div6 = m_ptr->hp / 6;
6658
6659                                 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6660                                 {
6661                                         int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6662                                         int storm_dam = rlev * 4 + 150;
6663
6664                                         if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6665                                         if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6666                                         if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6667                                         if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6668                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, (r_ptr->flags2 & RF2_POWERFUL) ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6669                                 }
6670                                 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6671                                 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6672                                 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6673                                 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6674                                 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6675                                 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6676                                 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6677                                 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6678                                 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6679                                 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6680                                 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6681                                 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6682                                 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6683                                 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6684                                 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6685                                 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6686                                 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6687                                 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6688                                 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6689                                 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6690                                 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6691                                 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6692                                 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6693                         }
6694
6695                         /* Monster melee attacks */
6696                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6697                         {
6698                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6699                                 {
6700                                         int m;
6701                                         int dam_melee = 0;
6702                                         for (m = 0; m < 4; m++)
6703                                         {
6704                                                 /* Skip non-attacks */
6705                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6706
6707                                                 /* Extract the attack info */
6708                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6709                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6710                                         }
6711                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
6712                                 }
6713                         }
6714
6715                         /* Contribution from this monster */
6716                         dam_max += dam_max0;
6717                 }
6718         }
6719
6720         /* Prevent excessive warning */
6721         if (dam_max > old_damage)
6722         {
6723                 old_damage = dam_max * 3 / 2;
6724
6725                 if (dam_max > p_ptr->chp / 2)
6726                 {
6727                         object_type *o_ptr = choose_warning_item();
6728
6729                         if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6730 #ifdef JP
6731                         else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6732                         msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6733 #else
6734                         else strcpy(o_name, "body"); /* Warning ability without item */
6735                         msg_format("Your %s pulsates sharply!", o_name);
6736 #endif
6737                         disturb(0, 0);
6738 #ifdef JP
6739                         return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6740 #else
6741                         return get_check("Realy want to go ahead? ");
6742 #endif
6743                 }
6744         }
6745         else old_damage = old_damage / 2;
6746
6747         c_ptr = &cave[yy][xx];
6748         if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6749             || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6750         {
6751                 object_type *o_ptr = choose_warning_item();
6752
6753                 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6754 #ifdef JP
6755                 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6756                 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6757 #else
6758                 else strcpy(o_name, "body"); /* Warning ability without item */
6759                 msg_format("Your %s pulsates!", o_name);
6760 #endif
6761                 disturb(0, 0);
6762 #ifdef JP
6763                 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6764 #else
6765                 return get_check("Realy want to go ahead? ");
6766 #endif
6767         }
6768
6769         return TRUE;
6770 }
6771
6772
6773 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6774 {
6775         switch (o_ptr->tval)
6776         {
6777                 case TV_HAFTED:
6778                 case TV_POLEARM:
6779                 case TV_DIGGING:
6780                 case TV_BOLT:
6781                 case TV_ARROW:
6782                 case TV_SHOT:
6783                 {
6784                         return (TRUE);
6785                 }
6786                 case TV_SWORD:
6787                 {
6788                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6789                 }
6790         }
6791
6792         return (FALSE);
6793 }
6794
6795
6796 /*
6797  *  A structure for smithing
6798  */
6799 typedef struct {
6800         int add;       /* TR flag number or special essence id */
6801         cptr add_name; /* Name of this ability */
6802         int type;      /* Menu number */
6803         int essence;   /* Index for carrying essences */
6804         int value;     /* Needed value to add this ability */
6805 } essence_type;
6806
6807
6808 /*
6809  *  Smithing type data for Weapon smith
6810  */
6811 #ifdef JP
6812 static essence_type essence_info[] = 
6813 {
6814         {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6815         {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6816         {TR_WIS, "¸­¤µ", 4, TR_WIS, 20},
6817         {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6818         {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6819         {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6820         {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6821         {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6822         {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6823         {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6824         {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6825         {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6826         {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6827         {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6828         {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6829         {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6830         {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6831         {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6832         {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6833         {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6834         {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6835         {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6836         {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6837         {TR_SUST_WIS, "¸­¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6838         {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6839         {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6840         {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6841         {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6842         {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6843         {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6844         {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6845         {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6846         {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6847         {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6848         {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6849         {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6850         {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6851         {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6852         {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6853         {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6854         {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6855         {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6856         {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6857         {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6858         {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6859         {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6860         {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6861         {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6862         {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6863         {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6864         {TR_SH_FIRE, "", 0, -2, 0},
6865         {TR_SH_ELEC, "", 0, -2, 0},
6866         {TR_SH_COLD, "", 0, -2, 0},
6867         {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6868         {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6869         {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6870         {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6871         {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6872         {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6873         {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6874         {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6875         {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6876
6877         {TR_SLAY_EVIL, "¼Ù°­ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6878         {TR_KILL_EVIL, "¼Ù°­ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6879         {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6880         {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6881         {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6882         {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6883         {TR_SLAY_DEMON, "°­ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6884         {TR_KILL_DEMON, "°­ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6885         {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6886         {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6887         {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6888         {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6889         {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6890         {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},       
6891         {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6892         {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6893         {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6894         {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6895
6896         {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6897         {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40}, 
6898         {TR_ESP_DEMON, "°­ËâESP", 6, TR_SLAY_DEMON, 40},       
6899         {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},     
6900         {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},   
6901         {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},       
6902         {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6903         {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6904
6905         {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6906         {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6907         {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀ­È¯Æ°", 7, TR_RES_ACID, 50},
6908         {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀ­È¯Æ°", 7, TR_RES_ELEC, 50},
6909         {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀ­È¯Æ°", 7, TR_RES_FIRE, 50},
6910         {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀ­È¯Æ°", 7, TR_RES_COLD, 50},
6911         {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6912         {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6913         {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6914         {ESSENCE_RESISTANCE, "Á´ÂÑÀ­", 2, -1, 150},
6915         {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6916         {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6917
6918         {-1, NULL, 0, -1, 0}
6919 };
6920 #else
6921 static essence_type essence_info[] = 
6922 {
6923         {TR_STR, "strength", 4, TR_STR, 20},
6924         {TR_INT, "intelligence", 4, TR_INT, 20},
6925         {TR_WIS, "wisdom", 4, TR_WIS, 20},
6926         {TR_DEX, "dexterity", 4, TR_DEX, 20},
6927         {TR_CON, "constitution", 4, TR_CON, 20},
6928         {TR_CHR, "charisma", 4, TR_CHR, 20},
6929         {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
6930         {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
6931         {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
6932         {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
6933         {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
6934         {TR_SPEED, "speed", 4, TR_SPEED, 12},
6935         {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
6936         {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
6937         {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
6938         {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
6939         {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
6940         {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
6941         {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
6942         {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
6943         {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
6944         {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
6945         {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
6946         {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
6947         {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
6948         {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
6949         {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
6950         {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
6951         {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
6952         {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
6953         {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
6954         {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
6955         {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
6956         {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
6957         {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
6958         {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
6959         {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
6960         {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
6961         {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
6962         {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
6963         {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
6964         {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
6965         {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
6966         {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
6967         {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
6968         {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
6969         {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
6970         {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
6971         {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
6972         {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
6973         {TR_SH_FIRE, "", 0, -2, 0},
6974         {TR_SH_ELEC, "", 0, -2, 0},
6975         {TR_SH_COLD, "", 0, -2, 0},
6976         {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
6977         {TR_WARNING, "warning", 3, TR_WARNING, 20},
6978         {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
6979         {TR_LITE, "permanent light", 3, TR_LITE, 15},
6980         {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
6981         {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
6982         {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
6983         {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
6984         {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
6985
6986         {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
6987         {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
6988         {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
6989         {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
