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ドワーフの鎧の重量を2/3にするコードと基本ACを+5するコードを、a_m_aux_2()内に移動。
[hengband/hengband.git] / src / object2.c
1 /* File: object2.c */
2
3 /* Purpose: Object code, part 2 */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
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].flags3 & TR3_INSTA_ART) && record_ident &&
778            !death && ((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                         break;
856                 }
857
858                 case TV_CAPTURE:
859                         if (!o_ptr->pval) return 1000L;
860                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
861         }
862
863         /* Paranoia -- Oops */
864         return (0L);
865 }
866
867
868 /* Return the value of the flags the object has... */
869 s32b flag_cost(object_type * o_ptr, int plusses)
870 {
871         s32b total = 0;
872         u32b f1, f2, f3;
873         s32b tmp_cost;
874         int count;
875
876         object_flags(o_ptr, &f1, &f2, &f3);
877
878         if (o_ptr->name1)
879         {
880                 artifact_type *a_ptr = &a_info[o_ptr->name1];
881
882                 f1 &= ~(a_ptr->flags1);
883                 f2 &= ~(a_ptr->flags2);
884                 f3 &= ~(a_ptr->flags3);
885         }
886         else
887         {
888                 if (o_ptr->name2)
889                 {
890                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
891
892                         f1 &= ~(e_ptr->flags1);
893                         f2 &= ~(e_ptr->flags2);
894                         f3 &= ~(e_ptr->flags3);
895                         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
896                         {
897                                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
898
899                                 f1 &= ~(k_ptr->flags1);
900                                 f2 &= ~(k_ptr->flags2);
901                                 f3 &= ~(k_ptr->flags3);
902                         }
903                 }
904                 else if (o_ptr->art_name)
905                 {
906                         total = 5000;
907                 }
908         }
909
910         if (f1 & TR1_STR) total += (1500 * plusses);
911         if (f1 & TR1_INT) total += (1500 * plusses);
912         if (f1 & TR1_WIS) total += (1500 * plusses);
913         if (f1 & TR1_DEX) total += (1500 * plusses);
914         if (f1 & TR1_CON) total += (1500 * plusses);
915         if (f1 & TR1_CHR) total += (750 * plusses);
916         if (f1 & TR1_MAGIC_MASTERY) total += (600 * plusses);
917         if (f1 & TR1_STEALTH) total += (250 * plusses);
918         if (f1 & TR1_SEARCH) total += (100 * plusses);
919         if (f1 & TR1_INFRA) total += (150 * plusses);
920         if (f1 & TR1_TUNNEL) total += (175 * plusses);
921         if ((f1 & TR1_SPEED) && (plusses > 0))
922                 total += (10000 + (2500 * plusses));
923         if ((f1 & TR1_BLOWS) && (plusses > 0))
924                 total += (10000 + (2500 * plusses));
925         if (f3 & TR3_DEC_MANA) total += 10000;
926
927         tmp_cost = 0;
928         count = 0;
929         if (f1 & TR1_CHAOTIC) {total += 5000;count++;}
930         if (f1 & TR1_VAMPIRIC) {total += 6500;count++;}
931         if (f1 & TR1_FORCE_WEAPON) {tmp_cost += 2500;count++;}
932         if (f1 & TR1_SLAY_ANIMAL) {tmp_cost += 1800;count++;}
933         if (f1 & TR1_SLAY_EVIL) {tmp_cost += 2300;count++;}
934         if (f1 & TR1_SLAY_UNDEAD) {tmp_cost += 1800;count++;}
935         if (f1 & TR1_SLAY_DEMON) {tmp_cost += 1800;count++;}
936         if (f1 & TR1_SLAY_ORC) {tmp_cost += 1500;count++;}
937         if (f1 & TR1_SLAY_TROLL) {tmp_cost += 1800;count++;}
938         if (f1 & TR1_SLAY_GIANT) {tmp_cost += 1800;count++;}
939         if (f1 & TR1_KILL_DRAGON) {tmp_cost += 2800;count++;}
940         else if (f1 & TR1_SLAY_DRAGON) {tmp_cost += 1800;count++;}
941
942         if (f1 & TR1_VORPAL) {tmp_cost += 2500;count++;}
943         if (f1 & TR1_IMPACT) {tmp_cost += 2500;count++;}
944         if (f1 & TR1_BRAND_POIS) {tmp_cost += 3800;count++;}
945         if (f1 & TR1_BRAND_ACID) {tmp_cost += 3800;count++;}
946         if (f1 & TR1_BRAND_ELEC) {tmp_cost += 3800;count++;}
947         if (f1 & TR1_BRAND_FIRE) {tmp_cost += 2500;count++;}
948         if (f1 & TR1_BRAND_COLD) {tmp_cost += 2500;count++;}
949         total += (tmp_cost * count);
950
951         if (f2 & TR2_SUST_STR) total += 850;
952         if (f2 & TR2_SUST_INT) total += 850;
953         if (f2 & TR2_SUST_WIS) total += 850;
954         if (f2 & TR2_SUST_DEX) total += 850;
955         if (f2 & TR2_SUST_CON) total += 850;
956         if (f2 & TR2_SUST_CHR) total += 250;
957         if (f2 & TR2_RIDING) total += 0;
958         if (f2 & TR2_XXX2) total += 0;
959         if (f2 & TR2_THROW) total += 5000;
960         if (f2 & TR2_FREE_ACT) total += 4500;
961         if (f2 & TR2_HOLD_LIFE) total += 8500;
962
963         tmp_cost = 0;
964         count = 0;
965         if (f2 & TR2_IM_ACID) {tmp_cost += 15000;count += 2;}
966         if (f2 & TR2_IM_ELEC) {tmp_cost += 15000;count += 2;}
967         if (f2 & TR2_IM_FIRE) {tmp_cost += 15000;count += 2;}
968         if (f2 & TR2_IM_COLD) {tmp_cost += 15000;count += 2;}
969         if (f2 & TR2_REFLECT) {tmp_cost += 5000;count += 2;}
970         if (f2 & TR2_RES_ACID) {tmp_cost += 500;count++;}
971         if (f2 & TR2_RES_ELEC) {tmp_cost += 500;count++;}
972         if (f2 & TR2_RES_FIRE) {tmp_cost += 500;count++;}
973         if (f2 & TR2_RES_COLD) {tmp_cost += 500;count++;}
974         if (f2 & TR2_RES_POIS) {tmp_cost += 1000;count += 2;}
975         if (f2 & TR2_RES_FEAR) {tmp_cost += 1000;count += 2;}
976         if (f2 & TR2_RES_LITE) {tmp_cost += 800;count += 2;}
977         if (f2 & TR2_RES_DARK) {tmp_cost += 800;count += 2;}
978         if (f2 & TR2_RES_BLIND) {tmp_cost += 900;count += 2;}
979         if (f2 & TR2_RES_CONF) {tmp_cost += 900;count += 2;}
980         if (f2 & TR2_RES_SOUND) {tmp_cost += 900;count += 2;}
981         if (f2 & TR2_RES_SHARDS) {tmp_cost += 900;count += 2;}
982         if (f2 & TR2_RES_NETHER) {tmp_cost += 900;count += 2;}
983         if (f2 & TR2_RES_NEXUS) {tmp_cost += 900;count += 2;}
984         if (f2 & TR2_RES_CHAOS) {tmp_cost += 1000;count += 2;}
985         if (f2 & TR2_RES_DISEN) {tmp_cost += 2000;count += 2;}
986         total += (tmp_cost * count);
987
988         if (f3 & TR3_SH_FIRE) total += 5000;
989         if (f3 & TR3_SH_ELEC) total += 5000;
990         if (f3 & TR3_SH_COLD) total += 5000;
991         if (f3 & TR3_QUESTITEM) total += 0;
992         if (f3 & TR3_NO_TELE) total -= 10000;
993         if (f3 & TR3_NO_MAGIC) total += 2500;
994         if (f3 & TR3_TY_CURSE) total -= 15000;
995         if (f3 & TR3_HIDE_TYPE) total += 0;
996         if (f3 & TR3_SHOW_MODS) total += 0;
997         if (f3 & TR3_INSTA_ART) total += 0;
998         if (f3 & TR3_FEATHER) total += 1250;
999         if (f3 & TR3_LITE) total += 1250;
1000         if (f3 & TR3_SEE_INVIS) total += 2000;
1001         if (f3 & TR3_TELEPATHY) total += 20000;
1002         if (f3 & TR3_SLOW_DIGEST) total += 750;
1003         if (f3 & TR3_REGEN) total += 2500;
1004         if (f3 & TR3_WARNING) total += 2000;
1005         if (f3 & TR3_XTRA_MIGHT) total += 2250;
1006         if (f3 & TR3_XTRA_SHOTS) total += 10000;
1007         if (f3 & TR3_IGNORE_ACID) total += 100;
1008         if (f3 & TR3_IGNORE_ELEC) total += 100;
1009         if (f3 & TR3_IGNORE_FIRE) total += 100;
1010         if (f3 & TR3_IGNORE_COLD) total += 100;
1011         if (f3 & TR3_ACTIVATE) total += 100;
1012         if (f3 & TR3_DRAIN_EXP) total -= 12500;
1013         if (f3 & TR3_TELEPORT)
1014         {
1015                 if (o_ptr->ident & IDENT_CURSED)
1016                         total -= 7500;
1017                 else
1018                         total += 250;
1019         }
1020         if (f3 & TR3_AGGRAVATE) total -= 10000;
1021         if (f3 & TR3_BLESSED) total += 750;
1022         if (f3 & TR3_CURSED) total -= 5000;
1023         if (f3 & TR3_HEAVY_CURSE) total -= 12500;
1024         if (f3 & TR3_PERMA_CURSE) total -= 15000;
1025
1026         /* Also, give some extra for activatable powers... */
1027         if (o_ptr->art_name && (o_ptr->art_flags3 & TR3_ACTIVATE))
1028         {
1029                 int type = o_ptr->xtra2;
1030
1031                 if (type == ACT_SUNLIGHT) total += 250;
1032                 else if (type == ACT_BO_MISS_1) total += 250;
1033                 else if (type == ACT_BA_POIS_1) total += 300;
1034                 else if (type == ACT_BO_ELEC_1) total += 250;
1035                 else if (type == ACT_BO_ACID_1) total += 250;
1036                 else if (type == ACT_BO_COLD_1) total += 250;
1037                 else if (type == ACT_BO_FIRE_1) total += 250;
1038                 else if (type == ACT_BA_COLD_1) total += 750;
1039                 else if (type == ACT_BA_FIRE_1) total += 1000;
1040                 else if (type == ACT_DRAIN_1) total += 500;
1041                 else if (type == ACT_BA_COLD_2) total += 1250;
1042                 else if (type == ACT_BA_ELEC_2) total += 1500;
1043                 else if (type == ACT_DRAIN_2) total += 750;
1044                 else if (type == ACT_VAMPIRE_1) total = 1000;
1045                 else if (type == ACT_BO_MISS_2) total += 1000;
1046                 else if (type == ACT_BA_FIRE_2) total += 1750;
1047                 else if (type == ACT_BA_COLD_3) total += 2500;
1048                 else if (type == ACT_BA_ELEC_3) total += 2500;
1049                 else if (type == ACT_WHIRLWIND) total += 7500;
1050                 else if (type == ACT_VAMPIRE_2) total += 2500;
1051                 else if (type == ACT_CALL_CHAOS) total += 5000;
1052                 else if (type == ACT_ROCKET) total += 5000;
1053                 else if (type == ACT_DISP_EVIL) total += 4000;
1054                 else if (type == ACT_DISP_GOOD) total += 3500;
1055                 else if (type == ACT_BA_MISS_3) total += 5000;
1056                 else if (type == ACT_CONFUSE) total += 500;
1057                 else if (type == ACT_SLEEP) total += 750;
1058                 else if (type == ACT_QUAKE) total += 600;
1059                 else if (type == ACT_TERROR) total += 2500;
1060                 else if (type == ACT_TELE_AWAY) total += 2000;
1061                 else if (type == ACT_GENOCIDE) total += 10000;
1062                 else if (type == ACT_MASS_GENO) total += 10000;
1063                 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1064                 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1065                 else if (type == ACT_CHARM_OTHER) total += 10000;
1066                 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1067                 else if (type == ACT_CHARM_OTHERS) total += 17500;
1068                 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1069                 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1070                 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1071                 else if (type == ACT_SUMMON_DEMON) total += 20000;
1072                 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1073                 else if (type == ACT_CURE_LW) total += 500;
1074                 else if (type == ACT_CURE_MW) total += 750;
1075                 else if (type == ACT_REST_LIFE) total += 7500;
1076                 else if (type == ACT_REST_ALL) total += 15000;
1077                 else if (type == ACT_CURE_700) total += 10000;
1078                 else if (type == ACT_CURE_1000) total += 15000;
1079                 else if (type == ACT_ESP) total += 1500;
1080                 else if (type == ACT_BERSERK) total += 800;
1081                 else if (type == ACT_PROT_EVIL) total += 5000;
1082                 else if (type == ACT_RESIST_ALL) total += 5000;
1083                 else if (type == ACT_SPEED) total += 15000;
1084                 else if (type == ACT_XTRA_SPEED) total += 25000;
1085                 else if (type == ACT_WRAITH) total += 25000;
1086                 else if (type == ACT_INVULN) total += 25000;
1087                 else if (type == ACT_LIGHT) total += 150;
1088                 else if (type == ACT_MAP_LIGHT) total += 500;
1089                 else if (type == ACT_DETECT_ALL) total += 1000;
1090                 else if (type == ACT_DETECT_XTRA) total += 12500;
1091                 else if (type == ACT_ID_FULL) total += 10000;
1092                 else if (type == ACT_ID_PLAIN) total += 1250;
1093                 else if (type == ACT_RUNE_EXPLO) total += 4000;
1094                 else if (type == ACT_RUNE_PROT) total += 10000;
1095                 else if (type == ACT_SATIATE) total += 2000;
1096                 else if (type == ACT_DEST_DOOR) total += 100;
1097                 else if (type == ACT_STONE_MUD) total += 1000;
1098                 else if (type == ACT_RECHARGE) total += 1000;
1099                 else if (type == ACT_ALCHEMY) total += 10000;
1100                 else if (type == ACT_DIM_DOOR) total += 10000;
1101                 else if (type == ACT_TELEPORT) total += 2000;
1102                 else if (type == ACT_RECALL) total += 7500;
1103         }
1104
1105         return total;
1106 }
1107
1108
1109 /*
1110  * Return the "real" price of a "known" item, not including discounts
1111  *
1112  * Wand and staffs get cost for each charge
1113  *
1114  * Armor is worth an extra 100 gold per bonus point to armor class.
1115  *
1116  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1117  *
1118  * Missiles are only worth 5 gold per bonus point, since they
1119  * usually appear in groups of 20, and we want the player to get
1120  * the same amount of cash for any "equivalent" item.  Note that
1121  * missiles never have any of the "pval" flags, and in fact, they
1122  * only have a few of the available flags, primarily of the "slay"
1123  * and "brand" and "ignore" variety.
1124  *
1125  * Armor with a negative armor bonus is worthless.
1126  * Weapons with negative hit+damage bonuses are worthless.
1127  *
1128  * Every wearable item with a "pval" bonus is worth extra (see below).
1129  */
1130 s32b object_value_real(object_type *o_ptr)
1131 {
1132         s32b value;
1133
1134         u32b f1, f2, f3;
1135
1136         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1137
1138
1139         /* Hack -- "worthless" items */
1140         if (!get_object_cost(o_ptr)) return (0L);
1141
1142         /* Base cost */
1143         value = get_object_cost(o_ptr);
1144
1145         /* Extract some flags */
1146         object_flags(o_ptr, &f1, &f2, &f3);
1147
1148         /* Artifact */
1149         if (o_ptr->name1)
1150         {
1151                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1152
1153                 /* Hack -- "worthless" artifacts */
1154                 if (!a_ptr->cost) return (0L);
1155
1156                 /* Hack -- Use the artifact cost instead */
1157                 value = a_ptr->cost;
1158                 value += flag_cost(o_ptr, o_ptr->pval);
1159                 return (value);
1160         }
1161
1162         /* Ego-Item */
1163         else if (o_ptr->name2)
1164         {
1165                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1166
1167                 /* Hack -- "worthless" ego-items */
1168                 if (!e_ptr->cost) return (0L);
1169
1170                 /* Hack -- Reward the ego-item with a bonus */
1171                 value += e_ptr->cost;
1172                 value += flag_cost(o_ptr, o_ptr->pval);
1173         }
1174
1175         else if (o_ptr->art_flags1 || o_ptr->art_flags2 || o_ptr->art_flags3)
1176         {
1177                 value += flag_cost(o_ptr, o_ptr->pval);
1178         }
1179
1180
1181         /* Analyze pval bonus */
1182         switch (o_ptr->tval)
1183         {
1184                 case TV_SHOT:
1185                 case TV_ARROW:
1186                 case TV_BOLT:
1187                 case TV_BOW:
1188                 case TV_DIGGING:
1189                 case TV_HAFTED:
1190                 case TV_POLEARM:
1191                 case TV_SWORD:
1192                 case TV_BOOTS:
1193                 case TV_GLOVES:
1194                 case TV_HELM:
1195                 case TV_CROWN:
1196                 case TV_SHIELD:
1197                 case TV_CLOAK:
1198                 case TV_SOFT_ARMOR:
1199                 case TV_HARD_ARMOR:
1200                 case TV_DRAG_ARMOR:
1201                 case TV_LITE:
1202                 case TV_AMULET:
1203                 case TV_RING:
1204                 {
1205                         /* Hack -- Negative "pval" is always bad */
1206                         if (o_ptr->pval < 0) return (0L);
1207
1208                         /* No pval */
1209                         if (!o_ptr->pval) break;
1210
1211                         /* Give credit for stat bonuses */
1212                         if (f1 & (TR1_STR)) value += (o_ptr->pval * 200L);
1213                         if (f1 & (TR1_INT)) value += (o_ptr->pval * 200L);
1214                         if (f1 & (TR1_WIS)) value += (o_ptr->pval * 200L);
1215                         if (f1 & (TR1_DEX)) value += (o_ptr->pval * 200L);
1216                         if (f1 & (TR1_CON)) value += (o_ptr->pval * 200L);
1217                         if (f1 & (TR1_CHR)) value += (o_ptr->pval * 200L);
1218
1219                         /* Give credit for stealth and searching */
1220                         if (f1 & (TR1_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1221                         if (f1 & (TR1_STEALTH)) value += (o_ptr->pval * 100L);
1222                         if (f1 & (TR1_SEARCH)) value += (o_ptr->pval * 100L);
1223
1224                         /* Give credit for infra-vision and tunneling */
1225                         if (f1 & (TR1_INFRA)) value += (o_ptr->pval * 50L);
1226                         if (f1 & (TR1_TUNNEL)) value += (o_ptr->pval * 50L);
1227
1228                         /* Give credit for extra attacks */
1229                         if (f1 & (TR1_BLOWS)) value += (o_ptr->pval * 5000L);
1230
1231                         /* Give credit for speed bonus */
1232                         if (f1 & (TR1_SPEED)) value += (o_ptr->pval * 10000L);
1233
1234                         break;
1235                 }
1236         }
1237
1238
1239         /* Analyze the item */
1240         switch (o_ptr->tval)
1241         {
1242                 /* Wands/Staffs */
1243                 case TV_WAND:
1244                 {
1245                         /* Pay extra for charges, depending on standard number of
1246                          * charges.  Handle new-style wands correctly. -LM-
1247                          */
1248                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1249
1250                         /* Done */
1251                         break;
1252                 }
1253                 case TV_STAFF:
1254                 {
1255                         /* Pay extra for charges, depending on standard number of
1256                          * charges.  -LM-
1257                          */
1258                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1259
1260                         /* Done */
1261                         break;
1262                 }
1263
1264                 /* Rings/Amulets */
1265                 case TV_RING:
1266                 case TV_AMULET:
1267                 {
1268                         /* Hack -- negative bonuses are bad */
1269                         if (o_ptr->to_a < 0) return (0L);
1270                         if (o_ptr->to_h < 0) return (0L);
1271                         if (o_ptr->to_d < 0) return (0L);
1272
1273                         /* Give credit for bonuses */
1274                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1275
1276                         /* Done */
1277                         break;
1278                 }
1279
1280                 /* Armor */
1281                 case TV_BOOTS:
1282                 case TV_GLOVES:
1283                 case TV_CLOAK:
1284                 case TV_CROWN:
1285                 case TV_HELM:
1286                 case TV_SHIELD:
1287                 case TV_SOFT_ARMOR:
1288                 case TV_HARD_ARMOR:
1289                 case TV_DRAG_ARMOR:
1290                 {
1291                         /* Hack -- negative armor bonus */
1292                         if (o_ptr->to_a < 0) return (0L);
1293
1294                         /* Give credit for bonuses */
1295                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1296
1297                         /* Done */
1298                         break;
1299                 }
1300
1301                 /* Bows/Weapons */
1302                 case TV_BOW:
1303                 case TV_DIGGING:
1304                 case TV_HAFTED:
1305                 case TV_SWORD:
1306                 case TV_POLEARM:
1307                 {
1308                         /* Hack -- negative hit/damage bonuses */
1309                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1310
1311                         /* Factor in the bonuses */
1312                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1313
1314                         /* Hack -- Factor in extra damage dice */
1315                         if ((o_ptr->dd > k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
1316                         {
1317                                 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 100L;
1318                         }
1319
1320                         /* Done */
1321                         break;
1322                 }
1323
1324                 /* Ammo */
1325                 case TV_SHOT:
1326                 case TV_ARROW:
1327                 case TV_BOLT:
1328                 {
1329                         /* Hack -- negative hit/damage bonuses */
1330                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1331
1332                         /* Factor in the bonuses */
1333                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1334
1335                         /* Hack -- Factor in extra damage dice */
1336                         if ((o_ptr->dd > k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
1337                         {
1338                                 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1339                         }
1340
1341                         /* Done */
1342                         break;
1343                 }
1344
1345                 /* Figurines, relative to monster level */
1346                 case TV_FIGURINE:
1347                 {
1348                         int level = r_info[o_ptr->pval].level;
1349                         if (level < 20) value = level*50L;
1350                         else if (level < 30) value = 1000+(level-20)*150L;
1351                         else if (level < 40) value = 2500+(level-30)*350L;
1352                         else if (level < 50) value = 6000+(level-40)*800L;
1353                         else value = 14000+(level-50)*2000L;
1354                         break;
1355                 }
1356
1357                 case TV_CAPTURE:
1358                 {
1359                         if (!o_ptr->pval) value = 1000L;
1360                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1361                         break;
1362                 }
1363
1364                 case TV_CHEST:
1365                 {
1366                         if (!o_ptr->pval) value = 0L;
1367                         break;
1368                 }
1369         }
1370
1371         /* Return the value */
1372         return (value);
1373 }
1374
1375
1376 /*
1377  * Return the price of an item including plusses (and charges)
1378  *
1379  * This function returns the "value" of the given item (qty one)
1380  *
1381  * Never notice "unknown" bonuses or properties, including "curses",
1382  * since that would give the player information he did not have.
1383  *
1384  * Note that discounted items stay discounted forever, even if
1385  * the discount is "forgotten" by the player via memory loss.
1386  */
1387 s32b object_value(object_type *o_ptr)
1388 {
1389         s32b value;
1390
1391
1392         /* Unknown items -- acquire a base value */
1393         if (object_known_p(o_ptr))
1394         {
1395                 /* Broken items -- worthless */
1396                 if (broken_p(o_ptr)) return (0L);
1397
1398                 /* Cursed items -- worthless */
1399                 if (cursed_p(o_ptr)) return (0L);
1400
1401                 /* Real value (see above) */
1402                 value = object_value_real(o_ptr);
1403         }
1404
1405         /* Known items -- acquire the actual value */
1406         else
1407         {
1408                 /* Hack -- Felt broken items */
1409                 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1410
1411                 /* Hack -- Felt cursed items */
1412                 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1413
1414                 /* Base value (see above) */
1415                 value = object_value_base(o_ptr);
1416         }
1417
1418
1419         /* Apply discount (if any) */
1420         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1421
1422
1423         /* Return the final value */
1424         return (value);
1425 }
1426
1427
1428 /*
1429  * Distribute charges of rods or wands.
1430  *
1431  * o_ptr = source item
1432  * q_ptr = target item, must be of the same type as o_ptr
1433  * amt   = number of items that are transfered
1434  */
1435 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1436 {
1437         /*
1438          * Hack -- If rods or wands are dropped, the total maximum timeout or
1439          * charges need to be allocated between the two stacks.  If all the items
1440          * are being dropped, it makes for a neater message to leave the original
1441          * stack's pval alone. -LM-
1442          */
1443         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1444         {
1445                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1446                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1447
1448                 /* Hack -- Rods also need to have their timeouts distributed.  The
1449                  * dropped stack will accept all time remaining to charge up to its
1450                  * maximum.
1451                  */
1452                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1453                 {
1454                         if (q_ptr->pval > o_ptr->timeout)
1455                                 q_ptr->timeout = o_ptr->timeout;
1456                         else
1457                                 q_ptr->timeout = q_ptr->pval;
1458
1459                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1460                 }
1461         }
1462 }
1463
1464 void reduce_charges(object_type *o_ptr, int amt)
1465 {
1466         /*
1467          * Hack -- If rods or wand are destroyed, the total maximum timeout or
1468          * charges of the stack needs to be reduced, unless all the items are
1469          * being destroyed. -LM-
1470          */
1471         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1472                 (amt < o_ptr->number))
1473         {
1474                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1475         }
1476 }
1477
1478
1479 /*
1480  * Determine if an item can "absorb" a second item
1481  *
1482  * See "object_absorb()" for the actual "absorption" code.
1483  *
1484  * If permitted, we allow staffs (if they are known to have equal charges
1485  * and both are either known or confirmed empty) and wands (if both are
1486  * either known or confirmed empty) and rods (in all cases) to combine.
1487  * Staffs will unstack (if necessary) when they are used, but wands and
1488  * rods will only unstack if one is dropped. -LM-
1489  *
1490  * If permitted, we allow weapons/armor to stack, if fully "known".
1491  *
1492  * Missiles will combine if both stacks have the same "known" status.
1493  * This is done to make unidentified stacks of missiles useful.
1494  *
1495  * Food, potions, scrolls, and "easy know" items always stack.
1496  *
1497  * Chests, and activatable items, never stack (for various reasons).
1498  */
1499
1500 /*
1501  *  Determine if an item can partly absorb a second item.
