OSDN Git Service

[Refactor] #39970 Moved world.c/h to world/
[hengband/hengband.git] / src / object2.c
index c6d276e..9b0c6a6 100644 (file)
 
 #include "angband.h"
 #include "util.h"
-#include "world.h"
-#include "term.h"
+#include "main/sound-definitions-table.h"
+#include "world/world.h"
+#include "gameterm.h"
 
 #include "object.h"
 
-#include "cmd-dump.h"
-#include "cmd-spell.h"
-#include "spells.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
+#include "cmd/cmd-spell.h"
+#include "spell/spells3.h"
 #include "dungeon.h"
 #include "floor.h"
 #include "grid.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
 #include "object-boost.h"
 #include "object-ego.h"
 #include "object-flavor.h"
 #include "object-hook.h"
 #include "object-curse.h"
-#include "objectkind-hook.h"
+#include "object/object-kind-hook.h"
 #include "artifact.h"
 #include "feature.h"
 #include "player-status.h"
@@ -41,7 +43,7 @@
 #include "monster.h"
 #include "monsterrace-hook.h"
 #include "object-ego.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
 
  /*
   * todo この説明長すぎ。何とかしたい
@@ -81,6 +83,7 @@ bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
 */
 OBJECT_SUBTYPE_VALUE coin_type;        /* Hack -- force coin type */
 
+void floor_item_describe(player_type *player_ptr, INVENTORY_IDX item);
 
 /*!
  * @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
@@ -90,105 +93,72 @@ OBJECT_SUBTYPE_VALUE coin_type;    /* Hack -- force coin type */
  */
 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
 {
-       object_type *j_ptr;
-
        OBJECT_IDX this_o_idx, next_o_idx = 0;
        OBJECT_IDX prev_o_idx = 0;
-
-       /* Object */
+       object_type *j_ptr;
        j_ptr = &floor_ptr->o_list[o_idx];
 
        if (OBJECT_IS_HELD_MONSTER(j_ptr))
        {
                monster_type *m_ptr;
                m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
-
-               /* Scan all objects in the grid */
                for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                        object_type *o_ptr;
                        o_ptr = &floor_ptr->o_list[this_o_idx];
                        next_o_idx = o_ptr->next_o_idx;
-
-                       if (this_o_idx == o_idx)
+                       if (this_o_idx != o_idx)
                        {
-                               /* No previous */
-                               if (prev_o_idx == 0)
-                               {
-                                       /* Remove from list */
-                                       m_ptr->hold_o_idx = next_o_idx;
-                               }
-
-                               /* Real previous */
-                               else
-                               {
-                                       object_type *k_ptr;
-
-                                       /* Previous object */
-                                       k_ptr = &floor_ptr->o_list[prev_o_idx];
-
-                                       /* Remove from list */
-                                       k_ptr->next_o_idx = next_o_idx;
-                               }
-
-                               /* Forget next pointer */
-                               o_ptr->next_o_idx = 0;
+                               prev_o_idx = this_o_idx;
+                               continue;
+                       }
 
-                               break;
+                       if (prev_o_idx == 0)
+                       {
+                               m_ptr->hold_o_idx = next_o_idx;
+                       }
+                       else
+                       {
+                               object_type *k_ptr;
+                               k_ptr = &floor_ptr->o_list[prev_o_idx];
+                               k_ptr->next_o_idx = next_o_idx;
                        }
 
-                       /* Save prev_o_idx */
-                       prev_o_idx = this_o_idx;
+                       o_ptr->next_o_idx = 0;
+                       break;
                }
+
+               return;
        }
 
-       /* Dungeon */
-       else
+       grid_type *g_ptr;
+       POSITION y = j_ptr->iy;
+       POSITION x = j_ptr->ix;
+       g_ptr = &floor_ptr->grid_array[y][x];
+       for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
-               grid_type *g_ptr;
-
-               POSITION y = j_ptr->iy;
-               POSITION x = j_ptr->ix;
-
-               g_ptr = &floor_ptr->grid_array[y][x];
-
-               /* Scan all objects in the grid */
-               for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+               object_type *o_ptr;
+               o_ptr = &floor_ptr->o_list[this_o_idx];
+               next_o_idx = o_ptr->next_o_idx;
+               if (this_o_idx != o_idx)
                {
-                       object_type *o_ptr;
-                       o_ptr = &floor_ptr->o_list[this_o_idx];
-                       next_o_idx = o_ptr->next_o_idx;
-
-                       if (this_o_idx == o_idx)
-                       {
-                               /* No previous */
-                               if (prev_o_idx == 0)
-                               {
-                                       /* Remove from list */
-                                       g_ptr->o_idx = next_o_idx;
-                               }
-
-                               /* Real previous */
-                               else
-                               {
-                                       object_type *k_ptr;
-
-                                       /* Previous object */
-                                       k_ptr = &floor_ptr->o_list[prev_o_idx];
-
-                                       /* Remove from list */
-                                       k_ptr->next_o_idx = next_o_idx;
-                               }
-
-                               /* Forget next pointer */
-                               o_ptr->next_o_idx = 0;
-
-                               break;
-                       }
-
-                       /* Save prev_o_idx */
                        prev_o_idx = this_o_idx;
+                       continue;
                }
+
+               if (prev_o_idx == 0)
+               {
+                       g_ptr->o_idx = next_o_idx;
+               }
+               else
+               {
+                       object_type *k_ptr;
+                       k_ptr = &floor_ptr->o_list[prev_o_idx];
+                       k_ptr->next_o_idx = next_o_idx;
+               }
+
+               o_ptr->next_o_idx = 0;
+               break;
        }
 }
 
@@ -196,32 +166,27 @@ void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
 /*!
  * @brief オブジェクトを削除する /
  * Delete a dungeon object
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param o_idx 削除対象のオブジェクト構造体ポインタ
  * @return なし
  * @details
  * Handle "stacks" of objects correctly.
  */
-void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
+void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
 {
        object_type *j_ptr;
-
-       /* Excise */
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
        excise_object_idx(floor_ptr, o_idx);
-
-       /* Object */
        j_ptr = &floor_ptr->o_list[o_idx];
-
-       /* Dungeon floor */
        if (!OBJECT_IS_HELD_MONSTER(j_ptr))
        {
                POSITION y, x;
                y = j_ptr->iy;
                x = j_ptr->ix;
-               lite_spot(y, x);
+               lite_spot(player_ptr, y, x);
        }
-       object_wipe(j_ptr);
 
+       object_wipe(j_ptr);
        floor_ptr->o_cnt--;
 }
 
@@ -229,22 +194,19 @@ void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
 /*!
  * @brief フロアにマスに落ちているオブジェクトを全て削除する / Deletes all objects at given location
  * Delete a dungeon object
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param y 削除したフロアマスのY座標
  * @param x 削除したフロアマスのX座標
  * @return なし
  */
-void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
+void delete_object(player_type *player_ptr, POSITION y, POSITION x)
 {
        grid_type *g_ptr;
        OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-       /* Refuse "illegal" locations */
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (!in_bounds(floor_ptr, y, x)) return;
 
        g_ptr = &floor_ptr->grid_array[y][x];
-
-       /* Scan all objects in the grid */
        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
@@ -255,7 +217,7 @@ void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
        }
 
        g_ptr->o_idx = 0;
-       lite_spot(y, x);
+       lite_spot(player_ptr, y, x);
 }
 
 
@@ -270,39 +232,26 @@ void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
  */
 OBJECT_IDX o_pop(floor_type *floor_ptr)
 {
-       OBJECT_IDX i;
-
-       /* Initial allocation */
        if (floor_ptr->o_max < current_world_ptr->max_o_idx)
        {
-               /* Get next space */
-               i = floor_ptr->o_max;
-
-               /* Expand object array */
+               OBJECT_IDX i = floor_ptr->o_max;
                floor_ptr->o_max++;
                floor_ptr->o_cnt++;
-
-               /* Use this object */
                return i;
        }
 
-
-       /* Recycle dead objects */
-       for (i = 1; i < floor_ptr->o_max; i++)
+       for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
        {
                object_type *o_ptr;
                o_ptr = &floor_ptr->o_list[i];
-
-               /* Skip live objects */
                if (o_ptr->k_idx) continue;
                floor_ptr->o_cnt++;
 
-               /* Use this object */
                return i;
        }
 
-       /* Warn the player (except during dungeon creation) */
-       if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
+       if (current_world_ptr->character_dungeon)
+               msg_print(_("アイテムが多すぎる!", "Too many objects!"));
 
        return 0;
 }
@@ -316,25 +265,15 @@ OBJECT_IDX o_pop(floor_type *floor_ptr)
  */
 static errr get_obj_num_prep(void)
 {
-       int i;
-
-       /* Get the entry */
        alloc_entry *table = alloc_kind_table;
-
-       /* Scan the allocation table */
-       for (i = 0; i < alloc_kind_size; i++)
+       for (OBJECT_IDX i = 0; i < alloc_kind_size; i++)
        {
-               /* Accept objects which pass the restriction, if any */
                if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
                {
-                       /* Accept this object */
                        table[i].prob2 = table[i].prob1;
                }
-
-               /* Do not use this object */
                else
                {
-                       /* Decline this object */
                        table[i].prob2 = 0;
                }
        }
@@ -362,7 +301,7 @@ 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
  */
-OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode)
+OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
 {
        int i, j, p;
        KIND_OBJECT_IDX k_idx;
@@ -372,110 +311,66 @@ OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode)
 
        if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
 
-       /* Boost level */
-       if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
+       if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
        {
-               /* Occasional "boost" */
                if (one_in_(GREAT_OBJ))
                {
-                       /* What a bizarre calculation */
                        level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
                }
        }
 
-       /* Reset total */
        total = 0L;
-
-       /* Process probabilities */
        for (i = 0; i < alloc_kind_size; i++)
        {
-               /* Objects are sorted by depth */
                if (table[i].level > level) break;
 
-               /* Default */
                table[i].prob3 = 0;
-
                k_idx = table[i].index;
-
-               /* Access the actual kind */
                k_ptr = &k_info[k_idx];
 
                if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
 
-               /* Accept */
                table[i].prob3 = table[i].prob2;
-
-               /* Total */
                total += table[i].prob3;
        }
 
-       /* No legal objects */
-       if (total <= 0) return (0);
+       if (total <= 0) return 0;
 
-
-       /* Pick an object */
        value = randint0(total);
-
-       /* Find the object */
        for (i = 0; i < alloc_kind_size; i++)
        {
-               /* Found the entry */
                if (value < table[i].prob3) break;
 
-               /* Decrement */
                value = value - table[i].prob3;
        }
 
-
-       /* Power boost */
        p = randint0(100);
-
-       /* Try for a "better" object once (50%) or twice (10%) */
        if (p < 60)
        {
-               /* Save old */
                j = i;
-
-               /* Pick a object */
                value = randint0(total);
-
-               /* Find the object */
                for (i = 0; i < alloc_kind_size; i++)
                {
-                       /* Found the entry */
                        if (value < table[i].prob3) break;
 
-                       /* Decrement */
                        value = value - table[i].prob3;
                }
 
-               /* Keep the "best" one */
                if (table[i].level < table[j].level) i = j;
        }
 
-       /* Try for a "better" object twice (10%) */
-       if (p < 10)
-       {
-               /* Save old */
-               j = i;
-
-               /* Pick a object */
-               value = randint0(total);
-
-               /* Find the object */
-               for (i = 0; i < alloc_kind_size; i++)
-               {
-                       /* Found the entry */
-                       if (value < table[i].prob3) break;
+       if (p >= 10) return (table[i].index);
 
-                       /* Decrement */
-                       value = value - table[i].prob3;
-               }
+       j = i;
+       value = randint0(total);
+       for (i = 0; i < alloc_kind_size; i++)
+       {
+               if (value < table[i].prob3) break;
 
-               /* Keep the "best" one */
-               if (table[i].level < table[j].level) i = j;
+               value = value - table[i].prob3;
        }
 
+       if (table[i].level < table[j].level) i = j;
        return (table[i].index);
 }
 
@@ -500,16 +395,9 @@ OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode)
  */
 void object_known(object_type *o_ptr)
 {
-       /* Remove "default inscriptions" */
        o_ptr->feeling = FEEL_NONE;
-
-       /* Clear the "Felt" info */
        o_ptr->ident &= ~(IDENT_SENSE);
-
-       /* Clear the "Empty" info */
        o_ptr->ident &= ~(IDENT_EMPTY);
-
-       /* Now we know about the item */
        o_ptr->ident |= (IDENT_KNOWN);
 }
 
@@ -521,28 +409,26 @@ void object_known(object_type *o_ptr)
  * @param o_ptr *鑑定*済にするオブジェクトの構造体参照ポインタ
  * @return なし
  */
-void object_aware(object_type *o_ptr)
+void object_aware(player_type *owner_ptr, object_type *o_ptr)
 {
-       bool mihanmei = !object_is_aware(o_ptr);
-
-       /* Fully aware of the effects */
        k_info[o_ptr->k_idx].aware = TRUE;
 
-       if (mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
-               !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
-       {
-               object_type forge;
-               object_type *q_ptr;
-               GAME_TEXT o_name[MAX_NLEN];
+       bool mihanmei = !object_is_aware(o_ptr);
+       bool is_undefined = mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
+               !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD));
+       if (!is_undefined) return;
 
-               q_ptr = &forge;
-               object_copy(q_ptr, o_ptr);
+       object_type forge;
+       object_type *q_ptr;
+       GAME_TEXT o_name[MAX_NLEN];
+
+       q_ptr = &forge;
+       object_copy(q_ptr, o_ptr);
 
-               q_ptr->number = 1;
-               object_desc(o_name, q_ptr, OD_NAME_ONLY);
+       q_ptr->number = 1;
+       object_desc(owner_ptr, o_name, q_ptr, OD_NAME_ONLY);
 
-               exe_write_diary(p_ptr, NIKKI_HANMEI, 0, o_name);
-       }
+       exe_write_diary(owner_ptr, DIARY_FOUND, 0, o_name);
 }
 
 
@@ -554,7 +440,6 @@ void object_aware(object_type *o_ptr)
  */
 void object_tried(object_type *o_ptr)
 {
-       /* Mark it as tried (even if "aware") */
        k_info[o_ptr->k_idx].tried = TRUE;
 }
 
@@ -566,41 +451,26 @@ void object_tried(object_type *o_ptr)
 */
 byte value_check_aux1(object_type *o_ptr)
 {
-       /* Artifacts */
        if (object_is_artifact(o_ptr))
        {
-               /* Cursed/Broken */
                if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
 