6990         {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
6991         {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
6992         {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
6993         {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
6994         {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
6995         {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
6996         {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
6997         {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
6998         {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
6999         {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},       
7000         {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7001         {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7002         {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7003         {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7004
7005         {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7006         {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40}, 
7007         {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},       
7008         {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},     
7009         {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},   
7010         {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},       
7011         {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7012         {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7013
7014         {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7015         {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7016         {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7017         {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7018         {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7019         {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7020         {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7021         {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7022         {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7023         {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7024         {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7025         {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7026
7027         {-1, NULL, 0, -1, 0}
7028 };
7029 #endif
7030
7031
7032 /*
7033  *  Essense names for Weapon smith
7034  */
7035 #ifdef JP
7036 static cptr essence_name[] = 
7037 {
7038         "ÏÓÎÏ",
7039         "ÃÎǽ",
7040         "¸­¤µ",
7041         "´ïÍѤµ",
7042         "Âѵ×ÎÏ",
7043         "Ì¥ÎÏ",
7044         "ËâÎÏ»ÙÇÛ",
7045         "",
7046         "±£Ì©",
7047         "õº÷",
7048         "ÀÖ³°Àþ»ëÎÏ",
7049         "ºÎ·¡",
7050         "¥¹¥Ô¡¼¥É",
7051         "Äɲù¶·â",
7052         "¥«¥ª¥¹¹¶·â",
7053         "µÛ·ì¹¶·â",
7054         "ưʪÇÜÂÇ",
7055         "¼Ù°­ÇÜÂÇ",
7056         "ÉÔ»àÇÜÂÇ",
7057         "°­ËâÇÜÂÇ",
7058         "¥ª¡¼¥¯ÇÜÂÇ",
7059         "¥È¥í¥ëÇÜÂÇ",
7060         "µð¿ÍÇÜÂÇ",
7061         "εÇÜÂÇ",
7062         "",
7063         "",
7064         "ÃÏ¿Ì",
7065         "ÆÇ»¦",
7066         "Íϲò",
7067         "ÅÅ·â",
7068         "¾Æ´þ",
7069         "Åà·ë",
7070         "ǽÎÏ°Ý»ý",
7071         "",
7072         "",
7073         "",
7074         "",
7075         "",
7076         "",
7077         "",
7078         "ÌȱÖ",
7079         "",
7080         "",
7081         "",
7082         "",
7083         "È¿¼Í",
7084         "ËãáãÃΤ餺",
7085         "À¸Ì¿ÎÏ°Ý»ý",
7086         "ÂÑ»À",
7087         "ÂÑÅÅ·â",
7088         "ÂѲбê",
7089         "ÂÑÎ䵤",
7090         "ÂÑÆÇ",
7091         "ÂѶ²ÉÝ",
7092         "ÂÑÁ®¸÷",
7093         "ÂѰŹõ",
7094         "ÂÑÌÕÌÜ",
7095         "ÂѺ®Íð",
7096         "Âѹ첻",
7097         "ÂÑÇËÊÒ",
7098         "ÂÑÃϹö",
7099         "ÂÑ°ø²Ìº®Íð",
7100         "ÂÑ¥«¥ª¥¹",
7101         "ÂÑÎô²½",
7102         "",
7103         "",
7104         "¿Í´ÖÇÜÂÇ",
7105         "",
7106         "",
7107         "È¿ËâË¡",
7108         "",
7109         "",
7110         "·Ù¹ð",
7111         "",
7112         "",
7113         "",
7114         "ÉâÍ·",
7115         "±Êµ×¸÷¸»",
7116         "²Ä»ëÆ©ÌÀ",
7117         "¥Æ¥ì¥Ñ¥·¡¼",
7118         "Ãپò½",
7119         "µÞ®²óÉü",
7120         "",
7121         "",
7122         "",
7123         "",
7124         "",
7125         "",
7126         "",
7127         "",
7128         "¥Æ¥ì¥Ý¡¼¥È",
7129         "",
7130         "",
7131         "¹¶·â",
7132         "Ëɸæ",
7133
7134         NULL
7135 };
7136
7137 #else
7138
7139 static cptr essence_name[] = 
7140 {
7141         "strength",
7142         "intelligen.",
7143         "wisdom",
7144         "dexterity",
7145         "constitut.",
7146         "charisma",
7147         "magic mast.",
7148         "",
7149         "stealth",
7150         "serching",
7151         "inflavision",
7152         "digging",
7153         "speed",
7154         "extra atk",
7155         "chaos brand",
7156         "vampiric",
7157         "slay animal",
7158         "slay evil",
7159         "slay undead",
7160         "slay demon",
7161         "slay orc",
7162         "slay troll",
7163         "slay giant",
7164         "slay dragon",
7165         "",
7166         "",
7167         "quake",
7168         "pois. brand",
7169         "acid brand",
7170         "elec. brand",
7171         "fire brand",
7172         "cold brand",
7173         "sustain",
7174         "",
7175         "",
7176         "",
7177         "",
7178         "",
7179         "",
7180         "",
7181         "immunity",
7182         "",
7183         "",
7184         "",
7185         "",
7186         "reflection",
7187         "free action",
7188         "hold life",
7189         "res. acid",
7190         "res. elec.",
7191         "res. fire",
7192         "res. cold",
7193         "res. poison",
7194         "res. fear",
7195         "res. light",
7196         "res. dark",
7197         "res. blind",
7198         "res.confuse",
7199         "res. sound",
7200         "res. shard",
7201         "res. nether",
7202         "res. nexus",
7203         "res. chaos",
7204         "res. disen.",
7205         "",
7206         "",
7207         "slay human",
7208         "",
7209         "",
7210         "anti magic",
7211         "",
7212         "",
7213         "warning",
7214         "",
7215         "",
7216         "",
7217         "levitation",
7218         "perm. light",
7219         "see invis.",
7220         "telepathy",
7221         "slow dige.",
7222         "regen.",
7223         "",
7224         "",
7225         "",
7226         "",
7227         "",
7228         "",
7229         "",
7230         "",
7231         "teleport",
7232         "",
7233         "",
7234         "weapon enc.",
7235         "armor enc.",
7236
7237         NULL
7238 };
7239 #endif
7240
7241
7242 static void display_essence(void)
7243 {
7244         int i, num = 0;
7245
7246         screen_save();
7247         for (i = 1; i < 22; i++)
7248         {
7249                 prt("",i,0);
7250         }
7251 #ifdef JP
7252         prt("¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô", 1, 8);
7253 #else
7254         prt("Essence      Num      Essence      Num      Essence      Num ", 1, 8);
7255 #endif
7256         for (i = 0; essence_name[i]; i++)
7257         {
7258                 if (!essence_name[i][0]) continue;
7259                 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7260                 num++;
7261         }
7262 #ifdef JP
7263         prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7264 #else
7265         prt("List of all essences you have.", 0, 0);
7266 #endif
7267         (void)inkey();
7268         screen_load();
7269         return;
7270 }
7271
7272 static void drain_essence(void)
7273 {
7274         int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7275         int i, item;
7276         int dec = 4;
7277         bool observe = FALSE;
7278         int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7279         u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7280         object_type *o_ptr;
7281         cptr            q, s;
7282         byte iy, ix, marked, number;
7283         s16b next_o_idx, weight;
7284
7285         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7286                 drain_value[i] = 0;
7287
7288         item_tester_hook = item_tester_hook_weapon_armour;
7289         item_tester_no_ryoute = TRUE;
7290
7291         /* Get an item */
7292 #ifdef JP
7293         q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7294         s = "Ãê½Ð¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7295 #else
7296         q = "Extract from which item? ";
7297         s = "You have nothing you can extract from.";
7298 #endif
7299
7300         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7301
7302         /* Get the item (in the pack) */
7303         if (item >= 0)
7304         {
7305                 o_ptr = &inventory[item];
7306         }
7307
7308         /* Get the item (on the floor) */
7309         else
7310         {
7311                 o_ptr = &o_list[0 - item];
7312         }
7313
7314         if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7315                 char o_name[MAX_NLEN];
7316                 object_desc(o_name, o_ptr, FALSE, 0);
7317 #ifdef JP