1502  */
1503 bool object_similar_part(object_type *o_ptr, object_type *j_ptr)
1504 {
1505         /* Require identical object types */
1506         if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1507
1508
1509         /* Analyze the items */
1510         switch (o_ptr->tval)
1511         {
1512                 /* Chests and Statues*/
1513                 case TV_CHEST:
1514                 case TV_CARD:
1515                 case TV_CAPTURE:
1516                 {
1517                         /* Never okay */
1518                         return (0);
1519                 }
1520
1521                 case TV_STATUE:
1522                 {
1523                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return (0);
1524                         if (o_ptr->pval != j_ptr->pval) return (0);
1525                         break;
1526                 }
1527
1528                 /* Figurines and Corpses*/
1529                 case TV_FIGURINE:
1530                 case TV_CORPSE:
1531                 {
1532                         /* Same monster */
1533                         if (o_ptr->pval != j_ptr->pval) return (0);
1534
1535                         /* Assume okay */
1536                         break;
1537                 }
1538
1539                 /* Food and Potions and Scrolls */
1540                 case TV_FOOD:
1541                 case TV_POTION:
1542                 case TV_SCROLL:
1543                 {
1544                         /* Assume okay */
1545                         break;
1546                 }
1547
1548                 /* Staffs */
1549                 case TV_STAFF:
1550                 {
1551                         /* Require either knowledge or known empty for both staffs. */
1552                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1553                                 !object_known_p(o_ptr)) ||
1554                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1555                                 !object_known_p(j_ptr))) return(0);
1556
1557                         /* Require identical charges, since staffs are bulky. */
1558                         if (o_ptr->pval != j_ptr->pval) return (0);
1559
1560                         /* Assume okay */
1561                         break;
1562                 }
1563
1564                 /* Wands */
1565                 case TV_WAND:
1566                 {
1567                         /* Require either knowledge or known empty for both wands. */
1568                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1569                                 !object_known_p(o_ptr)) ||
1570                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1571                                 !object_known_p(j_ptr))) return(0);
1572
1573                         /* Wand charges combine in O&ZAngband.  */
1574
1575                         /* Assume okay */
1576                         break;
1577                 }
1578
1579                 /* Staffs and Wands and Rods */
1580                 case TV_ROD:
1581                 {
1582                         /* Assume okay */
1583                         break;
1584                 }
1585
1586                 /* Weapons and Armor */
1587                 case TV_BOW:
1588                 case TV_DIGGING:
1589                 case TV_HAFTED:
1590                 case TV_POLEARM:
1591                 case TV_SWORD:
1592                 case TV_BOOTS:
1593                 case TV_GLOVES:
1594                 case TV_HELM:
1595                 case TV_CROWN:
1596                 case TV_SHIELD:
1597                 case TV_CLOAK:
1598                 case TV_SOFT_ARMOR:
1599                 case TV_HARD_ARMOR:
1600                 case TV_DRAG_ARMOR:
1601                 {
1602                         /* Require permission */
1603                         if (!stack_allow_items) return (0);
1604
1605                         /* Fall through */
1606                 }
1607
1608                 /* Rings, Amulets, Lites */
1609                 case TV_RING:
1610                 case TV_AMULET:
1611                 case TV_LITE:
1612                 {
1613                         /* Require full knowledge of both items */
1614                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
1615
1616                         /* Fall through */
1617                 }
1618
1619                 /* Missiles */
1620                 case TV_BOLT:
1621                 case TV_ARROW:
1622                 case TV_SHOT:
1623                 {
1624                         /* Require identical knowledge of both items */
1625                         if (object_known_p(o_ptr) != object_known_p(j_ptr)) return (0);
1626
1627                         /* Require identical "bonuses" */
1628                         if (o_ptr->to_h != j_ptr->to_h) return (FALSE);
1629                         if (o_ptr->to_d != j_ptr->to_d) return (FALSE);
1630                         if (o_ptr->to_a != j_ptr->to_a) return (FALSE);
1631
1632                         /* Require identical "pval" code */
1633                         if (o_ptr->pval != j_ptr->pval) return (FALSE);
1634
1635                         /* Require identical "artifact" names */
1636                         if (o_ptr->name1 != j_ptr->name1) return (FALSE);
1637
1638                         /* Random artifacts never stack */
1639                         if (o_ptr->art_name || j_ptr->art_name) return (FALSE);
1640
1641                         /* Require identical "ego-item" names */
1642                         if (o_ptr->name2 != j_ptr->name2) return (FALSE);
1643
1644                         /* Require identical added essence  */
1645                         if (o_ptr->xtra3 != j_ptr->xtra3) return (FALSE);
1646                         if (o_ptr->xtra4 != j_ptr->xtra4) return (FALSE);
1647
1648                         /* Hack -- Never stack "powerful" items */
1649                         if (o_ptr->xtra1 || j_ptr->xtra1) return (FALSE);
1650
1651                         /* Hack -- Never stack recharging items */
1652                         if (o_ptr->timeout || j_ptr->timeout) return (FALSE);
1653
1654                         /* Require identical "values" */
1655                         if (o_ptr->ac != j_ptr->ac) return (FALSE);
1656                         if (o_ptr->dd != j_ptr->dd) return (FALSE);
1657                         if (o_ptr->ds != j_ptr->ds) return (FALSE);
1658
1659                         /* Probably okay */
1660                         break;
1661                 }
1662
1663                 /* Various */
1664                 default:
1665                 {
1666                         /* Require knowledge */
1667                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
1668
1669                         /* Probably okay */
1670                         break;
1671                 }
1672         }
1673
1674
1675         /* Hack -- Identical art_flags! */
1676         if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
1677             (o_ptr->art_flags2 != j_ptr->art_flags2) ||
1678             (o_ptr->art_flags3 != j_ptr->art_flags3))
1679                 return (0);
1680
1681         /* Hack -- Require identical "cursed" status */
1682         if ((o_ptr->ident & (IDENT_CURSED)) != (j_ptr->ident & (IDENT_CURSED))) return (0);
1683
1684         /* Hack -- Require identical "broken" status */
1685         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return (0);
1686
1687
1688         /* Hack -- require semi-matching "inscriptions" */
1689         if (o_ptr->inscription && j_ptr->inscription &&
1690             (o_ptr->inscription != j_ptr->inscription))
1691                 return (0);
1692
1693         /* Hack -- normally require matching "inscriptions" */
1694         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return (0);
1695
1696         /* Hack -- normally require matching "discounts" */
1697         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return (0);
1698
1699
1700         /* They match, so they must be similar */
1701         return (TRUE);
1702 }
1703
1704 /*
1705  *  Determine if an item can absorb a second item.
1706  */
1707 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1708 {
1709         int total = o_ptr->number + j_ptr->number;
1710
1711         if (!object_similar_part(o_ptr, j_ptr))
1712                 return FALSE;
1713
1714         /* Maximal "stacking" limit */
1715         if (total >= MAX_STACK_SIZE) return (0);
1716
1717
1718         /* They match, so they must be similar */
1719         return (TRUE);
1720 }
1721
1722
1723
1724 /*
1725  * Allow one item to "absorb" another, assuming they are similar
1726  */
1727 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1728 {
1729         int total = o_ptr->number + j_ptr->number;
1730
1731         /* Add together the item counts */
1732         o_ptr->number = ((total < MAX_STACK_SIZE) ? total : (MAX_STACK_SIZE - 1));
1733
1734         /* Hack -- blend "known" status */
1735         if (object_known_p(j_ptr)) object_known(o_ptr);
1736
1737         /* Hack -- clear "storebought" if only one has it */
1738         if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1739             (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1740         {
1741                 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1742                 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1743         }
1744
1745         /* Hack -- blend "mental" status */
1746         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1747
1748         /* Hack -- blend "inscriptions" */
1749         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1750
1751         /* Hack -- blend "feelings" */
1752         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1753
1754         /* Hack -- could average discounts XXX XXX XXX */
1755         /* Hack -- save largest discount XXX XXX XXX */
1756         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1757
1758         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1759         if (o_ptr->tval == TV_ROD)
1760         {
1761                 o_ptr->pval += j_ptr->pval;
1762                 o_ptr->timeout += j_ptr->timeout;
1763         }
1764
1765         /* Hack -- if wands are stacking, combine the charges. -LM- */
1766         if (o_ptr->tval == TV_WAND)
1767         {
1768                 o_ptr->pval += j_ptr->pval;
1769         }
1770 }
1771
1772
1773 /*
1774  * Find the index of the object_kind with the given tval and sval
1775  */
1776 s16b lookup_kind(int tval, int sval)
1777 {
1778         int k;
1779         int num = 0;
1780         int bk = 0;
1781
1782         /* Look for it */
1783         for (k = 1; k < max_k_idx; k++)
1784         {
1785                 object_kind *k_ptr = &k_info[k];
1786
1787                 /* Require correct tval */
1788                 if (k_ptr->tval != tval) continue;
1789
1790                 /* Found a match */
1791                 if (k_ptr->sval == sval) return (k);
1792
1793                 /* Ignore illegal items */
1794                 if (sval != SV_ANY) continue;
1795
1796                 /* Apply the randomizer */
1797                 if (!one_in_(++num)) continue;
1798
1799                 /* Use this value */
1800                 bk = k;
1801         }
1802
1803         /* Return this choice */
1804         if (sval == SV_ANY)
1805         {
1806                 return bk;
1807         }
1808
1809 #if 0
1810         /* Oops */
1811 #ifdef JP
1812         msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1813 #else
1814         msg_format("No object (%d,%d)", tval, sval);
1815 #endif
1816 #endif
1817
1818
1819         /* Oops */
1820         return (0);
1821 }
1822
1823
1824 /*
1825  * Wipe an object clean.
1826  */
1827 void object_wipe(object_type *o_ptr)
1828 {
1829         /* Wipe the structure */
1830         (void)WIPE(o_ptr, object_type);
1831 }
1832
1833
1834 /*
1835  * Prepare an object based on an existing object
1836  */
1837 void object_copy(object_type *o_ptr, object_type *j_ptr)
1838 {
1839         /* Copy the structure */
1840         COPY(o_ptr, j_ptr, object_type);
1841 }
1842
1843
1844 /*
1845  * Prepare an object based on an object kind.
1846  */
1847 void object_prep(object_type *o_ptr, int k_idx)
1848 {
1849         object_kind *k_ptr = &k_info[k_idx];
1850
1851         /* Clear the record */
1852         object_wipe(o_ptr);
1853
1854         /* Save the kind index */
1855         o_ptr->k_idx = k_idx;
1856
1857         /* Efficiency -- tval/sval */
1858         o_ptr->tval = k_ptr->tval;
1859         o_ptr->sval = k_ptr->sval;
1860
1861         /* Default "pval" */
1862         o_ptr->pval = k_ptr->pval;
1863
1864         /* Default number */
1865         o_ptr->number = 1;
1866
1867         /* Default weight */
1868         o_ptr->weight = k_ptr->weight;
1869
1870         /* Default magic */
1871         o_ptr->to_h = k_ptr->to_h;
1872         o_ptr->to_d = k_ptr->to_d;
1873         o_ptr->to_a = k_ptr->to_a;
1874
1875         /* Default power */
1876         o_ptr->ac = k_ptr->ac;
1877         o_ptr->dd = k_ptr->dd;
1878         o_ptr->ds = k_ptr->ds;
1879
1880         /* Hack -- worthless items are always "broken" */
1881         if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1882
1883         /* Hack -- cursed items are always "cursed" */
1884         if (k_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
1885 }
1886
1887
1888 /*
1889  * Help determine an "enchantment bonus" for an object.
1890  *
1891  * To avoid floating point but still provide a smooth distribution of bonuses,
1892  * we simply round the results of division in such a way as to "average" the
1893  * correct floating point value.
1894  *
1895  * This function has been changed.  It uses "randnor()" to choose values from
1896  * a normal distribution, whose mean moves from zero towards the max as the
1897  * level increases, and whose standard deviation is equal to 1/4 of the max,
1898  * and whose values are forced to lie between zero and the max, inclusive.
1899  *
1900  * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1901  * rare to get the "full" enchantment on an object, even a deep levels.
1902  *
1903  * It is always possible (albeit unlikely) to get the "full" enchantment.
1904  *
1905  * A sample distribution of values from "m_bonus(10, N)" is shown below:
1906  *
1907  *   N       0     1     2     3     4     5     6     7     8     9    10
1908  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----
1909  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03
1910  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05
1911  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05
1912  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11
1913  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41
1914  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65
1915  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94
1916  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78
1917  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64
1918  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62
1919  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33
1920  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38
1921  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53
1922  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53
1923  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27
1924  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72
1925  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07
1926  */
1927 s16b m_bonus(int max, int level)
1928 {
1929         int bonus, stand, extra, value;
1930
1931
1932         /* Paranoia -- enforce maximal "level" */
1933         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1934
1935
1936         /* The "bonus" moves towards the max */
1937         bonus = ((max * level) / MAX_DEPTH);
1938
1939         /* Hack -- determine fraction of error */
1940         extra = ((max * level) % MAX_DEPTH);
1941
1942         /* Hack -- simulate floating point computations */
1943         if (randint0(MAX_DEPTH) < extra) bonus++;
1944
1945
1946         /* The "stand" is equal to one quarter of the max */
1947         stand = (max / 4);
1948
1949         /* Hack -- determine fraction of error */
1950         extra = (max % 4);
1951
1952         /* Hack -- simulate floating point computations */
1953         if (randint0(4) < extra) stand++;
1954
1955
1956         /* Choose an "interesting" value */
1957         value = randnor(bonus, stand);
1958
1959         /* Enforce the minimum value */
1960         if (value < 0) return (0);
1961
1962         /* Enforce the maximum value */
1963         if (value > max) return (max);
1964
1965         /* Result */
1966         return (value);
1967 }
1968
1969
1970 /*
1971  * Cheat -- describe a created object for the user
1972  */
1973 static void object_mention(object_type *o_ptr)
1974 {
1975         char o_name[MAX_NLEN];
1976
1977         /* Describe */
1978         object_desc_store(o_name, o_ptr, FALSE, 0);
1979
1980         /* Artifact */
1981         if (artifact_p(o_ptr))
1982         {
1983                 /* Silly message */
1984 #ifdef JP
1985                 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1986 #else
1987                 msg_format("Artifact (%s)", o_name);
1988 #endif
1989
1990         }
1991
1992         /* Random Artifact */
1993         else if (o_ptr->art_name)
1994         {
1995 #ifdef JP
1996                 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1997 #else
1998                 msg_print("Random artifact");
1999 #endif
2000
2001         }
2002
2003         /* Ego-item */
2004         else if (ego_item_p(o_ptr))
2005         {
2006                 /* Silly message */
2007 #ifdef JP
2008                 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2009 #else
2010                 msg_format("Ego-item (%s)", o_name);
2011 #endif
2012
2013         }
2014
2015         /* Normal item */
2016         else
2017         {
2018                 /* Silly message */
2019 #ifdef JP
2020                 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2021 #else
2022                 msg_format("Object (%s)", o_name);
2023 #endif
2024
2025         }
2026 }
2027
2028
2029 /*
2030  * Mega-Hack -- Attempt to create one of the "Special Objects"
2031  *
2032  * We are only called from "make_object()", and we assume that
2033  * "apply_magic()" is called immediately after we return.
2034  *
2035  * Note -- see "make_artifact()" and "apply_magic()"
2036  */
2037 static bool make_artifact_special(object_type *o_ptr)
2038 {
2039         int i;
2040         int k_idx = 0;
2041
2042
2043         /* No artifacts in the town */
2044         if (!dun_level) return (FALSE);
2045
2046         /* Themed object */
2047         if (get_obj_num_hook) return (FALSE);
2048
2049         /* Check the artifact list (just the "specials") */
2050         for (i = 0; i < max_a_idx; i++)
2051         {
2052                 artifact_type *a_ptr = &a_info[i];
2053
2054                 /* Skip "empty" artifacts */
2055                 if (!a_ptr->name) continue;
2056
2057                 /* Cannot make an artifact twice */
2058                 if (a_ptr->cur_num) continue;
2059
2060                 if (a_ptr->flags3 & TR3_QUESTITEM) continue;
2061                 if (!(a_ptr->flags3 & TR3_INSTA_ART)) continue;
2062
2063                 /* XXX XXX Enforce minimum "depth" (loosely) */
2064                 if (a_ptr->level > dun_level)
2065                 {
2066                         /* Acquire the "out-of-depth factor" */
2067                         int d = (a_ptr->level - dun_level) * 2;
2068
2069                         /* Roll for out-of-depth creation */
2070                         if (!one_in_(d)) continue;
2071                 }
2072
2073                 /* Artifact "rarity roll" */
2074                 if (!one_in_(a_ptr->rarity)) continue;
2075
2076                 /* Find the base object */
2077                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2078
2079                 /* XXX XXX Enforce minimum "object" level (loosely) */
2080                 if (k_info[k_idx].level > object_level)
2081                 {
2082                         /* Acquire the "out-of-depth factor" */
2083                         int d = (k_info[k_idx].level - object_level) * 5;
2084
2085                         /* Roll for out-of-depth creation */
2086                         if (!one_in_(d)) continue;
2087                 }
2088
2089                 /* Assign the template */
2090                 object_prep(o_ptr, k_idx);
2091
2092                 /* Mega-Hack -- mark the item as an artifact */
2093                 o_ptr->name1 = i;
2094
2095                 /* Hack: Some artifacts get random extra powers */
2096                 random_artifact_resistance(o_ptr);
2097
2098                 /* Success */
2099                 return (TRUE);
2100         }
2101
2102         /* Failure */
2103         return (FALSE);
2104 }
2105
2106
2107 /*
2108  * Attempt to change an object into an artifact
2109  *
2110  * This routine should only be called by "apply_magic()"
2111  *
2112  * Note -- see "make_artifact_special()" and "apply_magic()"
2113  */
2114 static bool make_artifact(object_type *o_ptr)
2115 {
2116         int i;
2117
2118
2119         /* No artifacts in the town */
2120         if (!dun_level) return (FALSE);
2121
2122         /* Paranoia -- no "plural" artifacts */
2123         if (o_ptr->number != 1) return (FALSE);
2124
2125         /* Check the artifact list (skip the "specials") */
2126         for (i = 0; i < max_a_idx; i++)
2127         {
2128                 artifact_type *a_ptr = &a_info[i];
2129
2130                 /* Skip "empty" items */
2131                 if (!a_ptr->name) continue;
2132
2133                 /* Cannot make an artifact twice */
2134                 if (a_ptr->cur_num) continue;
2135
2136                 if (a_ptr->flags3 & TR3_QUESTITEM) continue;
2137
2138                 if (a_ptr->flags3 & TR3_INSTA_ART) continue;
2139
2140                 /* Must have the correct fields */
2141                 if (a_ptr->tval != o_ptr->tval) continue;
2142                 if (a_ptr->sval != o_ptr->sval) continue;
2143
2144                 /* XXX XXX Enforce minimum "depth" (loosely) */
2145                 if (a_ptr->level > dun_level)
2146                 {
2147                         /* Acquire the "out-of-depth factor" */
2148                         int d = (a_ptr->level - dun_level) * 2;
2149
2150                         /* Roll for out-of-depth creation */
2151                         if (!one_in_(d)) continue;
2152                 }
2153
2154                 /* We must make the "rarity roll" */
2155                 if (!one_in_(a_ptr->rarity)) continue;
2156
2157                 /* Hack -- mark the item as an artifact */
2158                 o_ptr->name1 = i;
2159
2160                 /* Hack: Some artifacts get random extra powers */
2161                 random_artifact_resistance(o_ptr);
2162
2163                 /* Success */
2164                 return (TRUE);
2165         }
2166
2167         /* Failure */
2168         return (FALSE);
2169 }
2170
2171
2172 /*
2173  *  Choose random ego type
2174  */
2175 static byte get_random_ego(byte slot, bool good, int level)
2176 {
2177         int i, value;
2178         ego_item_type *e_ptr;
2179
2180         long total = 0L;
2181         
2182         for (i = 1; i < max_e_idx; i++)
2183         {
2184                 e_ptr = &e_info[i];
2185                 
2186                 if (e_ptr->slot == slot
2187                     /* && level >= e_ptr->level */
2188                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2189                 {
2190                         if (e_ptr->rarity)
2191                                 total += (255 / e_ptr->rarity);
2192                 }
2193         }
2194
2195         value = randint1(total);
2196
2197         for (i = 1; i < max_e_idx; i++)
2198         {
2199                 e_ptr = &e_info[i];
2200                 
2201                 if (e_ptr->slot == slot
2202                     /* && level >= e_ptr->level */
2203                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2204                 {
2205                         if (e_ptr->rarity)
2206                                 value -= (255 / e_ptr->rarity);
2207                         if (value <= 0L) break;
2208                 }
2209         }
2210         return (byte)i;
2211 }
2212
2213
2214 /*
2215  * Apply magic to an item known to be a "weapon"
2216  *
2217  * Hack -- note special base damage dice boosting
2218  * Hack -- note special processing for weapon/digger
2219  * Hack -- note special rating boost for dragon scale mail
2220  */
2221 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2222 {
2223         int tohit1 = randint1(5) + m_bonus(5, level);
2224         int todam1 = randint1(5) + m_bonus(5, level);
2225
2226         int tohit2 = m_bonus(10, level);
2227         int todam2 = m_bonus(10, level);
2228
2229         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2230         {
2231                 tohit2 = (tohit2+1)/2;
2232                 todam2 = (todam2+1)/2;
2233         }
2234
2235         artifact_bias = 0;
2236
2237         /* Good */
2238         if (power > 0)
2239         {
2240                 /* Enchant */
2241                 o_ptr->to_h += tohit1;
2242                 o_ptr->to_d += todam1;
2243
2244                 /* Very good */
2245                 if (power > 1)
2246                 {
2247                         /* Enchant again */
2248                         o_ptr->to_h += tohit2;
2249                         o_ptr->to_d += todam2;
2250                 }
2251         }
2252
2253         /* Cursed */
2254         else if (power < 0)
2255         {
2256                 /* Penalize */
2257                 o_ptr->to_h -= tohit1;
2258                 o_ptr->to_d -= todam1;
2259
2260                 /* Very cursed */
2261                 if (power < -1)
2262                 {
2263                         /* Penalize again */
2264                         o_ptr->to_h -= tohit2;
2265                         o_ptr->to_d -= todam2;
2266                 }
2267
2268                 /* Cursed (if "bad") */
2269                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->ident |= (IDENT_CURSED);
2270         }
2271
2272         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2273
2274         /* Analyze type */
2275         switch (o_ptr->tval)
2276         {
2277                 case TV_DIGGING:
2278                 {
2279                         /* Very good */
2280                         if (power > 1)
2281                         {
2282                                 if (one_in_(30))
2283                                         create_artifact(o_ptr, FALSE);
2284                                 else
2285                                         /* Special Ego-item */
2286                                         o_ptr->name2 = EGO_DIGGING;
2287                         }
2288
2289                         /* Very bad */
2290                         else if (power < -1)
2291                         {
2292                                 /* Hack -- Horrible digging bonus */
2293                                 o_ptr->pval = 0 - (5 + randint1(5));
2294                         }
2295
2296                         /* Bad */
2297                         else if (power < 0)
2298                         {
2299                                 /* Hack -- Reverse digging bonus */
2300                                 o_ptr->pval = 0 - (o_ptr->pval);
2301                         }
2302
2303                         break;
2304                 }
2305
2306
2307                 case TV_HAFTED:
2308                 case TV_POLEARM:
2309                 case TV_SWORD:
2310                 {
2311                         /* Very Good */
2312                         if (power > 1)
2313                         {
2314                                 if (one_in_(40))
2315                                 {
2316                                         create_artifact(o_ptr, FALSE);
2317                                         break;
2318                                 }
2319                                 while (1)
2320                                 {
2321                                         /* Roll for an ego-item */
2322                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE, level);
2323                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2324                                                 continue;
2325                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2326                                                 continue;
2327                                         break;
2328                                 }
2329
2330                                 switch (o_ptr->name2)
2331                                 {
2332                                 case EGO_HA:
2333                                         if (one_in_(4) && (level > 40))
2334                                                 o_ptr->art_flags1 |= TR1_BLOWS;
2335                                         break;
2336                                 case EGO_DF:
2337                                         if (one_in_(3))
2338                                                 o_ptr->art_flags2 |= TR2_RES_POIS;
2339                                         random_resistance(o_ptr, FALSE, randint1(22)+16);
2340                                         break;
2341                                 case EGO_SLAY_DRAGON:
2342                                         random_resistance(o_ptr, FALSE, randint1(12) + 4);
2343                                         break;
2344                                 case EGO_KILL_DRAGON:
2345                                         random_resistance(o_ptr, FALSE, randint1(12) + 4);
2346                                         if (one_in_(3))
2347                                                 o_ptr->art_flags2 |= TR2_RES_POIS;
2348                                         random_resistance(o_ptr, FALSE, randint1(14) + 4);
2349                                 case EGO_WEST:
2350                                         if (one_in_(3))
2351                                                 o_ptr->art_flags2 |= TR2_RES_FEAR;
2352                                         break;
2353                                 case EGO_CHAOTIC:
2354                                         random_resistance(o_ptr, FALSE, (randint1(34) + 4));
2355                                         break;
2356                                 case EGO_SLAYING_WEAPON:
2357                                         if (one_in_(3)) /* double damage */
2358                                                 o_ptr->dd *= 2;
2359                                         else
2360                                         {
2361                                                 do
2362                                                 {
2363                                                         o_ptr->dd++;
2364                                                 }
2365                                                 while (one_in_(o_ptr->dd));
2366                                                 
2367                                                 do
2368                                                 {
2369                                                         o_ptr->ds++;
2370                                                 }
2371                                                 while (one_in_(o_ptr->ds));
2372                                         }
2373                                         
2374                                         if (one_in_(5))
2375                                         {
2376                                                 o_ptr->art_flags1 |= TR1_BRAND_POIS;
2377                                         }
2378                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2379                                         {
2380                                                 o_ptr->art_flags1 |= TR1_VORPAL;
2381                                         }
2382                                         break;
2383                                 case EGO_TRUMP:
2384                                         random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2385                                         if (one_in_(5))
2386                                                 o_ptr->art_flags1 |= TR1_SLAY_DEMON;
2387                                         break;
2388                                 case EGO_PATTERN:
2389                                         if (one_in_(3))
2390                                                 o_ptr->art_flags2 |= TR2_HOLD_LIFE;
2391                                         if (one_in_(3))
2392                                                 o_ptr->art_flags1 |= TR1_DEX;
2393                                         if (one_in_(5))
2394                                                 o_ptr->art_flags2 |= TR2_RES_FEAR;
2395                                         random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2396                                         break;
2397                                 case EGO_SHARPNESS:
2398                                         o_ptr->pval = m_bonus(5, level) + 1;
2399                                         break;
2400                                 case EGO_EARTHQUAKES:
2401                                         if (one_in_(3) && (level > 60))
2402                                                 o_ptr->art_flags1 |= TR1_BLOWS;
2403                                         else
2404                                                 o_ptr->pval = m_bonus(3, level);
2405                                         break;
2406                                 }
2407
2408                                 if (!o_ptr->art_name)
2409                                 {
2410                                         /* Hack -- Super-charge the damage dice */
2411                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2412
2413                                         /* Hack -- Lower the damage dice */
2414                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2415                                 }
2416                         }
2417
2418                         /* Very cursed */
2419                         else if (power < -1)
2420                         {
2421                                 /* Roll for ego-item */
2422                                 if (randint0(MAX_DEPTH) < level)
2423                                 {
2424                                         o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE, level);
2425                                         switch (o_ptr->name2)
2426                                         {
2427                                         case EGO_MORGUL:
2428                                                 if (one_in_(6)) o_ptr->art_flags3 |= TR3_TY_CURSE;
2429                                         }
2430                                 }
2431                         }
2432
2433                         break;
2434                 }
2435
2436
2437                 case TV_BOW:
2438                 {
2439                         /* Very good */
2440                         if (power > 1)
2441                         {
2442                                 if (one_in_(20))
2443                                 {
2444                                         create_artifact(o_ptr, FALSE);
2445                                         break;
2446                                 }
2447                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE, level);
2448
2449                                 switch (o_ptr->name2)
2450                                 {
2451                                 case EGO_EXTRA_MIGHT:
2452                                         random_resistance(o_ptr, FALSE, rand_range(5, 38));
2453                                         break;
2454                                 }
2455                         }
2456
2457                         break;
2458                 }
2459
2460
2461                 case TV_BOLT:
2462                 case TV_ARROW:
2463                 case TV_SHOT:
2464                 {
2465                         /* Very good */
2466                         if (power > 1)
2467                         {
2468                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE, level);
2469
2470                                 switch (o_ptr->name2)
2471                                 {
2472                                 case EGO_SLAYING_BOLT:
2473                                         o_ptr->dd++;
2474                                         break;
2475                                 }
2476
2477                                 /* Hack -- super-charge the damage dice */
2478                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2479
2480                                 /* Hack -- restrict the damage dice */
2481                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2482                         }
2483
2484                         /* Very cursed */
2485                         else if (power < -1)
2486                         {
2487                                 /* Roll for ego-item */
2488                                 if (randint0(MAX_DEPTH) < level)
2489                                 {
2490                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE, level);
2491                                 }
2492                         }
2493
2494                         break;
2495                 }
2496         }
2497 }
2498
2499
2500 static void dragon_resist(object_type * o_ptr)
2501 {
2502         do
2503         {
2504                 artifact_bias = 0;
2505
2506                 if (one_in_(4))
2507                         random_resistance(o_ptr, FALSE, (randint1(14) + 4));
2508                 else
2509                         random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2510         }
2511         while (one_in_(2));
2512 }
2513
2514
2515 /*
2516  * Apply magic to an item known to be "armor"
2517  *
2518  * Hack -- note special processing for crown/helm
2519  * Hack -- note special processing for robe of permanence
2520  */
2521 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2522 {
2523         int toac1 = randint1(5) + m_bonus(5, level);
2524
2525         int toac2 = m_bonus(10, level);
2526
2527         artifact_bias = 0;
2528
2529         /* Good */
2530         if (power > 0)
2531         {
2532                 /* Enchant */
2533                 o_ptr->to_a += toac1;
2534
2535                 /* Very good */
2536                 if (power > 1)
2537                 {
2538                         /* Enchant again */
2539                         o_ptr->to_a += toac2;
2540                 }
2541         }
2542
2543         /* Cursed */
2544         else if (power < 0)
2545         {
2546                 /* Penalize */
2547                 o_ptr->to_a -= toac1;
2548
2549                 /* Very cursed */
2550                 if (power < -1)
2551                 {
2552                         /* Penalize again */
2553                         o_ptr->to_a -= toac2;
2554                 }
2555
2556                 /* Cursed (if "bad") */
2557                 if (o_ptr->to_a < 0) o_ptr->ident |= (IDENT_CURSED);
2558         }
2559
2560
2561         /* Analyze type */
2562         switch (o_ptr->tval)
2563         {
2564                 case TV_DRAG_ARMOR:
2565                 {
2566                         /* Rating boost */
2567                         rating += 30;
2568                         if(one_in_(50))
2569                                 create_artifact(o_ptr, FALSE);
2570
2571                         /* Mention the item */
2572                         if (cheat_peek) object_mention(o_ptr);
2573
2574                         break;
2575                 }
2576
2577                 case TV_HARD_ARMOR:
2578                 case TV_SOFT_ARMOR:
2579                 {
2580                         /* Very good */
2581                         if (power > 1)
2582                         {
2583                                 /* Hack -- Try for "Robes of the Magi" */
2584                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2585                                     (o_ptr->sval == SV_ROBE) &&
2586                                     (randint0(100) < 15))
2587                                 {
2588                                         if (one_in_(5))
2589                                         {
2590                                                 o_ptr->name2 = EGO_YOIYAMI;
2591                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2592                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2593                                                 o_ptr->ac = 0;
2594                                                 o_ptr->to_a = 0;
2595                                         }
2596                                         else
2597                                                 o_ptr->name2 = EGO_PERMANENCE;
2598                                         break;
2599                                 }
2600
2601                                 if (one_in_(20))
2602                                 {
2603                                         create_artifact(o_ptr, FALSE);
2604                                         break;
2605                                 }
2606
2607                                 while (1)
2608                                 {
2609                                         bool okay_flag = TRUE;
2610
2611                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE, level);
2612
2613                                         switch (o_ptr->name2)
2614                                         {
2615                                         case EGO_RESISTANCE:
2616                                                 if (one_in_(4))
2617                                                         o_ptr->art_flags2 |= TR2_RES_POIS;
2618                                                 random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2619                                                 break;
2620                                         case EGO_DWARVEN:
2621                                                 if (o_ptr->tval != TV_HARD_ARMOR)
2622                                                 {
2623                                                         okay_flag = FALSE;
2624                                                         break;
2625                                                 }
2626                                                 else
2627                                                 {
2628                                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2629                                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2630                                                         if (one_in_(4))
2631                                                                 o_ptr->art_flags1 |= TR1_CON;
2632                                                         break;
2633                                                 }
2634                                         }
2635
2636                                         if (okay_flag)
2637                                                 break;
2638                                 }
2639                         }
2640
2641                         break;
2642                 }
2643
2644                 case TV_SHIELD:
2645                 {
2646
2647                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2648                         {
2649                                 /* Rating boost */
2650                                 rating += 5;
2651
2652                                 /* Mention the item */
2653                                 if (cheat_peek) object_mention(o_ptr);
2654                                 dragon_resist(o_ptr);
2655                                 if (!one_in_(3)) break;