-               /* Normal */
                return FEEL_SPECIAL;
        }
 
-       /* Ego-Items */
        if (object_is_ego(o_ptr))
        {
-               /* Cursed/Broken */
                if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
 
-               /* Normal */
                return FEEL_EXCELLENT;
        }
 
-       /* Cursed items */
        if (object_is_cursed(o_ptr)) return FEEL_CURSED;
-
-       /* Broken items */
        if (object_is_broken(o_ptr)) return FEEL_BROKEN;
-
        if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
-
-       /* Good "armor" bonus */
        if (o_ptr->to_a > 0) return FEEL_GOOD;
-
-       /* Good "weapon" bonus */
        if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
 
-       /* Default to "average" */
        return FEEL_AVERAGE;
 }
 
@@ -612,25 +482,13 @@ byte value_check_aux1(object_type *o_ptr)
 */
 byte value_check_aux2(object_type *o_ptr)
 {
-       /* Cursed items (all of them) */
        if (object_is_cursed(o_ptr)) return FEEL_CURSED;
-
-       /* Broken items (all of them) */
        if (object_is_broken(o_ptr)) return FEEL_BROKEN;
-
-       /* Artifacts -- except cursed/broken ones */
        if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
-
-       /* Ego-Items -- except cursed/broken ones */
        if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
-
-       /* Good armor bonus */
        if (o_ptr->to_a > 0) return FEEL_UNCURSED;
-
-       /* Good weapon bonuses */
        if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
 
-       /* No feeling */
        return FEEL_NONE;
 }
 
@@ -643,38 +501,19 @@ byte value_check_aux2(object_type *o_ptr)
  */
 static PRICE object_value_base(object_type *o_ptr)
 {
-       /* Aware item -- use template cost */
-       if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
+       if (object_is_aware(o_ptr))
+               return (k_info[o_ptr->k_idx].cost);
 
-       /* Analyze the type */
        switch (o_ptr->tval)
        {
-
-               /* Un-aware Food */
        case TV_FOOD: return (5L);
-
-               /* Un-aware Potions */
        case TV_POTION: return (20L);
-
-               /* Un-aware Scrolls */
        case TV_SCROLL: return (20L);
-
-               /* Un-aware Staffs */
        case TV_STAFF: return (70L);
-
-               /* Un-aware Wands */
        case TV_WAND: return (50L);
-
-               /* Un-aware Rods */
        case TV_ROD: return (90L);
-
-               /* Un-aware Rings */
        case TV_RING: return (45L);
-
-               /* Un-aware Amulets */
        case TV_AMULET: return (45L);
-
-               /* Figurines, relative to monster level */
        case TV_FIGURINE:
        {
                DEPTH level = r_info[o_ptr->pval].level;
@@ -684,13 +523,11 @@ static PRICE object_value_base(object_type *o_ptr)
                else if (level < 50) return 6000 + (level - 40) * 800L;
                else return 14000 + (level - 50) * 2000L;
        }
-
        case TV_CAPTURE:
                if (!o_ptr->pval) return 1000L;
                else return ((r_info[o_ptr->pval].level) * 50L + 1000);
        }
 
-       /* Paranoia -- Oops */
        return (0L);
 }
 
@@ -706,39 +543,31 @@ PRICE flag_cost(object_type *o_ptr, int plusses)
 {
        PRICE total = 0;
        BIT_FLAGS flgs[TR_FLAG_SIZE];
-       PRICE tmp_cost;
-       int count;
-       int i;
        object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
        object_flags(o_ptr, flgs);
 
        /*
         * Exclude fixed flags of the base item.
         * pval bonuses of base item will be treated later.
         */
-       for (i = 0; i < TR_FLAG_SIZE; i++)
+       for (int i = 0; i < TR_FLAG_SIZE; i++)
                flgs[i] &= ~(k_ptr->flags[i]);
 
-       /* Exclude fixed flags of the fixed artifact. */
        if (object_is_fixed_artifact(o_ptr))
        {
                artifact_type *a_ptr = &a_info[o_ptr->name1];
 
-               for (i = 0; i < TR_FLAG_SIZE; i++)
+               for (int i = 0; i < TR_FLAG_SIZE; i++)
                        flgs[i] &= ~(a_ptr->flags[i]);
        }
-
-       /* Exclude fixed flags of the ego-item. */
        else if (object_is_ego(o_ptr))
        {
                ego_item_type *e_ptr = &e_info[o_ptr->name2];
 
-               for (i = 0; i < TR_FLAG_SIZE; i++)
+               for (int i = 0; i < TR_FLAG_SIZE; i++)
                        flgs[i] &= ~(e_ptr->flags[i]);
        }
 
-
        /*
         * Calucurate values of remaining flags
         */
@@ -758,8 +587,8 @@ PRICE flag_cost(object_type *o_ptr, int plusses)
        if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
                total += (10000 + (2500 * plusses));
 
-       tmp_cost = 0;
-       count = 0;
+       PRICE tmp_cost = 0;
+       int count = 0;
        if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
        if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
        if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
@@ -888,6 +717,7 @@ PRICE flag_cost(object_type *o_ptr, int plusses)
                else
                        total += 250;
        }
+
        if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
        if (have_flag(flgs, TR_BLESSED)) total += 750;
        if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
@@ -937,55 +767,34 @@ PRICE flag_cost(object_type *o_ptr, int plusses)
  */
 PRICE object_value_real(object_type *o_ptr)
 {
-       PRICE value;
        BIT_FLAGS flgs[TR_FLAG_SIZE];
        object_kind *k_ptr = &k_info[o_ptr->k_idx];
 
-
-       /* Hack -- "worthless" items */
        if (!k_info[o_ptr->k_idx].cost) return (0L);
 
-       /* Base cost */
-       value = k_info[o_ptr->k_idx].cost;
-
-       /* Extract some flags */
+       PRICE value = k_info[o_ptr->k_idx].cost;
        object_flags(o_ptr, flgs);
-
-       /* Artifact */
        if (object_is_fixed_artifact(o_ptr))
        {
                artifact_type *a_ptr = &a_info[o_ptr->name1];
-
-               /* Hack -- "worthless" artifacts */
                if (!a_ptr->cost) return (0L);
 
-               /* Hack -- Use the artifact cost instead */
                value = a_ptr->cost;
                value += flag_cost(o_ptr, o_ptr->pval);
-
-               /* Don't add pval bonuses etc. */
                return (value);
        }
-
-       /* Ego-Item */
        else if (object_is_ego(o_ptr))
        {
                ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
-               /* Hack -- "worthless" ego-items */
                if (!e_ptr->cost) return (0L);
 
-               /* Hack -- Reward the ego-item with a bonus */
                value += e_ptr->cost;
                value += flag_cost(o_ptr, o_ptr->pval);
        }
-
        else
        {
-               int i;
                bool flag = FALSE;
-
-               for (i = 0; i < TR_FLAG_SIZE; i++)
+               for (int i = 0; i < TR_FLAG_SIZE; i++)
                        if (o_ptr->art_flags[i]) flag = TRUE;
 
                if (flag) value += flag_cost(o_ptr, o_ptr->pval);
@@ -1014,50 +823,33 @@ PRICE object_value_real(object_type *o_ptr)
        case TV_LITE:
        case TV_AMULET:
        case TV_RING:
-               /* No pval */
                if (!o_ptr->pval) break;
-
-               /* Hack -- Negative "pval" is always bad */
                if (o_ptr->pval < 0) return (0L);
 
-               /* Give credit for stat bonuses */
                if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
                if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
                if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
                if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
                if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
                if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
-
-               /* Give credit for stealth and searching */
                if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
                if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
                if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
-
-               /* Give credit for infra-vision and tunneling */
                if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
                if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
-
-               /* Give credit for extra attacks */
                if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
-
-               /* Give credit for speed bonus */
                if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
-
                break;
        }
 
-
-       /* Analyze the item */
        switch (o_ptr->tval)
        {
-               /* Wands/Staffs */
        case TV_WAND:
        {
                /* Pay extra for charges, depending on standard number of
                 * charges.  Handle new-style wands correctly. -LM-
                 */
                value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
-
                break;
        }
        case TV_STAFF:
@@ -1066,24 +858,16 @@ PRICE object_value_real(object_type *o_ptr)
                 * charges.  -LM-
                 */
                value += (value * o_ptr->pval / (k_ptr->pval * 2));
-
                break;
        }
-
-       /* Rings/Amulets */
        case TV_RING:
        case TV_AMULET:
        {
-               /* Hack -- negative bonuses are bad */
                if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
 
-               /* Give credit for bonuses */
                value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
-
                break;
        }
-
-       /* Armor */
        case TV_BOOTS:
        case TV_GLOVES:
        case TV_CLOAK:
@@ -1094,54 +878,35 @@ PRICE object_value_real(object_type *o_ptr)
        case TV_HARD_ARMOR:
        case TV_DRAG_ARMOR:
        {
-               /* Hack -- negative armor bonus */
                if (o_ptr->to_a < 0) return (0L);
 
-               /* 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);
-
                break;
        }
-
-       /* Bows/Weapons */
        case TV_BOW:
        case TV_DIGGING:
        case TV_HAFTED:
        case TV_SWORD:
        case TV_POLEARM:
        {
-               /* Hack -- negative hit/damage bonuses */
                if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
 
-               /* Factor in the bonuses */
                value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
-
-               /* Hack -- Factor in extra damage dice and sides */
                value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
                value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
-
                break;
        }
-
-       /* Ammo */
        case TV_SHOT:
        case TV_ARROW:
        case TV_BOLT:
        {
-               /* Hack -- negative hit/damage bonuses */
                if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
 
-               /* Factor in the bonuses */
                value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
-
-               /* Hack -- Factor in extra damage dice and sides */
                value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
                value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
-
                break;
        }
-
-       /* Figurines, relative to monster level */
        case TV_FIGURINE:
        {
                DEPTH level = r_info[o_ptr->pval].level;
@@ -1152,14 +917,12 @@ PRICE object_value_real(object_type *o_ptr)
                else value = 14000 + (level - 50) * 2000L;
                break;
        }
-
        case TV_CAPTURE:
        {
                if (!o_ptr->pval) value = 1000L;
                else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
                break;
        }
-
        case TV_CHEST:
        {
                if (!o_ptr->pval) value = 0L;
@@ -1167,10 +930,8 @@ PRICE object_value_real(object_type *o_ptr)
        }
        }
 
-       /* Worthless object */
        if (value < 0) return 0L;
 
-       /* Return the value */
        return (value);
 }
 
@@ -1193,36 +954,23 @@ PRICE object_value(object_type *o_ptr)
 {
        PRICE value;
 
-       /* Unknown items -- acquire a base value */
        if (object_is_known(o_ptr))
        {
-               /* Broken items -- worthless */
                if (object_is_broken(o_ptr)) return (0L);
-
-               /* Cursed items -- worthless */
                if (object_is_cursed(o_ptr)) return (0L);
 
-               /* Real value (see above) */
                value = object_value_real(o_ptr);
        }
-
-       /* Known items -- acquire the actual value */
        else
        {
-               /* Hack -- Felt broken items */
                if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
-
-               /* Hack -- Felt cursed items */
                if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
 
-               /* Base value (see above) */
                value = object_value_base(o_ptr);
        }
 
-       /* Apply discount (if any) */
        if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
 
-       /* Return the final value */
        return (value);
 }
 
@@ -1242,25 +990,19 @@ PRICE object_value(object_type *o_ptr)
  */
 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
 {
-       if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
-       {
-               q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
-               if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
+       if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
 
-               /* Hack -- Rods also need to have their timeouts distributed.  The
-                * dropped stack will accept all time remaining to charge up to its
-                * maximum.
-                */
-               if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
-               {
-                       if (q_ptr->pval > o_ptr->timeout)
-                               q_ptr->timeout = o_ptr->timeout;
-                       else
-                               q_ptr->timeout = q_ptr->pval;
+       q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
+       if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
 
-                       if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
-               }
-       }
+       if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
+
+       if (q_ptr->pval > o_ptr->timeout)
+               q_ptr->timeout = o_ptr->timeout;
+       else
+               q_ptr->timeout = q_ptr->pval;
+
+       if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
 }
 
 
@@ -1293,96 +1035,61 @@ void reduce_charges(object_type *o_ptr, int amt)
  */
 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
 {
-       int i;
-
-       /* Default maximum number of stack */
        int max_num = MAX_STACK_SIZE;
-
-       /* Require identical object types */
        if (o_ptr->k_idx != j_ptr->k_idx) return 0;
 
-
-       /* Analyze the items */
        switch (o_ptr->tval)
        {
-               /* Chests and Statues*/
        case TV_CHEST:
        case TV_CARD:
        case TV_CAPTURE:
        {
-               /* Never okay */
                return 0;
        }
-
        case TV_STATUE:
        {
                if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
                if (o_ptr->pval != j_ptr->pval) return 0;
                break;
        }
-
-       /* Figurines and Corpses*/
        case TV_FIGURINE:
        case TV_CORPSE:
        {
-               /* Same monster */
                if (o_ptr->pval != j_ptr->pval) return 0;
 
-               /* Assume okay */
                break;
        }
-
-       /* Food and Potions and Scrolls */
        case TV_FOOD:
        case TV_POTION:
        case TV_SCROLL:
        {
-               /* Assume okay */
                break;
        }
-
-       /* Staffs */
        case TV_STAFF:
        {
-               /* Require either knowledge or known empty for both staffs. */
                if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
                        !object_is_known(o_ptr)) ||
                        (!(j_ptr->ident & (IDENT_EMPTY)) &&
                                !object_is_known(j_ptr))) return 0;
 
-               /* Require identical charges, since staffs are bulky. */
                if (o_ptr->pval != j_ptr->pval) return 0;
 
-               /* Assume okay */
                break;
        }
-
-       /* Wands */
        case TV_WAND:
        {
-               /* Require either knowledge or known empty for both wands. */
                if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
                        !object_is_known(o_ptr)) ||
                        (!(j_ptr->ident & (IDENT_EMPTY)) &&
                                !object_is_known(j_ptr))) return 0;
 