7318                 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7319 #else
7320                 if (!get_check(format("Really extract from %s? ", o_name))) return;
7321 #endif
7322         }
7323
7324         energy_use = 100;
7325
7326         object_flags(o_ptr, old_flgs);
7327         if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7328         if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7329         if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7330         if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7331         if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7332         if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7333         if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7334         if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7335         if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7336
7337         old_to_a = o_ptr->to_a;
7338         old_ac = o_ptr->ac;
7339         old_to_h = o_ptr->to_h;
7340         old_to_d = o_ptr->to_d;
7341         old_ds = o_ptr->ds;
7342         old_dd = o_ptr->dd;
7343         old_pval = o_ptr->pval;
7344         old_name2 = o_ptr->name2;
7345         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7346         if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7347         if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7348         if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7349         if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7350
7351         iy = o_ptr->iy;
7352         ix = o_ptr->ix;
7353         next_o_idx = o_ptr->next_o_idx;
7354         marked = o_ptr->marked;
7355         weight = o_ptr->weight;
7356         number = o_ptr->number;
7357
7358         object_prep(o_ptr, o_ptr->k_idx);
7359
7360         o_ptr->iy=iy;
7361         o_ptr->ix=ix;
7362         o_ptr->next_o_idx=next_o_idx;
7363         o_ptr->marked=marked;
7364         o_ptr->number = number;
7365         if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7366         o_ptr->ident |= (IDENT_MENTAL);
7367         object_aware(o_ptr);
7368         object_known(o_ptr);
7369
7370         object_flags(o_ptr, new_flgs);
7371
7372         for (i = 0; essence_info[i].add_name; i++)
7373         {
7374                 essence_type *es_ptr = &essence_info[i];
7375                 int pval = 0;
7376
7377                 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7378                         pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7379
7380                 if (es_ptr->add < TR_FLAG_MAX &&
7381                     (!have_flag(new_flgs, es_ptr->add) || pval) &&
7382                     have_flag(old_flgs, es_ptr->add))
7383                 {
7384                         if (pval)
7385                         {
7386                                 drain_value[es_ptr->essence] += 10 * pval;
7387                         }
7388                         else if (es_ptr->essence != -2)
7389                         {
7390                                 drain_value[es_ptr->essence] += 10;
7391                         }
7392                         else if (es_ptr->add == TR_SH_FIRE)
7393                         {
7394                                 drain_value[TR_BRAND_FIRE] += 10;
7395                                 drain_value[TR_RES_FIRE] += 10;
7396                         }
7397                         else if (es_ptr->add == TR_SH_ELEC)
7398                         {
7399                                 drain_value[TR_BRAND_ELEC] += 10;
7400                                 drain_value[TR_RES_ELEC] += 10;
7401                         }
7402                         else if (es_ptr->add == TR_SH_COLD)
7403                         {
7404                                 drain_value[TR_BRAND_COLD] += 10;
7405                                 drain_value[TR_RES_COLD] += 10;
7406                         }
7407                 }
7408         }
7409
7410         if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7411         {
7412                 drain_value[TR_INT] += 5;
7413                 drain_value[TR_WIS] += 5;
7414         }
7415         if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7416         {
7417                 drain_value[TR_BRAND_POIS] += 5;
7418                 drain_value[TR_BRAND_ACID] += 5;
7419                 drain_value[TR_BRAND_ELEC] += 5;
7420                 drain_value[TR_BRAND_FIRE] += 5;
7421                 drain_value[TR_BRAND_COLD] += 5;
7422         }
7423         if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7424         {
7425                 drain_value[TR_INT] += 10;
7426         }
7427         if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7428         {
7429                 drain_value[TR_STR] += 10;
7430         }
7431         if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7432         {
7433                 drain_value[TR_DEX] += 10;
7434         }
7435         if (old_name2 == EGO_2WEAPON)
7436         {
7437                 drain_value[TR_DEX] += 20;
7438         }
7439         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7440         {
7441                 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7442
7443                 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7444         }
7445         if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7446         if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7447         if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7448         if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7449
7450         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7451         {
7452                 drain_value[i] *= number;
7453                 drain_value[i] = drain_value[i] * dec / 4;
7454                 drain_value[i] = MAX(drain_value[i], 0);
7455                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7456                 if (drain_value[i])
7457                 {
7458                         observe = TRUE;
7459                 }
7460         }
7461         if (!observe)
7462         {
7463 #ifdef JP
7464                 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤­¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7465 #else
7466                 msg_print("You were not able to extract any essence.");
7467 #endif
7468         }
7469         else
7470         {
7471 #ifdef JP
7472                 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7473 #else
7474                 msg_print("Extracted essences:");
7475 #endif
7476                 for (i = 0; essence_name[i]; i++)
7477                 {
7478                         if (!essence_name[i][0]) continue;
7479                         if (!drain_value[i]) continue;
7480
7481                         p_ptr->magic_num1[i] += drain_value[i];
7482                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7483                         msg_print(NULL);
7484                         msg_format("%s...%d", essence_name[i], drain_value[i]);
7485                 }
7486         }
7487
7488         /* Combine the pack */
7489         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7490
7491         /* Window stuff */
7492         p_ptr->window |= (PW_INVEN);
7493 }
7494
7495
7496
7497 static int choose_essence(void)
7498 {
7499         int mode = 0;
7500         char choice;
7501         int menu_line = (use_menu ? 1 : 0);
7502
7503 #ifdef JP
7504         cptr menu_name[] = {
7505                 "Éð´ï°À­", 
7506                 "ÂÑÀ­",
7507                 "ǽÎÏ",
7508                 "¿ôÃÍ",
7509                 "¥¹¥ì¥¤",
7510                 "ESP",
7511                 "¤½¤Î¾"
7512         };
7513 #else
7514         cptr menu_name[] = {
7515                 "Brand weapon",
7516                 "Resistance",
7517                 "Ability",
7518                 "Magic number", 
7519                 "Slay",
7520                 "ESP",
7521                 "Others"
7522         };
7523 #endif
7524         const int mode_max = 7;
7525
7526 #ifdef ALLOW_REPEAT
7527         if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7528                 return mode;
7529         mode = 0;
7530 #endif /* ALLOW_REPEAT */
7531
7532         if (use_menu)
7533         {
7534                 screen_save();
7535
7536                 while(!mode)
7537                 {
7538                         int i;
7539                         for (i = 0; i < mode_max; i++)
7540 #ifdef JP
7541                                 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : "  ", menu_name[i]), 2 + i, 14);
7542                         prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7543 #else
7544                                 prt(format(" %s %s", (menu_line == 1+i) ? "> " : "  ", menu_name[i]), 2 + i, 14);
7545                         prt("Choose from menu.", 0, 0);
7546 #endif
7547
7548                         choice = inkey();
7549                         switch(choice)
7550                         {
7551                         case ESCAPE:
7552                         case 'z':
7553                         case 'Z':
7554                                 screen_load();
7555                                 return 0;
7556                         case '2':
7557                         case 'j':
7558                         case 'J':