2656                         }
2657
2658                         /* Very good */
2659                         if (power > 1)
2660                         {
2661                                 if (one_in_(20))
2662                                 {
2663                                         create_artifact(o_ptr, FALSE);
2664                                         break;
2665                                 }
2666                                 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE, level);
2667                                 
2668                                 switch (o_ptr->name2)
2669                                 {
2670                                 case EGO_ENDURANCE:
2671                                         random_resistance(o_ptr, FALSE, (randint1(34) + 4));
2672                                         if (one_in_(4)) o_ptr->art_flags2 |= TR2_RES_POIS;
2673                                         break;
2674                                 case EGO_REFLECTION:
2675                                         if (o_ptr->sval == SV_SHIELD_OF_DEFLECTION)
2676                                                 o_ptr->name2 = 0;
2677                                         break;
2678                                 }
2679                         }
2680                         break;
2681                 }
2682
2683                 case TV_GLOVES:
2684                 {
2685                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2686                         {
2687                                 /* Rating boost */
2688                                 rating += 5;
2689
2690                                 /* Mention the item */
2691                                 if (cheat_peek) object_mention(o_ptr);
2692                                 dragon_resist(o_ptr);
2693                                 if (!one_in_(3)) break;
2694                         }
2695                         if (power > 1)
2696                         {
2697                                 if (one_in_(20))
2698                                 {
2699                                         create_artifact(o_ptr, FALSE);
2700                                         break;
2701                                 }
2702                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE, level);
2703
2704                                 switch (o_ptr->name2)
2705                                 {
2706                                 case EGO_POWER:
2707                                         random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2708                                         break;
2709                                 }
2710                         }
2711                         
2712                         /* Very cursed */
2713                         else if (power < -1)
2714                         {
2715                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE, level);
2716                         }
2717
2718                         break;
2719                 }
2720
2721                 case TV_BOOTS:
2722                 {
2723                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2724                         {
2725                                 /* Rating boost */
2726                                 rating += 5;
2727
2728                                 /* Mention the item */
2729                                 if (cheat_peek) object_mention(o_ptr);
2730                                 dragon_resist(o_ptr);
2731                                 if (!one_in_(3)) break;
2732                         }
2733                         /* Very good */
2734                         if (power > 1)
2735                         {
2736                                 if (one_in_(20))
2737                                 {
2738                                         create_artifact(o_ptr, FALSE);
2739                                         break;
2740                                 }
2741                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE, level);
2742
2743                                 switch (o_ptr->name2)
2744                                 {
2745                                 case EGO_SLOW_DESCENT:
2746                                         if (one_in_(2))
2747                                         {
2748                                                 random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2749                                         }
2750                                         break;
2751                                 }
2752                         }
2753                         /* Very cursed */
2754                         else if (power < -1)
2755                         {
2756                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE, level);
2757                         }
2758
2759                         break;
2760                 }
2761
2762                 case TV_CROWN:
2763                 {
2764                         /* Very good */
2765                         if (power > 1)
2766                         {
2767                                 if (one_in_(20))
2768                                 {
2769                                         create_artifact(o_ptr, FALSE);
2770                                         break;
2771                                 }
2772                                 while (1)
2773                                 {
2774                                         bool ok_flag = TRUE;
2775                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
2776
2777                                         switch (o_ptr->name2)
2778                                         {
2779                                         case EGO_MAGI:
2780                                                 random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2781                                                 break;
2782                                         case EGO_MIGHT:
2783                                                 random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2784                                                 break;
2785                                         case EGO_TELEPATHY:
2786                                         case EGO_REGENERATION:
2787                                                 break;
2788                                         case EGO_LORDLINESS:
2789                                                 random_resistance(o_ptr, FALSE, (randint1(22) + 16));
2790                                                 break;
2791                                         case EGO_SEEING:
2792                                                 if (one_in_(3)) o_ptr->art_flags3 |= TR3_TELEPATHY;
2793                                                 break;
2794                                         default:/* not existing crown (wisdom,lite, etc...) */
2795                                                 ok_flag = FALSE;
2796                                         }
2797                                         if (ok_flag)
2798                                                 break; /* while (1) */
2799                                 }
2800                                 break;
2801                         }
2802
2803                         /* Very cursed */
2804                         else if (power < -1)
2805                         {
2806                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
2807                         }
2808
2809                         break;
2810                 }
2811
2812                 case TV_HELM:
2813                 {
2814                         if (o_ptr->sval == SV_DRAGON_HELM)
2815                         {
2816                                 /* Rating boost */
2817                                 rating += 5;
2818
2819                                 /* Mention the item */
2820                                 if (cheat_peek) object_mention(o_ptr);
2821                                 dragon_resist(o_ptr);
2822                                 if (!one_in_(3)) break;
2823                         }
2824
2825                         /* Very good */
2826                         if (power > 1)
2827                         {
2828                                 if (one_in_(20))
2829                                 {
2830                                         create_artifact(o_ptr, FALSE);
2831                                         break;
2832                                 }
2833                                 while (1)
2834                                 {
2835                                         bool ok_flag = TRUE;
2836                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
2837
2838                                         switch (o_ptr->name2)
2839                                         {
2840                                         case EGO_INTELLIGENCE:
2841                                         case EGO_WISDOM:
2842                                         case EGO_BEAUTY:
2843                                         case EGO_LITE:
2844                                         case EGO_INFRAVISION:
2845                                                 break;
2846                                         case EGO_SEEING:
2847                                                 if (one_in_(7)) o_ptr->art_flags3 |= TR3_TELEPATHY;
2848                                                 break;
2849                                         default:/* not existing helm (Magi, Might, etc...)*/
2850                                                 ok_flag = FALSE;
2851                                         }
2852                                         if (ok_flag)
2853                                                 break; /* while (1) */
2854                                 }
2855                                 break;
2856                         }
2857                         /* Very cursed */
2858                         else if (power < -1)
2859                         {
2860                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
2861                         }
2862                         break;
2863                 }
2864
2865                 case TV_CLOAK:
2866                 {
2867                         /* Very good */
2868                         if (power > 1)
2869                         {
2870                                 if (one_in_(20))
2871                                 {
2872                                         create_artifact(o_ptr, FALSE);
2873                                         break;
2874                                 }
2875                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE, level);
2876
2877                                 switch (o_ptr->name2)
2878                                 {
2879                                 case EGO_BAT:
2880                                         o_ptr->to_d -= 6;
2881                                         o_ptr->to_h -= 6;
2882                                         break;
2883                                 }
2884
2885                         }
2886
2887                         /* Very cursed */
2888                         else if (power < -1)
2889                         {
2890                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE, level);
2891                         }
2892
2893                         break;
2894                 }
2895         }
2896 }
2897
2898
2899 /*
2900  * Apply magic to an item known to be a "ring" or "amulet"
2901  *
2902  * Hack -- note special rating boost for ring of speed
2903  * Hack -- note special rating boost for amulet of the magi
2904  * Hack -- note special "pval boost" code for ring of speed
2905  * Hack -- note that some items must be cursed (or blessed)
2906  */
2907 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2908 {
2909
2910         artifact_bias = 0;
2911
2912         /* Apply magic (good or bad) according to type */
2913         switch (o_ptr->tval)
2914         {
2915                 case TV_RING:
2916                 {
2917                         /* Analyze */
2918                         switch (o_ptr->sval)
2919                         {
2920                                 case SV_RING_ATTACKS:
2921                                 {
2922                                         /* Stat bonus */
2923                                         o_ptr->pval = m_bonus(2, level);
2924                                         if (one_in_(15)) o_ptr->pval++;
2925                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
2926
2927                                         /* Cursed */
2928                                         if (power < 0)
2929                                         {
2930                                                 /* Broken */
2931                                                 o_ptr->ident |= (IDENT_BROKEN);
2932
2933                                                 /* Cursed */
2934                                                 o_ptr->ident |= (IDENT_CURSED);
2935
2936                                                 /* Reverse pval */
2937                                                 o_ptr->pval = 0 - (o_ptr->pval);
2938                                         }
2939
2940                                         break;
2941                                 }
2942
2943                                 case SV_RING_SHOTS:
2944                                 {
2945                                         break;
2946                                 }
2947
2948                                 /* Strength, Constitution, Dexterity, Intelligence */
2949                                 case SV_RING_STR:
2950                                 case SV_RING_CON:
2951                                 case SV_RING_DEX:
2952                                 {
2953                                         /* Stat bonus */
2954                                         o_ptr->pval = 1 + m_bonus(5, level);
2955
2956                                         /* Cursed */
2957                                         if (power < 0)
2958                                         {
2959                                                 /* Broken */
2960                                                 o_ptr->ident |= (IDENT_BROKEN);
2961
2962                                                 /* Cursed */
2963                                                 o_ptr->ident |= (IDENT_CURSED);
2964
2965                                                 /* Reverse pval */
2966                                                 o_ptr->pval = 0 - (o_ptr->pval);
2967                                         }
2968
2969                                         break;
2970                                 }
2971
2972                                 /* Ring of Speed! */
2973                                 case SV_RING_SPEED:
2974                                 {
2975                                         /* Base speed (1 to 10) */
2976                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
2977
2978                                         /* Super-charge the ring */
2979                                         while (randint0(100) < 50) o_ptr->pval++;
2980
2981                                         /* Cursed Ring */
2982                                         if (power < 0)
2983                                         {
2984                                                 /* Broken */
2985                                                 o_ptr->ident |= (IDENT_BROKEN);
2986
2987                                                 /* Cursed */
2988                                                 o_ptr->ident |= (IDENT_CURSED);
2989
2990                                                 /* Reverse pval */
2991                                                 o_ptr->pval = 0 - (o_ptr->pval);
2992
2993                                                 break;
2994                                         }
2995
2996                                         /* Rating boost */
2997                                         rating += 25;
2998
2999                                         /* Mention the item */
3000                                         if (cheat_peek) object_mention(o_ptr);
3001
3002                                         break;
3003                                 }
3004
3005                                 case SV_RING_LORDLY:
3006                                 {
3007                                         do
3008                                         {
3009                                                 random_resistance(o_ptr, FALSE, randint1(20) + 18);
3010                                         }
3011                                         while (one_in_(4));
3012
3013                                         /* Bonus to armor class */
3014                                         o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3015                                         rating += 15;
3016                                 }
3017                                 break;
3018
3019                                 /* Searching */
3020                                 case SV_RING_SEARCHING:
3021                                 {
3022                                         /* Bonus to searching */
3023                                         o_ptr->pval = 1 + m_bonus(5, level);
3024
3025                                         /* Cursed */
3026                                         if (power < 0)
3027                                         {
3028                                                 /* Broken */
3029                                                 o_ptr->ident |= (IDENT_BROKEN);
3030
3031                                                 /* Cursed */
3032                                                 o_ptr->ident |= (IDENT_CURSED);
3033
3034                                                 /* Reverse pval */
3035                                                 o_ptr->pval = 0 - (o_ptr->pval);
3036                                         }
3037
3038                                         break;
3039                                 }
3040
3041                                 /* Flames, Acid, Ice */
3042                                 case SV_RING_FLAMES:
3043                                 case SV_RING_ACID:
3044                                 case SV_RING_ICE:
3045                                 case SV_RING_ELEC:
3046                                 {
3047                                         /* Bonus to armor class */
3048                                         o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3049                                         break;
3050                                 }
3051
3052                                 /* Weakness, Stupidity */
3053                                 case SV_RING_WEAKNESS:
3054                                 case SV_RING_STUPIDITY:
3055                                 {
3056                                         /* Broken */
3057                                         o_ptr->ident |= (IDENT_BROKEN);
3058
3059                                         /* Cursed */
3060                                         o_ptr->ident |= (IDENT_CURSED);
3061
3062                                         /* Penalize */
3063                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3064                                         if (power > 0) power = 0 - power;
3065
3066                                         break;
3067                                 }
3068
3069                                 /* WOE, Stupidity */
3070                                 case SV_RING_WOE:
3071                                 {
3072                                         /* Broken */
3073                                         o_ptr->ident |= (IDENT_BROKEN);
3074
3075                                         /* Cursed */
3076                                         o_ptr->ident |= (IDENT_CURSED);
3077
3078                                         /* Penalize */
3079                                         o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3080                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3081                                         if (power > 0) power = 0 - power;
3082
3083                                         break;
3084                                 }
3085
3086                                 /* Ring of damage */
3087                                 case SV_RING_DAMAGE:
3088                                 {
3089                                         /* Bonus to damage */
3090                                         o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3091
3092                                         /* Cursed */
3093                                         if (power < 0)
3094                                         {
3095                                                 /* Broken */
3096                                                 o_ptr->ident |= (IDENT_BROKEN);
3097
3098                                                 /* Cursed */
3099                                                 o_ptr->ident |= (IDENT_CURSED);
3100
3101                                                 /* Reverse bonus */
3102                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3103                                         }
3104
3105                                         break;
3106                                 }
3107
3108                                 /* Ring of Accuracy */
3109                                 case SV_RING_ACCURACY:
3110                                 {
3111                                         /* Bonus to hit */
3112                                         o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3113
3114                                         /* Cursed */
3115                                         if (power < 0)
3116                                         {
3117                                                 /* Broken */
3118                                                 o_ptr->ident |= (IDENT_BROKEN);
3119
3120                                                 /* Cursed */
3121                                                 o_ptr->ident |= (IDENT_CURSED);
3122
3123                                                 /* Reverse tohit */
3124                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3125                                         }
3126
3127                                         break;
3128                                 }
3129
3130                                 /* Ring of Protection */
3131                                 case SV_RING_PROTECTION:
3132                                 {
3133                                         /* Bonus to armor class */
3134                                         o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3135
3136                                         /* Cursed */
3137                                         if (power < 0)
3138                                         {
3139                                                 /* Broken */
3140                                                 o_ptr->ident |= (IDENT_BROKEN);
3141
3142                                                 /* Cursed */
3143                                                 o_ptr->ident |= (IDENT_CURSED);
3144
3145                                                 /* Reverse toac */
3146                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3147                                         }
3148
3149                                         break;
3150                                 }
3151
3152                                 /* Ring of Slaying */
3153                                 case SV_RING_SLAYING:
3154                                 {
3155                                         /* Bonus to damage and to hit */
3156                                         o_ptr->to_d = randint1(5) + m_bonus(12, level);
3157                                         o_ptr->to_h = randint1(5) + m_bonus(12, level);
3158
3159                                         /* Cursed */
3160                                         if (power < 0)
3161                                         {
3162                                                 /* Broken */
3163                                                 o_ptr->ident |= (IDENT_BROKEN);
3164
3165                                                 /* Cursed */
3166                                                 o_ptr->ident |= (IDENT_CURSED);
3167
3168                                                 /* Reverse bonuses */
3169                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3170                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3171                                         }
3172
3173                                         break;
3174                                 }
3175
3176                                 case SV_RING_MUSCLE:
3177                                 {
3178                                         o_ptr->pval = 1 + m_bonus(3, level);
3179                                         if (one_in_(4)) o_ptr->pval++;
3180
3181                                         /* Cursed */
3182                                         if (power < 0)
3183                                         {
3184                                                 /* Broken */
3185                                                 o_ptr->ident |= (IDENT_BROKEN);
3186
3187                                                 /* Cursed */
3188                                                 o_ptr->ident |= (IDENT_CURSED);
3189
3190                                                 /* Reverse bonuses */
3191                                                 o_ptr->pval = 0 - o_ptr->pval;
3192                                         }
3193
3194                                         break;
3195                                 }
3196                                 case SV_RING_AGGRAVATION:
3197                                 {
3198                                         /* Broken */
3199                                         o_ptr->ident |= (IDENT_BROKEN);
3200
3201                                         /* Cursed */
3202                                         o_ptr->ident |= (IDENT_CURSED);
3203
3204                                         if (power > 0) power = 0 - power;
3205                                         break;
3206                                 }
3207                         }
3208                         if (one_in_(400) && (power > 0) && !(o_ptr->ident & IDENT_CURSED) && (level > 79))
3209                         {
3210                                 o_ptr->pval = MIN(o_ptr->pval,4);
3211                                 /* Randart amulet */
3212                                 create_artifact(o_ptr, FALSE);
3213                         }
3214                         else if ((power == 2) && one_in_(2))
3215                         {
3216                                 while(!o_ptr->name2)
3217                                 {
3218                                         int tmp = m_bonus(10, level);
3219                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3220                                         switch(randint1(28))
3221                                         {
3222                                         case 1: case 2:
3223                                                 o_ptr->name2 = EGO_RING_THROW;
3224                                                 break;
3225                                         case 3: case 4:
3226                                                 if (k_ptr->flags3 & TR3_REGEN) break;
3227                                                 o_ptr->name2 = EGO_RING_REGEN;
3228                                                 break;
3229                                         case 5: case 6:
3230                                                 if (k_ptr->flags3 & TR3_LITE)
3231                                                 o_ptr->name2 = EGO_RING_LITE;
3232                                                 break;
3233                                         case 7: case 8:
3234                                                 if (k_ptr->flags2 & TR3_TELEPORT) break;
3235                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3236                                                 break;
3237                                         case 9: case 10:
3238                                                 if (o_ptr->to_h) break;
3239                                                 o_ptr->name2 = EGO_RING_TO_H;
3240                                                 break;
3241                                         case 11: case 12:
3242                                                 if (o_ptr->to_d) break;
3243                                                 o_ptr->name2 = EGO_RING_TO_D;
3244                                                 break;
3245                                         case 13:
3246                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3247                                                 o_ptr->name2 = EGO_RING_SLAY;
3248                                                 break;
3249                                         case 14:
3250                                                 if ((k_ptr->flags1 & TR1_STR) || o_ptr->to_h || o_ptr->to_d) break;
3251                                                 o_ptr->name2 = EGO_RING_WIZARD;
3252                                                 break;
3253                                         case 15:
3254                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3255                                                 o_ptr->name2 = EGO_RING_HERO;
3256                                                 break;
3257                                         case 16:
3258                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3259                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3260                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3261                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3262                                                 break;
3263                                         case 17:
3264                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3265                                                 if (!(k_ptr->flags2 & TR2_RES_FIRE) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_ACID))) break;
3266                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3267                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3268                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3269                                                 break;
3270                                         case 18:
3271                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3272                                                 if (!(k_ptr->flags2 & TR2_RES_COLD) && (k_ptr->flags2 & (TR2_RES_FIRE | TR2_RES_ELEC | TR2_RES_ACID))) break;
3273                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3274                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3275                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3276                                                 break;
3277                                         case 19:
3278                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3279                                                 if (!(k_ptr->flags2 & TR2_RES_ELEC) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_FIRE | TR2_RES_ACID))) break;
3280                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3281                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3282                                                 break;
3283                                         case 20:
3284                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3285                                                 if (!(k_ptr->flags2 & TR2_RES_ACID) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_FIRE))) break;
3286                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3287                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3288                                                 break;
3289                                         case 21: case 22: case 23: case 24: case 25: case 26:
3290                                                 switch (o_ptr->sval)
3291                                                 {
3292                                                 case SV_RING_SPEED:
3293                                                         if (!one_in_(3)) break;
3294                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3295                                                         break;
3296                                                 case SV_RING_DAMAGE:
3297                                                 case SV_RING_ACCURACY:
3298                                                 case SV_RING_SLAYING:
3299                                                         if (one_in_(2)) break;
3300                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3301                                                         else
3302                                                         {
3303                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3304                                                                 o_ptr->to_h -= 2+randint1(4);
3305                                                         }
3306                                                         break;
3307                                                 case SV_RING_PROTECTION:
3308                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3309                                                         o_ptr->to_a += m_bonus(5, level);
3310                                                         break;
3311                                                 case SV_RING_RES_FEAR:
3312                                                         o_ptr->name2 = EGO_RING_HERO;
3313                                                         break;
3314                                                 case SV_RING_SHOTS:
3315                                                         if (one_in_(2)) break;
3316                                                         o_ptr->name2 = EGO_RING_HUNTER;
3317                                                         break;
3318                                                 case SV_RING_SEARCHING:
3319                                                         o_ptr->name2 = EGO_RING_STEALTH;
3320                                                         break;
3321                                                 case SV_RING_TELEPORTATION:
3322                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3323                                                         break;
3324                                                 case SV_RING_RES_BLINDNESS:
3325                                                         if (one_in_(2))
3326                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3327                                                         else
3328                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3329                                                         break;
3330                                                 case SV_RING_LORDLY:
3331                                                         if (!one_in_(20)) break;
3332                                                         random_resistance(o_ptr, FALSE, randint1(20) + 18);
3333                                                         random_resistance(o_ptr, FALSE, randint1(20) + 18);
3334                                                         o_ptr->name2 = EGO_RING_TRUE;
3335                                                         break;
3336                                                 case SV_RING_SUSTAIN:
3337                                                         if (!one_in_(4)) break;
3338                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3339                                                         break;
3340                                                 case SV_RING_FLAMES:
3341                                                         if (!one_in_(2)) break;
3342                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3343                                                         break;
3344                                                 case SV_RING_ICE:
3345                                                         if (!one_in_(2)) break;
3346                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3347                                                         break;
3348                                                 case SV_RING_WARNING:
3349                                                         if (!one_in_(2)) break;
3350                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3351                                                         break;
3352                                                 default:
3353                                                         break;
3354                                                 }
3355                                                 break;
3356                                         }
3357                                 }
3358                                 /* Uncurse it */
3359                                 o_ptr->ident &= ~(IDENT_CURSED);
3360
3361                                 if (o_ptr->art_flags3 & TR3_CURSED)
3362                                         o_ptr->art_flags3 &= ~(TR3_CURSED);
3363
3364                                 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
3365                                         o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
3366                         }
3367                         else if ((power == -2) && one_in_(2))
3368                         {
3369                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3370                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3371                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3372                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3373                                 o_ptr->art_flags1 = 0;
3374                                 o_ptr->art_flags2 = 0;
3375                                 while(!o_ptr->name2)
3376                                 {
3377                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3378                                         switch(randint1(5))
3379                                         {
3380                                         case 1:
3381                                                 if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
3382                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3383                                                 break;
3384                                         case 2:
3385                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3386                                                 break;
3387                                         case 3:
3388                                                 if (k_ptr->flags3 & TR3_AGGRAVATE) break;
3389                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3390                                                 break;
3391                                         case 4:
3392                                                 if (k_ptr->flags3 & TR3_TY_CURSE) break;
3393                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3394                                                 break;
3395                                         case 5:
3396                                                 o_ptr->name2 = EGO_RING_ALBINO;
3397                                                 break;
3398                                         }
3399                                 }
3400                                 /* Broken */
3401                                 o_ptr->ident |= (IDENT_BROKEN);
3402
3403                                 /* Cursed */
3404                                 o_ptr->ident |= (IDENT_CURSED);
3405                         }
3406                         break;
3407                 }
3408
3409                 case TV_AMULET:
3410                 {
3411                         /* Analyze */
3412                         switch (o_ptr->sval)
3413                         {
3414                                 /* Amulet of wisdom/charisma */
3415                                 case SV_AMULET_INTELLIGENCE:
3416                                 case SV_AMULET_WISDOM:
3417                                 case SV_AMULET_CHARISMA:
3418                                 {
3419                                         o_ptr->pval = 1 + m_bonus(5, level);
3420
3421                                         /* Cursed */
3422                                         if (power < 0)
3423                                         {
3424                                                 /* Broken */
3425                                                 o_ptr->ident |= (IDENT_BROKEN);
3426
3427                                                 /* Cursed */
3428                                                 o_ptr->ident |= (IDENT_CURSED);
3429
3430                                                 /* Reverse bonuses */
3431                                                 o_ptr->pval = 0 - o_ptr->pval;
3432                                         }
3433
3434                                         break;
3435                                 }
3436
3437                                 /* Amulet of brilliance */
3438                                 case SV_AMULET_BRILLIANCE:
3439                                 {
3440                                         o_ptr->pval = 1 + m_bonus(3, level);
3441                                         if (one_in_(4)) o_ptr->pval++;
3442
3443                                         /* Cursed */
3444                                         if (power < 0)
3445                                         {
3446                                                 /* Broken */
3447                                                 o_ptr->ident |= (IDENT_BROKEN);
3448
3449                                                 /* Cursed */
3450                                                 o_ptr->ident |= (IDENT_CURSED);
3451
3452                                                 /* Reverse bonuses */
3453                                                 o_ptr->pval = 0 - o_ptr->pval;
3454                                         }
3455
3456                                         break;
3457                                 }
3458
3459                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3460                                 {
3461                                         if (power < 0)
3462                                         {
3463                                                 o_ptr->ident |= (IDENT_CURSED);
3464                                         }
3465                                         break;
3466                                 }
3467
3468                                 case SV_AMULET_RESISTANCE:
3469                                 {
3470                                         if (one_in_(3)) random_resistance(o_ptr, FALSE, (randint1(34) + 4));
3471                                         if (one_in_(5)) o_ptr->art_flags2 |= TR2_RES_POIS;
3472                                 }
3473                                 break;
3474
3475                                 /* Amulet of searching */
3476                                 case SV_AMULET_SEARCHING:
3477                                 {
3478                                         o_ptr->pval = randint1(2) + m_bonus(4, level);
3479
3480                                         /* Cursed */
3481                                         if (power < 0)
3482                                         {