-               /* Wand charges combine in O&ZAngband.  */
-
-               /* Assume okay */
                break;
        }
-
-       /* Staffs and Wands and Rods */
        case TV_ROD:
        {
-               /* Prevent overflaw of timeout */
                max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
-
-               /* Assume okay */
                break;
        }
-
-       /* Weapons and Armor */
        case TV_BOW:
        case TV_DIGGING:
        case TV_HAFTED:
@@ -1397,97 +1104,56 @@ int object_similar_part(object_type *o_ptr, object_type *j_ptr)
        case TV_SOFT_ARMOR:
        case TV_HARD_ARMOR:
        case TV_DRAG_ARMOR:
-
-               /* Rings, Amulets, Lites */
        case TV_RING:
        case TV_AMULET:
        case TV_LITE:
        case TV_WHISTLE:
        {
-               /* Require full knowledge of both items */
                if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
-
-               /* Fall through */
        }
-
-       /* Missiles */
+               /* Fall through */
        case TV_BOLT:
        case TV_ARROW:
        case TV_SHOT:
        {
-               /* Require identical knowledge of both items */
                if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
                if (o_ptr->feeling != j_ptr->feeling) return 0;
-
-               /* Require identical "bonuses" */
                if (o_ptr->to_h != j_ptr->to_h) return 0;
                if (o_ptr->to_d != j_ptr->to_d) return 0;
                if (o_ptr->to_a != j_ptr->to_a) return 0;
-
-               /* Require identical "pval" code */
                if (o_ptr->pval != j_ptr->pval) return 0;
-
-               /* Artifacts never stack */
                if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
-
-               /* Require identical "ego-item" names */
                if (o_ptr->name2 != j_ptr->name2) return 0;
-
-               /* Require identical added essence  */
                if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
                if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
-
-               /* Hack -- Never stack "powerful" items */
                if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
-
-               /* Hack -- Never stack recharging items */
                if (o_ptr->timeout || j_ptr->timeout) return 0;
-
-               /* Require identical "values" */
                if (o_ptr->ac != j_ptr->ac) return 0;
                if (o_ptr->dd != j_ptr->dd) return 0;
                if (o_ptr->ds != j_ptr->ds) return 0;
-
-               /* Probably okay */
                break;
        }
-
-       /* Various */
        default:
        {
-               /* Require knowledge */
                if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
 
-               /* Probably okay */
                break;
        }
        }
 
-
-       /* Hack -- Identical art_flags! */
-       for (i = 0; i < TR_FLAG_SIZE; i++)
+       for (int i = 0; i < TR_FLAG_SIZE; i++)
                if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
 
-       /* Hack -- Require identical "cursed" status */
        if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
-
-       /* Hack -- Require identical "broken" status */
        if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
 
-
-       /* Hack -- require semi-matching "inscriptions" */
        if (o_ptr->inscription && j_ptr->inscription &&
                (o_ptr->inscription != j_ptr->inscription))
                return 0;
 
-       /* Hack -- normally require matching "inscriptions" */
        if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
-
-       /* Hack -- normally require matching "discounts" */
        if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
 
-
-       /* They match, so they must be similar */
        return max_num;
 }
 
@@ -1502,19 +1168,10 @@ int object_similar_part(object_type *o_ptr, object_type *j_ptr)
 bool object_similar(object_type *o_ptr, object_type *j_ptr)
 {
        int total = o_ptr->number + j_ptr->number;
-       int max_num;
-
-       /* Are these objects similar? */
-       max_num = object_similar_part(o_ptr, j_ptr);
-
-       /* Return if not similar */
+       int max_num = object_similar_part(o_ptr, j_ptr);
        if (!max_num) return FALSE;
+       if (total > max_num) return 0;
 
-       /* Maximal "stacking" limit */
-       if (total > max_num) return (0);
-
-
-       /* They match, so they must be similar */
        return TRUE;
 }
 
@@ -1532,13 +1189,9 @@ void object_absorb(object_type *o_ptr, object_type *j_ptr)
        int total = o_ptr->number + j_ptr->number;
        int diff = (total > max_num) ? total - max_num : 0;
 
-       /* Combine quantity, lose excess items */
        o_ptr->number = (total > max_num) ? max_num : total;
-
-       /* Hack -- blend "known" status */
        if (object_is_known(j_ptr)) object_known(o_ptr);
 
-       /* Hack -- clear "storebought" if only one has it */
        if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
                (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
        {
@@ -1546,27 +1199,16 @@ void object_absorb(object_type *o_ptr, object_type *j_ptr)
                if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
        }
 
-       /* Hack -- blend "mental" status */
-       if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
-
-       /* Hack -- blend "inscriptions" */
+       if (OBJECT_IS_FULL_KNOWN(j_ptr)) o_ptr->ident |= (IDENT_FULL_KNOWN);
        if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
-
-       /* Hack -- blend "feelings" */
        if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
-
-       /* 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- */
        if (o_ptr->tval == TV_ROD)
        {
                o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
                o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
        }
 
-       /* Hack -- if wands are stacking, combine the charges. -LM- */
        if (o_ptr->tval == TV_WAND)
        {
                o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
@@ -1583,43 +1225,26 @@ void object_absorb(object_type *o_ptr, object_type *j_ptr)
  */
 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
 {
-       KIND_OBJECT_IDX k;
        int num = 0;
        KIND_OBJECT_IDX bk = 0;
 
-       /* Look for it */
-       for (k = 1; k < max_k_idx; k++)
+       for (KIND_OBJECT_IDX k = 1; k < max_k_idx; k++)
        {
                object_kind *k_ptr = &k_info[k];
-
-               /* Require correct tval */
                if (k_ptr->tval != tval) continue;
-
-               /* Found a match */
                if (k_ptr->sval == sval) return (k);
-
-               /* Ignore illegal items */
                if (sval != SV_ANY) continue;
-
-               /* Apply the randomizer */
                if (!one_in_(++num)) continue;
 
-               /* Use this value */
                bk = k;
        }
 
-       /* Return this choice */
        if (sval == SV_ANY)
        {
                return bk;
        }
 
-#if 0
-       msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
-#endif
-
-
-       return (0);
+       return 0;
 }
 
 
@@ -1631,7 +1256,6 @@ KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
  */
 void object_wipe(object_type *o_ptr)
 {
-       /* Wipe the structure */
        (void)WIPE(o_ptr, object_type);
 }
 
@@ -1645,7 +1269,6 @@ void object_wipe(object_type *o_ptr)
  */
 void object_copy(object_type *o_ptr, object_type *j_ptr)
 {
-       /* Copy the structure */
        (void)COPY(o_ptr, j_ptr, object_type);
 }
 
@@ -1660,43 +1283,23 @@ void object_copy(object_type *o_ptr, object_type *j_ptr)
 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
-
-       /* Clear the record */
        object_wipe(o_ptr);
-
-       /* Save the kind index */
        o_ptr->k_idx = k_idx;
-
-       /* Efficiency -- tval/sval */
        o_ptr->tval = k_ptr->tval;
        o_ptr->sval = k_ptr->sval;
-
-       /* Default "pval" */
        o_ptr->pval = k_ptr->pval;
-
-       /* Default number */
        o_ptr->number = 1;
-
-       /* Default weight */
        o_ptr->weight = k_ptr->weight;
-
-       /* Default magic */
        o_ptr->to_h = k_ptr->to_h;
        o_ptr->to_d = k_ptr->to_d;
        o_ptr->to_a = k_ptr->to_a;
-
-       /* Default power */
        o_ptr->ac = k_ptr->ac;
        o_ptr->dd = k_ptr->dd;
        o_ptr->ds = k_ptr->ds;
 
-       /* Default activation */
        if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
-
-       /* Hack -- worthless items are always "broken" */
        if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
 
-       /* Hack -- cursed items are always "cursed" */
        if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
        if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
        if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
@@ -1708,24 +1311,24 @@ void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
 
 /*!
  * @brief デバッグ時にアイテム生成情報をメッセージに出力する / Cheat -- describe a created object for the user
+ * @param owner_ptr プレーヤーへの参照ポインタ
  * @param o_ptr デバッグ出力するオブジェクトの構造体参照ポインタ
  * @return なし
  */
-static void object_mention(object_type *o_ptr)
+static void object_mention(player_type *owner_ptr, object_type *o_ptr)
 {
-       GAME_TEXT o_name[MAX_NLEN];
-
-       object_aware(o_ptr);
+       object_aware(owner_ptr, o_ptr);
        object_known(o_ptr);
 
-       /* Mark the item as fully known */
-       o_ptr->ident |= (IDENT_MENTAL);
-       object_desc(o_name, o_ptr, 0);
+       o_ptr->ident |= (IDENT_FULL_KNOWN);
+       GAME_TEXT o_name[MAX_NLEN];
+       object_desc(owner_ptr, o_name, o_ptr, 0);
        msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
 }
 
 
 /*!
+ *
  * @brief アイテムのエゴをレア度の重みに合わせてランダムに選択する
  * Choose random ego type
  * @param slot 取得したいエゴの装備部位
@@ -1734,15 +1337,11 @@ static void object_mention(object_type *o_ptr)
  */
 static byte get_random_ego(byte slot, bool good)
 {
-       int i, value;
-       ego_item_type *e_ptr;
-
        long total = 0L;
-
-       for (i = 1; i < max_e_idx; i++)
+       for (int i = 1; i < max_e_idx; i++)
        {
+               ego_item_type *e_ptr;
                e_ptr = &e_info[i];
-
                if (e_ptr->slot == slot
                        && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
                {
@@ -1751,12 +1350,12 @@ static byte get_random_ego(byte slot, bool good)
                }
        }
 
-       value = randint1(total);
-
-       for (i = 1; i < max_e_idx; i++)
+       int value = randint1(total);
+       int j;
+       for (j = 1; j < max_e_idx; j++)
        {
-               e_ptr = &e_info[i];
-
+               ego_item_type *e_ptr;
+               e_ptr = &e_info[j];
                if (e_ptr->slot == slot
                        && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
                {
@@ -1765,13 +1364,15 @@ static byte get_random_ego(byte slot, bool good)
                        if (value <= 0L) break;
                }
        }
-       return (byte)i;
+
+       return (byte)j;
 }
 
 
 /*!
  * @brief 武器系オブジェクトに生成ランクごとの強化を与えるサブルーチン
  * Apply magic to an item known to be a "weapon"
+ * @param owner_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
  * @param level 生成基準階
  * @param power 生成ランク
@@ -1780,7 +1381,7 @@ static byte get_random_ego(byte slot, bool good)
  * Hack -- note special base damage dice boosting\n
  * Hack -- note special processing for weapon/digger\n
  */
-void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
+void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
 {
        HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
        HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
@@ -1794,39 +1395,28 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
                todam2 = (todam2 + 1) / 2;
        }
 
-       /* Good */
        if (power > 0)
        {
-               /* Enchant */
                o_ptr->to_h += tohit1;
                o_ptr->to_d += todam1;
-
-               /* Very good */
                if (power > 1)
                {
-                       /* Enchant again */
                        o_ptr->to_h += tohit2;
                        o_ptr->to_d += todam2;
                }
        }
-
-       /* Cursed */
        else if (power < 0)
        {
-               /* Penalize */
                o_ptr->to_h -= tohit1;
                o_ptr->to_d -= todam1;
-
-               /* Very cursed */
                if (power < -1)
                {
-                       /* Penalize again */
                        o_ptr->to_h -= tohit2;
                        o_ptr->to_d -= todam2;
                }
 
-               /* Cursed (if "bad") */
-               if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
+               if (o_ptr->to_h + o_ptr->to_d < 0)
+                       o_ptr->curse_flags |= TRC_CURSED;
        }
 
        if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
@@ -1835,48 +1425,39 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
        {
        case TV_DIGGING:
        {
-               /* Very good */
                if (power > 1)
                {
-                       if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
-                               become_random_artifact(o_ptr, FALSE);
+                       /* power > 2 is debug only */
+                       if (one_in_(30) || (power > 2))
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                        else
-                               /* Special Ego-item */
                                o_ptr->name2 = EGO_DIGGING;
                }
-
-               /* Very bad */
                else if (power < -1)
                {
-                       /* Hack -- Horrible digging bonus */
                        o_ptr->pval = 0 - (5 + randint1(5));
                }
-
-               /* Bad */
                else if (power < 0)
                {
-                       /* Hack -- Reverse digging bonus */
                        o_ptr->pval = 0 - (o_ptr->pval);
                }
 
                break;
        }
-
        case TV_HAFTED:
        case TV_POLEARM:
        case TV_SWORD:
        {
-               /* Very Good */
                if (power > 1)
                {
-                       if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(40) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
-                       while (1)
+                       while (TRUE)
                        {
-                               /* Roll for an ego-item */
                                o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
                                if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
                                        continue;
@@ -1908,7 +1489,7 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
                                        add_flag(o_ptr->art_flags, TR_RES_FEAR);
                                break;
                        case EGO_SLAYING_WEAPON:
-                               if (one_in_(3)) /* double damage */
+                               if (one_in_(3))
                                        o_ptr->dd *= 2;
                                else
                                {
@@ -1978,29 +1559,27 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
 
                        if (!o_ptr->art_name)
                        {
-                               /* Hack -- Super-charge the damage dice */
-                               while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
+                               while (one_in_(10L * o_ptr->dd * o_ptr->ds))
+                                       o_ptr->dd++;
 
-                               /* Hack -- Lower the damage dice */
                                if (o_ptr->dd > 9) o_ptr->dd = 9;
                        }
                }
-
-               /* Very cursed */
                else if (power < -1)
                {
-                       /* Roll for ego-item */
                        if (randint0(MAX_DEPTH) < level)
                        {
-                               while (1)
+                               while (TRUE)
                                {
                                        o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
                                        if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
                                        {
                                                continue;
                                        }
+
                                        break;
                                }
+
                                switch (o_ptr->name2)
                                {
                                case EGO_MORGUL:
@@ -2021,40 +1600,36 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
 
                break;
        }
-
-
        case TV_BOW:
        {
-               /* Very good */
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
+
                        o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
                }
 
                break;
        }
-
-
        case TV_BOLT:
        case TV_ARROW:
        case TV_SHOT:
        {
-               /* Very good */
                if (power > 1)
                {
-                       if (power > 2) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (power > 2)
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
 
                        o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
-
                        switch (o_ptr->name2)
                        {
                        case EGO_SLAYING_BOLT:
@@ -2062,17 +1637,13 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
                                break;
                        }
 
-                       /* Hack -- super-charge the damage dice */
-                       while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
+                       while (one_in_(10L * o_ptr->dd * o_ptr->ds))
+                               o_ptr->dd++;
 
-                       /* Hack -- restrict the damage dice */
                        if (o_ptr->dd > 9) o_ptr->dd = 9;
                }
-
-               /* Very cursed */
                else if (power < -1)
                {
-                       /* Roll for ego-item */
                        if (randint0(MAX_DEPTH) < level)
                        {
                                o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
@@ -2088,6 +1659,7 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
 /*!
  * @brief 防具系オブジェクトに生成ランクごとの強化を与えるサブルーチン
  * Apply magic to an item known to be "armor"
+ * @param owner_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
  * @param level 生成基準階
  * @param power 生成ランク
@@ -2096,39 +1668,26 @@ void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
  * 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, DEPTH level, int power)
+static void a_m_aux_2(player_type *owner_ptr, 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);
-
-       /* Good */
        if (power > 0)
        {
-               /* Enchant */
                o_ptr->to_a += toac1;
-
-               /* Very good */
                if (power > 1)
                {
-                       /* Enchant again */
                        o_ptr->to_a += toac2;
                }
        }
-
-       /* Cursed */
        else if (power < 0)
        {
-               /* Penalize */
                o_ptr->to_a -= toac1;
-
-               /* Very cursed */
                if (power < -1)
                {
-                       /* Penalize again */
                        o_ptr->to_a -= toac2;
                }
 