7559                                 menu_line++;
7560                                 break;
7561                         case '8':
7562                         case 'k':
7563                         case 'K':
7564                                 menu_line += mode_max - 1;
7565                                 break;
7566                         case '\r':
7567                         case '\n':
7568                         case 'x':
7569                         case 'X':
7570                                 mode = menu_line;
7571                                 break;
7572                         }
7573                         if (menu_line > mode_max) menu_line -= mode_max;
7574                 }
7575                 screen_load();
7576         }
7577         else
7578         {
7579                 screen_save();
7580                 while (!mode)
7581                 {
7582                         int i;
7583
7584                         for (i = 0; i < mode_max; i++)
7585                                 prt(format("  %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7586
7587 #ifdef JP
7588                         if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7589 #else
7590                         if (!get_com("Command :", &choice, TRUE))
7591 #endif
7592                         {
7593                                 screen_load();
7594                                 return 0;
7595                         }
7596
7597                         if (isupper(choice)) choice = tolower(choice);
7598
7599                         if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7600                                 mode = (int)choice - 'a' + 1;
7601                 }
7602                 screen_load();
7603         }
7604
7605 #ifdef ALLOW_REPEAT
7606         repeat_push(mode);
7607 #endif /* ALLOW_REPEAT */
7608         return mode;
7609 }
7610
7611 static void add_essence(int mode)
7612 {
7613         int item, max_num = 0;
7614         int i;
7615         bool flag,redraw;
7616         char choice;
7617         cptr            q, s;
7618         object_type *o_ptr;
7619         int ask = TRUE;
7620         char out_val[160];
7621         int num[22];
7622         char o_name[MAX_NLEN];
7623         int use_essence;
7624         essence_type *es_ptr;
7625
7626         int menu_line = (use_menu ? 1 : 0);
7627
7628         for (i = 0; essence_info[i].add_name; i++)
7629         {
7630                 es_ptr = &essence_info[i];
7631
7632                 if (es_ptr->type != mode) continue;
7633                 num[max_num++] = i;
7634         }
7635
7636 #ifdef ALLOW_REPEAT
7637         if (!repeat_pull(&i) || i<0 || i>=max_num)
7638         {
7639 #endif /* ALLOW_REPEAT */
7640
7641
7642         /* Nothing chosen yet */
7643         flag = FALSE;
7644
7645         /* No redraw yet */
7646         redraw = FALSE;
7647
7648         /* Build a prompt */
7649 #ifdef JP
7650         (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7651 #else
7652         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7653 #endif
7654         if (use_menu) screen_save();
7655
7656         /* Get a spell from the user */
7657
7658         choice = (always_show_list || use_menu) ? ESCAPE:1;
7659         while (!flag)
7660         {
7661                 bool able[22];
7662                 if( choice==ESCAPE ) choice = ' '; 
7663                 else if( !get_com(out_val, &choice, FALSE) )break; 
7664
7665                 if (use_menu && choice != ' ')
7666                 {
7667                         switch(choice)
7668                         {
7669                                 case '0':
7670                                 {
7671                                         screen_load();
7672                                         return;
7673                                 }
7674
7675                                 case '8':
7676                                 case 'k':
7677                                 case 'K':
7678                                 {
7679                                         menu_line += (max_num-1);
7680                                         break;
7681                                 }
7682
7683                                 case '2':
7684                                 case 'j':
7685                                 case 'J':
7686                                 {
7687                                         menu_line++;
7688                                         break;
7689                                 }
7690
7691                                 case '4':
7692                                 case 'h':
7693                                 case 'H':
7694                                 {
7695                                         menu_line = 1;
7696                                         break;
7697                                 }
7698                                 case '6':
7699                                 case 'l':
7700                                 case 'L':
7701                                 {
7702                                         menu_line = max_num;
7703                                         break;
7704                                 }
7705
7706                                 case 'x':
7707                                 case 'X':
7708                                 case '\r':
7709                                 case '\n':
7710                                 {
7711                                         i = menu_line - 1;
7712                                         ask = FALSE;
7713                                         break;
7714                                 }
7715                         }
7716                         if (menu_line > max_num) menu_line -= max_num;
7717                 }
7718                 /* Request redraw */
7719                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7720                 {
7721                         /* Show the list */
7722                         if (!redraw || use_menu)
7723                         {
7724                                 byte y, x = 10;
7725                                 int ctr;
7726                                 char dummy[80], dummy2[80];
7727                                 byte col;
7728
7729                                 strcpy(dummy, "");
7730
7731                                 /* Show list */
7732                                 redraw = TRUE;
7733
7734                                 /* Save the screen */
7735                                 if (!use_menu) screen_save();
7736
7737                                 for (y = 1; y < 24; y++)
7738                                         prt("", y, x);
7739
7740                                 /* Print header(s) */
7741 #ifdef JP
7742                                 prt(format("   %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7743
7744 #else
7745                                 prt(format("   %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7746 #endif
7747                                 /* Print list */
7748                                 for (ctr = 0; ctr < max_num; ctr++)
7749                                 {
7750                                         es_ptr = &essence_info[num[ctr]];
7751
7752                                         if (use_menu)
7753                                         {
7754                                                 if (ctr == (menu_line-1))
7755 #ifdef JP
7756                                                         strcpy(dummy, "¡Õ ");
7757 #else
7758                                                         strcpy(dummy, ">  ");
7759 #endif
7760                                                 else strcpy(dummy, "   ");
7761                                                 
7762                                         }
7763                                         /* letter/number for power selection */
7764                                         else
7765                                         {
7766                                                 sprintf(dummy, "%c) ",I2A(ctr));
7767                                         }
7768
7769                                         strcat(dummy, es_ptr->add_name);
7770
7771                                         col = TERM_WHITE;
7772                                         able[ctr] = TRUE;
7773
7774                                         if (es_ptr->essence != -1)
7775                                         {
7776                                                 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7777                                                 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7778                                         }
7779                                         else
7780                                         {
7781                                                 switch(es_ptr->add)
7782                                                 {
7783                                                 case ESSENCE_SH_FIRE:
7784 #ifdef JP
7785                                                         strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7786 #else
7787                                                         strcat(dummy, "(brand fire + res.fire)");
7788 #endif