3483                                                 /* Broken */
3484                                                 o_ptr->ident |= (IDENT_BROKEN);
3485
3486                                                 /* Cursed */
3487                                                 o_ptr->ident |= (IDENT_CURSED);
3488
3489                                                 /* Reverse bonuses */
3490                                                 o_ptr->pval = 0 - (o_ptr->pval);
3491                                         }
3492
3493                                         break;
3494                                 }
3495
3496                                 /* Amulet of the Magi -- never cursed */
3497                                 case SV_AMULET_THE_MAGI:
3498                                 {
3499                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3500                                         o_ptr->to_a = randint1(5) + m_bonus(5, level);
3501
3502                                         /* Boost the rating */
3503                                         rating += 15;
3504
3505                                         /* Mention the item */
3506                                         if (cheat_peek) object_mention(o_ptr);
3507
3508                                         break;
3509                                 }
3510
3511                                 /* Amulet of Doom -- always cursed */
3512                                 case SV_AMULET_DOOM:
3513                                 {
3514                                         /* Broken */
3515                                         o_ptr->ident |= (IDENT_BROKEN);
3516
3517                                         /* Cursed */
3518                                         o_ptr->ident |= (IDENT_CURSED);
3519
3520                                         /* Penalize */
3521                                         o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3522                                         o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3523                                         if (power > 0) power = 0 - power;
3524
3525                                         break;
3526                                 }
3527
3528                                 case SV_AMULET_MAGIC_MASTERY:
3529                                 {
3530                                         o_ptr->pval = 1 + m_bonus(4, level);
3531
3532                                         /* Cursed */
3533                                         if (power < 0)
3534                                         {
3535                                                 /* Broken */
3536                                                 o_ptr->ident |= (IDENT_BROKEN);
3537
3538                                                 /* Cursed */
3539                                                 o_ptr->ident |= (IDENT_CURSED);
3540
3541                                                 /* Reverse bonuses */
3542                                                 o_ptr->pval = 0 - o_ptr->pval;
3543                                         }
3544
3545                                         break;
3546                                 }
3547                         }
3548                         if (one_in_(150) && (power > 0) && !(o_ptr->ident & IDENT_CURSED) && (level > 79))
3549                         {
3550                                 o_ptr->pval = MIN(o_ptr->pval,4);
3551                                 /* Randart amulet */
3552                                 create_artifact(o_ptr, FALSE);
3553                         }
3554                         else if ((power == 2) && one_in_(2))
3555                         {
3556                                 while(!o_ptr->name2)
3557                                 {
3558                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3559                                         switch(randint1(21))
3560                                         {
3561                                         case 1: case 2:
3562                                                 if (k_ptr->flags3 & TR3_SLOW_DIGEST) break;
3563                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3564                                                 break;
3565                                         case 3: case 4:
3566                                                 if (o_ptr->pval) break;
3567                                                 o_ptr->name2 = EGO_AMU_INFRA;
3568                                                 break;
3569                                         case 5: case 6:
3570                                                 if (k_ptr->flags3 & TR3_SEE_INVIS) break;
3571                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3572                                                 break;
3573                                         case 7: case 8:
3574                                                 if (k_ptr->flags2 & TR2_HOLD_LIFE) break;
3575                                                 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3576                                                 break;
3577                                         case 9:
3578                                                 if (k_ptr->flags3 & TR3_FEATHER) break;
3579                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3580                                                 break;
3581                                         case 10: case 11: case 21:
3582                                                 o_ptr->name2 = EGO_AMU_AC;
3583                                                 break;
3584                                         case 12:
3585                                                 if (k_ptr->flags2 & TR2_RES_FIRE) break;
3586                                                 if (m_bonus(10, level) > 8)
3587                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3588                                                 else
3589                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3590                                                 break;
3591                                         case 13:
3592                                                 if (k_ptr->flags2 & TR2_RES_COLD) break;
3593                                                 if (m_bonus(10, level) > 8)
3594                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3595                                                 else
3596                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3597                                                 break;
3598                                         case 14:
3599                                                 if (k_ptr->flags2 & TR2_RES_ELEC) break;
3600                                                 if (m_bonus(10, level) > 8)
3601                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3602                                                 else
3603                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3604                                                 break;
3605                                         case 15:
3606                                                 if (k_ptr->flags2 & TR2_RES_ACID) break;
3607                                                 if (m_bonus(10, level) > 8)
3608                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3609                                                 else
3610                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3611                                                 break;
3612                                         case 16: case 17: case 18: case 19: case 20:
3613                                                 switch (o_ptr->sval)
3614                                                 {
3615                                                 case SV_AMULET_TELEPORT:
3616                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3617                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3618                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3619                                                         break;
3620                                                 case SV_AMULET_RESIST_ACID:
3621                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3622                                                         break;
3623                                                 case SV_AMULET_SEARCHING:
3624                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3625                                                         break;
3626                                                 case SV_AMULET_BRILLIANCE:
3627                                                         if (!one_in_(3)) break;
3628                                                         o_ptr->name2 = EGO_AMU_IDENT;
3629                                                         break;
3630                                                 case SV_AMULET_CHARISMA:
3631                                                         if (!one_in_(3)) break;
3632                                                         o_ptr->name2 = EGO_AMU_CHARM;
3633                                                         break;
3634                                                 case SV_AMULET_THE_MAGI:
3635                                                         if (one_in_(2)) break;
3636                                                         o_ptr->name2 = EGO_AMU_GREAT;
3637                                                         break;
3638                                                 case SV_AMULET_RESISTANCE:
3639                                                         if (!one_in_(5)) break;
3640                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3641                                                         break;
3642                                                 case SV_AMULET_TELEPATHY:
3643                                                         if (!one_in_(3)) break;
3644                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3645                                                         break;
3646                                                 }
3647                                         }
3648                                 }
3649                                 /* Uncurse it */
3650                                 o_ptr->ident &= ~(IDENT_CURSED);
3651
3652                                 if (o_ptr->art_flags3 & TR3_CURSED)
3653                                         o_ptr->art_flags3 &= ~(TR3_CURSED);
3654
3655                                 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
3656                                         o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
3657                         }
3658                         else if ((power == -2) && one_in_(2))
3659                         {
3660                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3661                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3662                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3663                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3664                                 o_ptr->art_flags1 = 0;
3665                                 o_ptr->art_flags2 = 0;
3666                                 while(!o_ptr->name2)
3667                                 {
3668                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3669                                         switch(randint1(5))
3670                                         {
3671                                         case 1:
3672                                                 if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
3673                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3674                                                 break;
3675                                         case 2:
3676                                                 o_ptr->name2 = EGO_AMU_FOOL;
3677                                                 break;
3678                                         case 3:
3679                                                 if (k_ptr->flags3 & TR3_AGGRAVATE) break;
3680                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3681                                                 break;
3682                                         case 4:
3683                                                 if (k_ptr->flags3 & TR3_TY_CURSE) break;
3684                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3685                                                 break;
3686                                         case 5:
3687                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3688                                                 break;
3689                                         }
3690                                 }
3691                                 /* Broken */
3692                                 o_ptr->ident |= (IDENT_BROKEN);
3693
3694                                 /* Cursed */
3695                                 o_ptr->ident |= (IDENT_CURSED);
3696                         }
3697                         break;
3698                 }
3699         }
3700 }
3701
3702
3703 /*
3704  * Hack -- help pick an item type
3705  */
3706 static bool item_monster_okay(int r_idx)
3707 {
3708         monster_race *r_ptr = &r_info[r_idx];
3709
3710         /* No uniques */
3711         if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3712         if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3713         if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3714         if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3715         if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3716         if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3717
3718         /* Okay */
3719         return (TRUE);
3720 }
3721
3722
3723 /*
3724  * Apply magic to an item known to be "boring"
3725  *
3726  * Hack -- note the special code for various items
3727  */
3728 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3729 {
3730         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3731
3732         /* Apply magic (good or bad) according to type */
3733         switch (o_ptr->tval)
3734         {
3735                 case TV_WHISTLE:
3736                 {
3737 #if 0
3738                         /* Cursed */
3739                         if (power < 0)
3740                         {
3741                                 /* Broken */
3742                                 o_ptr->ident |= (IDENT_BROKEN);
3743
3744                                 /* Cursed */
3745                                 o_ptr->ident |= (IDENT_CURSED);
3746                         }
3747 #endif
3748                         break;
3749                 }
3750                 case TV_FLASK:
3751                 {
3752                         o_ptr->xtra4 = o_ptr->pval;
3753                         o_ptr->pval = 0;
3754                         break;
3755                 }
3756                 case TV_LITE:
3757                 {
3758                         /* Hack -- Torches -- random fuel */
3759                         if (o_ptr->sval == SV_LITE_TORCH)
3760                         {
3761                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3762                                 o_ptr->pval = 0;
3763                         }
3764
3765                         /* Hack -- Lanterns -- random fuel */
3766                         if (o_ptr->sval == SV_LITE_LANTERN)
3767                         {
3768                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3769                                 o_ptr->pval = 0;
3770                         }
3771
3772                         if ((power == 2) || ((power == 1) && one_in_(3)))
3773                         {
3774                                 while (!o_ptr->name2)
3775                                 {
3776                                         while (1)
3777                                         {
3778                                                 bool okay_flag = TRUE;
3779
3780                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE, level);
3781
3782                                                 switch (o_ptr->name2)
3783                                                 {
3784                                                 case EGO_LITE_LONG:
3785                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3786                                                                 okay_flag = FALSE;
3787                                                 }
3788                                                 if (okay_flag)
3789                                                         break;
3790                                         }
3791                                 }
3792                         }
3793                         else if (power == -2)
3794                         {
3795                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE, level);
3796
3797                                 switch (o_ptr->name2)
3798                                 {
3799                                 case EGO_LITE_DARKNESS:
3800                                         o_ptr->xtra4 = 0;
3801                                         break;
3802                                 }
3803                         }
3804
3805                         break;
3806                 }
3807
3808                 case TV_WAND:
3809                 case TV_STAFF:
3810                 {
3811                         /* The wand or staff gets a number of initial charges equal
3812                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3813                          */
3814                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3815                         break;
3816                 }
3817
3818                 case TV_ROD:
3819                 {
3820                         /* Transfer the pval. -LM- */
3821                         o_ptr->pval = k_ptr->pval;
3822                         break;
3823                 }
3824
3825                 case TV_CAPTURE:
3826                 {
3827                         o_ptr->pval = 0;
3828                         object_aware(o_ptr);
3829                         object_known(o_ptr);
3830                         break;
3831                 }
3832
3833                 case TV_FIGURINE:
3834                 {
3835                         int i = 1;
3836                         int check;
3837
3838                         monster_race *r_ptr;
3839
3840                         /* Pick a random non-unique monster race */
3841                         while (1)
3842                         {
3843                                 i = randint1(max_r_idx - 1);
3844
3845                                 if (!item_monster_okay(i)) continue;
3846                                 if (i == MON_TSUCHINOKO) continue;
3847
3848                                 r_ptr = &r_info[i];
3849
3850                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3851
3852                                 /* Ignore dead monsters */
3853                                 if (!r_ptr->rarity) continue;
3854
3855                                 /* Prefer less out-of-depth monsters */
3856                                 if (randint0(check)) continue;
3857
3858                                 break;
3859                         }
3860
3861                         o_ptr->pval = i;
3862
3863                         /* Some figurines are cursed */
3864                         if (one_in_(6)) o_ptr->ident |= IDENT_CURSED;
3865
3866                         if (cheat_peek)
3867                         {
3868 #ifdef JP
3869                                 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3870 #else
3871                                 msg_format("Figurine of %s, depth +%d%s",
3872 #endif
3873
3874                                                           r_name + r_ptr->name, check - 1,
3875                                                           !(o_ptr->ident & IDENT_CURSED) ? "" : " {cursed}");
3876                         }
3877
3878                         break;
3879                 }
3880
3881                 case TV_CORPSE:
3882                 {
3883                         int i = 1;
3884                         int check;
3885
3886                         u32b match = 0;
3887
3888                         monster_race *r_ptr;
3889
3890                         if (o_ptr->sval == SV_SKELETON)
3891                         {
3892                                 match = RF9_DROP_SKELETON;
3893                         }
3894                         else if (o_ptr->sval == SV_CORPSE)
3895                         {
3896                                 match = RF9_DROP_CORPSE;
3897                         }
3898
3899                         /* Hack -- Remove the monster restriction */
3900                         get_mon_num_prep(item_monster_okay, NULL);
3901
3902                         /* Pick a random non-unique monster race */
3903                         while (1)
3904                         {
3905                                 i = get_mon_num(dun_level);
3906
3907                                 r_ptr = &r_info[i];
3908
3909                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3910
3911                                 /* Ignore dead monsters */
3912                                 if (!r_ptr->rarity) continue;
3913
3914                                 /* Ignore corpseless monsters */
3915                                 if (!(r_ptr->flags9 & match)) continue;
3916
3917                                 /* Prefer less out-of-depth monsters */
3918                                 if (randint0(check)) continue;
3919
3920                                 break;
3921                         }
3922
3923                         o_ptr->pval = i;
3924
3925                         if (cheat_peek)
3926                         {
3927 #ifdef JP
3928                                 msg_format("%s¤Î»àÂÎ,¿¼¤µ +%d",
3929 #else
3930                                 msg_format("Corpse of %s, depth +%d",
3931 #endif
3932
3933                                                           r_name + r_ptr->name, check - 1);
3934                         }
3935
3936                         object_aware(o_ptr);
3937                         object_known(o_ptr);
3938                         break;
3939                 }
3940
3941                 case TV_STATUE:
3942                 {
3943                         int i = 1;
3944
3945                         monster_race *r_ptr;
3946
3947                         /* Pick a random monster race */
3948                         while (1)
3949                         {
3950                                 i = randint1(max_r_idx - 1);
3951
3952                                 r_ptr = &r_info[i];
3953
3954                                 /* Ignore dead monsters */
3955                                 if (!r_ptr->rarity) continue;
3956
3957                                 break;
3958                         }
3959
3960                         o_ptr->pval = i;
3961
3962                         if (cheat_peek)
3963                         {
3964 #ifdef JP
3965                                 msg_format("%s¤ÎÁü,", r_name + r_ptr->name);
3966 #else
3967                                 msg_format("Statue of %s", r_name + r_ptr->name);
3968 #endif
3969
3970                         }
3971                         object_aware(o_ptr);
3972                         object_known(o_ptr);
3973
3974                         break;
3975                 }
3976
3977                 case TV_CHEST:
3978                 {
3979                         byte obj_level = get_object_level(o_ptr);
3980
3981                         /* Hack -- skip ruined chests */
3982                         if (obj_level <= 0) break;
3983
3984                         /* Hack -- pick a "difficulty" */
3985                         o_ptr->pval = randint1(obj_level);
3986                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3987
3988                         o_ptr->xtra3 = dun_level + 5;
3989
3990                         /* Never exceed "difficulty" of 55 to 59 */
3991                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3992
3993                         break;
3994                 }
3995         }
3996 }
3997
3998
3999 /*
4000  * Complete the "creation" of an object by applying "magic" to the item
4001  *
4002  * This includes not only rolling for random bonuses, but also putting the
4003  * finishing touches on ego-items and artifacts, giving charges to wands and
4004  * staffs, giving fuel to lites, and placing traps on chests.
4005  *
4006  * In particular, note that "Instant Artifacts", if "created" by an external
4007  * routine, must pass through this function to complete the actual creation.
4008  *
4009  * The base "chance" of the item being "good" increases with the "level"
4010  * parameter, which is usually derived from the dungeon level, being equal
4011  * to the level plus 10, up to a maximum of 75.  If "good" is true, then
4012  * the object is guaranteed to be "good".  If an object is "good", then
4013  * the chance that the object will be "great" (ego-item or artifact), also
4014  * increases with the "level", being equal to half the level, plus 5, up to
4015  * a maximum of 20.  If "great" is true, then the object is guaranteed to be
4016  * "great".  At dungeon level 65 and below, 15/100 objects are "great".
4017  *
4018  * If the object is not "good", there is a chance it will be "cursed", and
4019  * if it is "cursed", there is a chance it will be "broken".  These chances
4020  * are related to the "good" / "great" chances above.
4021  *
4022  * Otherwise "normal" rings and amulets will be "good" half the time and
4023  * "cursed" half the time, unless the ring/amulet is always good or cursed.
4024  *
4025  * If "okay" is true, and the object is going to be "great", then there is
4026  * a chance that an artifact will be created.  This is true even if both the
4027  * "good" and "great" arguments are false.  As a total hack, if "great" is
4028  * true, then the item gets 3 extra "attempts" to become an artifact.
4029  */
4030 void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great, bool curse)
4031 {
4032
4033         int i, rolls, f1, f2, power;
4034
4035         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4036
4037         /* Maximum "level" for various things */
4038         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4039
4040         /* Base chance of being "good" */
4041         f1 = lev + 10;
4042
4043         /* Maximal chance of being "good" */
4044         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4045
4046         /* Base chance of being "great" */
4047         f2 = f1 / 2;
4048
4049         /* Maximal chance of being "great" */
4050         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4051                 f2 = d_info[dungeon_type].obj_great;
4052
4053         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4054         {
4055                 f1 += 5;
4056                 f2 += 2;
4057         }
4058         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4059         {
4060                 f1 -= 5;
4061                 f2 -= 2;
4062         }
4063
4064         /* Assume normal */
4065         power = 0;
4066
4067         /* Roll for "good" */
4068         if (good || magik(f1))
4069         {
4070                 /* Assume "good" */
4071                 power = 1;
4072
4073                 /* Roll for "great" */
4074                 if (great || magik(f2)) power = 2;
4075         }
4076
4077         /* Roll for "cursed" */
4078         else if (magik(f1))
4079         {
4080                 /* Assume "cursed" */
4081                 power = -1;
4082
4083                 /* Roll for "broken" */
4084                 if (magik(f2)) power = -2;
4085         }
4086
4087         /* Apply curse */
4088         if (curse)
4089         {
4090                 /* Assume 'cursed' */
4091                 if (power > 0)
4092                 {
4093                         power = 0 - power;
4094                 }
4095                 /* Everything else gets more badly cursed */
4096                 else
4097                 {
4098                         power--;
4099                 }
4100         }
4101
4102         /* Assume no rolls */
4103         rolls = 0;
4104
4105         /* Get one roll if excellent */
4106         if (power >= 2) rolls = 1;
4107
4108         /* Hack -- Get four rolls if forced great */
4109         if (great) rolls = 4;
4110
4111         /* Hack -- Get no rolls if not allowed */
4112         if (!okay || o_ptr->name1) rolls = 0;
4113
4114         /* Roll for artifacts if allowed */
4115         for (i = 0; i < rolls; i++)
4116         {
4117                 /* Roll for an artifact */
4118                 if (make_artifact(o_ptr)) break;
4119                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4120                 {
4121                         if (make_artifact(o_ptr)) break;
4122                 }
4123         }
4124
4125
4126         /* Hack -- analyze artifacts */
4127         if (o_ptr->name1)
4128         {
4129                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4130
4131                 /* Hack -- Mark the artifact as "created" */
4132                 a_ptr->cur_num = 1;
4133
4134                 /* Extract the other fields */
4135                 o_ptr->pval = a_ptr->pval;
4136                 o_ptr->ac = a_ptr->ac;
4137                 o_ptr->dd = a_ptr->dd;
4138                 o_ptr->ds = a_ptr->ds;
4139                 o_ptr->to_a = a_ptr->to_a;
4140                 o_ptr->to_h = a_ptr->to_h;
4141                 o_ptr->to_d = a_ptr->to_d;
4142                 o_ptr->weight = a_ptr->weight;
4143
4144                 /* Hack -- extract the "broken" flag */
4145                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4146
4147                 /* Hack -- extract the "cursed" flag */
4148                 if (a_ptr->flags3 & TR3_CURSED) o_ptr->ident |= (IDENT_CURSED);
4149
4150                 /* Mega-Hack -- increase the rating */
4151                 rating += 10;
4152
4153                 /* Mega-Hack -- increase the rating again */
4154                 if (a_ptr->cost > 50000L) rating += 10;
4155
4156                 /* Mega-Hack -- increase the rating again */
4157                 if (a_ptr->cost > 100000L) rating += 10;
4158
4159                 /* Set the good item flag */
4160                 good_item_flag = TRUE;
4161
4162                 /* Cheat -- peek at the item */
4163                 if (cheat_peek) object_mention(o_ptr);
4164
4165                 /* Done */
4166                 return;
4167         }
4168
4169
4170         /* Apply magic */
4171         switch (o_ptr->tval)
4172         {
4173                 case TV_DIGGING:
4174                 case TV_HAFTED:
4175                 case TV_BOW:
4176                 case TV_SHOT:
4177                 case TV_ARROW:
4178                 case TV_BOLT:
4179                 {
4180                         if (power) a_m_aux_1(o_ptr, lev, power);
4181                         break;
4182                 }
4183
4184                 case TV_POLEARM:
4185                 {
4186                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4187                         break;
4188                 }
4189
4190                 case TV_SWORD:
4191                 {
4192                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4193                         break;
4194                 }
4195
4196                 case TV_DRAG_ARMOR:
4197                 case TV_HARD_ARMOR:
4198                 case TV_SOFT_ARMOR:
4199                 case TV_SHIELD:
4200                 case TV_HELM:
4201                 case TV_CROWN:
4202                 case TV_CLOAK:
4203                 case TV_GLOVES:
4204                 case TV_BOOTS:
4205                 {
4206                         /* Elven Cloak and Black Clothes ... */
4207                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4208                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4209                                 o_ptr->pval = randint1(4);
4210
4211 #if 1
4212                         if (power ||
4213                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4214                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4215                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4216                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4217                                 a_m_aux_2(o_ptr, lev, power);
4218 #else
4219                         if (power) a_m_aux_2(o_ptr, lev, power);
4220 #endif
4221                         break;
4222                 }
4223
4224                 case TV_RING:
4225                 case TV_AMULET:
4226                 {
4227                         if (!power && (randint0(100) < 50)) power = -1;
4228                         a_m_aux_3(o_ptr, lev, power);
4229                         break;
4230                 }
4231
4232                 default:
4233                 {
4234                         a_m_aux_4(o_ptr, lev, power);
4235                         break;
4236                 }
4237         }
4238
4239         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4240             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4241             (p_ptr->pseikaku == SEIKAKU_SEXY))
4242         {
4243                 o_ptr->pval = 3;
4244                 o_ptr->art_flags1 |= (TR1_STR | TR1_INT | TR1_WIS | TR1_DEX | TR1_CON | TR1_CHR);
4245         }
4246
4247         if (o_ptr->art_name) rating += 30;
4248
4249         /* Hack -- analyze ego-items */
4250         else if (o_ptr->name2)
4251         {
4252                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4253
4254                 /* Hack -- extra powers */
4255                 switch (o_ptr->name2)
4256                 {
4257                         /* Weapon (Holy Avenger) */
4258                         case EGO_HA:
4259                         {
4260                                 o_ptr->xtra1 = EGO_XTRA_SUSTAIN;
4261                                 break;
4262                         }
4263
4264                         /* Weapon (Defender) */
4265                         case EGO_DF:
4266                         {
4267                                 o_ptr->xtra1 = EGO_XTRA_SUSTAIN;
4268                                 break;
4269                         }
4270
4271                         /* Weapon (Blessed) */
4272                         case EGO_BLESS_BLADE:
4273                         {
4274                                 o_ptr->xtra1 = EGO_XTRA_ABILITY;
4275                                 break;
4276                         }
4277
4278                         /* Trump weapon */
4279                         case EGO_TRUMP:
4280                         {
4281                                 if (one_in_(7)) o_ptr->xtra1 = EGO_XTRA_ABILITY;
4282                                 break;
4283                         }
4284
4285                         /* Robe of Permanance */
4286                         case EGO_PERMANENCE:
4287                         {
4288                                 o_ptr->xtra1 = EGO_XTRA_POWER;
4289                                 break;
4290                         }
4291
4292                         /* Armor of Elvenkind */
4293                         case EGO_ELVENKIND:
4294                         {
4295                                 o_ptr->xtra1 = EGO_XTRA_POWER;
4296                                 break;
4297                         }
4298
4299                         /* Crown of the Magi */
4300                         case EGO_MAGI:
4301                         {
4302                                 o_ptr->xtra1 = EGO_XTRA_ABILITY;
4303                                 break;
4304                         }
4305
4306                         /* Cloak of Aman */
4307                         case EGO_AMAN:
4308                         {
4309                                 o_ptr->xtra1 = EGO_XTRA_POWER;
4310                                 break;
4311                         }
4312                 }
4313
4314                 /* Randomize the "xtra" power */
4315                 if (o_ptr->xtra1 && !o_ptr->art_name)
4316                         o_ptr->xtra2 = randint1(256);
4317
4318                 /* Hack -- acquire "broken" flag */
4319                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4320
4321                 /* Hack -- acquire "cursed" flag */
4322                 if (e_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
4323
4324                 /* Hack -- apply extra penalties if needed */
4325                 if (cursed_p(o_ptr) || broken_p(o_ptr))
4326                 {
4327                         /* Hack -- obtain bonuses */
4328                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4329                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4330                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4331
4332                         /* Hack -- obtain pval */
4333                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4334                 }
4335
4336                 /* Hack -- apply extra bonuses if needed */
4337                 else
4338                 {
4339                         /* Hack -- obtain bonuses */
4340                         if (e_ptr->max_to_h)
4341                         {
4342                                 if (e_ptr->max_to_h > 127)
4343                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4344                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4345                         }
4346                         if (e_ptr->max_to_d)
4347                         {
4348                                 if (e_ptr->max_to_d > 127)
4349                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4350                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4351                         }
4352                         if (e_ptr->max_to_a)
4353                         {
4354                                 if (e_ptr->max_to_a > 127)
4355                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4356                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4357                         }
4358
4359                         /* Hack -- obtain pval */
4360                         if (e_ptr->max_pval)
4361                         {
4362                                 if ((o_ptr->name2 == EGO_HA) && (o_ptr->art_flags1 & TR1_BLOWS))
4363                                 {
4364                                         o_ptr->pval++;
4365                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4366                                 }
4367                                 else if (o_ptr->name2 == EGO_ATTACKS)
4368                                 {
4369                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4370                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4371                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4372                                                 o_ptr->pval += randint1(2);
4373                                 }
4374                                 else if (o_ptr->name2 == EGO_BAT)
4375                                 {
4376                                         o_ptr->pval = randint1(e_ptr->max_pval);
4377                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4378                                 }
4379                                 else
4380                                 {
4381                                         o_ptr->pval += randint1(e_ptr->max_pval);
4382                                 }
4383                         }
4384                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4385                         {
4386                                 o_ptr->pval = randint1(o_ptr->pval);
4387                         }
4388                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4389                                 o_ptr->pval = 2;
4390                 }
4391
4392                 /* Hack -- apply rating bonus */
4393                 rating += e_ptr->rating;
4394
4395                 /* Cheat -- describe the item */
4396                 if (cheat_peek) object_mention(o_ptr);
4397
4398                 /* Done */
4399                 return;
4400         }
4401
4402         /* Examine real objects */
4403         if (o_ptr->k_idx)
4404         {
4405                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4406
4407                 /* Hack -- acquire "broken" flag */
4408                 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4409
4410                 /* Hack -- acquire "cursed" flag */
4411                 if (k_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
4412         }
4413 }
4414
4415
4416 /*
4417  * Hack -- determine if a template is "good"
4418  */
4419 static bool kind_is_good(int k_idx)
4420 {
4421         object_kind *k_ptr = &k_info[k_idx];
4422
4423         /* Analyze the item type */
4424         switch (k_ptr->tval)
4425         {
4426                 /* Armor -- Good unless damaged */
4427                 case TV_HARD_ARMOR:
4428                 case TV_SOFT_ARMOR:
4429                 case TV_DRAG_ARMOR:
4430                 case TV_SHIELD:
4431                 case TV_CLOAK:
4432                 case TV_BOOTS:
4433                 case TV_GLOVES:
4434                 case TV_HELM:
4435                 case TV_CROWN:
4436                 {
4437                         if (k_ptr->to_a < 0) return (FALSE);
4438                         return (TRUE);
4439                 }
4440
4441                 /* Weapons -- Good unless damaged */
4442                 case TV_BOW:
4443                 case TV_SWORD:
4444                 case TV_HAFTED:
4445                 case TV_POLEARM:
4446                 case TV_DIGGING:
4447                 {
4448                         if (k_ptr->to_h < 0) return (FALSE);
4449                         if (k_ptr->to_d < 0) return (FALSE);
4450                         return (TRUE);
4451                 }
4452
4453                 /* Ammo -- Arrows/Bolts are good */
4454                 case TV_BOLT:
4455                 case TV_ARROW:
4456                 {
4457                         return (TRUE);
4458                 }
4459
4460                 /* Books -- High level books are good (except Arcane books) */
4461                 case TV_LIFE_BOOK:
4462                 case TV_SORCERY_BOOK:
4463                 case TV_NATURE_BOOK:
4464                 case TV_CHAOS_BOOK:
4465                 case TV_DEATH_BOOK:
4466                 case TV_TRUMP_BOOK:
4467                 case TV_ENCHANT_BOOK:
4468                 case TV_DAEMON_BOOK:
4469                 case TV_MUSIC_BOOK:
4470                 case TV_HISSATSU_BOOK:
4471                 {
4472                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4473                         return (FALSE);
4474                 }
4475
4476                 /* Rings -- Rings of Speed are good */
4477                 case TV_RING:
4478                 {
4479                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4480                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4481                         return (FALSE);
4482                 }
4483
4484                 /* Amulets -- Amulets of the Magi and Resistance are good */
4485                 case TV_AMULET:
4486                 {
4487                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4488                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4489                         return (FALSE);
4490                 }
4491         }
4492
4493         /* Assume not good */
4494         return (FALSE);
4495 }
4496
4497
4498 /*
4499  * Attempt to make an object (normal or good/great)
4500  *
4501  * This routine plays nasty games to generate the "special artifacts".