-               /* Cursed (if "bad") */
                if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
        }
 
@@ -2136,18 +1695,16 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
        {
        case TV_DRAG_ARMOR:
        {
-               if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
-                       become_random_artifact(o_ptr, FALSE);
+               /* power > 2 is debug only */
+               if (one_in_(50) || (power > 2))
+                       become_random_artifact(owner_ptr, o_ptr, FALSE);
                break;
        }
-
        case TV_HARD_ARMOR:
        case TV_SOFT_ARMOR:
        {
-               /* Very good */
                if (power > 1)
                {
-                       /* Hack -- Try for "Robes of the Magi" */
                        if ((o_ptr->tval == TV_SOFT_ARMOR) &&
                                (o_ptr->sval == SV_ROBE) &&
                                (randint0(100) < 15))
@@ -2164,21 +1721,21 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                {
                                        o_ptr->name2 = EGO_PERMANENCE;
                                }
+
                                break;
                        }
 
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
 
-                       while (1)
+                       while (TRUE)
                        {
                                bool okay_flag = TRUE;
-
                                o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
-
                                switch (o_ptr->name2)
                                {
                                case EGO_DWARVEN:
@@ -2186,12 +1743,14 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                        {
                                                okay_flag = FALSE;
                                        }
+
                                        break;
                                case EGO_DRUID:
                                        if (o_ptr->tval != TV_SOFT_ARMOR)
                                        {
                                                okay_flag = FALSE;
                                        }
+
                                        break;
                                default:
                                        break;
@@ -2199,6 +1758,7 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
 
                                if (okay_flag) break;
                        }
+
                        switch (o_ptr->name2)
                        {
                        case EGO_RESISTANCE:
@@ -2242,26 +1802,24 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
 
                break;
        }
-
        case TV_SHIELD:
        {
-
                if (o_ptr->sval == SV_DRAGON_SHIELD)
                {
                        dragon_resist(o_ptr);
                        if (!one_in_(3)) break;
                }
 
-               /* Very good */
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
 
-                       while (1)
+                       while (TRUE)
                        {
                                o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
                                if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
@@ -2269,6 +1827,7 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                {
                                        continue;
                                }
+
                                break;
                        }
 
@@ -2289,9 +1848,9 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                break;
                        }
                }
+
                break;
        }
-
        case TV_GLOVES:
        {
                if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
@@ -2299,17 +1858,17 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                        dragon_resist(o_ptr);
                        if (!one_in_(3)) break;
                }
+
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
                        o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
                }
-
-               /* Very cursed */
                else if (power < -1)
                {
                        o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
@@ -2325,16 +1884,17 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                        dragon_resist(o_ptr);
                        if (!one_in_(3)) break;
                }
-               /* Very good */
+
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
-                       o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
 
+                       o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
                        switch (o_ptr->name2)
                        {
                        case EGO_SLOW_DESCENT:
@@ -2342,10 +1902,10 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                {
                                        one_high_resistance(o_ptr);
                                }
+
                                break;
                        }
                }
-               /* Very cursed */
                else if (power < -1)
                {
                        o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
@@ -2353,18 +1913,18 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
 
                break;
        }
-
        case TV_CROWN:
        {
-               /* Very good */
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
-                       while (1)
+
+                       while (TRUE)
                        {
                                bool ok_flag = TRUE;
                                o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
@@ -2388,19 +1948,20 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                                else add_esp_weak(o_ptr, FALSE);
                                        }
                                        break;
-                               default:/* not existing crown (wisdom,lite, etc...) */
+                               default:
+                                       /* not existing crown (wisdom,lite, etc...) */
                                        ok_flag = FALSE;
                                }
+
                                if (ok_flag)
-                                       break; /* while (1) */
+                                       break;
                        }
+
                        break;
                }
-
-               /* Very cursed */
                else if (power < -1)
                {
-                       while (1)
+                       while (TRUE)
                        {
                                bool ok_flag = TRUE;
                                o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
@@ -2416,14 +1977,14 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                        if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
                                        break;
                                }
+
                                if (ok_flag)
-                                       break; /* while (1) */
+                                       break;
                        }
                }
 
                break;
        }
-
        case TV_HELM:
        {
                if (o_ptr->sval == SV_DRAGON_HELM)
@@ -2432,19 +1993,19 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                        if (!one_in_(3)) break;
                }
 
-               /* Very good */
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
-                       while (1)
+
+                       while (TRUE)
                        {
                                bool ok_flag = TRUE;
                                o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
-
                                switch (o_ptr->name2)
                                {
                                case EGO_BRILLIANCE:
@@ -2458,6 +2019,7 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                                if (one_in_(2)) add_esp_strong(o_ptr);
                                                else add_esp_weak(o_ptr, FALSE);
                                        }
+
                                        break;
                                case EGO_LITE:
                                        if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
@@ -2480,18 +2042,19 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                        if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
                                        if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
                                        break;
-                               default:/* not existing helm (Magi, Might, etc...)*/
+                               default:
+                                       /* not existing helm (Magi, Might, etc...)*/
                                        ok_flag = FALSE;
                                }
                                if (ok_flag)
-                                       break; /* while (1) */
+                                       break;
                        }
+
                        break;
                }
-               /* Very cursed */
                else if (power < -1)
                {
-                       while (1)
+                       while (TRUE)
                        {
                                bool ok_flag = TRUE;
                                o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
@@ -2501,21 +2064,22 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                                case EGO_ANCIENT_CURSE:
                                        ok_flag = FALSE;
                                }
+
                                if (ok_flag)
-                                       break; /* while (1) */
+                                       break;
                        }
                }
+
                break;
        }
-
        case TV_CLOAK:
        {
-               /* Very good */
                if (power > 1)
                {
-                       if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+                       /* power > 2 is debug only */
+                       if (one_in_(20) || (power > 2))
                        {
-                               become_random_artifact(o_ptr, FALSE);
+                               become_random_artifact(owner_ptr, o_ptr, FALSE);
                                break;
                        }
                        o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
@@ -2537,8 +2101,6 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                        }
 
                }
-
-               /* Very cursed */
                else if (power < -1)
                {
                        o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
@@ -2547,13 +2109,13 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
                break;
        }
        }
-
 }
 
 
 /*!
  * @brief 装飾品系オブジェクトに生成ランクごとの強化を与えるサブルーチン
  * Apply magic to an item known to be a "ring" or "amulet"
+ * @param owner_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
  * @param level 生成基準階
  * @param power 生成ランク
@@ -2562,95 +2124,62 @@ static void a_m_aux_2(object_type *o_ptr, DEPTH 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, DEPTH level, int power)
+static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
 {
-       /* Apply magic (good or bad) according to type */
        switch (o_ptr->tval)
        {
        case TV_RING:
        {
-               /* Analyze */
                switch (o_ptr->sval)
                {
                case SV_RING_ATTACKS:
                {
-                       /* Stat bonus */
                        o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
                        if (one_in_(15)) o_ptr->pval++;
                        if (o_ptr->pval < 1) o_ptr->pval = 1;
 
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse pval */
                                o_ptr->pval = 0 - (o_ptr->pval);
                        }
 
                        break;
                }
-
                case SV_RING_SHOTS:
                {
                        break;
                }
-
-               /* Strength, Constitution, Dexterity, Intelligence */
                case SV_RING_STR:
                case SV_RING_CON:
                case SV_RING_DEX:
                {
-                       /* Stat bonus */
                        o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse pval */
                                o_ptr->pval = 0 - (o_ptr->pval);
                        }
 
                        break;
                }
-
-               /* Ring of Speed! */
                case SV_RING_SPEED:
                {
-                       /* Base speed (1 to 10) */
                        o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
-
-                       /* Super-charge the ring */
                        while (randint0(100) < 50) o_ptr->pval++;
 
-                       /* Cursed Ring */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse pval */
                                o_ptr->pval = 0 - (o_ptr->pval);
-
                                break;
                        }
 
                        break;
                }
-
                case SV_RING_LORDLY:
                {
                        do
@@ -2658,189 +2187,114 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                                one_lordly_high_resistance(o_ptr);
                        } while (one_in_(4));
 
-                       /* Bonus to armor class */
                        o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
+                       break;
                }
-               break;
-
                case SV_RING_WARNING:
                {
                        if (one_in_(3)) one_low_esp(o_ptr);
                        break;
                }
-
-               /* Searching */
                case SV_RING_SEARCHING:
                {
-                       /* Bonus to searching */
                        o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse pval */
                                o_ptr->pval = 0 - (o_ptr->pval);
                        }
 
                        break;
                }
-
-               /* Flames, Acid, Ice */
                case SV_RING_FLAMES:
                case SV_RING_ACID:
                case SV_RING_ICE:
                case SV_RING_ELEC:
                {
-                       /* Bonus to armor class */
                        o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
                        break;
                }
-
-               /* Weakness, Stupidity */
                case SV_RING_WEAKNESS:
                case SV_RING_STUPIDITY:
                {
-                       /* Broken */
                        o_ptr->ident |= (IDENT_BROKEN);
-
-                       /* Cursed */
                        o_ptr->curse_flags |= TRC_CURSED;
-
-                       /* Penalize */
                        o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
                        if (power > 0) power = 0 - power;
 
                        break;
                }
-
-               /* WOE, Stupidity */
                case SV_RING_WOE:
                {
-                       /* Broken */
                        o_ptr->ident |= (IDENT_BROKEN);
-
-                       /* Cursed */
                        o_ptr->curse_flags |= TRC_CURSED;
-
-                       /* Penalize */
                        o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
                        o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
                        if (power > 0) power = 0 - power;
 
                        break;
                }
-
-               /* Ring of damage */
                case SV_RING_DAMAGE:
                {
-                       /* Bonus to damage */
                        o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse bonus */
                                o_ptr->to_d = 0 - o_ptr->to_d;
                        }
 
                        break;
                }
-
-               /* Ring of Accuracy */
                case SV_RING_ACCURACY:
                {
-                       /* Bonus to hit */
                        o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse tohit */
                                o_ptr->to_h = 0 - o_ptr->to_h;
                        }
 
                        break;
                }
-
-               /* Ring of Protection */
                case SV_RING_PROTECTION:
                {
-                       /* Bonus to armor class */
                        o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse toac */
                                o_ptr->to_a = 0 - o_ptr->to_a;
                        }
 
                        break;
                }
-
-               /* Ring of Slaying */
                case SV_RING_SLAYING:
                {
-                       /* Bonus to damage and to hit */
                        o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
                        o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
 
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse bonuses */
                                o_ptr->to_h = 0 - o_ptr->to_h;
                                o_ptr->to_d = 0 - o_ptr->to_d;
                        }
 
                        break;
                }
-
                case SV_RING_MUSCLE:
                {
                        o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
                        if (one_in_(4)) o_ptr->pval++;
 
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= TRC_CURSED;
-
-                               /* Reverse bonuses */
                                o_ptr->pval = 0 - o_ptr->pval;
                        }
 
@@ -2848,22 +2302,18 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                }
                case SV_RING_AGGRAVATION:
                {
-                       /* Broken */
                        o_ptr->ident |= (IDENT_BROKEN);
-
-                       /* Cursed */
                        o_ptr->curse_flags |= TRC_CURSED;
-
                        if (power > 0) power = 0 - power;
                        break;
                }
                }
-               if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
-                       || (power > 2)) /* power > 2 is debug only */
+
+               /* power > 2 is debug only */
+               if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
                {
                        o_ptr->pval = MIN(o_ptr->pval, 4);
-                       /* Randart amulet */
-                       become_random_artifact(o_ptr, FALSE);
+                       become_random_artifact(owner_ptr, o_ptr, FALSE);
                }
                else if ((power == 2) && one_in_(2))
                {
@@ -2958,6 +2408,7 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                                                        o_ptr->to_h -= 2 + randint1(4);
                                                        o_ptr->to_d += 2 + randint1(4);
                                                }
+
                                                break;
                                        case SV_RING_PROTECTION:
                                                o_ptr->name2 = EGO_RING_SUPER_AC;
@@ -3007,9 +2458,11 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                                        default:
                                                break;
                                        }
+
                                        break;
                                }
                        }
+
                        o_ptr->curse_flags = 0L;
                }
                else if ((power == -2) && one_in_(2))
@@ -3045,145 +2498,96 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                                        break;
                                }
                        }
-                       /* Broken */
-                       o_ptr->ident |= (IDENT_BROKEN);
 
-                       /* Cursed */
+                       o_ptr->ident |= (IDENT_BROKEN);
                        o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
                }
+
                break;
        }
-
        case TV_AMULET:
        {
-               /* Analyze */
                switch (o_ptr->sval)
                {
-                       /* Amulet of wisdom/charisma */
                case SV_AMULET_INTELLIGENCE:
                case SV_AMULET_WISDOM:
                case SV_AMULET_CHARISMA:
                {
                        o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= (TRC_CURSED);
-
-                               /* Reverse bonuses */
                                o_ptr->pval = 0 - o_ptr->pval;
                        }
 
                        break;
                }
-
-               /* Amulet of brilliance */
                case SV_AMULET_BRILLIANCE:
                {
                        o_ptr->pval = 1 + m_bonus(3, level);
                        if (one_in_(4)) o_ptr->pval++;
 
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= (TRC_CURSED);
-
-                               /* Reverse bonuses */
                                o_ptr->pval = 0 - o_ptr->pval;
                        }
 
                        break;
                }
-
                case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
                {
                        if (power < 0)
                        {
                                o_ptr->curse_flags |= (TRC_CURSED);
                        }
+
                        break;
                }
-
                case SV_AMULET_RESISTANCE:
                {
                        if (one_in_(5)) one_high_resistance(o_ptr);
                        if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
+                       break;
                }
-               break;
-
-               /* Amulet of searching */
                case SV_AMULET_SEARCHING:
                {
                        o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= (TRC_CURSED);
-
-                               /* Reverse bonuses */
                                o_ptr->pval = 0 - (o_ptr->pval);
                        }
 