7789                                                         if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7790                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7791                                                         break;
7792                                                 case ESSENCE_SH_ELEC:
7793 #ifdef JP
7794                                                         strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7795 #else
7796                                                         strcat(dummy, "(brand elec. + res. elec.)");
7797 #endif
7798                                                         if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7799                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7800                                                         break;
7801                                                 case ESSENCE_SH_COLD:
7802 #ifdef JP
7803                                                         strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7804 #else
7805                                                         strcat(dummy, "(brand cold + res. cold)");
7806 #endif
7807                                                         if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7808                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7809                                                         break;
7810                                                 case ESSENCE_RESISTANCE:
7811 #ifdef JP
7812                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7813 #else
7814                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7815 #endif
7816                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7817                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7818                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7819                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7820                                                         break;
7821                                                 case ESSENCE_SUSTAIN:
7822 #ifdef JP
7823                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7824 #else
7825                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7826 #endif
7827                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7828                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7829                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7830                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7831                                                         break;
7832                                                 }
7833                                         }
7834
7835                                         if (!able[ctr]) col = TERM_RED;
7836
7837                                         if (es_ptr->essence != -1)
7838                                         {
7839                                                 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7840                                         }
7841                                         else
7842                                         {
7843                                                 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7844                                         }
7845
7846                                         c_prt(col, dummy2, ctr+2, x);
7847                                 }
7848                         }
7849
7850                         /* Hide the list */
7851                         else
7852                         {
7853                                 /* Hide list */
7854                                 redraw = FALSE;
7855
7856                                 /* Restore the screen */
7857                                 screen_load();
7858                         }
7859
7860                         /* Redo asking */
7861                         continue;
7862                 }
7863
7864                 if (!use_menu)
7865                 {
7866                         /* Note verify */
7867                         ask = (isupper(choice));
7868
7869                         /* Lowercase */
7870                         if (ask) choice = tolower(choice);
7871
7872                         /* Extract request */
7873                         i = (islower(choice) ? A2I(choice) : -1);
7874                 }
7875
7876                 /* Totally Illegal */
7877                 if ((i < 0) || (i >= max_num) || !able[i])
7878                 {
7879                         bell();
7880                         continue;
7881                 }
7882
7883                 /* Verify it */
7884                 if (ask)
7885                 {
7886                         char tmp_val[160];
7887
7888                         /* Prompt */
7889 #ifdef JP
7890                         (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7891 #else
7892                         (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7893 #endif
7894
7895                         /* Belay that order */
7896                         if (!get_check(tmp_val)) continue;
7897                 }
7898
7899                 /* Stop the loop */
7900                 flag = TRUE;
7901         }
7902
7903         /* Restore the screen */
7904         if (redraw) screen_load();
7905
7906         if (!flag) return;
7907
7908 #ifdef ALLOW_REPEAT
7909         repeat_push(i);
7910         }
7911 #endif /* ALLOW_REPEAT */
7912
7913         es_ptr = &essence_info[num[i]];
7914
7915         if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7916                 item_tester_tval = TV_GLOVES;
7917         else if (mode == 1 || mode == 5)
7918                 item_tester_hook = item_tester_hook_melee_ammo;
7919         else if (es_ptr->add == ESSENCE_ATTACK)
7920                 item_tester_hook = item_tester_hook_weapon;
7921         else if (es_ptr->add == ESSENCE_AC)
7922                 item_tester_hook = item_tester_hook_armour;
7923         else
7924                 item_tester_hook = item_tester_hook_weapon_armour;
7925         item_tester_no_ryoute = TRUE;
7926
7927         /* Get an item */
7928 #ifdef JP
7929         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7930         s = "²þÎɤǤ­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7931 #else
7932         q = "Improve which item? ";
7933         s = "You have nothing to improve.";
7934 #endif
7935
7936         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7937
7938         /* Get the item (in the pack) */
7939         if (item >= 0)
7940         {
7941                 o_ptr = &inventory[item];
7942         }
7943
7944         /* Get the item (on the floor) */
7945         else
7946         {
7947                 o_ptr = &o_list[0 - item];
7948         }
7949
7950         if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7951         {
7952 #ifdef JP
7953                 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ­¤Ê¤¤¡£");
7954 #else
7955                 msg_print("This item is no more able to be improved");
7956 #endif
7957                 return;
7958         }
7959         
7960         object_desc(o_name, o_ptr, FALSE, 0);
7961
7962         use_essence = es_ptr->value;
7963         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7964         if (o_ptr->number > 1)
7965         {
7966                 use_essence *= o_ptr->number;
7967 #ifdef JP
7968                 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7969 #else
7970                 msg_format("It will take %d essences.",use_essence);
7971 #endif
7972
7973         }
7974
7975         if (es_ptr->essence != -1)
7976         {
7977                 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7978                 {
7979 #ifdef JP
7980                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7981 #else
7982                         msg_print("You don't have enough essences.");
7983 #endif
7984                         return;
7985                 }
7986                 if (is_pval_flag(es_ptr->add))
7987                 {
7988                         if (es_ptr->add == TR_BLOWS)
7989                         {
7990                                 if (o_ptr->pval > 1)
7991                                 {
7992 #ifdef JP
7993                                         if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7994 #else
7995                                         if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7996 #endif
7997                                 }
7998                                 o_ptr->pval = 1;
7999                         }
8000                         else if (o_ptr->pval)
8001                         {
8002                                 use_essence *= o_ptr->pval;
8003 #ifdef JP
8004                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8005 #else
8006                                 msg_format("It will take %d essences.",use_essence);
8007 #endif
8008                         }
8009                         else
8010                         {
8011                                 char tmp[80];
8012                                 char tmp_val[160];
8013                                 int pval;
8014                                 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8015
8016
8017 #ifdef JP