4502  *
4503  * This routine uses "object_level" for the "generation level".
4504  *
4505  * We assume that the given object has been "wiped".
4506  */
4507 bool make_object(object_type *j_ptr, bool good, bool great)
4508 {
4509         int prob, base;
4510         byte obj_level;
4511
4512
4513         /* Chance of "special object" */
4514         prob = (good ? 10 : 1000);
4515
4516         /* Base level for the object */
4517         base = (good ? (object_level + 10) : object_level);
4518
4519
4520         /* Generate a special object, or a normal object */
4521         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4522         {
4523                 int k_idx;
4524
4525                 /* Good objects */
4526                 if (good)
4527                 {
4528                         /* Activate restriction */
4529                         get_obj_num_hook = kind_is_good;
4530
4531                         /* Prepare allocation table */
4532                         get_obj_num_prep();
4533                 }
4534
4535                 /* Pick a random object */
4536                 k_idx = get_obj_num(base);
4537
4538                 /* Good objects */
4539                 if (get_obj_num_hook)
4540                 {
4541                         /* Clear restriction */
4542                         get_obj_num_hook = NULL;
4543
4544                         /* Prepare allocation table */
4545                         get_obj_num_prep();
4546                 }
4547
4548                 /* Handle failure */
4549                 if (!k_idx) return (FALSE);
4550
4551                 /* Prepare the object */
4552                 object_prep(j_ptr, k_idx);
4553         }
4554
4555         /* Apply magic (allow artifacts) */
4556         apply_magic(j_ptr, object_level, TRUE, good, great, FALSE);
4557
4558         /* Hack -- generate multiple spikes/missiles */
4559         switch (j_ptr->tval)
4560         {
4561                 case TV_SPIKE:
4562                 case TV_SHOT:
4563                 case TV_ARROW:
4564                 case TV_BOLT:
4565                 {
4566                         if (!j_ptr->name1)
4567                                 j_ptr->number = (byte)damroll(6, 7);
4568                 }
4569         }
4570
4571         obj_level = get_object_level(j_ptr);
4572         if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4573
4574         /* Notice "okay" out-of-depth objects */
4575         if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4576             (obj_level > dun_level))
4577         {
4578                 /* Rating increase */
4579                 rating += (obj_level - dun_level);
4580
4581                 /* Cheat -- peek at items */
4582                 if (cheat_peek) object_mention(j_ptr);
4583         }
4584
4585         /* Success */
4586         return (TRUE);
4587 }
4588
4589
4590 /*
4591  * Attempt to place an object (normal or good/great) at the given location.
4592  *
4593  * This routine plays nasty games to generate the "special artifacts".
4594  *
4595  * This routine uses "object_level" for the "generation level".
4596  *
4597  * This routine requires a clean floor grid destination.
4598  */
4599 void place_object(int y, int x, bool good, bool great)
4600 {
4601         s16b o_idx;
4602
4603         cave_type *c_ptr;
4604
4605         object_type forge;
4606         object_type *q_ptr;
4607
4608
4609         /* Paranoia -- check bounds */
4610         if (!in_bounds(y, x)) return;
4611
4612         /* Require clean floor space */
4613         if (!cave_clean_bold(y, x)) return;
4614
4615
4616         /* Get local object */
4617         q_ptr = &forge;
4618
4619         /* Wipe the object */
4620         object_wipe(q_ptr);
4621
4622         /* Make an object (if possible) */
4623         if (!make_object(q_ptr, good, great)) return;
4624
4625
4626         /* Make an object */
4627         o_idx = o_pop();
4628
4629         /* Success */
4630         if (o_idx)
4631         {
4632                 object_type *o_ptr;
4633
4634                 /* Acquire object */
4635                 o_ptr = &o_list[o_idx];
4636
4637                 /* Structure Copy */
4638                 object_copy(o_ptr, q_ptr);
4639
4640                 /* Location */
4641                 o_ptr->iy = y;
4642                 o_ptr->ix = x;
4643
4644                 /* Acquire grid */
4645                 c_ptr = &cave[y][x];
4646
4647                 /* Build a stack */
4648                 o_ptr->next_o_idx = c_ptr->o_idx;
4649
4650                 /* Place the object */
4651                 c_ptr->o_idx = o_idx;
4652
4653                 /* Notice */
4654                 note_spot(y, x);
4655
4656                 /* Redraw */
4657                 lite_spot(y, x);
4658         }
4659         else
4660         {
4661                 /* Hack -- Preserve artifacts */
4662                 if (q_ptr->name1)
4663                 {
4664                         a_info[q_ptr->name1].cur_num = 0;
4665                 }
4666         }
4667 }
4668
4669
4670 /*
4671  * Make a treasure object
4672  *
4673  * The location must be a legal, clean, floor grid.
4674  */
4675 bool make_gold(object_type *j_ptr)
4676 {
4677         int i;
4678
4679         s32b base;
4680
4681
4682         /* Hack -- Pick a Treasure variety */
4683         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4684
4685         /* Apply "extra" magic */
4686         if (one_in_(GREAT_OBJ))
4687         {
4688                 i += randint1(object_level + 1);
4689         }
4690
4691         /* Hack -- Creeping Coins only generate "themselves" */
4692         if (coin_type) i = coin_type;
4693
4694         /* Do not create "illegal" Treasure Types */
4695         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4696
4697         /* Prepare a gold object */
4698         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4699
4700         /* Hack -- Base coin cost */
4701         base = k_info[OBJ_GOLD_LIST+i].cost;
4702
4703         /* Determine how much the treasure is "worth" */
4704         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4705
4706         /* Success */
4707         return (TRUE);
4708 }
4709
4710
4711 /*
4712  * Places a treasure (Gold or Gems) at given location
4713  *
4714  * The location must be a legal, clean, floor grid.
4715  */
4716 void place_gold(int y, int x)
4717 {
4718         s16b o_idx;
4719
4720         cave_type *c_ptr;
4721
4722         object_type forge;
4723         object_type *q_ptr;
4724
4725
4726         /* Paranoia -- check bounds */
4727         if (!in_bounds(y, x)) return;
4728
4729         /* Require clean floor space */
4730         if (!cave_clean_bold(y, x)) return;
4731
4732
4733         /* Get local object */
4734         q_ptr = &forge;
4735
4736         /* Wipe the object */
4737         object_wipe(q_ptr);
4738
4739         /* Make some gold */
4740         if (!make_gold(q_ptr)) return;
4741
4742
4743         /* Make an object */
4744         o_idx = o_pop();
4745
4746         /* Success */
4747         if (o_idx)
4748         {
4749                 object_type *o_ptr;
4750
4751                 /* Acquire object */
4752                 o_ptr = &o_list[o_idx];
4753
4754                 /* Copy the object */
4755                 object_copy(o_ptr, q_ptr);
4756
4757                 /* Save location */
4758                 o_ptr->iy = y;
4759                 o_ptr->ix = x;
4760
4761                 /* Acquire grid */
4762                 c_ptr = &cave[y][x];
4763
4764                 /* Build a stack */
4765                 o_ptr->next_o_idx = c_ptr->o_idx;
4766
4767                 /* Place the object */
4768                 c_ptr->o_idx = o_idx;
4769
4770                 /* Notice */
4771                 note_spot(y, x);
4772
4773                 /* Redraw */
4774                 lite_spot(y, x);
4775         }
4776 }
4777
4778
4779 /*
4780  * Let an object fall to the ground at or near a location.
4781  *
4782  * The initial location is assumed to be "in_bounds()".
4783  *
4784  * This function takes a parameter "chance".  This is the percentage
4785  * chance that the item will "disappear" instead of drop.  If the object
4786  * has been thrown, then this is the chance of disappearance on contact.
4787  *
4788  * Hack -- this function uses "chance" to determine if it should produce
4789  * some form of "description" of the drop event (under the player).
4790  *
4791  * We check several locations to see if we can find a location at which
4792  * the object can combine, stack, or be placed.  Artifacts will try very
4793  * hard to be placed, including "teleporting" to a useful grid if needed.
4794  */
4795 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4796 {
4797         int i, k, d, s;
4798
4799         int bs, bn;
4800         int by, bx;
4801         int dy, dx;
4802         int ty, tx;
4803
4804         s16b o_idx = 0;
4805
4806         s16b this_o_idx, next_o_idx = 0;
4807
4808         cave_type *c_ptr;
4809
4810         char o_name[MAX_NLEN];
4811
4812         bool flag = FALSE;
4813         bool done = FALSE;
4814
4815         bool plural = FALSE;
4816
4817
4818         /* Extract plural */
4819         if (j_ptr->number != 1) plural = TRUE;
4820
4821         /* Describe object */
4822         object_desc(o_name, j_ptr, FALSE, 0);
4823
4824
4825         /* Handle normal "breakage" */
4826         if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4827         {
4828                 /* Message */
4829 #ifdef JP
4830                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4831 #else
4832                 msg_format("The %s disappear%s.",
4833                            o_name, (plural ? "" : "s"));
4834 #endif
4835
4836
4837                 /* Debug */
4838 #ifdef JP
4839                 if (wizard) msg_print("(ÇË»)");
4840 #else
4841                 if (wizard) msg_print("(breakage)");
4842 #endif
4843
4844
4845                 /* Failure */
4846                 return (0);
4847         }
4848
4849
4850         /* Score */
4851         bs = -1;
4852
4853         /* Picker */
4854         bn = 0;
4855
4856         /* Default */
4857         by = y;
4858         bx = x;
4859
4860         /* Scan local grids */
4861         for (dy = -3; dy <= 3; dy++)
4862         {
4863                 /* Scan local grids */
4864                 for (dx = -3; dx <= 3; dx++)
4865                 {
4866                         bool comb = FALSE;
4867
4868                         /* Calculate actual distance */
4869                         d = (dy * dy) + (dx * dx);
4870
4871                         /* Ignore distant grids */
4872                         if (d > 10) continue;
4873
4874                         /* Location */
4875                         ty = y + dy;
4876                         tx = x + dx;
4877
4878                         /* Skip illegal grids */
4879                         if (!in_bounds(ty, tx)) continue;
4880
4881                         /* Require line of sight */
4882                         if (!los(y, x, ty, tx)) continue;
4883
4884                         /* Obtain grid */
4885                         c_ptr = &cave[ty][tx];
4886
4887                         /* Require floor space */
4888                         if ((c_ptr->feat != FEAT_FLOOR) &&
4889                             (c_ptr->feat != FEAT_SHAL_WATER) &&
4890                             (c_ptr->feat != FEAT_GRASS) &&
4891                             (c_ptr->feat != FEAT_DIRT) &&
4892                             (c_ptr->feat != FEAT_FLOWER) &&
4893                             (c_ptr->feat != FEAT_DEEP_GRASS) &&
4894                             (c_ptr->feat != FEAT_SHAL_LAVA) &&
4895                                 (c_ptr->feat != FEAT_TREES)) continue;
4896
4897                         if (c_ptr->info & CAVE_TRAP) continue;
4898
4899                         /* No objects */
4900                         k = 0;
4901
4902                         /* Scan objects in that grid */
4903                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4904                         {
4905                                 object_type *o_ptr;
4906
4907                                 /* Acquire object */
4908                                 o_ptr = &o_list[this_o_idx];
4909
4910                                 /* Acquire next object */
4911                                 next_o_idx = o_ptr->next_o_idx;
4912
4913                                 /* Check for possible combination */
4914                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4915
4916                                 /* Count objects */
4917                                 k++;
4918                         }
4919
4920                         /* Add new object */
4921                         if (!comb) k++;
4922
4923                         /* Paranoia */
4924                         if (k > 99) continue;
4925
4926                         /* Calculate score */
4927                         s = 1000 - (d + k * 5);
4928
4929                         /* Skip bad values */
4930                         if (s < bs) continue;
4931
4932                         /* New best value */
4933                         if (s > bs) bn = 0;
4934
4935                         /* Apply the randomizer to equivalent values */
4936                         if ((++bn >= 2) && !one_in_(bn)) continue;
4937
4938                         /* Keep score */
4939                         bs = s;
4940
4941                         /* Track it */
4942                         by = ty;
4943                         bx = tx;
4944
4945                         /* Okay */
4946                         flag = TRUE;
4947                 }
4948         }
4949
4950
4951         /* Handle lack of space */
4952         if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
4953         {
4954                 /* Message */
4955 #ifdef JP
4956                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4957 #else
4958                 msg_format("The %s disappear%s.",
4959                            o_name, (plural ? "" : "s"));
4960 #endif
4961
4962
4963                 /* Debug */
4964 #ifdef JP
4965                 if (wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
4966 #else
4967                 if (wizard) msg_print("(no floor space)");
4968 #endif
4969
4970
4971                 /* Failure */
4972                 return (0);
4973         }
4974
4975
4976         /* Find a grid */
4977         for (i = 0; !flag; i++)
4978         {
4979                 /* Bounce around */
4980                 if (i < 1000)
4981                 {
4982                         ty = rand_spread(by, 1);
4983                         tx = rand_spread(bx, 1);
4984                 }
4985
4986                 /* Random locations */
4987                 else
4988                 {
4989                         ty = randint0(cur_hgt);
4990                         tx = randint0(cur_wid);
4991                 }
4992
4993                 /* Grid */
4994                 c_ptr = &cave[ty][tx];
4995
4996                 /* Require floor space (or shallow terrain) -KMW- */
4997                 if ((c_ptr->feat != FEAT_FLOOR) &&
4998                     (c_ptr->feat != FEAT_SHAL_WATER) &&
4999                     (c_ptr->feat != FEAT_GRASS) &&
5000                     (c_ptr->feat != FEAT_DIRT) &&
5001                     (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5002
5003                 /* Bounce to that location */
5004                 by = ty;
5005                 bx = tx;
5006
5007                 /* Require floor space */
5008                 if (!cave_clean_bold(by, bx)) continue;
5009
5010                 /* Okay */
5011                 flag = TRUE;
5012         }
5013
5014
5015         /* Grid */
5016         c_ptr = &cave[by][bx];
5017
5018         /* Scan objects in that grid for combination */
5019         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5020         {
5021                 object_type *o_ptr;
5022
5023                 /* Acquire object */
5024                 o_ptr = &o_list[this_o_idx];
5025
5026                 /* Acquire next object */
5027                 next_o_idx = o_ptr->next_o_idx;
5028
5029                 /* Check for combination */
5030                 if (object_similar(o_ptr, j_ptr))
5031                 {
5032                         /* Combine the items */
5033                         object_absorb(o_ptr, j_ptr);
5034
5035                         /* Success */
5036                         done = TRUE;
5037
5038                         /* Done */
5039                         break;
5040                 }
5041         }
5042
5043         /* Get new object */
5044         if (!done) o_idx = o_pop();
5045
5046         /* Failure */
5047         if (!done && !o_idx)
5048         {
5049                 /* Message */
5050 #ifdef JP
5051                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5052 #else
5053                 msg_format("The %s disappear%s.",
5054                            o_name, (plural ? "" : "s"));
5055 #endif
5056
5057
5058                 /* Debug */
5059 #ifdef JP
5060                 if (wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5061 #else
5062                 if (wizard) msg_print("(too many objects)");
5063 #endif
5064
5065
5066                 /* Hack -- Preserve artifacts */
5067                 if (j_ptr->name1)
5068                 {
5069                         a_info[j_ptr->name1].cur_num = 0;
5070                 }
5071
5072                 /* Failure */
5073                 return (0);
5074         }
5075
5076         /* Stack */
5077         if (!done)
5078         {
5079                 /* Structure copy */
5080                 object_copy(&o_list[o_idx], j_ptr);
5081
5082                 /* Access new object */
5083                 j_ptr = &o_list[o_idx];
5084
5085                 /* Locate */
5086                 j_ptr->iy = by;
5087                 j_ptr->ix = bx;
5088
5089                 /* No monster */
5090                 j_ptr->held_m_idx = 0;
5091
5092                 /* Build a stack */
5093                 j_ptr->next_o_idx = c_ptr->o_idx;
5094
5095                 /* Place the object */
5096                 c_ptr->o_idx = o_idx;
5097
5098                 /* Success */
5099                 done = TRUE;
5100         }
5101
5102         /* Note the spot */
5103         note_spot(by, bx);
5104
5105         /* Draw the spot */
5106         lite_spot(by, bx);
5107
5108         /* Sound */
5109         sound(SOUND_DROP);
5110
5111         /* Mega-Hack -- no message if "dropped" by player */
5112         /* Message when an object falls under the player */
5113         if (chance && (by == py) && (bx == px))
5114         {
5115 #ifdef JP
5116                 msg_print("²¿¤«¤¬Â­²¼¤Ëž¤¬¤Ã¤Æ¤­¤¿¡£");
5117 #else
5118                 msg_print("You feel something roll beneath your feet.");
5119 #endif
5120
5121         }
5122
5123         /* XXX XXX XXX */
5124
5125         /* Result */
5126         return (o_idx);
5127 }
5128
5129
5130 /*
5131  * Scatter some "great" objects near the player
5132  */
5133 void acquirement(int y1, int x1, int num, bool great, bool known)
5134 {
5135         object_type *i_ptr;
5136         object_type object_type_body;
5137
5138         /* Acquirement */
5139         while (num--)
5140         {
5141                 /* Get local object */
5142                 i_ptr = &object_type_body;
5143
5144                 /* Wipe the object */
5145                 object_wipe(i_ptr);
5146
5147                 /* Make a good (or great) object (if possible) */
5148                 if (!make_object(i_ptr, TRUE, great)) continue;
5149
5150                 if (known)
5151                 {
5152                         object_aware(i_ptr);
5153                         object_known(i_ptr);
5154                 }
5155
5156                 /* Drop the object */
5157                 (void)drop_near(i_ptr, -1, y1, x1);
5158         }
5159 }
5160
5161
5162 #define MAX_TRAPS               17
5163
5164 static int trap_num[MAX_TRAPS] =
5165 {
5166         FEAT_TRAP_TRAPDOOR,
5167         FEAT_TRAP_PIT,
5168         FEAT_TRAP_SPIKED_PIT,
5169         FEAT_TRAP_POISON_PIT,
5170         FEAT_TRAP_TY_CURSE,
5171         FEAT_TRAP_TELEPORT,
5172         FEAT_TRAP_FIRE,
5173         FEAT_TRAP_ACID,
5174         FEAT_TRAP_SLOW,
5175         FEAT_TRAP_LOSE_STR,
5176         FEAT_TRAP_LOSE_DEX,
5177         FEAT_TRAP_LOSE_CON,
5178         FEAT_TRAP_BLIND,
5179         FEAT_TRAP_CONFUSE,
5180         FEAT_TRAP_POISON,
5181         FEAT_TRAP_SLEEP,
5182         FEAT_TRAP_TRAPS,
5183 };
5184
5185
5186 /*
5187  * Hack -- instantiate a trap
5188  *
5189  * XXX XXX XXX This routine should be redone to reflect trap "level".
5190  * That is, it does not make sense to have spiked pits at 50 feet.
5191  * Actually, it is not this routine, but the "trap instantiation"
5192  * code, which should also check for "trap doors" on quest levels.
5193  */
5194 void pick_trap(int y, int x)
5195 {
5196         int feat;
5197
5198         cave_type *c_ptr = &cave[y][x];
5199
5200         /* Paranoia */
5201         if (!(c_ptr->info & CAVE_TRAP)) return;
5202         c_ptr->info &= ~(CAVE_TRAP);
5203
5204         /* Pick a trap */
5205         while (1)
5206         {
5207                 /* Hack -- pick a trap */
5208                 feat = trap_num[randint0(MAX_TRAPS)];
5209
5210                 /* Accept non-trapdoors */
5211                 if (feat != FEAT_TRAP_TRAPDOOR) break;
5212
5213                 /* Hack -- no trap doors on special levels */
5214                 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5215
5216                 /* Hack -- no trap doors on the deepest level */
5217                 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5218
5219                 break;
5220         }
5221
5222         /* Activate the trap */
5223         cave_set_feat(y, x, feat);
5224 }
5225
5226
5227 /*
5228  * Places a random trap at the given location.
5229  *
5230  * The location must be a legal, naked, floor grid.
5231  *
5232  * Note that all traps start out as "invisible" and "untyped", and then
5233  * when they are "discovered" (by detecting them or setting them off),
5234  * the trap is "instantiated" as a visible, "typed", trap.
5235  */
5236 void place_trap(int y, int x)
5237 {
5238         /* Paranoia -- verify location */
5239         if (!in_bounds(y, x)) return;
5240
5241         /* Require empty, clean, floor grid */
5242         if (!cave_naked_bold(y, x)) return;
5243
5244         /* Place an invisible trap */
5245         cave[y][x].info |= CAVE_TRAP;
5246 }
5247
5248
5249 /*
5250  * Describe the charges on an item in the inventory.
5251  */
5252 void inven_item_charges(int item)
5253 {
5254         object_type *o_ptr = &inventory[item];
5255
5256         /* Require staff/wand */
5257         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5258
5259         /* Require known item */
5260         if (!object_known_p(o_ptr)) return;
5261
5262 #ifdef JP
5263         if (o_ptr->pval <= 0)
5264         {
5265                 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5266         }
5267         else
5268         {
5269                 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5270         }
5271 #else
5272         /* Multiple charges */
5273         if (o_ptr->pval != 1)
5274         {
5275                 /* Print a message */
5276                 msg_format("You have %d charges remaining.", o_ptr->pval);
5277         }
5278
5279         /* Single charge */
5280         else
5281         {
5282                 /* Print a message */
5283                 msg_format("You have %d charge remaining.", o_ptr->pval);
5284         }
5285 #endif
5286
5287 }
5288
5289
5290 /*
5291  * Describe an item in the inventory.
5292  */
5293 void inven_item_describe(int item)
5294 {
5295         object_type *o_ptr = &inventory[item];
5296         char        o_name[MAX_NLEN];
5297
5298         /* Get a description */
5299         object_desc(o_name, o_ptr, TRUE, 3);
5300
5301         /* Print a message */
5302 #ifdef JP
5303         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5304         if (o_ptr->number <= 0)
5305         {
5306                 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5307                 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5308         }
5309         else
5310         {
5311                 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5312                 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5313         }
5314 #else
5315         msg_format("You have %s.", o_name);
5316 #endif
5317
5318 }
5319
5320
5321 /*
5322  * Increase the "number" of an item in the inventory
5323  */
5324 void inven_item_increase(int item, int num)
5325 {
5326         object_type *o_ptr = &inventory[item];
5327
5328         /* Apply */
5329         num += o_ptr->number;
5330
5331         /* Bounds check */
5332         if (num > 255) num = 255;
5333         else if (num < 0) num = 0;
5334
5335         /* Un-apply */
5336         num -= o_ptr->number;
5337
5338         /* Change the number and weight */
5339         if (num)
5340         {
5341                 /* Add the number */
5342                 o_ptr->number += num;
5343
5344                 /* Add the weight */
5345                 p_ptr->total_weight += (num * o_ptr->weight);
5346
5347                 /* Recalculate bonuses */
5348                 p_ptr->update |= (PU_BONUS);
5349
5350                 /* Recalculate mana XXX */
5351                 p_ptr->update |= (PU_MANA);
5352
5353                 /* Combine the pack */
5354                 p_ptr->notice |= (PN_COMBINE);
5355
5356                 /* Window stuff */
5357                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5358         }
5359 }
5360
5361
5362 /*
5363  * Erase an inventory slot if it has no more items
5364  */
5365 void inven_item_optimize(int item)
5366 {
5367         object_type *o_ptr = &inventory[item];
5368
5369         /* Only optimize real items */
5370         if (!o_ptr->k_idx) return;
5371
5372         /* Only optimize empty items */
5373         if (o_ptr->number) return;
5374
5375         /* The item is in the pack */
5376         if (item < INVEN_RARM)
5377         {
5378                 int i;
5379
5380                 /* One less item */
5381                 inven_cnt--;
5382
5383                 /* Slide everything down */
5384                 for (i = item; i < INVEN_PACK; i++)
5385                 {
5386                         /* Structure copy */
5387                         inventory[i] = inventory[i+1];
5388                 }
5389
5390                 /* Erase the "final" slot */
5391                 object_wipe(&inventory[i]);
5392
5393                 /* Window stuff */
5394                 p_ptr->window |= (PW_INVEN);
5395         }
5396
5397         /* The item is being wielded */
5398         else
5399         {
5400                 /* One less item */
5401                 equip_cnt--;
5402
5403                 /* Erase the empty slot */
5404                 object_wipe(&inventory[item]);
5405
5406                 /* Recalculate bonuses */
5407                 p_ptr->update |= (PU_BONUS);
5408
5409                 /* Recalculate torch */
5410                 p_ptr->update |= (PU_TORCH);
5411
5412                 /* Recalculate mana XXX */
5413                 p_ptr->update |= (PU_MANA);
5414
5415                 /* Window stuff */
5416                 p_ptr->window |= (PW_EQUIP);
5417         }
5418
5419         /* Window stuff */
5420         p_ptr->window |= (PW_SPELL);
5421 }
5422
5423
5424 /*
5425  * Describe the charges on an item on the floor.
5426  */
5427 void floor_item_charges(int item)
5428 {
5429         object_type *o_ptr = &o_list[item];
5430
5431         /* Require staff/wand */
5432         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5433
5434         /* Require known item */
5435         if (!object_known_p(o_ptr)) return;
5436
5437 #ifdef JP
5438         if (o_ptr->pval <= 0)
5439         {
5440                 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5441         }
5442         else
5443         {
5444                 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5445         }
5446 #else
5447         /* Multiple charges */
5448         if (o_ptr->pval != 1)
5449         {
5450                 /* Print a message */
5451                 msg_format("There are %d charges remaining.", o_ptr->pval);
5452         }
5453
5454         /* Single charge */
5455         else
5456         {
5457                 /* Print a message */
5458                 msg_format("There is %d charge remaining.", o_ptr->pval);
5459         }
5460 #endif
5461
5462 }
5463
5464
5465 /*
5466  * Describe an item in the inventory.
5467  */
5468 void floor_item_describe(int item)
5469 {
5470         object_type *o_ptr = &o_list[item];
5471         char        o_name[MAX_NLEN];
5472
5473         /* Get a description */
5474         object_desc(o_name, o_ptr, TRUE, 3);
5475
5476         /* Print a message */
5477 #ifdef JP
5478         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5479         if (o_ptr->number <= 0)
5480         {
5481                 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5482         }
5483         else
5484         {
5485                 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5486         }
5487 #else
5488         msg_format("You see %s.", o_name);
5489 #endif
5490
5491 }
5492
5493
5494 /*
5495  * Increase the "number" of an item on the floor
5496  */
5497 void floor_item_increase(int item, int num)
5498 {
5499         object_type *o_ptr = &o_list[item];
5500
5501         /* Apply */
5502         num += o_ptr->number;
5503
5504         /* Bounds check */
5505         if (num > 255) num = 255;
5506         else if (num < 0) num = 0;
5507
5508         /* Un-apply */
5509         num -= o_ptr->number;
5510
5511         /* Change the number */
5512         o_ptr->number += num;
5513 }
5514
5515
5516 /*
5517  * Optimize an item on the floor (destroy "empty" items)
5518  */
5519 void floor_item_optimize(int item)
5520 {
5521         object_type *o_ptr = &o_list[item];
5522
5523         /* Paranoia -- be sure it exists */
5524         if (!o_ptr->k_idx) return;
5525
5526         /* Only optimize empty items */
5527         if (o_ptr->number) return;
5528
5529         /* Delete the object */
5530         delete_object_idx(item);
5531 }
5532
5533
5534 /*
5535  * Check if we have space for an item in the pack without overflow
5536  */
5537 bool inven_carry_okay(object_type *o_ptr)
5538 {
5539         int j;
5540
5541         /* Empty slot? */
5542         if (inven_cnt < INVEN_PACK) return (TRUE);
5543
5544         /* Similar slot? */
5545         for (j = 0; j < INVEN_PACK; j++)
5546         {
5547                 object_type *j_ptr = &inventory[j];
5548
5549                 /* Skip non-objects */
5550                 if (!j_ptr->k_idx) continue;
5551
5552                 /* Check if the two items can be combined */
5553                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5554         }
5555
5556         /* Nope */
5557         return (FALSE);
5558 }
5559
5560
5561 /*
5562  * Add an item to the players inventory, and return the slot used.
5563  *
5564  * If the new item can combine with an existing item in the inventory,
5565  * it will do so, using "object_similar()" and "object_absorb()", else,
5566  * the item will be placed into the "proper" location in the inventory.
5567  *
5568  * This function can be used to "over-fill" the player's pack, but only
5569  * once, and such an action must trigger the "overflow" code immediately.
5570  * Note that when the pack is being "over-filled", the new item must be
5571  * placed into the "overflow" slot, and the "overflow" must take place
5572  * before the pack is reordered, but (optionally) after the pack is
5573  * combined.  This may be tricky.  See "dungeon.c" for info.
5574  *
5575  * Note that this code must remove any location/stack information
5576  * from the object once it is placed into the inventory.
5577  */
5578 s16b inven_carry(object_type *o_ptr)
5579 {
5580         int i, j, k;
5581         int n = -1;
5582
5583         object_type *j_ptr;
5584
5585
5586         /* Check for combining */
5587         for (j = 0; j < INVEN_PACK; j++)
5588         {
5589                 j_ptr = &inventory[j];
5590
5591                 /* Skip non-objects */
5592                 if (!j_ptr->k_idx) continue;
5593
5594                 /* Hack -- track last item */
5595                 n = j;
5596
5597                 /* Check if the two items can be combined */
5598                 if (object_similar(j_ptr, o_ptr))
5599                 {
5600                         /* Combine the items */
5601                         object_absorb(j_ptr, o_ptr);
5602
5603                         /* Increase the weight */
5604                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5605
5606                         /* Recalculate bonuses */
5607                         p_ptr->update |= (PU_BONUS);
5608
5609                         /* Window stuff */
5610                         p_ptr->window |= (PW_INVEN);
5611
5612                         /* Success */
5613                         return (j);
5614                 }
5615         }
5616
5617
5618         /* Paranoia */
5619         if (inven_cnt > INVEN_PACK) return (-1);
5620
5621         /* Find an empty slot */
5622         for (j = 0; j <= INVEN_PACK; j++)
5623         {
5624                 j_ptr = &inventory[j];
5625
5626                 /* Use it if found */
5627                 if (!j_ptr->k_idx) break;
5628         }
5629
5630         /* Use that slot */
5631         i = j;
5632
5633
5634         /* Reorder the pack */
5635         if (i < INVEN_PACK)
5636         {
5637                 s32b o_value, j_value;
5638
5639                 /* Get the "value" of the item */
5640                 o_value = object_value(o_ptr);
5641
5642                 /* Scan every occupied slot */
5643                 for (j = 0; j < INVEN_PACK; j++)
5644                 {
5645                         j_ptr = &inventory[j];
5646
5647                         /* Use empty slots */
5648                         if (!j_ptr->k_idx) break;
5649
5650                         /* Hack -- readable books always come first */
5651                         if ((o_ptr->tval == REALM1_BOOK) &&
5652                             (j_ptr->tval != REALM1_BOOK)) break;
5653                         if ((j_ptr->tval == REALM1_BOOK) &&
5654                             (o_ptr->tval != REALM1_BOOK)) continue;
5655
5656                         if ((o_ptr->tval == REALM2_BOOK) &&
5657                             (j_ptr->tval != REALM2_BOOK)) break;
5658                         if ((j_ptr->tval == REALM2_BOOK) &&
5659                             (o_ptr->tval != REALM2_BOOK)) continue;
5660
5661                         /* Objects sort by decreasing type */
5662                         if (o_ptr->tval > j_ptr->tval) break;
5663                         if (o_ptr->tval < j_ptr->tval) continue;
5664
5665                         /* Non-aware (flavored) items always come last */
5666                         if (!object_aware_p(o_ptr)) continue;
5667                         if (!object_aware_p(j_ptr)) break;
5668
5669                         /* Objects sort by increasing sval */
5670                         if (o_ptr->sval < j_ptr->sval) break;
5671                         if (o_ptr->sval > j_ptr->sval) continue;
5672
5673                         /* Unidentified objects always come last */
5674                         if (!object_known_p(o_ptr)) continue;
5675                         if (!object_known_p(j_ptr)) break;
5676
5677                         /* Hack:  otherwise identical rods sort by
5678                         increasing recharge time --dsb */
5679                         if (o_ptr->tval == TV_ROD)
5680                         {
5681                                 if (o_ptr->pval < j_ptr->pval) break;
5682                                 if (o_ptr->pval > j_ptr->pval) continue;
5683                         }
5684
5685                         /* Determine the "value" of the pack item */
5686                         j_value = object_value(j_ptr);
5687
5688                         /* Objects sort by decreasing value */
5689                         if (o_value > j_value) break;
5690                         if (o_value < j_value) continue;
5691                 }
5692
5693                 /* Use that slot */
5694                 i = j;
5695
5696                 /* Slide objects */
5697                 for (k = n; k >= i; k--)
5698                 {
5699                         /* Hack -- Slide the item */
5700                         object_copy(&inventory[k+1], &inventory[k]);
5701                 }
5702
5703                 /* Wipe the empty slot */
5704                 object_wipe(&inventory[i]);
5705         }
5706
5707
5708         /* Copy the item */
5709         object_copy(&inventory[i], o_ptr);
5710
5711         /* Access new object */
5712         j_ptr = &inventory[i];
5713
5714         /* Forget stack */
5715         j_ptr->next_o_idx = 0;
5716
5717         /* Forget monster */
5718         j_ptr->held_m_idx = 0;
5719
5720         /* Forget location */
5721         j_ptr->iy = j_ptr->ix = 0;
5722
5723         /* No longer marked */
5724         j_ptr->marked = FALSE;
5725
5726         /* Increase the weight */
5727         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5728
5729         /* Count the items */
5730         inven_cnt++;
5731
5732         /* Recalculate bonuses */
5733         p_ptr->update |= (PU_BONUS);
5734
5735         /* Combine and Reorder pack */
5736         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5737
5738         /* Window stuff */
5739         p_ptr->window |= (PW_INVEN);
5740
5741         /* Return the slot */
5742         return (i);
5743 }
5744
5745
5746 /*
5747  * Take off (some of) a non-cursed equipment item
5748  *
5749  * Note that only one item at a time can be wielded per slot.
5750  *
5751  * Note that taking off an item when "full" may cause that item
5752  * to fall to the ground.
5753  *
5754  * Return the inventory slot into which the item is placed.
5755  */
5756 s16b inven_takeoff(int item, int amt)
5757 {
5758         int slot;
5759
5760         object_type forge;
5761         object_type *q_ptr;
5762
5763         object_type *o_ptr;
5764
5765         cptr act;
5766
5767         char o_name[MAX_NLEN];
5768
5769
5770         /* Get the item to take off */
5771         o_ptr = &inventory[item];
5772
5773         /* Paranoia */
5774         if (amt <= 0) return (-1);
5775
5776         /* Verify */
5777         if (amt > o_ptr->number) amt = o_ptr->number;
5778
5779         /* Get local object */
5780         q_ptr = &forge;
5781
5782         /* Obtain a local object */
5783         object_copy(q_ptr, o_ptr);
5784
5785         /* Modify quantity */
5786         q_ptr->number = amt;
5787
5788         /* Describe the object */
5789         object_desc(o_name, q_ptr, TRUE, 3);
5790
5791         /* Took off weapon */
5792         if (item == INVEN_RARM)
5793         {
5794 #ifdef JP
5795                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5796 #else
5797                 act = "You were wielding";
5798 #endif
5799
5800         }
5801
5802         /* Took off bow */
5803         else if (item == INVEN_BOW)
5804         {
5805 #ifdef JP
5806                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5807 #else
5808                 act = "You were holding";
5809 #endif
5810
5811         }
5812
5813         /* Took off light */
5814         else if (item == INVEN_LITE)
5815         {
5816 #ifdef JP
5817                 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5818 #else
5819                 act = "You were holding";
5820 #endif
5821
5822         }
5823
5824         /* Took off something */
5825         else
5826         {
5827 #ifdef JP
5828                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5829 #else
5830                 act = "You were wearing";
5831 #endif
5832
5833         }
5834
5835         /* Modify, Optimize */
5836         inven_item_increase(item, -amt);
5837         inven_item_optimize(item);
5838
5839         /* Carry the object */
5840         slot = inven_carry(q_ptr);
5841
5842         /* Message */
5843 #ifdef JP
5844         msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5845 #else
5846         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5847 #endif
5848
5849
5850         /* Return slot */
5851         return (slot);
5852 }
5853
5854
5855 /*
5856  * Drop (some of) a non-cursed inventory/equipment item
5857  *
5858  * The object will be dropped "near" the current location
5859  */
5860 void inven_drop(int item, int amt)
5861 {
5862         object_type forge;
5863         object_type *q_ptr;
5864
5865         object_type *o_ptr;
5866
5867         char o_name[MAX_NLEN];
5868
5869
5870         /* Access original object */
5871         o_ptr = &inventory[item];
5872
5873         /* Error check */
5874         if (amt <= 0) return;
5875
5876         /* Not too many */
5877         if (amt > o_ptr->number) amt = o_ptr->number;
5878
5879
5880         /* Take off equipment */
5881         if (item >= INVEN_RARM)
5882         {
5883                 /* Take off first */
5884                 item = inven_takeoff(item, amt);
5885
5886                 /* Access original object */
5887                 o_ptr = &inventory[item];
5888         }
5889
5890
5891         /* Get local object */
5892         q_ptr = &forge;
5893
5894         /* Obtain local object */
5895         object_copy(q_ptr, o_ptr);
5896
5897         /* Distribute charges of wands or rods */
5898         distribute_charges(o_ptr, q_ptr, amt);
5899
5900         /* Modify quantity */
5901         q_ptr->number = amt;
5902
5903         /* Describe local object */
5904         object_desc(o_name, q_ptr, TRUE, 3);
5905
5906         /* Message */
5907 #ifdef JP
5908         msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5909 #else
5910         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5911 #endif
5912
5913
5914         /* Drop it near the player */
5915         (void)drop_near(q_ptr, 0, py, px);
5916
5917         /* Modify, Describe, Optimize */
5918         inven_item_increase(item, -amt);
5919         inven_item_describe(item);
5920         inven_item_optimize(item);
5921 }
5922
5923
5924 /*
5925  * Combine items in the pack
5926  *
5927  * Note special handling of the "overflow" slot
5928  */
5929 void combine_pack(void)
5930 {
5931         int             i, j, k;
5932         object_type     *o_ptr;
5933         object_type     *j_ptr;
5934         bool            flag = FALSE;
5935
5936
5937         /* Combine the pack (backwards) */
5938         for (i = INVEN_PACK; i > 0; i--)
5939         {
5940                 /* Get the item */
5941                 o_ptr = &inventory[i];
5942
5943                 /* Skip empty items */
5944                 if (!o_ptr->k_idx) continue;
5945
5946                 /* Scan the items above that item */
5947                 for (j = 0; j < i; j++)
5948                 {
5949                         /* Get the item */
5950                         j_ptr = &inventory[j];
5951
5952                         /* Skip empty items */
5953                         if (!j_ptr->k_idx) continue;
5954
5955                         /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5956                         if (object_similar_part(j_ptr, o_ptr)
5957                             && j_ptr->number < MAX_STACK_SIZE-1)
5958                         {
5959                                 if (o_ptr->number + j_ptr->number < MAX_STACK_SIZE)
5960                                 {
5961                                         /* Take note */
5962                                         flag = TRUE;
5963
5964                                         /* Add together the item counts */
5965                                         object_absorb(j_ptr, o_ptr);
5966
5967                                         /* One object is gone */
5968                                         inven_cnt--;
5969
5970                                         /* Slide everything down */
5971                                         for (k = i; k < INVEN_PACK; k++)
5972                                         {
5973                                                 /* Structure copy */
5974                                                 inventory[k] = inventory[k+1];
5975                                         }
5976                                         
5977                                         /* Erase the "final" slot */
5978                                         object_wipe(&inventory[k]);
5979                                 }
5980                                 else
5981                                 {
5982                                         int remain = j_ptr->number + o_ptr->number - 99;
5983                                         
5984                                         o_ptr->number -= remain;
5985                                         
5986                                         /* Add together the item counts */
5987                                         object_absorb(j_ptr, o_ptr);
5988
5989                                         o_ptr->number = remain;
5990                                         
5991                                 }
5992                                 /* Window stuff */
5993                                 p_ptr->window |= (PW_INVEN);
5994                                 
5995                                 /* Done */
5996                                 break;
5997                         }
5998                 }
5999         }
6000
6001         /* Message */
6002 #ifdef JP
6003         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6004 #else
6005         if (flag) msg_print("You combine some items in your pack.");
6006 #endif
6007
6008 }
6009
6010
6011 /*
6012  * Reorder items in the pack
6013  *
6014  * Note special handling of the "overflow" slot
6015  */
6016 void reorder_pack(void)
6017 {
6018         int             i, j, k;
6019         s32b            o_value;
6020         s32b            j_value;
6021         object_type     forge;
6022         object_type     *q_ptr;
6023         object_type     *j_ptr;
6024         object_type     *o_ptr;
6025         bool            flag = FALSE;
6026
6027
6028         /* Re-order the pack (forwards) */
6029         for (i = 0; i < INVEN_PACK; i++)
6030         {
6031                 /* Mega-Hack -- allow "proper" over-flow */
6032                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6033
6034                 /* Get the item */
6035                 o_ptr = &inventory[i];
6036
6037                 /* Skip empty slots */
6038                 if (!o_ptr->k_idx) continue;
6039
6040                 /* Get the "value" of the item */
6041                 o_value = object_value(o_ptr);
6042
6043                 /* Scan every occupied slot */
6044                 for (j = 0; j < INVEN_PACK; j++)
6045                 {
6046                         /* Get the item already there */
6047                         j_ptr = &inventory[j];
6048
6049                         /* Use empty slots */
6050                         if (!j_ptr->k_idx) break;
6051
6052                         /* Hack -- readable books always come first */
6053                         if ((o_ptr->tval == REALM1_BOOK) &&
6054                             (j_ptr->tval != REALM1_BOOK)) break;
6055                         if ((j_ptr->tval == REALM1_BOOK) &&
6056                             (o_ptr->tval != REALM1_BOOK)) continue;
6057
6058                         if ((o_ptr->tval == REALM2_BOOK) &&
6059                             (j_ptr->tval != REALM2_BOOK)) break;
6060                         if ((j_ptr->tval == REALM2_BOOK) &&
6061                             (o_ptr->tval != REALM2_BOOK)) continue;
6062
6063                         /* Objects sort by decreasing type */
6064                         if (o_ptr->tval > j_ptr->tval) break;
6065                         if (o_ptr->tval < j_ptr->tval) continue;
6066
6067                         /* Non-aware (flavored) items always come last */
6068                         if (!object_aware_p(o_ptr)) continue;
6069                         if (!object_aware_p(j_ptr)) break;
6070
6071                         /* Objects sort by increasing sval */
6072                         if (o_ptr->sval < j_ptr->sval) break;
6073                         if (o_ptr->sval > j_ptr->sval) continue;
6074
6075                         /* Unidentified objects always come last */
6076                         if (!object_known_p(o_ptr)) continue;
6077                         if (!object_known_p(j_ptr)) break;
6078
6079                         /* Hack:  otherwise identical rods sort by
6080                         increasing recharge time --dsb */
6081                         if (o_ptr->tval == TV_ROD)
6082                         {
6083                                 if (o_ptr->pval < j_ptr->pval) break;
6084                                 if (o_ptr->pval > j_ptr->pval) continue;
6085                         }
6086
6087                         /* Determine the "value" of the pack item */
6088                         j_value = object_value(j_ptr);
6089
6090
6091
6092                         /* Objects sort by decreasing value */
6093                         if (o_value > j_value) break;
6094                         if (o_value < j_value) continue;
6095                 }
6096
6097                 /* Never move down */
6098                 if (j >= i) continue;
6099
6100                 /* Take note */
6101                 flag = TRUE;
6102
6103                 /* Get local object */
6104                 q_ptr = &forge;
6105
6106                 /* Save a copy of the moving item */
6107                 object_copy(q_ptr, &inventory[i]);
6108
6109                 /* Slide the objects */
6110                 for (k = i; k > j; k--)
6111                 {
6112                         /* Slide the item */
6113                         object_copy(&inventory[k], &inventory[k-1]);
6114                 }
6115
6116                 /* Insert the moving item */
6117                 object_copy(&inventory[j], q_ptr);
6118
6119                 /* Window stuff */
6120                 p_ptr->window |= (PW_INVEN);
6121         }
6122
6123         /* Message */
6124 #ifdef JP
6125         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6126 #else
6127         if (flag) msg_print("You reorder some items in your pack.");
6128 #endif
6129
6130 }
6131
6132
6133 /*
6134  * Hack -- display an object kind in the current window
6135  *
6136  * Include list of usable spells for readible books
6137  */
6138 void display_koff(int k_idx)
6139 {
6140         int y;
6141
6142         object_type forge;
6143         object_type *q_ptr;
6144
6145         char o_name[MAX_NLEN];
6146
6147
6148         /* Erase the window */
6149         for (y = 0; y < Term->hgt; y++)
6150         {
6151                 /* Erase the line */
6152                 Term_erase(0, y, 255);
6153         }
6154
6155         /* No info */
6156         if (!k_idx) return;
6157
6158         /* Get local object */
6159         q_ptr = &forge;
6160
6161         /* Prepare the object */
6162         object_prep(q_ptr, k_idx);
6163
6164         /* Describe */
6165         object_desc_store(o_name, q_ptr, FALSE, 0);
6166
6167         /* Mention the object name */
6168         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6169
6170         /* Warriors are illiterate */
6171         if (!(p_ptr->realm1 || p_ptr->realm2)) return;
6172
6173         /* Display spells in readible books */
6174         if ((q_ptr->tval == REALM1_BOOK) ||
6175             (q_ptr->tval == REALM2_BOOK))
6176         {
6177                 int     sval;
6178                 int     spell = -1;
6179                 int     num = 0;
6180                 byte    spells[64];
6181
6182
6183                 /* Access the item's sval */
6184                 sval = q_ptr->sval;
6185
6186                 /* Extract spells */
6187                 for (spell = 0; spell < 32; spell++)
6188                 {
6189                         /* Check for this spell */
6190                         if (fake_spell_flags[sval] & (1L << spell))
6191                         {
6192                                 /* Collect this spell */
6193                                 spells[num++] = spell;
6194                         }
6195                 }
6196
6197                 /* Print spells */
6198                 print_spells(0, spells, num, 2, 0,
6199                     (q_ptr->tval == REALM1_BOOK ? p_ptr->realm1 - 1 : p_ptr->realm2 - 1));
6200         }
6201 }
6202
6203 /* Choose one of items that have warning flag */
6204 object_type *choose_warning_item(void)
6205 {
6206         int i;
6207         int choices[INVEN_TOTAL-INVEN_RARM];
6208         int number = 0;
6209
6210         /* Paranoia -- Player has no warning-item */
6211         if (!p_ptr->warning) return (NULL);
6212
6213         /* Search Inventry */
6214         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6215         {
6216                 u32b f1, f2, f3;
6217                 object_type *o_ptr = &inventory[i];
6218
6219                 object_flags(o_ptr, &f1, &f2, &f3);
6220                 if (f3 & (TR3_WARNING))
6221                 {
6222                         choices[number] = i;
6223                         number++;
6224                 }
6225         }
6226
6227         /* Choice one of them */
6228         return (&inventory[choices[randint0(number)]]);
6229 }
6230
6231 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6232 bool process_frakir(int xx, int yy)
6233 {
6234         int mx,my;
6235         cave_type *c_ptr;
6236         char o_name[MAX_NLEN];
6237
6238 #define FRAKIR_AWARE_RANGE 12
6239         int dam_max = 0;
6240         static int old_damage = 0;
6241
6242         for (mx = xx-FRAKIR_AWARE_RANGE; mx < xx+FRAKIR_AWARE_RANGE+1; mx++)
6243         {
6244                 for (my = yy-FRAKIR_AWARE_RANGE; my < yy+FRAKIR_AWARE_RANGE+1; my++)
6245                 {
6246                         int dam_max0=0;
6247                         monster_type *m_ptr;
6248                         monster_race *r_ptr;
6249                         u32b f4, f5, f6;
6250                         int rlev;
6251
6252                         if (!in_bounds(my,mx) || (distance(my,mx,yy,xx)>FRAKIR_AWARE_RANGE)) continue;
6253
6254                         c_ptr = &cave[my][mx];
6255
6256                         if (!c_ptr->m_idx) continue;
6257
6258                         m_ptr = &m_list[c_ptr->m_idx];
6259                         r_ptr = &r_info[m_ptr->r_idx];
6260
6261                         f4 = r_ptr->flags4;
6262                         f5 = r_ptr->flags5;
6263                         f6 = r_ptr->flags6;
6264
6265                         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6266
6267                         if (m_ptr->csleep) continue;
6268                         if (is_pet(m_ptr)) continue;
6269
6270                         /* Monster spells (only powerful ones)*/
6271                         if(projectable(my,mx,yy,xx))
6272                         {
6273
6274 #define DAMCALC(f,val,max,im,vln,res,resx,resy,op,opx,opy,dmax) \
6275            if (f){ int dam = (val)>(max)? (max):(val); \
6276            if (im) dam=0; \
6277            if (vln) dam *= 2; \
6278            if (res) {dam = (dam * resx) / resy;} \
6279            if (op) {dam = (dam * opx) / opy;} \
6280            if (dam>dmax) dmax = dam; \
6281            }
6282
6283                                 DAMCALC(f4 & (RF4_BR_FIRE), m_ptr->hp / 3, 1600, 
6284                                         p_ptr->immune_fire, p_ptr->muta3 & MUT3_VULN_ELEM,
6285                                         p_ptr->resist_fire, 1, 3,
6286                                         p_ptr->oppose_fire, 1, 3, dam_max0);
6287
6288                                 DAMCALC(f4 & (RF4_BR_COLD), m_ptr->hp / 3, 1600, 
6289                                         p_ptr->immune_cold, p_ptr->muta3 & MUT3_VULN_ELEM,
6290                                         p_ptr->resist_cold, 1, 3,
6291                                         p_ptr->oppose_cold, 1, 3, dam_max0);
6292
6293                                 DAMCALC(f4 & (RF4_BR_ELEC), m_ptr->hp / 3, 1600, 
6294                                         p_ptr->immune_elec, p_ptr->muta3 & MUT3_VULN_ELEM,
6295                                         p_ptr->resist_elec, 1, 3,
6296                                         p_ptr->oppose_elec, 1, 3, dam_max0);
6297
6298                                 DAMCALC(f4 & (RF4_BR_ACID), m_ptr->hp / 3, 1600, 
6299                                         p_ptr->immune_acid, p_ptr->muta3 & MUT3_VULN_ELEM,
6300                                         p_ptr->resist_acid, 1, 3,
6301                                         p_ptr->oppose_acid, 1, 3, dam_max0);
6302
6303                                 DAMCALC(f4 & (RF4_BR_POIS), m_ptr->hp / 3, 800,
6304                                         FALSE , FALSE,
6305                                         p_ptr->resist_pois, 1, 3,
6306                                         p_ptr->oppose_pois, 1, 3, dam_max0);
6307
6308
6309                                 DAMCALC(f4 & (RF4_BR_NETH), m_ptr->hp / 6, 550, FALSE , FALSE,
6310                                         p_ptr->resist_neth, 6, 9, FALSE, 1, 1, dam_max0);
6311
6312                                 DAMCALC(f4 & (RF4_BR_LITE), m_ptr->hp / 6, 400, FALSE , FALSE,
6313                                         p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6314
6315                                 DAMCALC(f4 & (RF4_BR_DARK), m_ptr->hp / 6, 400, FALSE , FALSE,
6316                                         p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6317
6318                                 DAMCALC(f4 & (RF4_BR_CONF), m_ptr->hp / 6, 450, FALSE , FALSE,
6319                                         p_ptr->resist_conf, 5, 9, FALSE, 1, 1, dam_max0);
6320
6321                                 DAMCALC(f4 & (RF4_BR_SOUN), m_ptr->hp / 6, 450, FALSE , FALSE,
6322                                         p_ptr->resist_sound, 5, 9, FALSE, 1, 1, dam_max0);
6323
6324                                 DAMCALC(f4 & (RF4_BR_CHAO), m_ptr->hp / 6, 600, FALSE , FALSE,
6325                                         p_ptr->resist_chaos, 6, 9, FALSE, 1, 1, dam_max0);
6326
6327                                 DAMCALC(f4 & (RF4_BR_DISE), m_ptr->hp / 6, 500, FALSE , FALSE,
6328                                         p_ptr->resist_disen, 6, 9, FALSE, 1, 1, dam_max0);
6329
6330                                 DAMCALC(f4 & (RF4_BR_NEXU), m_ptr->hp / 3, 250, FALSE , FALSE,
6331                                         p_ptr->resist_nexus, 6, 9, FALSE, 1, 1, dam_max0);
6332
6333                                 DAMCALC(f4 & (RF4_BR_TIME), m_ptr->hp / 3, 150, FALSE , FALSE,
6334                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6335
6336                                 DAMCALC(f4 & (RF4_BR_INER), m_ptr->hp / 6, 200, FALSE , FALSE,
6337                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6338
6339                                 DAMCALC(f4 & (RF4_BR_GRAV), m_ptr->hp / 3, 200, FALSE , FALSE,
6340                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6341
6342                                 DAMCALC(f4 & (RF4_BR_SHAR), m_ptr->hp / 6, 500, FALSE , FALSE,
6343                                         p_ptr->resist_shard, 6, 9, FALSE, 1, 1, dam_max0);
6344
6345                                 DAMCALC(f4 & (RF4_BR_PLAS), m_ptr->hp / 6, 150, FALSE , FALSE,
6346                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6347
6348                                 DAMCALC(f4 & (RF4_BR_WALL), m_ptr->hp / 6, 200, FALSE , FALSE,
6349                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6350
6351                                 DAMCALC(f4 & (RF4_BR_MANA), m_ptr->hp / 3, 250, FALSE , FALSE,
6352                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6353
6354                                 DAMCALC(f4 & (RF4_BR_NUKE), m_ptr->hp / 3, 800, FALSE , FALSE,
6355                                         p_ptr->resist_pois, 2, 5, 
6356                                         p_ptr->oppose_pois, 2, 5, dam_max0);
6357
6358                                 DAMCALC(f4 & (RF4_BR_DISI), m_ptr->hp / 3, 300, FALSE , FALSE,
