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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / object2.c
index 17fb62a..2f3f2a5 100644 (file)
@@ -13,6 +13,7 @@
 
 #include "angband.h"
 #include "object-hook.h"
+#include "object-curse.h"
 
 static void one_sustain(object_type *o_ptr);
 
@@ -62,7 +63,7 @@ void excise_object_idx(OBJECT_IDX o_idx)
 {
        object_type *j_ptr;
 
-       s16b this_o_idx, next_o_idx = 0;
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
 
        s16b prev_o_idx = 0;
 
@@ -89,7 +90,6 @@ void excise_object_idx(OBJECT_IDX o_idx)
                        /* Acquire next object */
                        next_o_idx = o_ptr->next_o_idx;
 
-                       /* Done */
                        if (this_o_idx == o_idx)
                        {
                                /* No previous */
@@ -114,7 +114,6 @@ void excise_object_idx(OBJECT_IDX o_idx)
                                /* Forget next pointer */
                                o_ptr->next_o_idx = 0;
 
-                               /* Done */
                                break;
                        }
 
@@ -145,7 +144,6 @@ void excise_object_idx(OBJECT_IDX o_idx)
                        /* Acquire next object */
                        next_o_idx = o_ptr->next_o_idx;
 
-                       /* Done */
                        if (this_o_idx == o_idx)
                        {
                                /* No previous */
@@ -170,7 +168,6 @@ void excise_object_idx(OBJECT_IDX o_idx)
                                /* Forget next pointer */
                                o_ptr->next_o_idx = 0;
 
-                               /* Done */
                                break;
                        }
 
@@ -201,9 +198,8 @@ void delete_object_idx(OBJECT_IDX o_idx)
        /* Dungeon floor */
        if (!(j_ptr->held_m_idx))
        {
-               int y, x;
+               POSITION y, x;
 
-               /* Location */
                y = j_ptr->iy;
                x = j_ptr->ix;
 
@@ -321,7 +317,7 @@ static void compact_objects_aux(IDX i1, IDX i2)
        /* Dungeon */
        else
        {
-               int y, x;
+               POSITION y, x;
 
                /* Acquire location */
                y = o_ptr->iy;
@@ -365,8 +361,9 @@ static void compact_objects_aux(IDX i1, IDX i2)
  */
 void compact_objects(int size)
 {
-       IDX i;
-       int y, x, num, cnt;
+       OBJECT_IDX i;
+       POSITION y, x;
+       int num, cnt;
        int cur_lev, cur_dis, chance;
        object_type *o_ptr;
 
@@ -374,13 +371,11 @@ void compact_objects(int size)
        /* Compact */
        if (size)
        {
-               /* Message */
                msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
 
                /* Redraw map */
                p_ptr->redraw |= (PR_MAP);
 
-               /* Window stuff */
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
        }
 
@@ -551,10 +546,9 @@ void wipe_o_list(void)
  * This routine should almost never fail, but in case it does,
  * we must be sure to handle "failure" of this routine.
  */
-IDX o_pop(void)
+OBJECT_IDX o_pop(void)
 {
-       IDX i;
-
+       OBJECT_IDX i;
 
        /* Initial allocation */
        if (o_max < max_o_idx)
@@ -595,7 +589,6 @@ IDX o_pop(void)
        /* Warn the player (except during dungeon creation) */
        if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
 
-       /* Oops */
        return (0);
 }
 
@@ -654,11 +647,11 @@ static errr get_obj_num_prep(void)
  * Note that if no objects are "appropriate", then this function will\n
  * fail, and return zero, but this should *almost* never happen.\n
  */
-s16b get_obj_num(int level)
+OBJECT_IDX get_obj_num(DEPTH level)
 {
-       int             i, j, p;
-       int             k_idx;
-       long            value, total;
+       int i, j, p;
+       KIND_OBJECT_IDX k_idx;
+       long value, total;
        object_kind     *k_ptr;
        alloc_entry     *table = alloc_kind_table;
 