8018                                 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8019 #else
8020                                 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8021 #endif
8022                                 strcpy(tmp_val, "1");
8023
8024                                 if (!get_string(tmp, tmp_val, 1)) return;
8025                                 pval = atoi(tmp_val);
8026                                 if (pval > limit) pval = limit;
8027                                 else if (pval < 1) pval = 1;
8028                                 o_ptr->pval = pval;
8029                                 use_essence *= pval;
8030 #ifdef JP
8031                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8032 #else
8033                                 msg_format("It will take %d essences.",use_essence);
8034 #endif
8035                         }
8036                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8037                         {
8038 #ifdef JP
8039                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8040 #else
8041                                 msg_print("You don't have enough essences.");
8042 #endif
8043                                 return;
8044                         }
8045                 }
8046                 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8047                 {
8048                         char tmp_val[160];
8049                         int val;
8050                         int get_to_h, get_to_d;
8051
8052                         strcpy(tmp_val, "1");
8053 #ifdef JP
8054                         if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8055 #else
8056                         if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8057 #endif
8058                         val = atoi(tmp_val);
8059                         if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8060                         else if (val < 1) val = 1;
8061                         use_essence *= val;
8062 #ifdef JP
8063                         msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
8064 #else
8065                         msg_format("It will take %d essences.",use_essence);
8066 #endif
8067                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8068                         {
8069 #ifdef JP
8070                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8071 #else
8072                                 msg_print("You don't have enough essences");
8073 #endif
8074                                 return;
8075                         }
8076                         get_to_h = ((val+1)/2+randint0(val/2+1));
8077                         get_to_d = ((val+1)/2+randint0(val/2+1));
8078                         o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8079                         o_ptr->to_h += get_to_h;
8080                         o_ptr->to_d += get_to_d;
8081                 }
8082                 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8083                 if (es_ptr->add == ESSENCE_ATTACK)
8084                 {
8085                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8086                         {
8087 #ifdef JP
8088                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8089 #else
8090                                 msg_print("You failed to enchant.");
8091 #endif
8092                                 energy_use = 100;
8093                                 return;
8094                         }
8095                         else
8096                         {
8097                                 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8098                                 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8099                         }
8100                 }
8101                 else if (es_ptr->add == ESSENCE_AC)
8102                 {
8103                         if (o_ptr->to_a >= p_ptr->lev/5+5)
8104                         {
8105 #ifdef JP
8106                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8107 #else
8108                                 msg_print("You failed to enchant.");
8109 #endif
8110                                 energy_use = 100;
8111                                 return;
8112                         }
8113                         else
8114                         {
8115                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8116                         }
8117                 }
8118                 else
8119                 {
8120                         o_ptr->xtra3 = es_ptr->add + 1;
8121                 }
8122         }
8123         else
8124         {
8125                 bool success = TRUE;
8126
8127                 switch(es_ptr->add)
8128                 {
8129                 case ESSENCE_SH_FIRE:
8130                         if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8131                         {
8132                                 success = FALSE;
8133                                 break;
8134                         }
8135                         p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8136                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8137                         break;
8138                 case ESSENCE_SH_ELEC:
8139                         if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8140                         {
8141                                 success = FALSE;
8142                                 break;
8143                         }
8144                         p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8145                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8146                         break;
8147                 case ESSENCE_SH_COLD:
8148                         if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8149                         {
8150                                 success = FALSE;
8151                                 break;
8152                         }
8153                         p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8154                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8155                         break;
8156                 case ESSENCE_RESISTANCE:
8157                 case ESSENCE_SUSTAIN:
8158                         if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8159                         {
8160                                 success = FALSE;
8161                                 break;
8162                         }
8163                         p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8164                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8165                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8166                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8167                         break;
8168                 }
8169                 if (!success)
8170                 {
8171 #ifdef JP
8172                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8173 #else
8174                         msg_print("You don't have enough essences");
8175 #endif
8176                         return;
8177                 }
8178                 if (es_ptr->add == ESSENCE_SUSTAIN)
8179                 {
8180                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8181                         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8182                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8183                         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8184                 }
8185                 else
8186                 {
8187                         o_ptr->xtra3 = es_ptr->add + 1;
8188                 }
8189         }
8190
8191         energy_use = 100;
8192
8193 #ifdef JP
8194         msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8195 #else
8196         msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8197 #endif
8198
8199         /* Combine the pack */
8200         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8201
8202         /* Window stuff */
8203         p_ptr->window |= (PW_INVEN);
8204 }
8205
8206
8207 static bool item_tester_hook_kaji(object_type *o_ptr)
8208 {
8209         switch (o_ptr->tval)
8210         {
8211                 case TV_SWORD:
8212                 case TV_HAFTED:
8213                 case TV_POLEARM:
8214                 case TV_DIGGING:
8215                 case TV_BOW:
8216                 case TV_BOLT:
8217                 case TV_ARROW:
8218                 case TV_SHOT:
8219                 case TV_DRAG_ARMOR:
8220                 case TV_HARD_ARMOR:
8221                 case TV_SOFT_ARMOR:
8222                 case TV_SHIELD:
8223                 case TV_CLOAK:
8224                 case TV_CROWN:
8225                 case TV_HELM:
8226                 case TV_BOOTS:
8227                 case TV_GLOVES:
8228                 {
8229                         if (o_ptr->xtra3) return (TRUE);
8230                 }
8231         }
8232
8233         return (FALSE);
8234 }
8235
8236
8237 static void erase_essence(void)
8238 {
8239         int item;
8240         cptr q, s;
8241         object_type *o_ptr;
8242         char o_name[MAX_NLEN];
8243         u32b flgs[TR_FLAG_SIZE];
8244
8245         item_tester_hook = item_tester_hook_kaji;
8246