6359                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6360
6361
6362                                 DAMCALC(f4 & (RF4_ROCKET), m_ptr->hp / 4, 800, FALSE , FALSE,
6363                                         p_ptr->resist_shard, 1, 2, FALSE, 1, 1, dam_max0);
6364
6365                                 DAMCALC(f5 & (RF5_BA_MANA), rlev*4 + 150, 9999, FALSE , FALSE,
6366                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6367
6368                                 DAMCALC(f5 & (RF5_BA_DARK), rlev*4 + 150, 9999, FALSE , FALSE,
6369                                         p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6370
6371                                 DAMCALC(f5 & (RF5_BA_LITE), rlev*4 + 150, 9999, FALSE , FALSE,
6372                                         p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6373
6374
6375                                 DAMCALC(f6 & (RF6_HAND_DOOM), p_ptr->chp*6/10, 9999, FALSE , FALSE,
6376                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6377
6378                         }
6379
6380                         /* Monster melee attacks */
6381                         if(mx <= xx+1 && mx >= xx-1 && my <=yy+1 && my >= yy-1)
6382                         {
6383                                 int m;
6384                                 int dam_melee=0;
6385                                 for (m = 0; m < 4; m++)
6386                                 {
6387                                         int d1, d2;
6388
6389                                         /* Skip non-attacks */
6390                                         if (!r_ptr->blow[m].method) continue;
6391
6392                                         /* Extract the attack info */
6393                                         d1 = r_ptr->blow[m].d_dice;
6394                                         d2 = r_ptr->blow[m].d_side;
6395
6396                                         dam_melee += d1*d2;
6397                                 }
6398                                 if(dam_melee>dam_max0)dam_max0=dam_melee;
6399                         }
6400
6401                         /* Contribution from this monster */
6402                         dam_max+=dam_max0;
6403                 }
6404         }
6405
6406         /* Prevent excessive warning */
6407         if(dam_max > old_damage)
6408         {
6409                 old_damage=dam_max * 3 / 2;
6410
6411                 if (dam_max>(p_ptr->chp)/2)
6412                 {
6413                         object_type *o_ptr = choose_warning_item();
6414
6415                         object_desc(o_name, o_ptr, FALSE, 0);
6416 #ifdef JP
6417                         msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6418 #else
6419                         msg_format("%s pulsates sharply!", o_name);
6420 #endif
6421                         disturb(0,0);
6422 #ifdef JP
6423                         return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6424 #else
6425                         return (get_check("Realy want to go ahead? "));
6426 #endif
6427                 }
6428         }
6429         else old_damage = old_damage/2;
6430
6431         c_ptr = &cave[yy][xx];
6432         if (((is_trap(c_ptr->feat) && !easy_disarm) || (c_ptr->info & CAVE_TRAP)) && !one_in_(13))
6433         {
6434                 object_type *o_ptr = choose_warning_item();
6435
6436                 object_desc(o_name, o_ptr, FALSE, 0);
6437 #ifdef JP
6438                 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6439 #else
6440                 msg_format("%s pulsates!", o_name);
6441 #endif
6442                 disturb(0,0);
6443 #ifdef JP
6444                 return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6445 #else
6446                 return (get_check("Realy want to go ahead? "));
6447 #endif
6448         }
6449         return(TRUE);
6450 }
6451
6452
6453 typedef struct essence_type essence_type;
6454 struct essence_type
6455 {
6456         cptr drain_name;
6457         cptr add_name;
6458         int link;
6459         int type;
6460         int value;
6461 };
6462
6463 #ifdef JP
6464 static essence_type essence_info[MAX_ESSENCE] = {
6465 {"ÏÓÎÏ","ÏÓÎÏ", 1, 4, 20},
6466 {"ÃÎǽ","ÃÎǽ", 2, 4, 20},
6467 {"¸­¤µ","¸­¤µ", 3, 4, 20},
6468 {"´ïÍѤµ","´ïÍѤµ", 4, 4, 20},
6469 {"Âѵ×ÎÏ","Âѵ×ÎÏ", 5, 4, 20},
6470 {"Ì¥ÎÏ","Ì¥ÎÏ", 6, 4, 20},
6471 {"ËâÎÏ»ÙÇÛ","ËâÎÏ»ÙÇÛ", 7, 4, 20},
6472 {"","", 0, 0, 0},
6473 {"±£Ì©","±£Ì©", 9, 4, 40},
6474 {"õº÷","õº÷", 10, 4, 15},
6475 {"ÀÖ³°Àþ»ëÎÏ","ÀÖ³°Àþ»ëÎÏ", 11, 4, 15},
6476 {"ºÎ·¡","ºÎ·¡", 12, 4, 15},
6477 {"¥¹¥Ô¡¼¥É","¥¹¥Ô¡¼¥É", 13, 4, 12},
6478 {"Äɲù¶·â","Äɲù¶·â", 14, 1, 20},
6479 {"¥«¥ª¥¹¹¶·â","¥«¥ª¥¹¹¶·â", 15, 1, 15},
6480 {"µÛ·ì¹¶·â","µÛ·ì¹¶·â", 16, 1, 60},
6481 {"ưʪÇÜÂÇ","ưʪÇÜÂÇ", 17, 1, 20},
6482 {"¼Ù°­ÇÜÂÇ","¼Ù°­ÇÜÂÇ", 18, 1, 100},
6483 {"ÉÔ»àÇÜÂÇ","ÉÔ»àÇÜÂÇ", 19, 1, 20},
6484 {"°­ËâÇÜÂÇ","°­ËâÇÜÂÇ", 20, 1, 20},
6485 {"¥ª¡¼¥¯ÇÜÂÇ","¥ª¡¼¥¯ÇÜÂÇ", 21, 1, 15},
6486 {"¥È¥í¥ëÇÜÂÇ","¥È¥í¥ëÇÜÂÇ", 22, 1, 15},
6487 {"µð¿ÍÇÜÂÇ","µð¿ÍÇÜÂÇ", 23, 1, 20},
6488 {"εÇÜÂÇ","εÇÜÂÇ", 24, 1, 20},
6489 {"","εÇÜÇÜÂÇ", 24, 1, 60},
6490 {"","", 0, 0, 0},
6491 {"ÃÏ¿Ì","ÃÏ¿Ìȯư", 27, 5, 15},
6492 {"ÆÇ»¦","ÆÇ»¦", 28, 1, 20},
6493 {"Íϲò","Íϲò", 29, 1, 20},
6494 {"ÅÅ·â","ÅÅ·â", 30, 1, 20},
6495 {"¾Æ´þ","¾Æ´þ", 31, 1, 20},
6496 {"Åà·ë","Åà·ë", 32, 1, 20},
6497 {"ǽÎÏ°Ý»ý","ÏÓÎÏ°Ý»ý", 33, 3, 15},
6498 {"","ÃÎǽ°Ý»ý", 33, 3, 15},
6499 {"","¸­¤µ°Ý»ý", 33, 3, 15},
6500 {"","´ïÍѤµ°Ý»ý", 33, 3, 15},
6501 {"","Âѵ×ÎÏ°Ý»ý", 33, 3, 15},
6502 {"","Ì¥ÎÏ°Ý»ý", 33, 3, 15},
6503 {"","", 0, 0, 0},
6504 {"","", 0, 0, 0},
6505 {"ÌȱÖ","»ÀÌȱÖ", 41, 2, 20},
6506 {"","ÅÅ·âÌȱÖ", 41, 2, 20},
6507 {"","²Ð±êÌȱÖ", 41, 2, 20},
6508 {"","Î䵤ÌȱÖ", 41, 2, 20},
6509 {"","", 0, 0, 0},
6510 {"È¿¼Í","È¿¼Í", 46, 2, 20},
6511 {"ËãáãÃΤ餺","ËãáãÃΤ餺", 47, 3, 20},
6512 {"À¸Ì¿ÎÏ°Ý»ý","À¸Ì¿ÎÏ°Ý»ý", 48, 3, 20},
6513 {"ÂÑ»À","ÂÑ»À", 49, 2, 15},
6514 {"ÂÑÅÅ·â","ÂÑÅÅ·â", 50, 2, 15},
6515 {"ÂѲбê","ÂѲбê", 51, 2, 15},
6516 {"ÂÑÎ䵤","ÂÑÎ䵤", 52, 2, 15},
6517 {"ÂÑÆÇ","ÂÑÆÇ", 53, 2, 25},
6518 {"ÂѶ²ÉÝ","ÂѶ²ÉÝ", 54, 2, 20},
6519 {"ÂÑÁ®¸÷","ÂÑÁ®¸÷", 55, 2, 20},
6520 {"ÂѰŹõ","ÂѰŹõ", 56, 2, 20},
6521 {"ÂÑÌÕÌÜ","ÂÑÌÕÌÜ", 57, 2, 20},
6522 {"ÂѺ®Íð","ÂѺ®Íð", 58, 2, 20},
6523 {"Âѹ첻","Âѹ첻", 59, 2, 20},
6524 {"ÂÑÇËÊÒ","ÂÑÇËÊÒ", 60, 2, 20},
6525 {"ÂÑÃϹö","ÂÑÃϹö", 61, 2, 20},
6526 {"ÂÑ°ø²Ìº®Íð","ÂÑ°ø²Ìº®Íð", 62, 2, 20},
6527 {"ÂÑ¥«¥ª¥¹","ÂÑ¥«¥ª¥¹", 63, 2, 20},
6528 {"ÂÑÎô²½","ÂÑÎô²½", 64, 2, 20},
6529 {"","", -1, 0, 0},
6530 {"","", -1, 0, 0},
6531 {"","", 0, 0, 0},
6532 {"","", -1, 0, 0},
6533 {"","", 0, 0, 0},
6534 {"È¿ËâË¡","È¿ËâË¡", 70, 3, 15},
6535 {"","", 0, 0, 0},
6536 {"","", 0, 0, 0},
6537 {"","", 0, 0, 0},
6538 {"","", 0, 0, 0},
6539 {"","", 0, 0, 0},
6540 {"","", 0, 0, 0},
6541 {"ÉâÍ·","ÉâÍ·", 77, 3, 20},
6542 {"±Êµ×¸÷¸»","±Êµ×¸÷¸»", 78, 3, 15},
6543 {"²Ä»ëÆ©ÌÀ","²Ä»ëÆ©ÌÀ", 79, 3, 20},
6544 {"¥Æ¥ì¥Ñ¥·¡¼","¥Æ¥ì¥Ñ¥·¡¼", 80, 3, 15},
6545 {"Ãپò½","Ãپò½", 81, 3, 15},
6546 {"µÞ®²óÉü","µÞ®²óÉü", 82, 3, 20},
6547 {"","", 0, 0, 0},
6548 {"","", 0, 0, 0},
6549 {"","", 0, 0, 0},
6550 {"","", 0, 0, 0},
6551 {"","", 0, 0, 0},
6552 {"","", 0, 0, 0},
6553 {"","", 0, 0, 0},
6554 {"","", 0, 0, 0},
6555 {"¥Æ¥ì¥Ý¡¼¥È","¥Æ¥ì¥Ý¡¼¥È", 91, 3, 25},
6556 {"","", 0, 0, 0},
6557 {"","", 0, 0, 0},
6558 {"","", 0, 0, 0},
6559 {"","", 0, 0, 0},
6560 {"","", 0, 0, 0},
6561 {"¹¶·â","¹¶·â", 97, 6, 30},
6562 {"Ëɸæ","Ëɸæ", 98, 6, 15},
6563 {"","»ÀÂÑÀ­È¯Æ°", 49, 5, 50},
6564 {"","ÅÅ·âÂÑÀ­È¯Æ°", 50, 5, 50},
6565 {"","²Ð±êÂÑÀ­È¯Æ°", 51, 5, 50},
6566 {"","Î䵤ÂÑÀ­È¯Æ°", 52, 5, 50},
6567 {"","²Ð±ê¥ª¡¼¥é", 0, 5, 30},
6568 {"","Åŷ⥪¡¼¥é", 0, 5, 30},
6569 {"","Î䵤¥ª¡¼¥é", 0, 5, 30},
6570 {"","Á´ÂÑÀ­", 0, 2, 150},
6571 {"","ÁõÈ÷ÊÝ»ý", 0, 6, 10},
6572 {"","»¦Ù¤¤Î¾®¼ê", 97, 1, 200},
6573 };
6574 #else
6575 static essence_type essence_info[MAX_ESSENCE] = {
6576 {"strength","strength", 1, 4, 20},
6577 {"intelligen.","intelligence", 2, 4, 20},
6578 {"wisdom","wisdom", 3, 4, 20},
6579 {"dexterity","dexterity", 4, 4, 20},
6580 {"constitut.","constitution", 5, 4, 20},
6581 {"charisma","charisma", 6, 4, 20},
6582 {"magic mast.","magic mastery", 7, 4, 20},
6583 {"","", 0, 0, 0},
6584 {"stealth","stealth", 9, 4, 40},
6585 {"serching","serching", 10, 4, 15},
6586 {"inflavision","inflavision", 11, 4, 15},
6587 {"digging","digging", 12, 4, 15},
6588 {"speed","speed", 13, 4, 12},
6589 {"extra atk","extra attack", 14, 1, 20},
6590 {"chaos brand","chaos brand", 15, 1, 15},
6591 {"vampiric","vampiric brand", 16, 1, 60},
6592 {"slay animal","slay animal", 17, 1, 20},
6593 {"slay evil","slay evil", 18, 1, 100},
6594 {"slay undead","slay undead", 19, 1, 20},
6595 {"slay demon","slay demon", 20, 1, 20},
6596 {"slay orc","slay orc", 21, 1, 15},
6597 {"slay troll","slay troll", 22, 1, 15},
6598 {"slay giant","slay giant", 23, 1, 20},
6599 {"slay dragon","slay dragon", 24, 1, 20},
6600 {"","kill dragon", 24, 1, 60},
6601 {"","", 0, 0, 0},
6602 {"quake","quake activation", 27, 5, 15},
6603 {"pois. brand","poison brand", 28, 1, 20},
6604 {"acid brand","acid brand", 29, 1, 20},
6605 {"elec. brand","electric brand", 30, 1, 20},
6606 {"fire brand","fire brand", 31, 1, 20},
6607 {"cold brand","cold brand", 32, 1, 20},
6608 {"sustain","sustain strength", 33, 3, 15},
6609 {"","sustain intelligence", 33, 3, 15},
6610 {"","sustain wisdom", 33, 3, 15},
6611 {"","sustain dexterity", 33, 3, 15},
6612 {"","sustain constitution", 33, 3, 15},
6613 {"","sustain charisma", 33, 3, 15},
6614 {"","", 0, 0, 0},
6615 {"","", 0, 0, 0},
6616 {"immunity","acid immunity", 41, 2, 20},
6617 {"","electric immunity", 41, 2, 20},
6618 {"","fire immunity", 41, 2, 20},
6619 {"","cold immunity", 41, 2, 20},
6620 {"","", 0, 0, 0},
6621 {"reflection","reflection", 46, 2, 20},
6622 {"free action","free action", 47, 3, 20},
6623 {"hold life","hold life", 48, 3, 20},
6624 {"res. acid","resistance to acid", 49, 2, 15},
6625 {"res. elec.","resistance to electric", 50, 2, 15},
6626 {"res. fire","resistance to fire", 51, 2, 15},
6627 {"res. cold","resistance to cold", 52, 2, 15},
6628 {"res. poison","resistance to poison", 53, 2, 25},
6629 {"res. fear","resistance to fear", 54, 2, 20},
6630 {"res. light","resistance to light", 55, 2, 20},
6631 {"res. dark","resistance to dark", 56, 2, 20},
6632 {"res. blind","resistance to blind", 57, 2, 20},
6633 {"res.confuse","resistance to confusion", 58, 2, 20},
6634 {"res. sound","resistance to sound", 59, 2, 20},
6635 {"res. shard","resistance to shard", 60, 2, 20},
6636 {"res. nether","resistance to nether", 61, 2, 20},
6637 {"res. nexus","resistance to nexus", 62, 2, 20},
6638 {"res. chaos","resistance to chaos", 63, 2, 20},
6639 {"res. disen.","resistance to disenchantment", 64, 2, 20},
6640 {"","", -1, 0, 0},
6641 {"","", -1, 0, 0},
6642 {"","", 0, 0, 0},
6643 {"","", -1, 0, 0},
6644 {"","", 0, 0, 0},
6645 {"anti magic","anti magic", 70, 3, 15},
6646 {"","", 0, 0, 0},
6647 {"","", 0, 0, 0},
6648 {"","", 0, 0, 0},
6649 {"","", 0, 0, 0},
6650 {"","", 0, 0, 0},
6651 {"","", 0, 0, 0},
6652 {"levitation","levitation", 77, 3, 20},
6653 {"perm. light","permanent light", 78, 3, 15},
6654 {"see invis.","see invisible", 79, 3, 20},
6655 {"telepathy","telepathy", 80, 3, 15},
6656 {"slow dige.","slow digestion", 81, 3, 15},
6657 {"regen.","regeneration", 82, 3, 20},
6658 {"","", 0, 0, 0},
6659 {"","", 0, 0, 0},
6660 {"","", 0, 0, 0},
6661 {"","", 0, 0, 0},
6662 {"","", 0, 0, 0},
6663 {"","", 0, 0, 0},
6664 {"","", 0, 0, 0},
6665 {"","", 0, 0, 0},
6666 {"teleport","teleport", 91, 3, 25},
6667 {"","", 0, 0, 0},
6668 {"","", 0, 0, 0},
6669 {"","", 0, 0, 0},
6670 {"","", 0, 0, 0},
6671 {"","", 0, 0, 0},
6672 {"weapon enc.","weapon enchant", 97, 6, 30},
6673 {"armor enc.","armor enchant", 98, 6, 15},
6674 {"","resist acid activation", 49, 5, 50},
6675 {"","resist electricity activation", 50, 5, 50},
6676 {"","resist fire activation", 51, 5, 50},
6677 {"","resist cold activation", 52, 5, 50},
6678 {"","fiery sheath", 0, 5, 30},
6679 {"","electric sheath", 0, 5, 30},
6680 {"","coldly sheath", 0, 5, 30},
6681 {"","resistance", 0, 2, 150},
6682 {"","elements proof", 0, 6, 10},
6683 {"","gauntlets of slay", 97, 1, 200},
6684 };
6685 #endif
6686
6687 bool item_tester_hook_melee_ammo(object_type *o_ptr)
6688 {
6689         switch (o_ptr->tval)
6690         {
6691                 case TV_HAFTED:
6692                 case TV_POLEARM:
6693                 case TV_DIGGING:
6694                 case TV_BOLT:
6695                 case TV_ARROW:
6696                 case TV_SHOT:
6697                 {
6698                         return (TRUE);
6699                 }
6700                 case TV_SWORD:
6701                 {
6702                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6703                 }
6704         }
6705
6706         return (FALSE);
6707 }
6708
6709
6710 static void display_essence(void)
6711 {
6712         int i, num = 0;
6713
6714         screen_save();
6715         for (i = 1; i < 22; i++)
6716         {
6717                 prt("",i,0);
6718         }
6719 #ifdef JP
6720         prt("¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô", 1, 8);
6721 #else
6722         prt("Essence      Num      Essence      Num      Essence      Num ", 1, 8);
6723 #endif
6724         for (i = 0; i < MAX_ESSENCE; i++)
6725         {
6726                 if (!essence_info[i].drain_name[0]) continue;
6727                 prt(format("%-11s %5d", essence_info[i].drain_name, p_ptr->magic_num1[i]), 2+num%20, 8+num/20*22);
6728                 num++;
6729         }
6730 #ifdef JP
6731         prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
6732 #else
6733         prt("List of all essences you have.", 0, 0);
6734 #endif
6735         (void)inkey();
6736         screen_load();
6737         return;
6738 }
6739
6740 static void drain_essence(void)
6741 {
6742         int drain_value[MAX_ESSENCE];
6743         int i, item;
6744         int dec = 4;
6745         bool observe = FALSE;
6746         int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
6747         u32b old_f1, old_f2, old_f3, new_f1, new_f2, new_f3;
6748         object_type *o_ptr;
6749         cptr            q, s;
6750         byte iy, ix, marked, number;
6751         s16b next_o_idx, weight;
6752
6753         for (i = 0; i < MAX_ESSENCE; i++)
6754                 drain_value[i] = 0;
6755
6756         item_tester_hook = item_tester_hook_weapon_armour;
6757         item_tester_no_ryoute = TRUE;
6758
6759         /* Get an item */
6760 #ifdef JP
6761         q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
6762         s = "Ãê½Ð¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6763 #else
6764         q = "Extract from which item? ";
6765         s = "You have nothing you can extract from.";
6766 #endif
6767
6768         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
6769
6770         /* Get the item (in the pack) */
6771         if (item >= 0)
6772         {
6773                 o_ptr = &inventory[item];
6774         }
6775
6776         /* Get the item (on the floor) */
6777         else
6778         {
6779                 o_ptr = &o_list[0 - item];
6780         }
6781
6782         if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
6783                 char o_name[MAX_NLEN];
6784                 object_desc(o_name, o_ptr, FALSE, 0);
6785 #ifdef JP
6786                 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
6787 #else
6788                 if (!get_check(format("Really extract from %s? ", o_name))) return;
6789 #endif
6790         }
6791
6792         energy_use = 100;
6793
6794         object_flags(o_ptr, &old_f1, &old_f2, &old_f3);
6795         if (old_f1 & TR1_KILL_DRAGON) old_f1 |= TR1_SLAY_DRAGON;
6796
6797         old_to_a = o_ptr->to_a;
6798         old_ac = o_ptr->ac;
6799         old_to_h = o_ptr->to_h;
6800         old_to_d = o_ptr->to_d;
6801         old_ds = o_ptr->ds;
6802         old_dd = o_ptr->dd;
6803         old_pval = o_ptr->pval;
6804         old_name2 = o_ptr->name2;
6805         if (old_f3 & (TR3_CURSED | TR3_HEAVY_CURSE | TR3_PERMA_CURSE)) dec--;
6806         if (old_f3 & (TR3_AGGRAVATE)) dec--;
6807         if (old_f3 & (TR3_NO_TELE)) dec--;
6808         if (old_f3 & (TR3_DRAIN_EXP)) dec--;
6809         if (old_f3 & (TR3_TY_CURSE)) dec--;
6810
6811         iy = o_ptr->iy;
6812         ix = o_ptr->ix;
6813         next_o_idx = o_ptr->next_o_idx;
6814         marked = o_ptr->marked;
6815         weight = o_ptr->weight;
6816         number = o_ptr->number;
6817
6818         object_prep(o_ptr, o_ptr->k_idx);
6819
6820         o_ptr->iy=iy;
6821         o_ptr->ix=ix;
6822         o_ptr->next_o_idx=next_o_idx;
6823         o_ptr->marked=marked;
6824         o_ptr->number = number;
6825         if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
6826         o_ptr->ident |= (IDENT_MENTAL);
6827         object_aware(o_ptr);
6828         object_known(o_ptr);
6829
6830         object_flags(o_ptr, &new_f1, &new_f2, &new_f3);
6831
6832         for (i = 0; i < 96; i++)
6833         {
6834                 if (i < 32)
6835                 {
6836                         int pval = 0;
6837
6838                         if (((1 << i) & TR1_PVAL_MASK) && old_pval) pval = ((new_f1 >> i) & 0x00000001) ? old_pval-o_ptr->pval : old_pval;
6839                         if ((!((new_f1 >> i) & 0x00000001) || pval) && ((old_f1 >> i) & 0x00000001) && essence_info[i].link)
6840                         {
6841                                 drain_value[essence_info[i].link-1] += (10 * (pval ? pval : 1));
6842                         }
6843                 }
6844                 else if (i < 64)
6845                 {
6846                         if (!((new_f2 >> (i-32)) & 0x00000001) && ((old_f2 >> (i-32)) & 0x00000001) && essence_info[i].link)
6847                         {
6848                                 drain_value[essence_info[i].link-1] += 10;
6849                         }
6850                 }
6851                 else
6852                 {
6853                         if (!((new_f3 >> (i-64)) & 0x00000001) && ((old_f3 >> (i-64)) & 0x00000001) && essence_info[i].link)
6854                         {
6855                                 if (essence_info[i].link == -1)
6856                                 {
6857                                         if (i == ESSENCE__SH__FIRE-1)
6858                                         {
6859                                                 drain_value[ESSENCE_B_FIRE-1] += 10;
6860                                                 drain_value[ESSENCE_RES_FIRE-1] += 10;
6861                                         }
6862                                         else if (i == ESSENCE__SH__ELEC-1)
6863                                         {
6864                                                 drain_value[ESSENCE_B_ELEC-1] += 10;
6865                                                 drain_value[ESSENCE_RES_ELEC-1] += 10;
6866                                         }
6867                                         else if (i == ESSENCE__SH__COLD-1)
6868                                         {
6869                                                 drain_value[ESSENCE_B_COLD-1] += 10;
6870                                                 drain_value[ESSENCE_RES_COLD-1] += 10;
6871                                         }
6872                                 }
6873                                 else drain_value[essence_info[i].link-1] += 10;
6874                         }
6875                 }
6876         }
6877
6878         if ((old_f1 & TR1_FORCE_WEAPON) && !(new_f1 & TR1_FORCE_WEAPON))
6879         {
6880                 drain_value[ESSENCE_INT-1] += 5;
6881                 drain_value[ESSENCE_WIS-1] += 5;
6882         }
6883         if ((old_f1 & TR1_VORPAL) && !(new_f1 & TR1_VORPAL))
6884         {
6885                 drain_value[ESSENCE_B_POIS-1] += 5;
6886                 drain_value[ESSENCE_B_ACID-1] += 5;
6887                 drain_value[ESSENCE_B_ELEC-1] += 5;
6888                 drain_value[ESSENCE_B_FIRE-1] += 5;
6889                 drain_value[ESSENCE_B_COLD-1] += 5;
6890         }
6891         if ((old_f3 & TR3_DEC_MANA) && !(new_f3 & TR3_DEC_MANA))
6892         {
6893                 drain_value[ESSENCE_INT-1] += 10;
6894         }
6895         if ((old_f3 & TR3_XTRA_MIGHT) && !(new_f3 & TR3_XTRA_MIGHT))
6896         {
6897                 drain_value[ESSENCE_STR-1] += 10;
6898         }
6899         if ((old_f3 & TR3_XTRA_SHOTS) && !(new_f3 & TR3_XTRA_SHOTS))
6900         {
6901                 drain_value[ESSENCE_DEX-1] += 10;
6902         }
6903         if (old_name2 == EGO_2WEAPON)
6904         {
6905                 drain_value[ESSENCE_DEX] += 20;
6906         }
6907         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
6908         {
6909                 if (old_ds > o_ptr->ds) drain_value[ESSENCE_ATTACK-1] += (old_ds-o_ptr->ds)*10;
6910
6911                 if (old_dd > o_ptr->dd) drain_value[ESSENCE_ATTACK-1] += (old_dd-o_ptr->dd)*10;
6912         }
6913         if (old_to_h > o_ptr->to_h) drain_value[ESSENCE_ATTACK-1] += (old_to_h-o_ptr->to_h)*10;
6914         if (old_to_d > o_ptr->to_d) drain_value[ESSENCE_ATTACK-1] += (old_to_d-o_ptr->to_d)*10;
6915         if (old_ac > o_ptr->ac) drain_value[ESSENCE_AC-1] += (old_ac-o_ptr->ac)*10;
6916         if (old_to_a > o_ptr->to_a) drain_value[ESSENCE_AC-1] += (old_to_a-o_ptr->to_a)*10;
6917
6918         for (i = 0; i < MAX_ESSENCE; i++)
6919         {
6920                 drain_value[i] *= number;
6921                 drain_value[i] = drain_value[i] * dec / 4;
6922                 drain_value[i] = MAX(drain_value[i], 0);
6923                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
6924                 if (drain_value[i])
6925                 {
6926                         observe = TRUE;
6927                 }
6928         }
6929         if (!observe)
6930         {
6931 #ifdef JP
6932                 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤­¤Þ¤»¤ó¤Ç¤·¤¿¡£");
6933 #else
6934                 msg_print("You were not able to extract any essence.");
6935 #endif
6936         }
6937         else
6938         {
6939 #ifdef JP
6940                 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
6941 #else
6942                 msg_print("Extracted essences:");
6943 #endif
6944                 for (i = 0; i < MAX_ESSENCE; i++)
6945                 {
6946                         if (!drain_value[i]) continue;
6947                         p_ptr->magic_num1[i] += drain_value[i];
6948                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
6949                         msg_print(NULL);
6950                         msg_format("%s...%d", essence_info[i].drain_name, drain_value[i]);
6951                 }
6952         }
6953
6954         /* Combine the pack */
6955         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6956
6957         /* Window stuff */
6958         p_ptr->window |= (PW_INVEN);
6959 }
6960
6961
6962
6963 static int choose_essence()
6964 {
6965         int mode = 0;
6966         char choice;
6967         int menu_line = (use_menu ? 1 : 0);
6968
6969 #ifdef ALLOW_REPEAT
6970         if (repeat_pull(&mode) && 1 <= mode && mode <= 5)
6971                 return mode;
6972         mode = 0;
6973 #endif /* ALLOW_REPEAT */
6974
6975         if (use_menu)
6976         {
6977                 screen_save();
6978
6979                 while(!mode)
6980                 {
6981 #ifdef JP
6982                         prt(format(" %s Éð´ï°À­", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
6983                         prt(format(" %s ÂÑÀ­", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
6984                         prt(format(" %s Ç½ÎÏ", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
6985                         prt(format(" %s ¿ôÃÍ", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
6986                         prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
6987                         prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
6988 #else
6989                         prt(format(" %s Brand weapon", (menu_line == 1) ? "> " : "  "), 2, 14);
6990                         prt(format(" %s Resistance", (menu_line == 2) ? "> " : "  "), 3, 14);
6991                         prt(format(" %s Ability", (menu_line == 3) ? "> " : "  "), 4, 14);
6992                         prt(format(" %s Magic number", (menu_line == 4) ? "> " : "  "), 5, 14);
6993                         prt(format(" %s Others", (menu_line == 5) ? "> " : "  "), 6, 14);
6994                         prt("Choose from menu.", 0, 0);
6995 #endif
6996                         choice = inkey();
6997                         switch(choice)
6998                         {
6999                         case ESCAPE:
7000                         case 'z':
7001                         case 'Z':
7002                                 screen_load();
7003                                 return 0;
7004                         case '2':
7005                         case 'j':
7006                         case 'J':
7007                                 menu_line++;
7008                                 break;
7009                         case '8':
7010                         case 'k':
7011                         case 'K':
7012                                 menu_line+= 4;
7013                                 break;
7014                         case '\r':
7015                         case 'x':
7016                         case 'X':
7017                                 mode = menu_line;
7018                                 break;
7019                         }
7020                         if (menu_line > 5) menu_line -= 5;
7021                 }
7022                 screen_load();
7023         }
7024         else
7025         {
7026                 screen_save();
7027                 while (!mode)
7028                 {
7029 #ifdef JP
7030                         prt("  a) ¹¶·â°À­", 2, 14);
7031                         prt("  b) ÂÑÀ­", 3, 14);
7032                         prt("  c) Ç½ÎÏ", 4, 14);
7033                         prt("  d) ¿ôÃÍ", 5, 14);
7034                         prt("  e) ¤½¤Î¾", 6, 14);
7035                         if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7036 #else
7037                         prt("  a) Brand weapon", 2, 14);
7038                         prt("  b) Resistance", 3, 14);
7039                         prt("  c) Ability", 4, 14);
7040                         prt("  d) Magic number", 5, 14);
7041                         prt("  e) Others", 6, 14);
7042                         if (!get_com("Command :", &choice, TRUE))
7043 #endif
7044                         {
7045                                 screen_load();
7046                                 return 0;
7047                         }
7048
7049                         switch (choice)
7050                         {
7051                         case 'A':
7052                         case 'a':
7053                                 mode = 1;
7054                                 break;
7055                         case 'B':
7056                         case 'b':
7057                                 mode = 2;
7058                                 break;
7059                         case 'C':
7060                         case 'c':
7061                                 mode = 3;
7062                                 break;
7063                         case 'D':
7064                         case 'd':
7065                                 mode = 4;
7066                                 break;
7067                         case 'E':
7068                         case 'e':
7069                                 mode = 5;
7070                                 break;
7071                         }
7072                 }
7073                 screen_load();
7074         }
7075
7076 #ifdef ALLOW_REPEAT
7077         repeat_push(mode);
7078 #endif /* ALLOW_REPEAT */
7079         return mode;
7080 }
7081
7082 static void add_essence(int mode)
7083 {
7084         int item, max_num = 0;
7085         int i;
7086         bool flag,redraw;
7087         char choice;
7088         cptr            q, s;
7089         object_type *o_ptr;
7090         int ask = TRUE;
7091         char out_val[160];
7092         int num[22];
7093         char o_name[MAX_NLEN];
7094         int use_essence;
7095
7096         int menu_line = (use_menu ? 1 : 0);
7097
7098         for (i = 0; i < MAX_ESSENCE; i++)
7099         {
7100                 if (essence_info[i].type != mode) continue;
7101                 num[max_num++] = i;
7102         }
7103
7104 #ifdef ALLOW_REPEAT
7105         if (!repeat_pull(&i) || i<0 || i>=max_num)
7106         {
7107 #endif /* ALLOW_REPEAT */
7108
7109
7110         /* Nothing chosen yet */
7111         flag = FALSE;
7112
7113         /* No redraw yet */
7114         redraw = FALSE;
7115
7116         /* Build a prompt */
7117 #ifdef JP
7118         (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7119 #else
7120         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7121 #endif
7122         if (use_menu) screen_save();
7123
7124         /* Get a spell from the user */
7125
7126         choice = (always_show_list || use_menu) ? ESCAPE:1;
7127         while (!flag)
7128         {
7129                 bool able[22];
7130                 if( choice==ESCAPE ) choice = ' '; 
7131                 else if( !get_com(out_val, &choice, FALSE) )break; 
7132
7133                 if (use_menu && choice != ' ')
7134                 {
7135                         switch(choice)
7136                         {
7137                                 case '0':
7138                                 {
7139                                         screen_load();
7140                                         return;
7141                                         break;
7142                                 }
7143
7144                                 case '8':
7145                                 case 'k':
7146                                 case 'K':
7147                                 {
7148                                         menu_line += (max_num-1);
7149                                         break;
7150                                 }
7151
7152                                 case '2':
7153                                 case 'j':
7154                                 case 'J':
7155                                 {
7156                                         menu_line++;
7157                                         break;
7158                                 }
7159
7160                                 case '4':
7161                                 case 'h':
7162                                 case 'H':
7163                                 {
7164                                         menu_line = 1;
7165                                         break;
7166                                 }
7167                                 case '6':
7168                                 case 'l':
7169                                 case 'L':
7170                                 {
7171                                         menu_line = max_num;
7172                                         break;
7173                                 }
7174
7175                                 case 'x':
7176                                 case 'X':
7177                                 case '\r':
7178                                 {
7179                                         i = menu_line - 1;
7180                                         ask = FALSE;
7181                                         break;
7182                                 }
7183                         }
7184                         if (menu_line > max_num) menu_line -= max_num;
7185                 }
7186                 /* Request redraw */
7187                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7188                 {
7189                         /* Show the list */
7190                         if (!redraw || use_menu)