@@ -967,7 +960,7 @@ static s32b object_value_base(object_type *o_ptr)
                /* Figurines, relative to monster level */
                case TV_FIGURINE:
                {
-                       int level = r_info[o_ptr->pval].level;
+                       DEPTH level = r_info[o_ptr->pval].level;
                        if (level < 20) return level*50L;
                        else if (level < 30) return 1000+(level-20)*150L;
                        else if (level < 40) return 2500+(level-30)*350L;
@@ -995,7 +988,7 @@ static s32b object_value_base(object_type *o_ptr)
 s32b flag_cost(object_type *o_ptr, int plusses)
 {
        s32b total = 0;
-       u32b flgs[TR_FLAG_SIZE];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
        s32b tmp_cost;
        int count;
        int i;
@@ -1225,12 +1218,10 @@ s32b flag_cost(object_type *o_ptr, int plusses)
  *\n
  * Every wearable item with a "pval" bonus is worth extra (see below).\n
  */
-s32b object_value_real(object_type *o_ptr)
+PRICE object_value_real(object_type *o_ptr)
 {
-       s32b value;
-
-       u32b flgs[TR_FLAG_SIZE];
-
+       PRICE value;
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
        object_kind *k_ptr = &k_info[o_ptr->k_idx];
 
 
@@ -1350,7 +1341,6 @@ s32b object_value_real(object_type *o_ptr)
                         */
                        value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
 
-                       /* Done */
                        break;
                }
                case TV_STAFF:
@@ -1360,7 +1350,6 @@ s32b object_value_real(object_type *o_ptr)
                         */
                        value += (value * o_ptr->pval / (k_ptr->pval * 2));
 
-                       /* Done */
                        break;
                }
 
@@ -1374,7 +1363,6 @@ s32b object_value_real(object_type *o_ptr)
                        /* Give credit for bonuses */
                        value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
 
-                       /* Done */
                        break;
                }
 
@@ -1395,7 +1383,6 @@ s32b object_value_real(object_type *o_ptr)
                        /* Give credit for bonuses */
                        value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
 
-                       /* Done */
                        break;
                }
 
@@ -1416,7 +1403,6 @@ s32b object_value_real(object_type *o_ptr)
                        value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
                        value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
 
-                       /* Done */
                        break;
                }
 
@@ -1435,14 +1421,13 @@ s32b object_value_real(object_type *o_ptr)
                        value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
                        value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
 
-                       /* Done */
                        break;
                }
 
                /* Figurines, relative to monster level */
                case TV_FIGURINE:
                {
-                       int level = r_info[o_ptr->pval].level;
+                       DEPTH level = r_info[o_ptr->pval].level;
                        if (level < 20) value = level*50L;
                        else if (level < 30) value = 1000+(level-20)*150L;
                        else if (level < 40) value = 2500+(level-30)*350L;
@@ -1487,10 +1472,9 @@ s32b object_value_real(object_type *o_ptr)
  * Note that discounted items stay discounted forever, even if\n
  * the discount is "forgotten" by the player via memory loss.\n
  */
-s32b object_value(object_type *o_ptr)
+PRICE object_value(object_type *o_ptr)
 {
-       s32b value;
-
+       PRICE value;
 
        /* Unknown items -- acquire a base value */
        if (object_is_known(o_ptr))
@@ -1557,10 +1541,8 @@ bool can_player_destroy_object(object_type *o_ptr)
                /* Combine the pack */
                p_ptr->notice |= (PN_COMBINE);
 
-               /* Window stuff */
                p_ptr->window |= (PW_INVEN | PW_EQUIP);
 
-               /* Done */
                return FALSE;
        }
 
@@ -1921,8 +1903,8 @@ void object_absorb(object_type *o_ptr, object_type *j_ptr)
        /* Hack -- blend "feelings" */
        if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
 
-       /* Hack -- could average discounts XXX XXX XXX */
-       /* Hack -- save largest discount XXX XXX XXX */
+       /* Hack -- could average discounts */
+       /* Hack -- save largest discount */
        if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
 
        /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
@@ -1981,12 +1963,10 @@ IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
        }
 
 #if 0
-       /* Oops */
        msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
 #endif
 
 
-       /* Oops */
        return (0);
 }
 
@@ -2194,7 +2174,7 @@ static void object_mention(object_type *o_ptr)
 static bool make_artifact_special(object_type *o_ptr)
 {
        IDX i;
-       IDX k_idx = 0;
+       KIND_OBJECT_IDX k_idx = 0;
 