                        break;
                }
-
-               /* Amulet of the Magi -- never cursed */
                case SV_AMULET_THE_MAGI:
                {
                        o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
                        o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
-
-                       /* gain one low ESP */
                        add_esp_weak(o_ptr, FALSE);
-
                        break;
                }
-
-               /* Amulet of Doom -- always cursed */
                case SV_AMULET_DOOM:
                {
-                       /* Broken */
                        o_ptr->ident |= (IDENT_BROKEN);
-
-                       /* Cursed */
                        o_ptr->curse_flags |= (TRC_CURSED);
-
-                       /* Penalize */
                        o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
                        o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
                        if (power > 0) power = 0 - power;
 
                        break;
                }
-
                case SV_AMULET_MAGIC_MASTERY:
                {
                        o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
-
-                       /* Cursed */
                        if (power < 0)
                        {
-                               /* Broken */
                                o_ptr->ident |= (IDENT_BROKEN);
-
-                               /* Cursed */
                                o_ptr->curse_flags |= (TRC_CURSED);
-
-                               /* Reverse bonuses */
                                o_ptr->pval = 0 - o_ptr->pval;
                        }
 
@@ -3191,12 +2595,11 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                }
                }
 
-               if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
-                       || (power > 2)) /* power > 2 is debug only */
+               /* power > 2 is debug only */
+               if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
                {
                        o_ptr->pval = MIN(o_ptr->pval, 4);
-                       /* Randart amulet */
-                       become_random_artifact(o_ptr, FALSE);
+                       become_random_artifact(owner_ptr, o_ptr, FALSE);
                }
                else if ((power == 2) && one_in_(2))
                {
@@ -3328,12 +2731,11 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
                                        break;
                                }
                        }
-                       /* Broken */
-                       o_ptr->ident |= (IDENT_BROKEN);
 
-                       /* Cursed */
+                       o_ptr->ident |= (IDENT_BROKEN);
                        o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
                }
+
                break;
        }
        }
@@ -3343,37 +2745,22 @@ static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
 /*!
  * @brief その他雑多のオブジェクトに生成ランクごとの強化を与えるサブルーチン
  * Apply magic to an item known to be "boring"
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param owner_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
- * @param level 生成基準階
  * @param power 生成ランク
  * @return なし
  * @details
  * Hack -- note the special code for various items
  */
-static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
+static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
 {
        object_kind *k_ptr = &k_info[o_ptr->k_idx];
 
-       /* Unused */
-       (void)level;
-
-       /* Apply magic (good or bad) according to type */
+       floor_type *floor_ptr = owner_ptr->current_floor_ptr;
        switch (o_ptr->tval)
        {
        case TV_WHISTLE:
        {
-#if 0
-               /* Cursed */
-               if (power < 0)
-               {
-                       /* Broken */
-                       o_ptr->ident |= (IDENT_BROKEN);
-
-                       /* Cursed */
-                       o_ptr->curse_flags |= (TRC_CURSED);
-               }
-#endif
                break;
        }
        case TV_FLASK:
@@ -3384,29 +2771,28 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
        }
        case TV_LITE:
        {
-               /* Hack -- Torches -- random fuel */
                if (o_ptr->sval == SV_LITE_TORCH)
                {
                        if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
                        o_ptr->pval = 0;
                }
 
-               /* Hack -- Lanterns -- random fuel */
                if (o_ptr->sval == SV_LITE_LANTERN)
                {
                        if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
                        o_ptr->pval = 0;
                }
 
-               if (power > 2) /* power > 2 is debug only */
+               /* power > 2 is debug only */
+               if (power > 2)
                {
-                       become_random_artifact(o_ptr, FALSE);
+                       become_random_artifact(owner_ptr, o_ptr, FALSE);
                }
                else if ((power == 2) || ((power == 1) && one_in_(3)))
                {
                        while (!o_ptr->name2)
                        {
-                               while (1)
+                               while (TRUE)
                                {
                                        bool okay_flag = TRUE;
 
@@ -3418,6 +2804,7 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
                                                if (o_ptr->sval == SV_LITE_FEANOR)
                                                        okay_flag = FALSE;
                                        }
+
                                        if (okay_flag)
                                                break;
                                }
@@ -3426,7 +2813,6 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
                else if (power == -2)
                {
                        o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
-
                        switch (o_ptr->name2)
                        {
                        case EGO_LITE_DARKNESS:
@@ -3450,7 +2836,6 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
 
                break;
        }
-
        case TV_WAND:
        case TV_STAFF:
        {
@@ -3460,31 +2845,24 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
                o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
                break;
        }
-
        case TV_ROD:
        {
-               /* Transfer the pval. -LM- */
                o_ptr->pval = k_ptr->pval;
                break;
        }
-
        case TV_CAPTURE:
        {
                o_ptr->pval = 0;
-               object_aware(o_ptr);
+               object_aware(owner_ptr, o_ptr);
                object_known(o_ptr);
                break;
        }
-
        case TV_FIGURINE:
        {
                PARAMETER_VALUE i = 1;
                int check;
-
                monster_race *r_ptr;
-
-               /* Pick a random non-unique monster race */
-               while (1)
+               while (TRUE)
                {
                        i = randint1(max_r_idx - 1);
 
@@ -3492,38 +2870,25 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
                        if (i == MON_TSUCHINOKO) continue;
 
                        r_ptr = &r_info[i];
-
-                       check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
-
-                       /* Ignore dead monsters */
+                       check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
                        if (!r_ptr->rarity) continue;
-
-                       /* Ignore uncommon monsters */
                        if (r_ptr->rarity > 100) continue;
-
-                       /* Prefer less out-of-depth monsters */
                        if (randint0(check)) continue;
 
                        break;
                }
 
                o_ptr->pval = i;
-
-               /* Some figurines are cursed */
                if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
 
                break;
        }
-
        case TV_CORPSE:
        {
                PARAMETER_VALUE i = 1;
                int check;
-
                u32b match = 0;
-
                monster_race *r_ptr;
-
                if (o_ptr->sval == SV_SKELETON)
                {
                        match = RF9_DROP_SKELETON;
@@ -3533,83 +2898,56 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
                        match = RF9_DROP_CORPSE;
                }
 
-               /* Hack -- Remove the monster restriction */
-               get_mon_num_prep(item_monster_okay, NULL);
-
-               /* Pick a random non-unique monster race */
-               while (1)
+               get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
+               while (TRUE)
                {
-                       i = get_mon_num(p_ptr->current_floor_ptr->dun_level);
-
+                       i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
                        r_ptr = &r_info[i];
-
-                       check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
-
-                       /* Ignore dead monsters */
+                       check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
                        if (!r_ptr->rarity) continue;
-
-                       /* Ignore corpseless monsters */
                        if (!(r_ptr->flags9 & match)) continue;
-
-                       /* Prefer less out-of-depth monsters */
                        if (randint0(check)) continue;
 
                        break;
                }
 
                o_ptr->pval = i;
-
-
-               object_aware(o_ptr);
+               object_aware(owner_ptr, o_ptr);
                object_known(o_ptr);
                break;
        }
-
        case TV_STATUE:
        {
                PARAMETER_VALUE i = 1;
-
                monster_race *r_ptr;
-
-               /* Pick a random monster race */
-               while (1)
+               while (TRUE)
                {
                        i = randint1(max_r_idx - 1);
-
                        r_ptr = &r_info[i];
-
-                       /* Ignore dead monsters */
                        if (!r_ptr->rarity) continue;
 
                        break;
                }
 
                o_ptr->pval = i;
-
                if (cheat_peek)
                {
                        msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
                }
-               object_aware(o_ptr);
-               object_known(o_ptr);
 
+               object_aware(owner_ptr, o_ptr);
+               object_known(o_ptr);
                break;
        }
-
        case TV_CHEST:
        {
                DEPTH obj_level = k_info[o_ptr->k_idx].level;
-
-               /* Hack -- skip ruined chests */
                if (obj_level <= 0) break;
 
-               /* Hack -- pick a "difficulty" */
                o_ptr->pval = randint1(obj_level);
                if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
 
-               o_ptr->xtra3 = p_ptr->current_floor_ptr->dun_level + 5;
-
-               /* Never exceed "difficulty" of 55 to 59 */
+               o_ptr->xtra3 = floor_ptr->dun_level + 5;
                if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
 
                break;
@@ -3655,120 +2993,78 @@ static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
  * "good" and "great" arguments are false.  As a total hack, if "great" is\n
  * true, then the item gets 3 extra "attempts" to become an artifact.\n
  */
-void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
+void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
 {
-       int i, rolls, f1, f2, power;
-
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev / 2 + 10);
-
-       /* Maximum "level" for various things */
+       if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
        if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
 
-       /* Base chance of being "good" */
-       f1 = lev + 10;
-
-       /* Maximal chance of being "good" */
-       if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
-
-       /* Base chance of being "great" */
-       f2 = f1 * 2 / 3;
+       int f1 = lev + 10;
+       if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
 
-       /* Maximal chance of being "great" */
-       if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
-               f2 = d_info[p_ptr->dungeon_idx].obj_great;
+       int f2 = f1 * 2 / 3;
+       if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
+               f2 = d_info[owner_ptr->dungeon_idx].obj_great;
 
-       if (p_ptr->muta3 & MUT3_GOOD_LUCK)
+       if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
        {
                f1 += 5;
                f2 += 2;
        }
-       else if (p_ptr->muta3 & MUT3_BAD_LUCK)
+       else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
        {
                f1 -= 5;
                f2 -= 2;
        }
 
-       /* Assume normal */
-       power = 0;
-
-       /* Roll for "good" */
+       int power = 0;
        if ((mode & AM_GOOD) || magik(f1))
        {
-               /* Assume "good" */
                power = 1;
-
-               /* Roll for "great" */
                if ((mode & AM_GREAT) || magik(f2))
                {
                        power = 2;
-
-                       /* Roll for "special" */
                        if (mode & AM_SPECIAL) power = 3;
                }
        }
-
-       /* Roll for "cursed" */
        else if (magik(f1))
        {
-               /* Assume "cursed" */
                power = -1;
-
-               /* Roll for "broken" */
                if (magik(f2)) power = -2;
        }
-
-       /* Apply curse */
        if (mode & AM_CURSED)
        {
-               /* Assume 'cursed' */
                if (power > 0)
                {
                        power = 0 - power;
                }
-               /* Everything else gets more badly cursed */
                else
                {
                        power--;
                }
        }
 
-       /* Assume no rolls */
-       rolls = 0;
-
-       /* Get one roll if excellent */
+       int rolls = 0;
        if (power >= 2) rolls = 1;
 
-       /* Hack -- Get four rolls if forced great or special */
        if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
-
-       /* Hack -- Get no rolls if not allowed */
        if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
 
-       /* Roll for artifacts if allowed */
-       for (i = 0; i < rolls; i++)
+       for (int i = 0; i < rolls; i++)
        {
-               /* Roll for an artifact */
-               if (make_artifact(o_ptr)) break;
-               if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
+               if (make_artifact(owner_ptr, o_ptr)) break;
+               if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
                {
-                       if (make_artifact(o_ptr)) break;
+                       if (make_artifact(owner_ptr, o_ptr)) break;
                }
        }
 
-
-       /* Hack -- analyze artifacts */
        if (object_is_fixed_artifact(o_ptr))
        {
                artifact_type *a_ptr = &a_info[o_ptr->name1];
-
-               /* Hack -- Mark the artifact as "created" */
                a_ptr->cur_num = 1;
-
-               /* Hack -- Memorize location of artifact in saved floors */
                if (current_world_ptr->character_dungeon)
-                       a_ptr->floor_id = p_ptr->floor_id;
+                       a_ptr->floor_id = owner_ptr->floor_id;
 
-               /* Extract the other fields */
                o_ptr->pval = a_ptr->pval;
                o_ptr->ac = a_ptr->ac;
                o_ptr->dd = a_ptr->dd;
@@ -3781,16 +3077,13 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
 
                if (o_ptr->name1 == ART_MILIM)
                {
-                       if (p_ptr->pseikaku == SEIKAKU_SEXY)
+                       if (owner_ptr->pseikaku == SEIKAKU_SEXY)
                        {
                                o_ptr->pval = 3;
                        }
                }
 
-               /* Hack -- extract the "broken" flag */
                if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
-
-               /* Hack -- extract the "cursed" flag */
                if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
                if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
                if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
@@ -3810,22 +3103,19 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
        case TV_ARROW:
        case TV_BOLT:
        {
-               if (power) apply_magic_weapon(o_ptr, lev, power);
+               if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
                break;
        }
-
        case TV_POLEARM:
        {
-               if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
+               if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
                break;
        }
-
        case TV_SWORD:
        {
-               if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
+               if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
                break;
        }
-
        case TV_DRAG_ARMOR:
        case TV_HARD_ARMOR:
        case TV_SOFT_ARMOR:
@@ -3836,42 +3126,36 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
        case TV_GLOVES:
        case TV_BOOTS:
        {
-               /* Elven Cloak and Black Clothes ... */
                if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
                        ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
                        o_ptr->pval = randint1(4);
 
-#if 1
                if (power ||
                        ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
                        ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
                        ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
                        ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
-                       a_m_aux_2(o_ptr, lev, power);
-#else
-               if (power) a_m_aux_2(o_ptr, lev, power);
-#endif
+                       a_m_aux_2(owner_ptr, o_ptr, lev, power);
+
                break;
        }
-
        case TV_RING:
        case TV_AMULET:
        {
                if (!power && (randint0(100) < 50)) power = -1;
-               a_m_aux_3(o_ptr, lev, power);
+               a_m_aux_3(owner_ptr, o_ptr, lev, power);
                break;
        }
-
        default:
        {
-               a_m_aux_4(o_ptr, lev, power);
+               a_m_aux_4(owner_ptr, o_ptr, power);
                break;
        }
        }
 
        if ((o_ptr->tval == TV_SOFT_ARMOR) &&
                (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
-               (p_ptr->pseikaku == SEIKAKU_SEXY))
+               (owner_ptr->pseikaku == SEIKAKU_SEXY))
        {
                o_ptr->pval = 3;
                add_flag(o_ptr->art_flags, TR_STR);
@@ -3882,15 +3166,11 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                add_flag(o_ptr->art_flags, TR_CHR);
        }
 
-       /* Hack -- analyze ego-items */
        if (object_is_ego(o_ptr))
        {
                ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
-               /* Hack -- acquire "broken" flag */
                if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
 
-               /* Hack -- acquire "cursed" flag */
                if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
                if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
                if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
@@ -3915,37 +3195,31 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                        if (o_ptr->dd > 9) o_ptr->dd = 9;
                }
 
-               /* Hack -- apply activatin index if needed */
                if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
 