7191                         {
7192                                 byte y, x = 10;
7193                                 int ctr;
7194                                 char dummy[80], dummy2[80];
7195                                 byte col;
7196
7197                                 strcpy(dummy, "");
7198
7199                                 /* Show list */
7200                                 redraw = TRUE;
7201
7202                                 /* Save the screen */
7203                                 if (!use_menu) screen_save();
7204
7205                                 for (y = 1; y < 24; y++)
7206                                         prt("", y, x);
7207
7208                                 /* Print header(s) */
7209 #ifdef JP
7210                                 prt("   Ç½ÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)          É¬Í׿ô/½ê»ý¿ô", 1, x);
7211
7212 #else
7213                                 prt(" Ability(essence to need)        Needs/Possess", 1, x);
7214 #endif
7215                                 /* Print list */
7216                                 for (ctr = 0; ctr < max_num; ctr++)
7217                                 {
7218                                         if (use_menu)
7219                                         {
7220                                                 if (ctr == (menu_line-1))
7221 #ifdef JP
7222                                                         strcpy(dummy, "¡Õ ");
7223 #else
7224                                                         strcpy(dummy, ">  ");
7225 #endif
7226                                                 else strcpy(dummy, "   ");
7227                                                 
7228                                         }
7229                                         /* letter/number for power selection */
7230                                         else
7231                                         {
7232                                                 sprintf(dummy, "%c) ",I2A(ctr));
7233                                         }
7234
7235                                         strcat(dummy, essence_info[num[ctr]].add_name);
7236
7237                                         col = TERM_WHITE;
7238                                         able[ctr] = TRUE;
7239
7240                                         if (essence_info[num[ctr]].link)
7241                                         {
7242                                                 strcat(dummy, format("(%s)", essence_info[essence_info[num[ctr]].link-1].drain_name));
7243                                                 if (p_ptr->magic_num1[essence_info[num[ctr]].link-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7244                                         }
7245                                         else
7246                                         {
7247                                                 switch(num[ctr]+1)
7248                                                 {
7249                                                 case ESSENCE_SH_FIRE:
7250 #ifdef JP
7251                                                         strcat(dummy, "(¾Æ´þ+ÂѲбê)              ");
7252 #else
7253                                                         strcat(dummy, "(brand fire + res.fire)              ");
7254 #endif
7255                                                         if (p_ptr->magic_num1[ESSENCE_B_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7256                                                         if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7257                                                         break;
7258                                                 case ESSENCE_SH_ELEC:
7259 #ifdef JP
7260                                                         strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)              ");
7261 #else
7262                                                         strcat(dummy, "(brand elec. + res. elec.)              ");
7263 #endif
7264                                                         if (p_ptr->magic_num1[ESSENCE_B_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7265                                                         if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7266                                                         break;
7267                                                 case ESSENCE_SH_COLD:
7268 #ifdef JP
7269                                                         strcat(dummy, "(Åà·ë+ÂÑÎ䵤)              ");
7270 #else
7271                                                         strcat(dummy, "(brand cold + res. cold)              ");
7272 #endif
7273                                                         if (p_ptr->magic_num1[ESSENCE_B_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7274                                                         if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7275                                                         break;
7276                                                 case ESSENCE_RESISTANCE:
7277 #ifdef JP
7278                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7279 #else
7280                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7281 #endif
7282                                                         if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7283                                                         if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7284                                                         if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7285                                                         if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7286                                                         break;
7287                                                 case ESSENCE_SUSTAIN:
7288 #ifdef JP
7289                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7290 #else
7291                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7292 #endif
7293                                                         if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7294                                                         if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7295                                                         if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7296                                                         if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7297                                                         break;
7298                                                 }
7299                                         }
7300
7301                                         if (!able[ctr]) col = TERM_RED;
7302
7303                                         strcpy(dummy2, format("%-50s",dummy));
7304
7305                                         if (essence_info[num[ctr]].link)
7306                                         {
7307                                                 strcat(dummy2, format(" %d/%d",essence_info[num[ctr]].value, p_ptr->magic_num1[essence_info[num[ctr]].link-1]));
7308                                         }
7309                                         else
7310                                         {
7311                                                 strcat(dummy2, format(" %d/(\?\?)",essence_info[num[ctr]].value));
7312                                         }
7313
7314                                         c_prt(col, dummy2, ctr+2, x);
7315                                 }
7316                         }
7317
7318                         /* Hide the list */
7319                         else
7320                         {
7321                                 /* Hide list */
7322                                 redraw = FALSE;
7323
7324                                 /* Restore the screen */
7325                                 screen_load();
7326                         }
7327
7328                         /* Redo asking */
7329                         continue;
7330                 }
7331
7332                 if (!use_menu)
7333                 {
7334                         /* Note verify */
7335                         ask = (isupper(choice));
7336
7337                         /* Lowercase */
7338                         if (ask) choice = tolower(choice);
7339
7340                         /* Extract request */
7341                         i = (islower(choice) ? A2I(choice) : -1);
7342                 }
7343
7344                 /* Totally Illegal */
7345                 if ((i < 0) || (i >= max_num) || !able[i])
7346                 {
7347                         bell();
7348                         continue;
7349                 }
7350
7351                 /* Verify it */
7352                 if (ask)
7353                 {
7354                         char tmp_val[160];
7355
7356                         /* Prompt */
7357 #ifdef JP
7358                         (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7359 #else
7360                         (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7361 #endif
7362
7363                         /* Belay that order */
7364                         if (!get_check(tmp_val)) continue;
7365                 }
7366
7367                 /* Stop the loop */
7368                 flag = TRUE;
7369         }
7370
7371         /* Restore the screen */
7372         if (redraw) screen_load();
7373
7374         if (!flag) return;
7375
7376 #ifdef ALLOW_REPEAT
7377         repeat_push(i);
7378         }
7379 #endif /* ALLOW_REPEAT */
7380
7381         if (num[i] == ESSENCE_SLAY_GLOVE-1)
7382                 item_tester_tval = TV_GLOVES;
7383         else if (mode == 1)
7384                 item_tester_hook = item_tester_hook_melee_ammo;
7385         else if (num[i] == ESSENCE_ATTACK-1)
7386                 item_tester_hook = item_tester_hook_weapon;
7387         else if (num[i] == ESSENCE_AC-1)
7388                 item_tester_hook = item_tester_hook_armour;
7389         else
7390                 item_tester_hook = item_tester_hook_weapon_armour;
7391         item_tester_no_ryoute = TRUE;
7392
7393         /* Get an item */
7394 #ifdef JP
7395         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7396         s = "²þÎɤǤ­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7397 #else
7398         q = "Improve which item? ";
7399         s = "You have nothing to improve.";
7400 #endif
7401
7402         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7403
7404         /* Get the item (in the pack) */
7405         if (item >= 0)
7406         {
7407                 o_ptr = &inventory[item];
7408         }
7409
7410         /* Get the item (on the floor) */
7411         else
7412         {
7413                 o_ptr = &o_list[0 - item];
7414         }
7415
7416         if ((mode != 6) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7417         {
7418 #ifdef JP
7419                 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ­¤Ê¤¤¡£");
7420 #else
7421                 msg_print("This item is no more able to be improved");
7422 #endif
7423                 return;
7424         }
7425         
7426         object_desc(o_name, o_ptr, FALSE, 0);
7427
7428         use_essence = essence_info[num[i]].value;
7429         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7430         if (o_ptr->number > 1)
7431         {
7432                 use_essence *= o_ptr->number;
7433 #ifdef JP
7434                 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7435 #else
7436                 msg_format("It will take %d essences.",use_essence);
7437 #endif
7438
7439         }
7440
7441         if (essence_info[num[i]].link)
7442         {
7443                 if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7444                 {
7445 #ifdef JP
7446                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7447 #else
7448                         msg_print("You don't have enough essences.");
7449 #endif
7450                         return;
7451                 }
7452                 if ((num[i] < 32) && (TR1_PVAL_MASK & (0x1L << num[i])))
7453                 {
7454                         if (num[i] == ESSENCE_BLOWS-1)
7455                         {
7456                                 if (o_ptr->pval > 1)
7457                                 {
7458 #ifdef JP
7459                                         if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7460 #else
7461                                         if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7462 #endif
7463                                 }
7464                                 o_ptr->pval = 1;
7465                         }
7466                         else if (o_ptr->pval)
7467                         {
7468                                 use_essence *= o_ptr->pval;
7469 #ifdef JP
7470                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7471 #else
7472                                 msg_format("It will take %d essences.",use_essence);
7473 #endif
7474                         }
7475                         else
7476                         {
7477                                 char tmp[80];
7478                                 char tmp_val[160];
7479                                 int pval;
7480                                 int limit = MIN(5, p_ptr->magic_num1[essence_info[num[i]].link-1]/essence_info[num[i]].value);
7481
7482
7483 #ifdef JP
7484                                 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
7485 #else
7486                                 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
7487 #endif
7488                                 strcpy(tmp_val, "1");
7489
7490                                 if (!get_string(tmp, tmp_val, 1)) return;
7491                                 pval = atoi(tmp_val);
7492                                 if (pval > limit) pval = limit;
7493                                 else if (pval < 1) pval = 1;
7494                                 o_ptr->pval = pval;
7495                                 use_essence *= pval;
7496 #ifdef JP
7497                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7498 #else
7499                                 msg_format("It will take %d essences.",use_essence);
7500 #endif
7501                         }
7502                         if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7503                         {
7504 #ifdef JP
7505                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7506 #else
7507                                 msg_print("You don't have enough essences.");
7508 #endif
7509                                 return;
7510                         }
7511                 }
7512                 else if (num[i] == ESSENCE_SLAY_GLOVE-1)
7513                 {
7514                         char tmp_val[160];
7515                         int val;
7516                         int get_to_h, get_to_d;
7517
7518                         strcpy(tmp_val, "1");
7519 #ifdef JP
7520                         if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7521 #else
7522                         if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7523 #endif
7524                         val = atoi(tmp_val);
7525                         if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
7526                         else if (val < 1) val = 1;
7527                         use_essence *= val;
7528 #ifdef JP
7529                         msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7530 #else
7531                         msg_format("It will take %d essences.",use_essence);
7532 #endif
7533                         if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7534                         {
7535 #ifdef JP
7536                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7537 #else
7538                                 msg_print("You don't have enough essences");
7539 #endif
7540                                 return;
7541                         }
7542                         get_to_h = ((val+1)/2+randint0(val/2+1));
7543                         get_to_d = ((val+1)/2+randint0(val/2+1));
7544                         o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
7545                         o_ptr->to_h += get_to_h;
7546                         o_ptr->to_d += get_to_d;
7547                 }
7548                 p_ptr->magic_num1[essence_info[num[i]].link-1] -= use_essence;
7549                 if (num[i] == ESSENCE_ATTACK-1)
7550                 {
7551                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
7552                         {
7553 #ifdef JP
7554                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7555 #else
7556                                 msg_print("You failed to enchant.");
7557 #endif
7558                                 energy_use = 100;
7559                                 return;
7560                         }
7561                         else
7562                         {
7563                                 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
7564                                 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
7565                         }
7566                 }
7567                 else if (num[i] == ESSENCE_AC-1)
7568                 {
7569                         if (o_ptr->to_a >= p_ptr->lev/5+5)
7570                         {
7571 #ifdef JP
7572                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7573 #else
7574                                 msg_print("You failed to enchant.");
7575 #endif
7576                                 energy_use = 100;
7577                                 return;
7578                         }
7579                         else
7580                         {
7581                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
7582                         }
7583                 }
7584                 else
7585                 {
7586                         o_ptr->xtra3 = num[i]+1;
7587                 }
7588         }
7589         else
7590         {
7591                 bool success = TRUE;
7592
7593                 switch(num[i]+1)
7594                 {
7595                 case ESSENCE_SH_FIRE:
7596                         if ((p_ptr->magic_num1[ESSENCE_B_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence))
7597                         {
7598                                 success = FALSE;
7599                                 break;
7600                         }
7601                         p_ptr->magic_num1[ESSENCE_B_FIRE-1] -= use_essence;
7602                         p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
7603                         break;
7604                 case ESSENCE_SH_ELEC:
7605                         if ((p_ptr->magic_num1[ESSENCE_B_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence))
7606                         {
7607                                 success = FALSE;
7608                                 break;
7609                         }
7610                         p_ptr->magic_num1[ESSENCE_B_ELEC-1] -= use_essence;
7611                         p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
7612                         break;
7613                 case ESSENCE_SH_COLD:
7614                         if ((p_ptr->magic_num1[ESSENCE_B_COLD-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
7615                         {
7616                                 success = FALSE;
7617                                 break;
7618                         }
7619                         p_ptr->magic_num1[ESSENCE_B_COLD-1] -= use_essence;
7620                         p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
7621                         break;
7622                 case ESSENCE_RESISTANCE:
7623                 case ESSENCE_SUSTAIN:
7624                         if ((p_ptr->magic_num1[ESSENCE_RES_ACID-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
7625                         {
7626                                 success = FALSE;
7627                                 break;
7628                         }
7629                         p_ptr->magic_num1[ESSENCE_RES_ACID-1] -= use_essence;
7630                         p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
7631                         p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
7632                         p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
7633                         break;
7634                 }
7635                 if (!success)
7636                 {
7637 #ifdef JP
7638                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7639 #else
7640                         msg_print("You don't have enough essences");
7641 #endif
7642                         return;
7643                 }
7644                 if (num[i] == ESSENCE_SUSTAIN-1)
7645                         o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC | TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
7646                 else o_ptr->xtra3 = num[i]+1;
7647         }
7648
7649         energy_use = 100;
7650
7651 #ifdef JP
7652         msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, essence_info[num[i]].add_name);
7653 #else
7654         msg_format("You have added ability of %s to %s.", essence_info[num[i]].add_name, o_name);
7655 #endif
7656
7657         /* Combine the pack */
7658         p_ptr->notice |= (PN_COMBINE);
7659
7660         /* Window stuff */
7661         p_ptr->window |= (PW_INVEN);
7662 }
7663
7664
7665 bool item_tester_hook_kaji(object_type *o_ptr)
7666 {
7667         switch (o_ptr->tval)
7668         {
7669                 case TV_SWORD:
7670                 case TV_HAFTED:
7671                 case TV_POLEARM:
7672                 case TV_DIGGING:
7673                 case TV_BOW:
7674                 case TV_BOLT:
7675                 case TV_ARROW:
7676                 case TV_SHOT:
7677                 case TV_DRAG_ARMOR:
7678                 case TV_HARD_ARMOR:
7679                 case TV_SOFT_ARMOR:
7680                 case TV_SHIELD:
7681                 case TV_CLOAK:
7682                 case TV_CROWN:
7683                 case TV_HELM:
7684                 case TV_BOOTS:
7685                 case TV_GLOVES:
7686                 {
7687                         if (o_ptr->xtra3) return (TRUE);
7688                 }
7689         }
7690
7691         return (FALSE);
7692 }
7693
7694
7695 void erase_essence(void)
7696 {
7697         int item;
7698         cptr q, s;
7699         object_type *o_ptr;
7700         char o_name[MAX_NLEN];
7701         u32b f1, f2, f3;
7702
7703         item_tester_hook = item_tester_hook_kaji;
7704
7705         /* Get an item */
7706 #ifdef JP
7707         q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
7708         s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7709 #else
7710         q = "Remove from which item? ";
7711         s = "You have nothing to remove essence.";
7712 #endif
7713
7714         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7715
7716         /* Get the item (in the pack) */
7717         if (item >= 0)
7718         {
7719                 o_ptr = &inventory[item];
7720         }
7721
7722         /* Get the item (on the floor) */
7723         else
7724         {
7725                 o_ptr = &o_list[0 - item];
7726         }
7727
7728         object_desc(o_name, o_ptr, FALSE, 0);
7729 #ifdef JP
7730         if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡©[%s]", o_name))) return;
7731 #else
7732         if (!get_check(format("Are you sure?[%s]", o_name))) return;
7733 #endif
7734
7735         energy_use = 100;
7736
7737         if (o_ptr->xtra3 == ESSENCE_SLAY_GLOVE)
7738         {
7739                 o_ptr->to_h -= (o_ptr->xtra4>>8);
7740                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
7741                 o_ptr->xtra4 = 0;
7742         }
7743         o_ptr->xtra3 = 0;
7744         object_flags(o_ptr, &f1, &f2, &f3);
7745         if (!(f1 & TR1_PVAL_MASK)) o_ptr->pval = 0;
7746 #ifdef JP
7747         msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
7748 #else
7749         msg_print("You removed all essence you have added");
7750 #endif
7751
7752         /* Combine the pack */
7753         p_ptr->notice |= (PN_COMBINE);
7754
7755         /* Window stuff */
7756         p_ptr->window |= (PW_INVEN);
7757 }
7758
7759 void do_cmd_kaji(bool only_browse)
7760 {
7761         int mode = 0;
7762         char choice;
7763
7764         int menu_line = (use_menu ? 1 : 0);
7765
7766         if (!only_browse)
7767         {
7768                 if (p_ptr->confused)
7769                 {
7770 #ifdef JP
7771                         msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
7772 #else
7773                         msg_print("You are too confused!");
7774 #endif
7775
7776                         return;
7777                 }
7778                 if (p_ptr->blind)
7779                 {
7780 #ifdef JP
7781                         msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
7782 #else
7783                         msg_print("You are blind!");
7784 #endif
7785
7786                         return;
7787                 }
7788                 if (p_ptr->image)
7789                 {
7790 #ifdef JP
7791                         msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
7792 #else
7793                         msg_print("You are hullcinating!");
7794 #endif
7795
7796                         return;
7797                 }
7798         }
7799
7800 #ifdef ALLOW_REPEAT
7801         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
7802         {
7803 #endif /* ALLOW_REPEAT */
7804
7805         if (only_browse) screen_save();
7806         do {
7807         if (!only_browse) screen_save();
7808         if (use_menu)
7809         {
7810                 while(!mode)
7811                 {
7812 #ifdef JP
7813                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
7814                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
7815                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
7816                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
7817                         prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
7818                         prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
7819 #else
7820                         prt(format(" %s List essences", (menu_line == 1) ? "> " : "  "), 2, 14);
7821                         prt(format(" %s Extract essence", (menu_line == 2) ? "> " : "  "), 3, 14);
7822                         prt(format(" %s Remove essence", (menu_line == 3) ? "> " : "  "), 4, 14);
7823                         prt(format(" %s Add essence", (menu_line == 4) ? "> " : "  "), 5, 14);
7824                         prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : "  "), 6, 14);
7825                         prt(format("Choose command from menu."), 0, 0);
7826 #endif
7827                         choice = inkey();
7828                         switch(choice)
7829                         {
7830                         case ESCAPE:
7831                         case 'z':
7832                         case 'Z':
7833                                 screen_load();
7834                                 return;
7835                         case '2':
7836                         case 'j':
7837                         case 'J':
7838                                 menu_line++;
7839                                 break;
7840                         case '8':
7841                         case 'k':
7842                         case 'K':
7843                                 menu_line+= 4;
7844                                 break;
7845                         case '\r':
7846                         case 'x':
7847                         case 'X':
7848                                 mode = menu_line;
7849                                 break;
7850                         }
7851                         if (menu_line > 5) menu_line -= 5;
7852                 }
7853         }
7854
7855         else
7856         {
7857                 while (!mode)
7858                 {
7859 #ifdef JP
7860                         prt("  a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
7861                         prt("  b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
7862                         prt("  c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
7863                         prt("  d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
7864                         prt("  e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
7865                         if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
7866 #else
7867                         prt("  a) List essences", 2, 14);
7868                         prt("  b) Extract essence", 3, 14);
7869                         prt("  c) Remove essence", 4, 14);
7870                         prt("  d) Add essence", 5, 14);
7871                         prt("  e) Enchant weapon/armor", 6, 14);
7872                         if (!get_com("Command :", &choice, TRUE))
7873 #endif
7874                         {
7875                                 screen_load();
7876                                 return;
7877                         }
7878                         switch (choice)
7879                         {
7880                         case 'A':
7881                         case 'a':
7882                                 mode = 1;
7883                                 break;
7884                         case 'B':
7885                         case 'b':
7886                                 mode = 2;
7887                                 break;
7888                         case 'C':
7889                         case 'c':
7890                                 mode = 3;
7891                                 break;
7892                         case 'D':
7893                         case 'd':
7894                                 mode = 4;
7895                                 break;
7896                         case 'E':
7897                         case 'e':
7898                                 mode = 5;
7899                                 break;
7900                         }
7901                 }
7902         }
7903
7904         if (only_browse)
7905         {
7906                 char temp[62*5];
7907                 int line, j;
7908
7909                 /* Clear lines, position cursor  (really should use strlen here) */
7910                 Term_erase(14, 21, 255);
7911                 Term_erase(14, 20, 255);
7912                 Term_erase(14, 19, 255);
7913                 Term_erase(14, 18, 255);
7914                 Term_erase(14, 17, 255);
7915                 Term_erase(14, 16, 255);
7916
7917                 roff_to_buf( kaji_tips[mode-1],62,temp);
7918                 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
7919                 {
7920                         prt(&temp[j], line, 15);
7921                         line++;
7922                 }
7923                 mode = 0;
7924         }
7925         if (!only_browse) screen_load();
7926         } while (only_browse);
7927 #ifdef ALLOW_REPEAT
7928         repeat_push(mode);
7929         }
7930 #endif /* ALLOW_REPEAT */
7931
7932         switch(mode)
7933         {
7934                 case 1: display_essence();break;
7935                 case 2: drain_essence();break;
7936                 case 3: erase_essence();break;
7937                 case 4:
7938                         mode = choose_essence();
7939                         if (mode == 0)
7940                                 break;
7941                         add_essence(mode);
7942                         break;
7943                 case 5: add_essence(6);break;
7944         }
7945 }