        /*! @note 地上ではキャンセルする / No artifacts in the town */
        if (!dun_level) return (FALSE);
@@ -2761,7 +2741,7 @@ static void add_esp_weak(object_type *o_ptr, bool extra)
  * Hack -- note special processing for crown/helm\n
  * Hack -- note special processing for robe of permanence\n
  */
-static void a_m_aux_2(object_type *o_ptr, int level, int power)
+static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
 {
        ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
        ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
@@ -3229,7 +3209,7 @@ static void a_m_aux_2(object_type *o_ptr, int level, int power)
  * Hack -- note special "pval boost" code for ring of speed\n
  * Hack -- note that some items must be cursed (or blessed)\n
  */
-static void a_m_aux_3(object_type *o_ptr, int level, int power)
+static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
 {
        /* Apply magic (good or bad) according to type */
        switch (o_ptr->tval)
@@ -4025,7 +4005,6 @@ static bool item_monster_okay(MONRACE_IDX r_idx)
        if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
        if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
 
-       /* Okay */
        return (TRUE);
 }
 
@@ -4040,7 +4019,7 @@ static bool item_monster_okay(MONRACE_IDX r_idx)
  * @details
  * Hack -- note the special code for various items
  */
-static void a_m_aux_4(object_type *o_ptr, int level, int power)
+static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
 {
        object_kind *k_ptr = &k_info[o_ptr->k_idx];
 
@@ -4485,7 +4464,6 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
                if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
 
-               /* Done */
                return;
        }
 
@@ -4722,7 +4700,6 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                                o_ptr->pval = 2;
                }
                
-               /* Done */
                return;
        }
 
@@ -4860,7 +4837,7 @@ bool make_object(object_type *j_ptr, BIT_FLAGS mode)
        /* Generate a special object, or a normal object */
        if (!one_in_(prob) || !make_artifact_special(j_ptr))
        {
-               IDX k_idx;
+               KIND_OBJECT_IDX k_idx;
 
                /* Good objects */
                if ((mode & AM_GOOD) && !get_obj_num_hook)
@@ -4929,7 +4906,7 @@ bool make_object(object_type *j_ptr, BIT_FLAGS mode)
  */
 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
 {
-       IDX o_idx;
+       OBJECT_IDX o_idx;
 
        /* Acquire grid */
        cave_type *c_ptr = &cave[y][x];
@@ -4972,7 +4949,6 @@ void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
                /* Structure Copy */
                object_copy(o_ptr, q_ptr);
 
-               /* Location */
                o_ptr->iy = y;
                o_ptr->ix = x;
 
@@ -5166,7 +5142,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
        /* Handle normal "breakage" */
        if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
        {
-               /* Message */
 #ifdef JP
                msg_format("%sは消えた。", o_name);
 #else
@@ -5204,7 +5179,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
                        /* Ignore distant grids */
                        if (d > 10) continue;
 
-                       /* Location */
                        ty = y + dy;
                        tx = x + dx;
 
@@ -5266,7 +5240,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
                        by = ty;
                        bx = tx;
 
-                       /* Okay */
                        flag = TRUE;
                }
        }
@@ -5275,12 +5248,10 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
        /* Handle lack of space */
        if (!flag && !object_is_artifact(j_ptr))
        {
-               /* Message */
 #ifdef JP
                msg_format("%sは消えた。", o_name);
 #else
-               msg_format("The %s disappear%s.",
-                          o_name, (plural ? "" : "s"));
+               msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
 #endif
 
 
@@ -5309,7 +5280,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
                /* Require floor space */
                if (!cave_drop_bold(by, bx)) continue;
 
-               /* Okay */
                flag = TRUE;
        }
 
@@ -5330,7 +5300,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
                /* No valid place! */
                if (!candidates)
                {
-                       /* Message */
 #ifdef JP
                        msg_format("%sは消えた。", o_name);
 #else
@@ -5402,7 +5371,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
                        /* Success */
                        done = TRUE;
 
-                       /* Done */
                        break;
                }
        }
@@ -5413,7 +5381,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
        /* Failure */
        if (!done && !o_idx)
        {
-               /* Message */
 #ifdef JP
                msg_format("%sは消えた。", o_name);
 #else
@@ -5476,7 +5443,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION
                msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
        }
 
-       /* XXX XXX XXX */
 
        /* Result */
        return (o_idx);
@@ -5583,7 +5549,8 @@ void amusement(POSITION y1, POSITION x1, int num, bool known)
        while (num)
        {
                int i;
-               IDX k_idx, a_idx = 0;
+               KIND_OBJECT_IDX k_idx;
+               ARTIFACT_IDX a_idx = 0;
                int r = randint0(t);
                bool insta_art, fixed_art;
 
@@ -5768,7 +5735,6 @@ void inven_item_increase(INVENTORY_IDX item, int num)
                /* Combine the pack */
                p_ptr->notice |= (PN_COMBINE);
 
-               /* Window stuff */
                p_ptr->window |= (PW_INVEN | PW_EQUIP);
 
                /* Hack -- Clear temporary elemental brands if player takes off weapons */
@@ -5820,7 +5786,6 @@ void inven_item_optimize(INVENTORY_IDX item)
                /* Erase the "final" slot */
                object_wipe(&inventory[i]);
 
-               /* Window stuff */
                p_ptr->window |= (PW_INVEN);
        }
 
@@ -5842,11 +5807,9 @@ void inven_item_optimize(INVENTORY_IDX item)
                /* Recalculate mana XXX */
                p_ptr->update |= (PU_MANA);
 
-               /* Window stuff */
                p_ptr->window |= (PW_EQUIP);
        }
 
-       /* Window stuff */
        p_ptr->window |= (PW_SPELL);
 }
 
@@ -5997,7 +5960,6 @@ bool inven_carry_okay(object_type *o_ptr)
                if (object_similar(j_ptr, o_ptr)) return (TRUE);
        }
 
-       /* Nope */
        return (FALSE);
 }
 
@@ -6141,7 +6103,6 @@ s16b inven_carry(object_type *o_ptr)
                        /* Recalculate bonuses */
                        p_ptr->update |= (PU_BONUS);
 
-                       /* Window stuff */
                        p_ptr->window |= (PW_INVEN);
 
                        /* Success */
@@ -6223,7 +6184,6 @@ s16b inven_carry(object_type *o_ptr)
        /* Combine and Reorder pack */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-       /* Window stuff */
        p_ptr->window |= (PW_INVEN);
 
        /* Return the slot */
@@ -6310,7 +6270,6 @@ INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
        /* Carry the object */
        slot = inven_carry(q_ptr);
 
-       /* Message */
 #ifdef JP
        msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
 #else
@@ -6377,7 +6336,6 @@ void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
        /* Describe local object */
        object_desc(o_name, q_ptr, 0);
 
-       /* Message */
        msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
 
        /* Drop it near the player */
@@ -6484,13 +6442,11 @@ void combine_pack(void)
                                                }
                                        }
 
-                                       /* Window stuff */
                                        p_ptr->window |= (PW_INVEN);
 
                                        /* Take note */
                                        combined = TRUE;
 
-                                       /* Done */
                                        break;
                                }
                        }
@@ -6498,7 +6454,6 @@ void combine_pack(void)
        }
        while (combined);
 
-       /* Message */
        if (flag) msg_print(_("ザックの中のアイテムをまとめ直した。", "You combine some items in your pack."));
 }
 
@@ -6562,11 +6517,9 @@ void reorder_pack(void)
                /* Insert the moving item */
                object_copy(&inventory[j], q_ptr);
 
-               /* Window stuff */
                p_ptr->window |= (PW_INVEN);
        }
 
-       /* Message */
        if (flag) msg_print(_("ザックの中のアイテムを並べ直した。", "You reorder some items in your pack."));
 }
 
@@ -6578,7 +6531,7 @@ void reorder_pack(void)
  * @details
  * Include list of usable spells for readible books
  */
-void display_koff(IDX k_idx)
+void display_koff(KIND_OBJECT_IDX k_idx)
 {
        int y;
 
@@ -6668,7 +6621,7 @@ object_type *choose_warning_item(void)
        /* Search Inventory */
        for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
        {
-               u32b flgs[TR_FLAG_SIZE];
+               BIT_FLAGS flgs[TR_FLAG_SIZE];
                object_type *o_ptr = &inventory[i];
 
                object_flags(o_ptr, flgs);
@@ -6959,7 +6912,7 @@ static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
 
        if (blow_ptr->method != RBM_EXPLODE)
        {
-               int ac = p_ptr->ac + p_ptr->to_a;
+               ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
 
                switch (blow_ptr->effect)
                {
@@ -7028,9 +6981,9 @@ static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
  * @param yy 危険性を調査するマスのY座標
  * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
  */
-bool process_warning(int xx, int yy)
+bool process_warning(POSITION xx, POSITION yy)
 {
-       int mx, my;
+       POSITION mx, my;
        cave_type *c_ptr;
        char o_name[MAX_NLEN];
 
@@ -7062,42 +7015,42 @@ bool process_warning(int xx, int yy)
                        /* Monster spells (only powerful ones)*/
                        if (projectable(my, mx, yy, xx))
             {
-                               u32b f4 = r_ptr->flags4;
-                               u32b f5 = r_ptr->a_ability_flags1;
-                               u32b f6 = r_ptr->a_ability_flags2;
+                               BIT_FLAGS f4 = r_ptr->flags4;
+                               BIT_FLAGS f5 = r_ptr->a_ability_flags1;
+                               BIT_FLAGS f6 = r_ptr->a_ability_flags2;
 
                                if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
                                {
-                    if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx,  &dam_max0);
-                    if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
-                    if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
-                    if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
-                    if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
-                    if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
+                                       if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
+                                       if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
+                                       if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
+                                       if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
+                                       if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
+                                       if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
                                }
-                if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
-                if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
+                               if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
                        }
 
                        /* Monster melee attacks */
@@ -7668,7 +7621,6 @@ static void drain_essence(void)
        item_tester_hook = object_is_weapon_armour_ammo;
        item_tester_no_ryoute = TRUE;
 
-       /* Get an item */
        q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
        s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
 
@@ -7880,7 +7832,6 @@ static void drain_essence(void)
        /* Combine the pack */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-       /* Window stuff */
        p_ptr->window |= (PW_INVEN);
 }
 
@@ -8288,7 +8239,6 @@ static void add_essence(ESSENCE_IDX mode)
                item_tester_hook = object_is_weapon_armour_ammo;
        item_tester_no_ryoute = TRUE;
 
-       /* Get an item */
        q = _("どのアイテムを改良しますか?", "Improve which item? ");
        s = _("改良できるアイテムがありません。", "You have nothing to improve.");
 
@@ -8509,7 +8459,6 @@ static void add_essence(ESSENCE_IDX mode)
        /* Combine the pack */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-       /* Window stuff */
        p_ptr->window |= (PW_INVEN);
 }
 
@@ -8527,7 +8476,6 @@ static void erase_essence(void)
 
        item_tester_hook = object_is_smith;
 
-       /* Get an item */
        q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
        s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
 
@@ -8566,7 +8514,6 @@ static void erase_essence(void)
        /* Combine the pack */
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
 
-       /* Window stuff */
        p_ptr->window |= (PW_INVEN);
 }
 
@@ -8661,19 +8608,14 @@ void do_cmd_kaji(bool only_browse)
        {
                while (!mode)
                {
+                       prt(_("  a) エッセンス一覧", "  a) List essences"), 2, 14);
+                       prt(_("  b) エッセンス抽出", "  b) Extract essence"), 3, 14);
+                       prt(_("  c) エッセンス消去", "  c) Remove essence"), 4, 14);
+                       prt(_("  d) エッセンス付加", "  d) Add essence"), 5, 14);
+                       prt(_("  e) 武器/防具強化", "  e) Enchant weapon/armor"), 6, 14);
 #ifdef JP
-                       prt("  a) エッセンス一覧", 2, 14);
-                       prt("  b) エッセンス抽出", 3, 14);
-                       prt("  c) エッセンス消去", 4, 14);
-                       prt("  d) エッセンス付加", 5, 14);
-                       prt("  e) 武器/防具強化", 6, 14);
                        if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
 #else
-                       prt("  a) List essences", 2, 14);
-                       prt("  b) Extract essence", 3, 14);
-                       prt("  c) Remove essence", 4, 14);
-                       prt("  d) Add essence", 5, 14);
-                       prt("  e) Enchant weapon/armor", 6, 14);
                        if (!get_com("Command :", &choice, TRUE))
 #endif
                        {
@@ -8757,7 +8699,7 @@ void do_cmd_kaji(bool only_browse)
  * @param flgs 特別に追加するフラグを返す参照ポインタ
  * @return なし
  */
-void torch_flags(object_type *o_ptr, u32b *flgs)
+void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
 {
        if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
        {
@@ -8778,7 +8720,7 @@ void torch_flags(object_type *o_ptr, u32b *flgs)
  * @param ds 特別なダイス面数を返す参照ポインタ
  * @return なし
  */
-void torch_dice(object_type *o_ptr, int *dd, int *ds)
+void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
 {
        if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
        {