-               /* Hack -- apply extra penalties if needed */
                if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
                {
-                       /* Hack -- obtain bonuses */
                        if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
                        if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
                        if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
-
-                       /* Hack -- obtain pval */
                        if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
                }
-
-               /* Hack -- apply extra bonuses if needed */
                else
                {
-                       /* Hack -- obtain bonuses */
                        if (e_ptr->max_to_h)
                        {
                                if (e_ptr->max_to_h > 127)
                                        o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
                                else o_ptr->to_h += randint1(e_ptr->max_to_h);
                        }
+
                        if (e_ptr->max_to_d)
                        {
                                if (e_ptr->max_to_d > 127)
                                        o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
                                else o_ptr->to_d += randint1(e_ptr->max_to_d);
                        }
+
                        if (e_ptr->max_to_a)
                        {
                                if (e_ptr->max_to_a > 127)
@@ -3953,7 +3227,6 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                                else o_ptr->to_a += randint1(e_ptr->max_to_a);
                        }
 
-                       /* Accuracy ego must have high to_h */
                        if (o_ptr->name2 == EGO_ACCURACY)
                        {
                                while (o_ptr->to_h < o_ptr->to_d + 10)
@@ -3964,7 +3237,6 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                                o_ptr->to_h = MAX(o_ptr->to_h, 15);
                        }
 
-                       /* Accuracy ego must have high to_h */
                        if (o_ptr->name2 == EGO_VELOCITY)
                        {
                                while (o_ptr->to_d < o_ptr->to_h + 10)
@@ -3975,13 +3247,11 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                                o_ptr->to_d = MAX(o_ptr->to_d, 15);
                        }
 
-                       /* Protection ego must have high to_a */
                        if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
                        {
                                o_ptr->to_a = MAX(o_ptr->to_a, 15);
                        }
 
-                       /* Hack -- obtain pval */
                        if (e_ptr->max_pval)
                        {
                                if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
@@ -4020,13 +3290,13 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                                {
                                        o_ptr->pval += randint1(e_ptr->max_pval);
                                }
-
-
                        }
+
                        if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
                        {
                                o_ptr->pval = randint1(o_ptr->pval);
                        }
+
                        if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
                                o_ptr->pval = 2;
                }
@@ -4034,15 +3304,11 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
                return;
        }
 
-       /* Examine real objects */
        if (o_ptr->k_idx)
        {
                object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
-               /* Hack -- acquire "broken" flag */
                if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
 
-               /* Hack -- acquire "cursed" flag */
                if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
                if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
                if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
@@ -4056,7 +3322,7 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
 /*!
  * @brief 生成階に応じたベースアイテムの生成を行う。
  * Attempt to make an object (normal or good/great)
- * @param floor_ptr 生成階への参照ポインタ
+ * @param owner_ptr プレーヤーへの参照ポインタ
  * @param j_ptr 生成結果を収めたいオブジェクト構造体の参照ポインタ
  * @param mode オプションフラグ
  * @return 生成に成功したらTRUEを返す。
@@ -4065,58 +3331,34 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
  * This routine uses "floor_ptr->object_level" for the "generation level".\n
  * We assume that the given object has been "wiped".\n
  */
-bool make_object(object_type *j_ptr, BIT_FLAGS mode)
+bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
 {
-       PERCENTAGE prob;
-       DEPTH base;
-
-
-       /* Chance of "special object" */
-       prob = ((mode & AM_GOOD) ? 10 : 1000);
-
-       /* Base level for the object */
-       base = ((mode & AM_GOOD) ? (p_ptr->current_floor_ptr->object_level + 10) : p_ptr->current_floor_ptr->object_level);
-
-
-       /* Generate a special object, or a normal object */
-       if (!one_in_(prob) || !make_artifact_special(j_ptr))
+       floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+       PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
+       DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
+       if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
        {
                KIND_OBJECT_IDX k_idx;
-
-               /* Good objects */
                if ((mode & AM_GOOD) && !get_obj_num_hook)
                {
-                       /* Activate restriction (if already specified, use that) */
                        get_obj_num_hook = kind_is_good;
                }
 
-               /* Restricted objects - prepare allocation table */
                if (get_obj_num_hook) get_obj_num_prep();
 
-               /* Pick a random object */
-               k_idx = get_obj_num(base, mode);
-
-               /* Restricted objects */
+               k_idx = get_obj_num(owner_ptr, base, mode);
                if (get_obj_num_hook)
                {
-                       /* Clear restriction */
                        get_obj_num_hook = NULL;
-
-                       /* Reset allocation table to default */
                        get_obj_num_prep();
                }
 
-               /* Handle failure */
-               if (!k_idx) return (FALSE);
+               if (!k_idx) return FALSE;
 
-               /* Prepare the object */
                object_prep(j_ptr, k_idx);
        }
 
-       /* Apply magic (allow artifacts) */
-       apply_magic(j_ptr, p_ptr->current_floor_ptr->object_level, mode);
-
-       /* Hack -- generate multiple spikes/missiles */
+       apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
        switch (j_ptr->tval)
        {
        case TV_SPIKE:
@@ -4129,53 +3371,37 @@ bool make_object(object_type *j_ptr, BIT_FLAGS mode)
        }
        }
 
-       if (cheat_peek) object_mention(j_ptr);
+       if (cheat_peek) object_mention(owner_ptr, j_ptr);
 
-       /* Success */
-       return (TRUE);
+       return TRUE;
 }
 
 
 /*!
  * @brief 生成階に応じた財宝オブジェクトの生成を行う。
  * Make a treasure object
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param floor_ptr 現在フロアへの参照ポインタ
  * @param j_ptr 生成結果を収めたいオブジェクト構造体の参照ポインタ
  * @return 生成に成功したらTRUEを返す。
  * @details
  * The location must be a legal, clean, floor grid.
  */
-bool make_gold(object_type *j_ptr)
+bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
 {
-       int i;
-       s32b base;
-
-       /* Hack -- Pick a Treasure variety */
-       i = ((randint1(p_ptr->current_floor_ptr->object_level + 2) + 2) / 2) - 1;
-
-       /* Apply "extra" magic */
+       int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
        if (one_in_(GREAT_OBJ))
        {
-               i += randint1(p_ptr->current_floor_ptr->object_level + 1);
+               i += randint1(floor_ptr->object_level + 1);
        }
 
-       /* Hack -- Creeping Coins only generate "themselves" */
        if (coin_type) i = coin_type;
-
-       /* Do not create "illegal" Treasure Types */
        if (i >= MAX_GOLD) i = MAX_GOLD - 1;
-
-       /* Prepare a gold object */
        object_prep(j_ptr, OBJ_GOLD_LIST + i);
 
-       /* Hack -- Base coin cost */
-       base = k_info[OBJ_GOLD_LIST + i].cost;
-
-       /* Determine how much the treasure is "worth" */
+       s32b base = k_info[OBJ_GOLD_LIST + i].cost;
        j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
 
-       /* Success */
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -4202,35 +3428,22 @@ bool make_gold(object_type *j_ptr)
  * the object can combine, stack, or be placed.  Artifacts will try very\n
  * hard to be placed, including "teleporting" to a useful grid if needed.\n
  */
-OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
+OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
 {
        int i, k, d, s;
-
-       int bs, bn;
-       POSITION by, bx;
        POSITION dy, dx;
        POSITION ty, tx = 0;
-
        OBJECT_IDX o_idx = 0;
        OBJECT_IDX this_o_idx, next_o_idx = 0;
-
        grid_type *g_ptr;
-
        GAME_TEXT o_name[MAX_NLEN];
-
        bool flag = FALSE;
        bool done = FALSE;
-
-#ifndef JP
-       /* Extract plural */
+#ifdef JP
+#else
        bool plural = (j_ptr->number != 1);
 #endif
-
-       /* Describe object */
-       object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-
-       /* Handle normal "breakage" */
+       object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
        if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
        {
 #ifdef JP
@@ -4240,86 +3453,53 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
 #endif
                if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
 
-               /* Failure */
-               return (0);
+               return 0;
        }
 
+       int bs = -1;
+       int bn = 0;
 
-       /* Score */
-       bs = -1;
-
-       /* Picker */
-       bn = 0;
-
-       /* Default */
-       by = y;
-       bx = x;
-       floor_type *floor_ptr = owner_type->current_floor_ptr;
-       /* Scan local grids */
+       POSITION by = y;
+       POSITION bx = x;
+       floor_type *floor_ptr = owner_ptr->current_floor_ptr;
        for (dy = -3; dy <= 3; dy++)
        {
-               /* Scan local grids */
                for (dx = -3; dx <= 3; dx++)
                {
                        bool comb = FALSE;
-
-                       /* Calculate actual distance */
                        d = (dy * dy) + (dx * dx);
-
-                       /* Ignore distant grids */
                        if (d > 10) continue;
 
                        ty = y + dy;
                        tx = x + dx;
-
                        if (!in_bounds(floor_ptr, ty, tx)) continue;
+                       if (!projectable(owner_ptr, y, x, ty, tx)) continue;
 
-                       /* Require line of projection */
-                       if (!projectable(floor_ptr, y, x, ty, tx)) continue;
-
-                       /* Obtain grid */
                        g_ptr = &floor_ptr->grid_array[ty][tx];
-
-                       /* Require floor space */
                        if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
 
-                       /* No objects */
                        k = 0;
-
-                       /* Scan objects in that grid */
                        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                        {
                                object_type *o_ptr;
                                o_ptr = &floor_ptr->o_list[this_o_idx];
                                next_o_idx = o_ptr->next_o_idx;
-
-                               /* Check for possible combination */
                                if (object_similar(o_ptr, j_ptr)) comb = TRUE;
 
-                               /* Count objects */
                                k++;
                        }
 
-                       /* Add new object */
                        if (!comb) k++;
                        if (k > 99) continue;
 
-                       /* Calculate score */
                        s = 1000 - (d + k * 5);
-
-                       /* Skip bad values */
                        if (s < bs) continue;
 
-                       /* New best value */
                        if (s > bs) bn = 0;
 
-                       /* Apply the randomizer to equivalent values */
                        if ((++bn >= 2) && !one_in_(bn)) continue;
 
-                       /* Keep score */
                        bs = s;
-
-                       /* Track it */
                        by = ty;
                        bx = tx;
 
@@ -4327,7 +3507,6 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
                }
        }
 
-       /* Handle lack of space */
        if (!flag && !object_is_artifact(j_ptr))
        {
 #ifdef JP
@@ -4335,48 +3514,37 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
 #else
                msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
 #endif
-
                if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
 
-               /* Failure */
-               return (0);
+               return 0;
        }
 
-
-       /* Find a grid */
        for (i = 0; !flag && (i < 1000); i++)
        {
-               /* Bounce around */
                ty = rand_spread(by, 1);
                tx = rand_spread(bx, 1);
 
                if (!in_bounds(floor_ptr, ty, tx)) continue;
 
-               /* Bounce to that location */
                by = ty;
                bx = tx;
 
-               /* Require floor space */
                if (!cave_drop_bold(floor_ptr, by, bx)) continue;
 
                flag = TRUE;
        }
 
-
        if (!flag)
        {
                int candidates = 0, pick;
-
                for (ty = 1; ty < floor_ptr->height - 1; ty++)
                {
                        for (tx = 1; tx < floor_ptr->width - 1; tx++)
                        {
-                               /* A valid space found */
                                if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
                        }
                }
 
-               /* No valid place! */
                if (!candidates)
                {
 #ifdef JP
@@ -4387,24 +3555,18 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
 
                        if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
 
-                       /* Mega-Hack -- preserve artifacts */
                        if (preserve_mode)
                        {
-                               /* Hack -- Preserve unknown artifacts */
                                if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
                                {
-                                       /* Mega-Hack -- Preserve the artifact */
                                        a_info[j_ptr->name1].cur_num = 0;
                                }
                        }
 
-                       /* Failure */
                        return 0;
                }
 
-               /* Choose a random one */
                pick = randint1(candidates);
-
                for (ty = 1; ty < floor_ptr->height - 1; ty++)
                {
                        for (tx = 1; tx < floor_ptr->width - 1; tx++)
@@ -4412,8 +3574,6 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
                                if (cave_drop_bold(floor_ptr, ty, tx))
                                {
                                        pick--;
-
-                                       /* Is this a picked one? */
                                        if (!pick) break;
                                }
                        }
@@ -4427,22 +3587,15 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
 
 
        g_ptr = &floor_ptr->grid_array[by][bx];
-
-       /* Scan objects in that grid for combination */
        for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
                o_ptr = &floor_ptr->o_list[this_o_idx];
                next_o_idx = o_ptr->next_o_idx;
-
-               /* Check for combination */
                if (object_similar(o_ptr, j_ptr))
                {
                        object_absorb(o_ptr, j_ptr);
-
-                       /* Success */
                        done = TRUE;
-
                        break;
                }
        }
@@ -4456,10 +3609,8 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
 #else
                msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
 #endif
-
                if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
 
-               /* Hack -- Preserve artifacts */
                if (object_is_fixed_artifact(j_ptr))
                {
                        a_info[j_ptr->name1].cur_num = 0;
@@ -4468,38 +3619,24 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
                return 0;
        }
 
-       /* Stack */
        if (!done)
        {
-               /* Structure copy */
                object_copy(&floor_ptr->o_list[o_idx], j_ptr);
-
-               /* Access new object */
                j_ptr = &floor_ptr->o_list[o_idx];
-
-               /* Locate */
                j_ptr->iy = by;
                j_ptr->ix = bx;
-
-               /* No monster */
                j_ptr->held_m_idx = 0;
-
-               /* Build a stack */
                j_ptr->next_o_idx = g_ptr->o_idx;
 
                g_ptr->o_idx = o_idx;
-
-               /* Success */
                done = TRUE;
        }
 
-       note_spot(by, bx);
-       lite_spot(by, bx);
+       note_spot(owner_ptr, by, bx);
+       lite_spot(owner_ptr, by, bx);
        sound(SOUND_DROP);
 
-       /* Mega-Hack -- no message if "dropped" by player */
-       /* Message when an object falls under the player */
-       if (chance && player_bold(owner_type, by, bx))
+       if (chance && player_bold(owner_ptr, by, bx))
        {
                msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
        }
@@ -4515,14 +3652,10 @@ OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE cha
  * @param item 残量を表示したいプレイヤーのアイテム所持スロット
  * @return なし
  */
-void inven_item_charges(INVENTORY_IDX item)
+void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
 {
-       object_type *o_ptr = &p_ptr->inventory_list[item];
-
-       /* Require staff/wand */
+       object_type *o_ptr = &owner_ptr->inventory_list[item];
        if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
-
-       /* Require known item */
        if (!object_is_known(o_ptr)) return;
 