8247         /* Get an item */
8248 #ifdef JP
8249         q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8250         s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8251 #else
8252         q = "Remove from which item? ";
8253         s = "You have nothing to remove essence.";
8254 #endif
8255
8256         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8257
8258         /* Get the item (in the pack) */
8259         if (item >= 0)
8260         {
8261                 o_ptr = &inventory[item];
8262         }
8263
8264         /* Get the item (on the floor) */
8265         else
8266         {
8267                 o_ptr = &o_list[0 - item];
8268         }
8269
8270         object_desc(o_name, o_ptr, FALSE, 0);
8271 #ifdef JP
8272         if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8273 #else
8274         if (!get_check(format("Are you sure? [%s]", o_name))) return;
8275 #endif
8276
8277         energy_use = 100;
8278
8279         if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8280         {
8281                 o_ptr->to_h -= (o_ptr->xtra4>>8);
8282                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8283                 o_ptr->xtra4 = 0;
8284                 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8285                 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8286         }
8287         o_ptr->xtra3 = 0;
8288         object_flags(o_ptr, flgs);
8289         if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8290 #ifdef JP
8291         msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8292 #else
8293         msg_print("You removed all essence you have added");
8294 #endif
8295
8296         /* Combine the pack */
8297         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8298
8299         /* Window stuff */
8300         p_ptr->window |= (PW_INVEN);
8301 }
8302
8303 void do_cmd_kaji(bool only_browse)
8304 {
8305         int mode = 0;
8306         char choice;
8307
8308         int menu_line = (use_menu ? 1 : 0);
8309
8310         if (!only_browse)
8311         {
8312                 if (p_ptr->confused)
8313                 {
8314 #ifdef JP
8315                         msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8316 #else
8317                         msg_print("You are too confused!");
8318 #endif
8319
8320                         return;
8321                 }
8322                 if (p_ptr->blind)
8323                 {
8324 #ifdef JP
8325                         msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8326 #else
8327                         msg_print("You are blind!");
8328 #endif
8329
8330                         return;
8331                 }
8332                 if (p_ptr->image)
8333                 {
8334 #ifdef JP
8335                         msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8336 #else
8337                         msg_print("You are hullcinating!");
8338 #endif
8339
8340                         return;
8341                 }
8342         }
8343
8344 #ifdef ALLOW_REPEAT
8345         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8346         {
8347 #endif /* ALLOW_REPEAT */
8348
8349         if (only_browse) screen_save();
8350         do {
8351         if (!only_browse) screen_save();
8352         if (use_menu)
8353         {
8354                 while(!mode)
8355                 {
8356 #ifdef JP
8357                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
8358                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
8359                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
8360                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
8361                         prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
8362                         prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8363 #else
8364                         prt(format(" %s List essences", (menu_line == 1) ? "> " : "  "), 2, 14);
8365                         prt(format(" %s Extract essence", (menu_line == 2) ? "> " : "  "), 3, 14);
8366                         prt(format(" %s Remove essence", (menu_line == 3) ? "> " : "  "), 4, 14);
8367                         prt(format(" %s Add essence", (menu_line == 4) ? "> " : "  "), 5, 14);
8368                         prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : "  "), 6, 14);
8369                         prt(format("Choose command from menu."), 0, 0);
8370 #endif
8371                         choice = inkey();
8372                         switch(choice)
8373                         {
8374                         case ESCAPE:
8375                         case 'z':
8376                         case 'Z':
8377                                 screen_load();
8378                                 return;
8379                         case '2':
8380                         case 'j':
8381                         case 'J':
8382                                 menu_line++;
8383                                 break;
8384                         case '8':
8385                         case 'k':
8386                         case 'K':
8387                                 menu_line+= 4;
8388                                 break;
8389                         case '\r':
8390                         case '\n':
8391                         case 'x':
8392                         case 'X':
8393                                 mode = menu_line;
8394                                 break;
8395                         }
8396                         if (menu_line > 5) menu_line -= 5;
8397                 }
8398         }
8399
8400         else
8401         {
8402                 while (!mode)
8403                 {
8404 #ifdef JP
8405                         prt("  a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8406                         prt("  b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8407                         prt("  c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8408                         prt("  d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8409                         prt("  e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8410                         if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8411 #else
8412                         prt("  a) List essences", 2, 14);
8413                         prt("  b) Extract essence", 3, 14);
8414                         prt("  c) Remove essence", 4, 14);
8415                         prt("  d) Add essence", 5, 14);
8416                         prt("  e) Enchant weapon/armor", 6, 14);
8417                         if (!get_com("Command :", &choice, TRUE))
8418 #endif
8419                         {
8420                                 screen_load();
8421                                 return;
8422                         }
8423                         switch (choice)
8424                         {
8425                         case 'A':
8426                         case 'a':
8427                                 mode = 1;
8428                                 break;
8429                         case 'B':
8430                         case 'b':
8431                                 mode = 2;
8432                                 break;
8433                         case 'C':
8434                         case 'c':
8435                                 mode = 3;
8436                                 break;
8437                         case 'D':
8438                         case 'd':
8439                                 mode = 4;
8440                                 break;
8441                         case 'E':
8442                         case 'e':
8443                                 mode = 5;
8444                                 break;
8445                         }
8446                 }
8447         }
8448
8449         if (only_browse)
8450         {
8451                 char temp[62*5];
8452                 int line, j;
8453
8454                 /* Clear lines, position cursor  (really should use strlen here) */
8455                 Term_erase(14, 21, 255);
8456                 Term_erase(14, 20, 255);
8457                 Term_erase(14, 19, 255);
8458                 Term_erase(14, 18, 255);
8459                 Term_erase(14, 17, 255);
8460                 Term_erase(14, 16, 255);
8461
8462                 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8463                 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8464                 {
8465                         prt(&temp[j], line, 15);
8466                         line++;
8467                 }
8468                 mode = 0;
8469         }
8470         if (!only_browse) screen_load();
8471         } while (only_browse);
8472 #ifdef ALLOW_REPEAT
8473         repeat_push(mode);
8474         }
8475 #endif /* ALLOW_REPEAT */
8476
8477         switch(mode)
8478         {
8479                 case 1: display_essence();break;
8480                 case 2: drain_essence();break;
8481                 case 3: erase_essence();break;
8482                 case 4:
8483                         mode = choose_essence();
8484                         if (mode == 0)
8485                                 break;
8486                         add_essence(mode);
8487                         break;
8488                 case 5: add_essence(10);break;
8489         }
8490 }