 #ifdef JP
@@ -4535,21 +3668,19 @@ void inven_item_charges(INVENTORY_IDX item)
                msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
        }
 #else
-       /* Multiple charges */
        if (o_ptr->pval != 1)
        {
                msg_format("You have %d charges remaining.", o_ptr->pval);
        }
 
-       /* Single charge */
        else
        {
                msg_format("You have %d charge remaining.", o_ptr->pval);
        }
 #endif
-
 }
 
+
 /*!
  * @brief アイテムの残り所持数メッセージを表示する /
  * Describe an item in the inventory.
@@ -4557,23 +3688,18 @@ void inven_item_charges(INVENTORY_IDX item)
  * @param item 残量を表示したいプレイヤーのアイテム所持スロット
  * @return なし
  */
-void inven_item_describe(INVENTORY_IDX item)
+void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
 {
-       object_type *o_ptr = &p_ptr->inventory_list[item];
+       object_type *o_ptr = &owner_ptr->inventory_list[item];
        GAME_TEXT o_name[MAX_NLEN];
-
-       object_desc(o_name, o_ptr, 0);
-
+       object_desc(owner_ptr, o_name, o_ptr, 0);
 #ifdef JP
-       /* "no more" の場合はこちらで表示する */
        if (o_ptr->number <= 0)
        {
-               /*FIRST*//*ここはもう通らないかも */
                msg_format("もう%sを持っていない。", o_name);
        }
        else
        {
-               /* アイテム名を英日切り替え機能対応 */
                msg_format("まだ %sを持っている。", o_name);
        }
 #else
@@ -4582,20 +3708,21 @@ void inven_item_describe(INVENTORY_IDX item)
 
 }
 
-void vary_item(INVENTORY_IDX item, ITEM_NUMBER num)
+
+void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
 {
        if (item >= 0)
        {
-               inven_item_increase(item, num);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-       else
-       {
-               floor_item_increase(0 - item, num);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
+               inven_item_increase(owner_ptr, item, num);
+               inven_item_describe(owner_ptr, item);
+               inven_item_optimize(owner_ptr, item);
+               return;
        }
+
+       floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+       floor_item_increase(floor_ptr, 0 - item, num);
+       floor_item_describe(owner_ptr, 0 - item);
+       floor_item_optimize(owner_ptr, 0 - item);
 }
 
 
@@ -4607,46 +3734,28 @@ void vary_item(INVENTORY_IDX item, ITEM_NUMBER num)
  * @param num 増やしたい量
  * @return なし
  */
-void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
+void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
 {
-       object_type *o_ptr = &p_ptr->inventory_list[item];
-
-       /* Apply */
+       object_type *o_ptr = &owner_ptr->inventory_list[item];
        num += o_ptr->number;
-
-       /* Bounds check */
        if (num > 255) num = 255;
        else if (num < 0) num = 0;
 
-       /* Un-apply */
        num -= o_ptr->number;
+       if (num == 0) return;
 
-       /* Change the number and weight */
-       if (num)
-       {
-               /* Add the number */
-               o_ptr->number += num;
+       o_ptr->number += num;
+       owner_ptr->total_weight += (num * o_ptr->weight);
+       owner_ptr->update |= (PU_BONUS);
+       owner_ptr->update |= (PU_MANA);
+       owner_ptr->update |= (PU_COMBINE);
+       owner_ptr->window |= (PW_INVEN | PW_EQUIP);
 
-               /* Add the weight */
-               p_ptr->total_weight += (num * o_ptr->weight);
-               p_ptr->update |= (PU_BONUS);
-               p_ptr->update |= (PU_MANA);
-               p_ptr->update |= (PU_COMBINE);
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
+       if (o_ptr->number || !owner_ptr->ele_attack) return;
+       if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
+       if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
 
-               /* Hack -- Clear temporary elemental brands if player takes off weapons */
-               if (!o_ptr->number && p_ptr->ele_attack)
-               {
-                       if ((item == INVEN_RARM) || (item == INVEN_LARM))
-                       {
-                               if (!has_melee_weapon(p_ptr, INVEN_RARM + INVEN_LARM - item))
-                               {
-                                       /* Clear all temporary elemental brands */
-                                       set_ele_attack(p_ptr, 0, 0);
-                               }
-                       }
-               }
-       }
+       set_ele_attack(owner_ptr, 0, 0);
 }
 
 
@@ -4657,53 +3766,35 @@ void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
  * @param item 消去したいプレイヤーのアイテム所持スロット
  * @return なし
  */
-void inven_item_optimize(INVENTORY_IDX item)
+void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
 {
-       object_type *o_ptr = &p_ptr->inventory_list[item];
-
-       /* Only optimize real items */
+       object_type *o_ptr = &owner_ptr->inventory_list[item];
        if (!o_ptr->k_idx) return;
-
-       /* Only optimize empty items */
        if (o_ptr->number) return;
 
-       /* The item is in the pack */
-       if (item < INVEN_RARM)
+       if (item >= INVEN_RARM)
        {
-               int i;
-
-               /* One less item */
-               p_ptr->inven_cnt--;
+               owner_ptr->equip_cnt--;
+               object_wipe(&owner_ptr->inventory_list[item]);
+               owner_ptr->update |= PU_BONUS;
+               owner_ptr->update |= PU_TORCH;
+               owner_ptr->update |= PU_MANA;
 
-               /* Slide everything down */
-               for (i = item; i < INVEN_PACK; i++)
-               {
-                       /* Structure copy */
-                       p_ptr->inventory_list[i] = p_ptr->inventory_list[i + 1];
-               }
-
-               /* Erase the "final" slot */
-               object_wipe(&p_ptr->inventory_list[i]);
-
-               p_ptr->window |= (PW_INVEN);
+               owner_ptr->window |= PW_EQUIP;
+               owner_ptr->window |= PW_SPELL;
+               return;
        }
 
-       /* The item is being wielded */
-       else
+       owner_ptr->inven_cnt--;
+       int i;
+       for (i = item; i < INVEN_PACK; i++)
        {
-               /* One less item */
-               p_ptr->equip_cnt--;
-
-               /* Erase the empty slot */
-               object_wipe(&p_ptr->inventory_list[item]);
-               p_ptr->update |= (PU_BONUS);
-               p_ptr->update |= (PU_TORCH);
-               p_ptr->update |= (PU_MANA);
-
-               p_ptr->window |= (PW_EQUIP);
+               owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
        }
 
-       p_ptr->window |= (PW_SPELL);
+       object_wipe(&owner_ptr->inventory_list[i]);
+       owner_ptr->window |= PW_INVEN;
+       owner_ptr->window |= PW_SPELL;
 }
 
 
@@ -4714,14 +3805,10 @@ void inven_item_optimize(INVENTORY_IDX item)
  * @param item メッセージの対象にしたいアイテム所持スロット
  * @return なし
  */
-void floor_item_charges(INVENTORY_IDX item)
+void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
 {
-       object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
-
-       /* Require staff/wand */
+       object_type *o_ptr = &floor_ptr->o_list[item];
        if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
-
-       /* Require known item */
        if (!object_is_known(o_ptr)) return;
 
 #ifdef JP
@@ -4734,19 +3821,15 @@ void floor_item_charges(INVENTORY_IDX item)
                msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
        }
 #else
-       /* Multiple charges */
        if (o_ptr->pval != 1)
        {
                msg_format("There are %d charges remaining.", o_ptr->pval);
        }
-
-       /* Single charge */
        else
        {
                msg_format("There is %d charge remaining.", o_ptr->pval);
        }
 #endif
-
 }
 
 
@@ -4757,15 +3840,12 @@ void floor_item_charges(INVENTORY_IDX item)
  * @param item メッセージの対象にしたいアイテム所持スロット
  * @return なし
  */
-void floor_item_describe(INVENTORY_IDX item)
+void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
 {
-       object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
+       object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
        GAME_TEXT o_name[MAX_NLEN];
-
-       object_desc(o_name, o_ptr, 0);
-
+       object_desc(owner_ptr, o_name, o_ptr, 0);
 #ifdef JP
-       /* "no more" の場合はこちらで表示を分ける */
        if (o_ptr->number <= 0)
        {
                msg_format("床上には、もう%sはない。", o_name);
@@ -4777,7 +3857,6 @@ void floor_item_describe(INVENTORY_IDX item)
 #else
        msg_format("You see %s.", o_name);
 #endif
-
 }
 
 
@@ -4789,21 +3868,14 @@ void floor_item_describe(INVENTORY_IDX item)
  * @param num 増やしたいアイテムの数
  * @return なし
  */
-void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
+void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
 {
-       object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
-
-       /* Apply */
+       object_type *o_ptr = &floor_ptr->o_list[item];
        num += o_ptr->number;
-
-       /* Bounds check */
        if (num > 255) num = 255;
        else if (num < 0) num = 0;
 
-       /* Un-apply */
        num -= o_ptr->number;
-
-       /* Change the number */
        o_ptr->number += num;
 }
 
@@ -4811,25 +3883,22 @@ void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
 /*!
  * @brief 床上の数の無くなったアイテムスロットを消去する /
  * Optimize an item on the floor (destroy "empty" items)
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param item 消去したいアイテムの所持スロット
  * @return なし
  */
-void floor_item_optimize(INVENTORY_IDX item)
+void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
 {
-       object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
-
-       /* Paranoia -- be sure it exists */
+       object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
        if (!o_ptr->k_idx) return;
-
-       /* Only optimize empty items */
        if (o_ptr->number) return;
 
-       delete_object_idx(p_ptr->current_floor_ptr, item);
+       delete_object_idx(owner_ptr, item);
 }
 
 
 /*!
+ * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
  * @brief アイテムを拾う際にザックから溢れずに済むかを判定する /
  * Check if we have space for an item in the pack without overflow
  * @param owner_ptr プレーヤーへの参照ポインタ
@@ -4838,24 +3907,20 @@ void floor_item_optimize(INVENTORY_IDX item)
  */
 bool inven_carry_okay(object_type *o_ptr)
 {
-       int j;
-
-       /* Empty slot? */
-       if (p_ptr->inven_cnt < INVEN_PACK) return (TRUE);
+       if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
 
-       /* Similar slot? */
-       for (j = 0; j < INVEN_PACK; j++)
+       for (int j = 0; j < INVEN_PACK; j++)
        {
                object_type *j_ptr = &p_ptr->inventory_list[j];
                if (!j_ptr->k_idx) continue;
 
-               /* Check if the two items can be combined */
-               if (object_similar(j_ptr, o_ptr)) return (TRUE);
+               if (object_similar(j_ptr, o_ptr)) return TRUE;
        }
 
-       return (FALSE);
+       return FALSE;
 }
 
+
 /*!
  * @brief オブジェクトを定義された基準に従いソートするための関数 /
  * Check if we have space for an item in the pack without overflow
@@ -4867,11 +3932,8 @@ bool inven_carry_okay(object_type *o_ptr)
 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
 {
        int o_type, j_type;
-
-       /* Use empty slots */
        if (!j_ptr->k_idx) return TRUE;
 
-       /* Hack -- readable books always come first */
        if ((o_ptr->tval == REALM1_BOOK) &&
                (j_ptr->tval != REALM1_BOOK)) return TRUE;
        if ((j_ptr->tval == REALM1_BOOK) &&
@@ -4882,25 +3944,18 @@ bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
        if ((j_ptr->tval == REALM2_BOOK) &&
                (o_ptr->tval != REALM2_BOOK)) return FALSE;
 
-       /* Objects sort by decreasing type */
        if (o_ptr->tval > j_ptr->tval) return TRUE;
        if (o_ptr->tval < j_ptr->tval) return FALSE;
 
-       /* Non-aware (flavored) items always come last */
-       /* Can happen in the home */
        if (!object_is_aware(o_ptr)) return FALSE;
        if (!object_is_aware(j_ptr)) return TRUE;
 
-       /* Objects sort by increasing sval */
        if (o_ptr->sval < j_ptr->sval) return TRUE;
        if (o_ptr->sval > j_ptr->sval) return FALSE;
 
-       /* Unidentified objects always come last */
-       /* Objects in the home can be unknown */
        if (!object_is_known(o_ptr)) return FALSE;
        if (!object_is_known(j_ptr)) return TRUE;
 
-       /* Fixed artifacts, random artifacts and ego items */
        if (object_is_fixed_artifact(o_ptr)) o_type = 3;
        else if (o_ptr->art_name) o_type = 2;
        else if (object_is_ego(o_ptr)) o_type = 1;
@@ -4927,20 +3982,16 @@ bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
        case TV_SHOT:
        case TV_ARROW:
        case TV_BOLT:
-               /* Objects sort by increasing hit/damage bonuses */
                if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
                if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
                break;
 
-               /* Hack:  otherwise identical rods sort by
-               increasing recharge time --dsb */
        case TV_ROD:
                if (o_ptr->pval < j_ptr->pval) return TRUE;
                if (o_ptr->pval > j_ptr->pval) return FALSE;
                break;
        }
 
-       /* Objects sort by decreasing value */
        return o_value > object_value(j_ptr);
 }
 
@@ -4971,18 +4022,12 @@ s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
        INVENTORY_IDX n = -1;
 
        object_type *j_ptr;
-
-
-       /* Check for combining */
        for (j = 0; j < INVEN_PACK; j++)
        {
                j_ptr = &owner_ptr->inventory_list[j];
                if (!j_ptr->k_idx) continue;
 
-               /* Hack -- track last item */
                n = j;
-
-               /* Check if the two items can be combined */
                if (object_similar(j_ptr, o_ptr))
                {
                        object_absorb(j_ptr, o_ptr);
@@ -4990,81 +4035,49 @@ s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
                        owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
                        owner_ptr->update |= (PU_BONUS);
                        owner_ptr->window |= (PW_INVEN);
-
-                       /* Success */
                        return (j);
                }
        }
 
-       if (owner_ptr->inven_cnt > INVEN_PACK) return (-1);
+       if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
 
-       /* Find an empty slot */
        for (j = 0; j <= INVEN_PACK; j++)
        {
                j_ptr = &owner_ptr->inventory_list[j];
-
-               /* Use it if found */
                if (!j_ptr->k_idx) break;
        }
 
-       /* Use that slot */
        i = j;
-
-
-       /* Reorder the pack */
        if (i < INVEN_PACK)
        {
-               /* Get the "value" of the item */
                s32b o_value = object_value(o_ptr);
-
-               /* Scan every occupied slot */
                for (j = 0; j < INVEN_PACK; j++)
                {
                        if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
                }
 
-               /* Use that slot */
                i = j;
-
-               /* Slide objects */
                for (k = n; k >= i; k--)
                {
-                       /* Hack -- Slide the item */
                        object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
                }
 
-               /* Wipe the empty slot */
                object_wipe(&owner_ptr->inventory_list[i]);
        }
 
-
-       /* Copy the item */
        object_copy(&owner_ptr->inventory_list[i], o_ptr);
-
-       /* Access new object */
        j_ptr = &owner_ptr->inventory_list[i];
-
-       /* Forget stack */
        j_ptr->next_o_idx = 0;
-
-       /* Forget monster */
        j_ptr->held_m_idx = 0;
-
-       /* Forget location */
        j_ptr->iy = j_ptr->ix = 0;
-
-       /* Player touches it, and no longer marked */
        j_ptr->marked = OM_TOUCHED;
 
        owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
-
-       /* Count the items */
        owner_ptr->inven_cnt++;
        owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
        owner_ptr->window |= (PW_INVEN);
 
-       /* Return the slot */
-       return (i);
+       return i;
 }
 
 
@@ -5081,75 +4094,51 @@ s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
  * to fall to the ground.\n
  * Return the inventory slot into which the item is placed.\n
  */
-INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
+INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
 {
        INVENTORY_IDX slot;
-
        object_type forge;
        object_type *q_ptr;
-
        object_type *o_ptr;
-
        concptr act;
-
        GAME_TEXT o_name[MAX_NLEN];
+       o_ptr = &owner_ptr->inventory_list[item];
+       if (amt <= 0) return -1;
 
-
-       /* Get the item to take off */
-       o_ptr = &p_ptr->inventory_list[item];
-       if (amt <= 0) return (-1);
-
-       /* Verify */
        if (amt > o_ptr->number) amt = o_ptr->number;
        q_ptr = &forge;
        object_copy(q_ptr, o_ptr);
-
-       /* Modify quantity */
        q_ptr->number = amt;
-
-       object_desc(o_name, q_ptr, 0);
-
-       /* Took off weapon */
+       object_desc(owner_ptr, o_name, q_ptr, 0);
        if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
                object_is_melee_weapon(o_ptr))
        {
                act = _("を装備からはずした", "You were wielding");
        }
-
-       /* Took off bow */
        else if (item == INVEN_BOW)
        {
                act = _("を装備からはずした", "You were holding");
        }
-
-       /* Took off light */
        else if (item == INVEN_LITE)
        {
                act = _("を光源からはずした", "You were holding");
        }
-
-       /* Took off something */
        else
        {
                act = _("を装備からはずした", "You were wearing");
        }
 
-       /* Modify, Optimize */
-       inven_item_increase(item, -amt);
-       inven_item_optimize(item);
-
-       /* Carry the object */
-       slot = inven_carry(p_ptr, q_ptr);
+       inven_item_increase(owner_ptr, item, -amt);
+       inven_item_optimize(owner_ptr, item);
 
+       slot = inven_carry(owner_ptr, q_ptr);
 #ifdef JP
        msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
 #else
        msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
 #endif
 
-
-       /* Return slot */
-       return (slot);
+       return slot;
 }
 
 
@@ -5168,48 +4157,27 @@ void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER
        object_type forge;
        object_type *q_ptr;
        object_type *o_ptr;
-
        GAME_TEXT o_name[MAX_NLEN];
-
-       /* Access original object */
        o_ptr = &owner_ptr->inventory_list[item];
-
-       /* Error check */
        if (amt <= 0) return;
 
-       /* Not too many */
        if (amt > o_ptr->number) amt = o_ptr->number;
 
-       /* Take off equipment */
        if (item >= INVEN_RARM)
        {
-               /* Take off first */
-               item = inven_takeoff(item, amt);
-
-               /* Access original object */
+               item = inven_takeoff(owner_ptr, item, amt);
                o_ptr = &owner_ptr->inventory_list[item];
        }
 
        q_ptr = &forge;
-
-       /* Obtain local object */
        object_copy(q_ptr, o_ptr);
-
-       /* Distribute charges of wands or rods */
        distribute_charges(o_ptr, q_ptr, amt);
 
-       /* Modify quantity */
        q_ptr->number = amt;
-
-       /* Describe local object */
-       object_desc(o_name, q_ptr, 0);
-
+       object_desc(owner_ptr, o_name, q_ptr, 0);
        msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
-
-       /* Drop it near the player */
        (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
-
-       vary_item(item, -amt);
+       vary_item(owner_ptr, item, -amt);
 }
 
 
@@ -5222,99 +4190,71 @@ void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER
  */
 void combine_pack(player_type *owner_ptr)
 {
-       int             i, j, k;
-       object_type *o_ptr;
-       object_type     *j_ptr;
-       bool            flag = FALSE, combined;
-
-       do
+       bool flag = FALSE;
+       bool is_first_combination = TRUE;
+       bool combined = TRUE;
+       while (is_first_combination || combined)
        {
+               is_first_combination = FALSE;
                combined = FALSE;
 
-               /* Combine the pack (backwards) */
-               for (i = INVEN_PACK; i > 0; i--)
+               for (int i = INVEN_PACK; i > 0; i--)
                {
+                       object_type *o_ptr;
                        o_ptr = &owner_ptr->inventory_list[i];
-
-                       /* Skip empty items */
                        if (!o_ptr->k_idx) continue;
-
-                       /* Scan the items above that item */
-                       for (j = 0; j < i; j++)
+                       for (int j = 0; j < i; j++)
                        {
-                               int max_num;
-
+                               object_type *j_ptr;
                                j_ptr = &owner_ptr->inventory_list[j];
-
-                               /* Skip empty items */
                                if (!j_ptr->k_idx) continue;
 
                                /*
                                 * Get maximum number of the stack if these
                                 * are similar, get zero otherwise.
                                 */
-                               max_num = object_similar_part(j_ptr, o_ptr);
+                               int max_num = object_similar_part(j_ptr, o_ptr);
 
-                               /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
-                               if (max_num && j_ptr->number < max_num)
+                               bool is_max = (max_num != 0) && (j_ptr->number < max_num);
+                               if (!is_max) continue;
+
+                               if (o_ptr->number + j_ptr->number <= max_num)
                                {
-                                       if (o_ptr->number + j_ptr->number <= max_num)
+                                       flag = TRUE;
+                                       object_absorb(j_ptr, o_ptr);
+                                       owner_ptr->inven_cnt--;
+                                       int k;
+                                       for (k = i; k < INVEN_PACK; k++)
                                        {
-                                               /* Take note */
-                                               flag = TRUE;
-
-                                               /* Add together the item counts */
-                                               object_absorb(j_ptr, o_ptr);
-
-                                               /* One object is gone */
-                                               owner_ptr->inven_cnt--;
-
-                                               /* Slide everything down */
-                                               for (k = i; k < INVEN_PACK; k++)
-                                               {
-                                                       /* Structure copy */
-                                                       owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
-                                               }
-
-                                               /* Erase the "final" slot */
-                                               object_wipe(&owner_ptr->inventory_list[k]);
+                                               owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
                                        }
-                                       else
-                                       {
-                                               int old_num = o_ptr->number;
-                                               int remain = j_ptr->number + o_ptr->number - max_num;
-#if 0
-                                               o_ptr->number -= remain;
-#endif
-                                               /* Add together the item counts */
-                                               object_absorb(j_ptr, o_ptr);
-
-                                               o_ptr->number = remain;
-
-                                               /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
-                                               if (o_ptr->tval == TV_ROD)
-                                               {
-                                                       o_ptr->pval = o_ptr->pval * remain / old_num;
-                                                       o_ptr->timeout = o_ptr->timeout * remain / old_num;
-                                               }
 
-                                               /* Hack -- if wands are stacking, combine the charges. -LM- */
-                                               if (o_ptr->tval == TV_WAND)
-                                               {
-                                                       o_ptr->pval = o_ptr->pval * remain / old_num;
-                                               }
+                                       object_wipe(&owner_ptr->inventory_list[k]);
+                               }
+                               else
+                               {
+                                       int old_num = o_ptr->number;
+                                       int remain = j_ptr->number + o_ptr->number - max_num;
+                                       object_absorb(j_ptr, o_ptr);
+                                       o_ptr->number = remain;
+                                       if (o_ptr->tval == TV_ROD)
+                                       {
+                                               o_ptr->pval = o_ptr->pval * remain / old_num;
+                                               o_ptr->timeout = o_ptr->timeout * remain / old_num;
                                        }
 
-                                       owner_ptr->window |= (PW_INVEN);
-
-                                       /* Take note */
-                                       combined = TRUE;
-
-                                       break;
+                                       if (o_ptr->tval == TV_WAND)
+                                       {
+                                               o_ptr->pval = o_ptr->pval * remain / old_num;
+                                       }
                                }
+
+                               owner_ptr->window |= (PW_INVEN);
+                               combined = TRUE;
+                               break;
                        }
                }
-       } while (combined);
+       }
 
        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."));
 }
@@ -5328,57 +4268,40 @@ void combine_pack(player_type *owner_ptr)
  * @details
  * Note special handling of the "overflow" slot
  */
-void reorder_pack(void)
+void reorder_pack(player_type *owner_ptr)
 {
-       int             i, j, k;
-       s32b            o_value;
-       object_type     forge;
-       object_type     *q_ptr;
+       int i, j, k;
+       s32b o_value;
+       object_type forge;
+       object_type *q_ptr;
        object_type *o_ptr;
-       bool            flag = FALSE;
-
+       bool flag = FALSE;
 
-       /* Re-order the pack (forwards) */
        for (i = 0; i < INVEN_PACK; i++)
        {
-               /* Mega-Hack -- allow "proper" over-flow */
-               if ((i == INVEN_PACK) && (p_ptr->inven_cnt == INVEN_PACK)) break;
+               if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
 
-               o_ptr = &p_ptr->inventory_list[i];
-
-               /* Skip empty slots */
+               o_ptr = &owner_ptr->inventory_list[i];
                if (!o_ptr->k_idx) continue;
 
-               /* Get the "value" of the item */
                o_value = object_value(o_ptr);
-
-               /* Scan every occupied slot */
                for (j = 0; j < INVEN_PACK; j++)
                {
-                       if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
+                       if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
                }
 
-               /* Never move down */
                if (j >= i) continue;
 
-               /* Take note */
                flag = TRUE;
                q_ptr = &forge;
-
-               /* Save a copy of the moving item */
-               object_copy(q_ptr, &p_ptr->inventory_list[i]);
-
-               /* Slide the objects */
+               object_copy(q_ptr, &owner_ptr->inventory_list[i]);
                for (k = i; k > j; k--)
                {
-                       /* Slide the item */
-                       object_copy(&p_ptr->inventory_list[k], &p_ptr->inventory_list[k - 1]);
+                       object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
                }
 
-               /* Insert the moving item */
-               object_copy(&p_ptr->inventory_list[j], q_ptr);
-
-               p_ptr->window |= (PW_INVEN);
+               object_copy(&owner_ptr->inventory_list[j], q_ptr);
+               owner_ptr->window |= (PW_INVEN);
        }
 
        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."));
@@ -5394,72 +4317,51 @@ void reorder_pack(void)
  * @details
  * Include list of usable spells for readible books
  */
-void display_koff(KIND_OBJECT_IDX k_idx)
+void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
 {
-       int y;
-
        object_type forge;
        object_type *q_ptr;
-       int         sval;
+       int sval;
        REALM_IDX   use_realm;
-
        GAME_TEXT o_name[MAX_NLEN];
-
-
-       /* Erase the window */
-       for (y = 0; y < Term->hgt; y++)
+       for (int y = 0; y < Term->hgt; y++)
        {
-               /* Erase the line */
                Term_erase(0, y, 255);
        }
 
-       /* No info */
        if (!k_idx) return;
        q_ptr = &forge;
 
-       /* Prepare the object */
        object_prep(q_ptr, k_idx);
-       object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
+       object_desc(owner_ptr, o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
 
-       /* Mention the object name */
        Term_putstr(0, 0, -1, TERM_WHITE, o_name);
-
-       /* Access the item's sval */
        sval = q_ptr->sval;
        use_realm = tval2realm(q_ptr->tval);
 
-       /* Warriors are illiterate */
-       if (p_ptr->realm1 || p_ptr->realm2)
+       if (owner_ptr->realm1 || owner_ptr->realm2)
        {
-               if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
+               if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
        }
        else
        {
-               if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
+               if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
                if (!is_magic(use_realm)) return;
-               if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
+               if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
        }
 
-       /* Display spells in readible books */
-       {
-               int     spell = -1;
-               int     num = 0;
-               SPELL_IDX    spells[64];
+       int num = 0;
+       SPELL_IDX spells[64];
 
-               /* Extract spells */
-               for (spell = 0; spell < 32; spell++)
+       for (int spell = 0; spell < 32; spell++)
+       {
+               if (fake_spell_flags[sval] & (1L << spell))
                {
-                       /* Check for this spell */
-                       if (fake_spell_flags[sval] & (1L << spell))
-                       {
-                               /* Collect this spell */
-                               spells[num++] = spell;
-                       }
+                       spells[num++] = spell;
                }
-
-               /* Print spells */
-               print_spells(p_ptr, 0, spells, num, 2, 0, use_realm);
        }
+
+       print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
 }
 
 
@@ -5472,15 +4374,11 @@ void display_koff(KIND_OBJECT_IDX k_idx)
  */
 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
 {
-       if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
-       {
-               if (o_ptr->xtra4 > 0)
-               {
-                       add_flag(flgs, TR_BRAND_FIRE);
-                       add_flag(flgs, TR_KILL_UNDEAD);
-                       add_flag(flgs, TR_THROW);
-               }
-       }
+       if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
+       if (o_ptr->xtra4 <= 0) return;
+       add_flag(flgs, TR_BRAND_FIRE);
+       add_flag(flgs, TR_KILL_UNDEAD);
+       add_flag(flgs, TR_THROW);
 }
 
 
@@ -5494,14 +4392,10 @@ void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
  */
 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))
-       {
-               if (o_ptr->xtra4 > 0)
-               {
-                       (*dd) = 1;
-                       (*ds) = 6;
-               }
-       }
+       if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
+       if (o_ptr->xtra4 <= 0) return;
+       (*dd) = 1;
+       (*ds) = 6;
 }
 
 
@@ -5513,11 +4407,9 @@ void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
  */
 void torch_lost_fuel(object_type *o_ptr)
 {
-       if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
-       {
-               o_ptr->xtra4 -= (FUEL_TORCH / 25);
-               if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
-       }
+       if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
+       o_ptr->xtra4 -= (FUEL_TORCH / 25);
+       if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
 }
 
 
@@ -5528,7 +4420,6 @@ void torch_lost_fuel(object_type *o_ptr)
  */
 int bow_tval_ammo(object_type *o_ptr)
 {
-       /* Analyze the launcher */
        switch (o_ptr->sval)
        {
        case SV_SLING: