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character_dungeon == FALSEであってもGLOW地形に対応する処理が必要な場
[hengband/hengband.git] / src / spells3.c
index ebf3310..3d2dd85 100644 (file)
@@ -1,15 +1,15 @@
 /* File: spells3.c */
 
-/* Purpose: Spell code (part 3) */
-
 /*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies.  Other copyrights may also apply.
  */
 
+/* Purpose: Spell code (part 3) */
+
 #include "angband.h"
 
 /* Maximum number of tries for teleporting */
 #define HURT_CHANCE 16
 
 
+static bool cave_monster_teleportable_bold(int m_idx, int y, int x, bool passive)
+{
+       monster_type *m_ptr = &m_list[m_idx];
+       cave_type    *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
+       /* Require "teleportable" space */
+       if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
+
+       if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
+       if (player_bold(y, x)) return FALSE;
+
+       /* Hack -- no teleport onto glyph of warding */
+       if (is_glyph_grid(c_ptr)) return FALSE;
+       if (is_explosive_rune_grid(c_ptr)) return FALSE;
+
+       if (!passive)
+       {
+               if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
+       }
+
+       return TRUE;
+}
+
+
 /*
  * Teleport a monster, normally up to "dis" grids away.
  *
@@ -26,7 +51,7 @@
  *
  * But allow variation to prevent infinite loops.
  */
-bool teleport_away(int m_idx, int dis, bool dec_valour)
+bool teleport_away(int m_idx, int dis, bool dec_valour, bool passive)
 {
        int oy, ox, d, i, min;
        int tries = 0;
@@ -36,7 +61,6 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
 
        monster_type *m_ptr = &m_list[m_idx];
 
-
        /* Paranoia */
        if (!m_ptr->r_idx) return (FALSE);
 
@@ -50,7 +74,7 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
        if (dec_valour &&
            (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
                (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
-       {       
+       {
                chg_virtue(V_VALOUR, -1);
        }
 
@@ -77,16 +101,7 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
                        /* Ignore illegal locations */
                        if (!in_bounds(ny, nx)) continue;
 
-                       /* Require "empty" floor space */
-                       if (!cave_empty_bold(ny, nx)) continue;
-
-                       /* Hack -- no teleport onto glyph of warding */
-                       if (cave[ny][nx].feat == FEAT_GLYPH) continue;
-                       if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
-
-                       /* ...nor onto the Pattern */
-                       if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
-                           (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+                       if (!cave_monster_teleportable_bold(m_idx, ny, nx, passive)) continue;
 
                        /* No teleporting into vaults and such */
                        if (!(p_ptr->inside_quest || p_ptr->inside_arena))
@@ -134,15 +149,18 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
        /* Redraw the new grid */
        lite_spot(ny, nx);
 
+       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+               p_ptr->update |= (PU_MON_LITE);
+
        return (TRUE);
 }
 
 
 
 /*
- * Teleport monster next to the player
+ * Teleport monster next to a grid near the given location
  */
-void teleport_to_player(int m_idx, int power)
+void teleport_monster_to(int m_idx, int ty, int tx, int power, bool passive)
 {
        int ny, nx, oy, ox, d, i, min;
        int attempts = 500;
@@ -150,7 +168,6 @@ void teleport_to_player(int m_idx, int power)
        bool look = TRUE;
        monster_type *m_ptr = &m_list[m_idx];
 
-
        /* Paranoia */
        if (!m_ptr->r_idx) return;
 
@@ -180,25 +197,16 @@ void teleport_to_player(int m_idx, int power)
                        /* Pick a (possibly illegal) location */
                        while (1)
                        {
-                               ny = rand_spread(py, dis);
-                               nx = rand_spread(px, dis);
-                               d = distance(py, px, ny, nx);
+                               ny = rand_spread(ty, dis);
+                               nx = rand_spread(tx, dis);
+                               d = distance(ty, tx, ny, nx);
                                if ((d >= min) && (d <= dis)) break;
                        }
 
                        /* Ignore illegal locations */
                        if (!in_bounds(ny, nx)) continue;
 
-                       /* Require "empty" floor space */
-                       if (!cave_empty_bold(ny, nx)) continue;
-
-                       /* Hack -- no teleport onto glyph of warding */
-                       if (cave[ny][nx].feat == FEAT_GLYPH) continue;
-                       if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
-
-                       /* ...nor onto the Pattern */
-                       if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
-                           (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+                       if (!cave_monster_teleportable_bold(m_idx, ny, nx, passive)) continue;
 
                        /* No teleporting into vaults and such */
                        /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
@@ -241,7 +249,49 @@ void teleport_to_player(int m_idx, int power)
        /* Redraw the new grid */
        lite_spot(ny, nx);
 
-       p_ptr->update |= (PU_MON_LITE);
+       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+               p_ptr->update |= (PU_MON_LITE);
+}
+
+
+bool cave_player_teleportable_bold(int y, int x, bool passive, bool nonmagical)
+{
+       cave_type    *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
+       /* Require "teleportable" space */
+       if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
+
+       /* No magical teleporting into vaults and such */
+       if (!nonmagical && (c_ptr->info & CAVE_ICKY)) return FALSE;
+
+       if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
+
+       if (!passive)
+       {
+               if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
+
+               if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
+               {
+                       if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
+               }
+
+               if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
+               {
+                       /* Always forbid deep lava */
+                       if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
+
+                       /* Forbid shallow lava when the player don't have levitation */
+                       if (!p_ptr->levitation) return FALSE;
+               }
+
+               if (have_flag(f_ptr->flags, FF_HIT_TRAP))
+               {
+                       if (!is_known_trap(c_ptr) || !trap_can_be_ignored(c_ptr->feat)) return FALSE;
+               }
+       }
+
+       return TRUE;
 }
 
 
@@ -251,89 +301,104 @@ void teleport_to_player(int m_idx, int power)
  * If no such spaces are readily available, the distance may increase.
  * Try very hard to move the player at least a quarter that distance.
  *
- * When long-range teleport effects are considered, there is a nasty
- * tendency to "bounce" the player between two or three different spots
- * because these are the only spots that are "far enough" way to satisfy
- * the algorithm.  Therefore, if the teleport distance is more than 50,
- * we decrease the minimum acceptable distance to try to increase randomness.
- * -GJW
+ * There was a nasty tendency for a long time; which was causing the
+ * player to "bounce" between two or three different spots because
+ * these are the only spots that are "far enough" way to satisfy the
+ * algorithm.
+ *
+ * But this tendency is now removed; in the new algorithm, a list of
+ * candidates is selected first, which includes at least 50% of all
+ * floor grids within the distance, and any single grid in this list
+ * of candidates has equal possibility to be choosen as a destination.
  */
-void teleport_player(int dis)
-{
-       int d, i, min, ox, oy;
-       int tries = 0;
 
-       int xx = -1, yy = -1;
+#define MAX_TELEPORT_DISTANCE 200
 
-       /* Initialize */
-       int y = py;
-       int x = px;
+void teleport_player(int dis, bool passive)
+{
+       int candidates_at[MAX_TELEPORT_DISTANCE + 1];
+       int total_candidates, cur_candidates;
+       int y = 0, x = 0, min, pick, i;
+       int yy, xx, oy, ox;
 
-       bool look = TRUE;
+       int left = MAX(1, px - dis);
+       int right = MIN(cur_wid - 2, px + dis);
+       int top = MAX(1, py - dis);
+       int bottom = MIN(cur_hgt - 2, py + dis);
+
+       /* Initialize counters */
+       total_candidates = 0;
+       for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
+               candidates_at[i] = 0;
 
-       if (p_ptr->wild_mode) return;
+       /* Limit the distance */
+       if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
 
-       if (p_ptr->anti_tele)
+       /* Search valid locations */
+       for (y = top; y <= bottom; y++)
        {
-#ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
-#else
-               msg_print("A mysterious force prevents you from teleporting!");
-#endif
+               for (x = left; x <= right; x++)
+               {
+                       int d;
 
-               return;
-       }
+                       /* Skip illegal locations */
+                       if (!cave_player_teleportable_bold(y, x, passive, FALSE)) continue;
 
-       if (dis > 200) dis = 200; /* To be on the safe side... */
+                       /* Calculate distance */
+                       d = distance(py, px, y, x);
 
-       /* Minimum distance */
-       min = dis / (dis > 50 ? 3 : 2);
+                       /* Skip too far locations */
+                       if (d > dis) continue;
 
-       /* Look until done */
-       while (look)
+                       /* Count the total number of candidates */
+                       total_candidates++; 
+
+                       /* Count the number of candidates in this circumference */
+                       candidates_at[d]++; 
+               }
+       }
+
+       /* No valid location! */
+       if (0 == total_candidates) return;
+
+       /* Fix the minimum distance */
+       for (cur_candidates = 0, min = dis; min >= 0; min--)
        {
-               tries++;
+               cur_candidates += candidates_at[min];
 
-               /* Verify max distance */
-               if (dis > 200) dis = 200;
+               /* 50% of all candidates will have an equal chance to be choosen. */
+               if (cur_candidates >= total_candidates / 2) break;
+       }
 
-               /* Try several locations */
-               for (i = 0; i < 500; i++)
+       /* Pick up a single location randomly */
+       pick = randint1(cur_candidates);
+
+       /* Search again the choosen location */
+       for (y = top; y <= bottom; y++)
+       {
+               for (x = left; x <= right; x++)
                {
-                       /* Pick a (possibly illegal) location */
-                       while (1)
-                       {
-                               y = rand_spread(py, dis);
-                               x = rand_spread(px, dis);
-                               d = distance(py, px, y, x);
-                               if ((d >= min) && (d <= dis)) break;
-                       }
+                       int d;
 
-                       /* Ignore illegal locations */
-                       if (!in_bounds(y, x)) continue;
+                       /* Skip illegal locations */
+                       if (!cave_player_teleportable_bold(y, x, passive, FALSE)) continue;
 
-                       /* Require "naked" floor space or trees */
-                       if (!(cave_naked_bold(y, x) ||
-                           (cave[y][x].feat == FEAT_TREES))) continue;
+                       /* Calculate distance */
+                       d = distance(py, px, y, x);
 
-                       /* No teleporting into vaults and such */
-                       if (cave[y][x].info & CAVE_ICKY) continue;
+                       /* Skip too far locations */
+                       if (d > dis) continue;
 
-                       /* This grid looks good */
-                       look = FALSE;
+                       /* Skip too close locations */
+                       if (d < min) continue;
 
-                       /* Stop looking */
-                       break;
+                       /* This grid was picked up? */
+                       pick--;
+                       if (!pick) break;
                }
 
-               /* Increase the maximum distance */
-               dis = dis * 2;
-
-               /* Decrease the minimum distance */
-               min = min / 2;
-
-               /* Stop after MAX_TRIES tries */
-               if (tries > MAX_TRIES) return;
+               /* Exit the loop */
+               if (!pick) break;
        }
 
        /* Sound */
@@ -349,92 +414,50 @@ msg_print("
        ox = px;
 
        /* Move the player */
-       py = y;
-       px = x;
-
-       if (p_ptr->riding)
-       {
-               int tmp;
-               tmp = cave[py][px].m_idx;
-               cave[py][px].m_idx = cave[oy][ox].m_idx;
-               cave[oy][ox].m_idx = tmp;
-               m_list[p_ptr->riding].fy = py;
-               m_list[p_ptr->riding].fx = px;
-               update_mon(cave[py][px].m_idx, TRUE);
-       }
-
-       /* Redraw the old spot */
-       lite_spot(oy, ox);
+       (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
 
        /* Monsters with teleport ability may follow the player */
-       while (xx < 2)
+       for (xx = -1; xx < 2; xx++)
        {
-               yy = -1;
-
-               while (yy < 2)
+               for (yy = -1; yy < 2; yy++)
                {
-                       if (xx == 0 && yy == 0)
-                       {
-                               /* Do nothing */
-                       }
-                       else
+                       int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+
+                       /* A monster except your mount may follow */
+                       if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
                        {
-                               if (cave[oy+yy][ox+xx].m_idx)
+                               monster_type *m_ptr = &m_list[tmp_m_idx];
+                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+                               /*
+                                * The latter limitation is to avoid
+                                * totally unkillable suckers...
+                                */
+                               if ((r_ptr->flags6 & RF6_TPORT) &&
+                                   !(r_ptr->flagsr & RFR_RES_TELE))
                                {
-                                       if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
-                                           !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
-                                               /*
-                                                * The latter limitation is to avoid
-                                                * totally unkillable suckers...
-                                                */
-                                       {
-                                               if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
-                                                       teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].level);
-                                       }
+                                       if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, y, x, r_ptr->level, FALSE);
                                }
                        }
-                       yy++;
                }
-               xx++;
        }
-
-       forget_flow();
-
-       /* Redraw the new spot */
-       lite_spot(py, px);
-
-       /* Check for new panel (redraw map) */
-       verify_panel();
-
-       /* Update stuff */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
-       /* Update the monsters */
-       p_ptr->update |= (PU_DISTANCE);
-
-       /* Window stuff */
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       /* Handle stuff XXX XXX XXX */
-       handle_stuff();
 }
 
 
-
 /*
  * Teleport player to a grid near the given location
  *
  * This function is slightly obsessive about correctness.
  * This function allows teleporting into vaults (!)
  */
-void teleport_player_to(int ny, int nx, bool no_tele)
+void teleport_player_to(int ny, int nx, bool no_tele, bool passive)
 {
-       int y, x, oy, ox, dis = 0, ctr = 0;
+       int y, x, dis = 0, ctr = 0;
 
        if (p_ptr->anti_tele && no_tele)
        {
 #ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+               msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
 #else
                msg_print("A mysterious force prevents you from teleporting!");
 #endif
@@ -453,12 +476,11 @@ msg_print("
                        if (in_bounds(y, x)) break;
                }
 
-               /* Accept "naked" floor grids */
-               if (no_tele)
-               {
-                       if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
-               }
-               else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
+               /* Accept any grid when wizard mode */
+               if (p_ptr->wizard && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+
+               /* Accept teleportable floor grids */
+               if (cave_player_teleportable_bold(y, x, passive, !no_tele)) break;
 
                /* Occasionally advance the distance */
                if (++ctr > (4 * dis * dis + 4 * dis + 1))
@@ -471,182 +493,188 @@ msg_print("
        /* Sound */
        sound(SOUND_TELEPORT);
 
-       /* Save the old location */
-       oy = py;
-       ox = px;
-
        /* Move the player */
-       py = y;
-       px = x;
-
-       if (p_ptr->riding)
-       {
-               int tmp;
-               tmp = cave[py][px].m_idx;
-               cave[py][px].m_idx = cave[oy][ox].m_idx;
-               cave[oy][ox].m_idx = tmp;
-               m_list[p_ptr->riding].fy = py;
-               m_list[p_ptr->riding].fx = px;
-               update_mon(cave[py][px].m_idx, TRUE);
-       }
-
-       forget_flow();
-
-       /* Redraw the old spot */
-       lite_spot(oy, ox);
-
-       /* Redraw the new spot */
-       lite_spot(py, px);
-
-       /* Check for new panel (redraw map) */
-       verify_panel();
-
-       /* Update stuff */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
-       /* Update the monsters */
-       p_ptr->update |= (PU_DISTANCE);
-
-       /* Window stuff */
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       /* Handle stuff XXX XXX XXX */
-       handle_stuff();
+       (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
 }
 
 
 
 /*
  * Teleport the player one level up or down (random when legal)
+ * Note: If m_idx <= 0, target is player.
  */
-void teleport_player_level(void)
+void teleport_level(int m_idx)
 {
-       /* No effect in arena or quest */
-       if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
-           (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
+       bool         go_up;
+       char         m_name[160];
+       bool         see_m = TRUE;
+
+       if (m_idx <= 0) /* To player */
+       {
+#ifdef JP
+               strcpy(m_name, "¤¢¤Ê¤¿");
+#else
+               strcpy(m_name, "you");
+#endif
+       }
+       else /* To monster */
+       {
+               monster_type *m_ptr = &m_list[m_idx];
+
+               /* Get the monster name (or "it") */
+               monster_desc(m_name, m_ptr, 0);
+
+               see_m = is_seen(m_ptr);
+       }
+
+       /* No effect in some case */
+       if (TELE_LEVEL_IS_INEFF(m_idx))
        {
 #ifdef JP
-msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
+               if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
 #else
-               msg_print("There is no effect.");
+               if (see_m) msg_print("There is no effect.");
 #endif
 
                return;
        }
 
-       if (p_ptr->anti_tele)
+       if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
        {
 #ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+               msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
 #else
                msg_print("A mysterious force prevents you from teleporting!");
 #endif
-
                return;
        }
 
-       if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
+       /* Choose up or down */
+       if (randint0(100) < 50) go_up = TRUE;
+       else go_up = FALSE;
+
+       if ((m_idx <= 0) && p_ptr->wizard)
+       {
+               if (get_check("Force to go up? ")) go_up = TRUE;
+               else if (get_check("Force to go down? ")) go_up = FALSE;
+       }
+
+       /* Down only */ 
+       if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
 #else
-               msg_print("You sink through the floor.");
+               if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
-               if (!dun_level)
+               if (m_idx <= 0) /* To player */
                {
-                       dungeon_type = p_ptr->recall_dungeon;
-                       p_ptr->oldpy = py;
-                       p_ptr->oldpx = px;
-               }
+                       if (!dun_level)
+                       {
+                               dungeon_type = p_ptr->recall_dungeon;
+                               p_ptr->oldpy = py;
+                               p_ptr->oldpx = px;
+                       }
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               if (!dun_level)
-               {
-                       dun_level = d_info[dungeon_type].mindepth;
-               }
-               else
-               {
-                       dun_level++;
-               }
+                       if (!dun_level)
+                       {
+                               dun_level = d_info[dungeon_type].mindepth;
+                               prepare_change_floor_mode(CFM_RAND_PLACE);
+                       }
+                       else
+                       {
+                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       }
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->leaving = TRUE;
+               }
        }
+
+       /* Up only */
        else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
 #else
-               msg_print("You rise up through the ceiling.");
+               if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
 
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
-
-               if (autosave_l) do_cmd_save_game(TRUE);
+               if (m_idx <= 0) /* To player */
+               {
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
 
-               dun_level--;
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               if (!dun_level) dungeon_type = 0;
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
-               leave_quest_check();
+                       leave_quest_check();
 
-               /* Leaving */
-               p_ptr->inside_quest = 0;
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->inside_quest = 0;
+                       p_ptr->leaving = TRUE;
+               }
        }
-       else if (randint0(100) < 50)
+       else if (go_up)
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
 #else
-               msg_print("You rise up through the ceiling.");
+               if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
 
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
-
-               if (autosave_l) do_cmd_save_game(TRUE);
+               if (m_idx <= 0) /* To player */
+               {
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
 
-               dun_level--;
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               if (!dun_level) dungeon_type = 0;
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->leaving = TRUE;
+               }
        }
        else
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
 #else
-               msg_print("You sink through the floor.");
+               if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
 
-               if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
+               if (m_idx <= 0) /* To player */
+               {
+                       /* Never reach this code on the surface */
+                       /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               dun_level++;
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->leaving = TRUE;
+               }
        }
 
-       if (!dun_level && dungeon_type)
+       /* Monster level teleportation is simple deleting now */
+       if (m_idx > 0)
        {
-               p_ptr->leaving_dungeon = TRUE;
-               p_ptr->wilderness_y = d_info[dungeon_type].dy;
-               p_ptr->wilderness_x = d_info[dungeon_type].dx;
-               p_ptr->recall_dungeon = dungeon_type;
-       }
+               monster_type *m_ptr = &m_list[m_idx];
 
-       if (!dun_level) dungeon_type = 0;
+               /* Check for quest completion */
+               check_quest_completion(m_ptr);
+
+               delete_monster_idx(m_idx);
+       }
 
        /* Sound */
        sound(SOUND_TPLEVEL);
@@ -654,12 +682,28 @@ msg_print("
 
 
 
-static int choose_dungeon(cptr note)
+int choose_dungeon(cptr note, int y, int x)
 {
        int select_dungeon;
        int i, num = 0;
        s16b *dun;
 
+       /* Hack -- No need to choose dungeon in some case */
+       if (lite_town || vanilla_town || ironman_downward)
+       {
+               if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
+               else
+               {
+#ifdef JP
+                       msg_format("¤Þ¤À%s¤ËÆþ¤Ã¤¿¤³¤È¤Ï¤Ê¤¤¡£", d_name + d_info[DUNGEON_ANGBAND].name);
+#else
+                       msg_format("You haven't entered %s yet.", d_name + d_info[DUNGEON_ANGBAND].name);
+#endif
+                       msg_print(NULL);
+                       return 0;
+               }
+       }
+
        /* Allocate the "dun" array */
        C_MAKE(dun, max_d_idx, s16b);
 
@@ -682,9 +726,19 @@ static int choose_dungeon(cptr note)
 #else
                sprintf(buf,"      %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
 #endif
-               prt(buf, 2+num, 14);
+               prt(buf, y + num, x);
                dun[num++] = i;
        }
+
+       if (!num)
+       {
+#ifdef JP
+               prt("      Áª¤Ù¤ë¥À¥ó¥¸¥ç¥ó¤¬¤Ê¤¤¡£", y, x);
+#else
+               prt("      No dungeon is available.", y, x);
+#endif
+       }
+
 #ifdef JP
        prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
 #else
@@ -693,7 +747,7 @@ static int choose_dungeon(cptr note)
        while(1)
        {
                i = inkey();
-               if (i == ESCAPE)
+               if ((i == ESCAPE) || !num)
                {
                        /* Free the "dun" array */
                        C_KILL(dun, max_d_idx, s16b);
@@ -748,7 +802,7 @@ if (get_check("
 #endif
                {
                        max_dlv[dungeon_type] = dun_level;
-                       if (record_maxdeapth)
+                       if (record_maxdepth)
 #ifdef JP
                                do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤­¤Ë");
 #else
@@ -763,9 +817,9 @@ if (get_check("
                {
                        int select_dungeon;
 #ifdef JP
-                       select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
+                       select_dungeon = choose_dungeon("¤Ëµ¢´Ô", 2, 14);
 #else
-                       select_dungeon = choose_dungeon("recall");
+                       select_dungeon = choose_dungeon("recall", 2, 14);
 #endif
                        if (!select_dungeon) return FALSE;
                        p_ptr->recall_dungeon = select_dungeon;
@@ -807,11 +861,23 @@ bool reset_recall(void)
        char tmp_val[160];
 
 #ifdef JP
-       select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
+       select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È", 2, 14);
+#else
+       select_dungeon = choose_dungeon("reset", 2, 14);
+#endif
+
+       /* Ironman option */
+       if (ironman_downward)
+       {
+#ifdef JP
+               msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
 #else
-       select_dungeon = choose_dungeon("reset");
+               msg_print("Nothing happens.");
 #endif
 
+               return TRUE;
+       }
+
        if (!select_dungeon) return FALSE;
        /* Prompt */
 #ifdef JP
@@ -839,7 +905,7 @@ sprintf(ppp, "
 
                max_dlv[select_dungeon] = dummy;
 
-               if (record_maxdeapth)
+               if (record_maxdepth)
 #ifdef JP
                        do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
 #else
@@ -894,6 +960,9 @@ bool apply_disenchant(int mode)
        /* No item, nothing happens */
        if (!o_ptr->k_idx) return (FALSE);
 
+       /* Disenchant equipments only -- No disenchant on monster ball */
+       if (!object_is_weapon_armour_ammo(o_ptr))
+               return FALSE;
 
        /* Nothing to disenchant */
        if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
@@ -904,11 +973,11 @@ bool apply_disenchant(int mode)
 
 
        /* Describe the object */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
 
        /* Artifacts have 71% chance to resist */
-       if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
+       if (object_is_artifact(o_ptr) && (randint0(100) < 71))
        {
                /* Message */
 #ifdef JP
@@ -1014,13 +1083,13 @@ void apply_nexus(monster_type *m_ptr)
        {
                case 1: case 2: case 3:
                {
-                       teleport_player(200);
+                       teleport_player(200, TRUE);
                        break;
                }
 
                case 4: case 5:
                {
-                       teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
+                       teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, TRUE);
                        break;
                }
 
@@ -1038,7 +1107,7 @@ msg_print("
                        }
 
                        /* Teleport Level */
-                       teleport_player_level();
+                       teleport_level(0);
                        break;
                }
 
@@ -1139,25 +1208,6 @@ msg_print("
 }
 
 
-static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               {
-                       return (TRUE);
-               }
-               case TV_SWORD:
-               {
-                       if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
 /*
  * Brand the current weapon
  */
@@ -1169,7 +1219,7 @@ void brand_weapon(int brand_type)
 
 
        /* Assume enchant weapon */
-       item_tester_hook = item_tester_hook_weapon_nobow;
+       item_tester_hook = object_allow_enchant_melee_weapon;
        item_tester_no_ryoute = TRUE;
 
        /* Get an item */
@@ -1199,8 +1249,8 @@ s = "
        /* you can never modify artifacts / ego-items */
        /* you can never modify cursed items */
        /* TY: You _can_ modify broken items (if you're silly enough) */
-       if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
-           !o_ptr->art_name && !cursed_p(o_ptr) &&
+       if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+           !object_is_cursed(o_ptr) &&
            !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
            !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
            !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
@@ -1209,7 +1259,7 @@ s = "
 
                /* Let's get the name before it is changed... */
                char o_name[MAX_NLEN];
-               object_desc(o_name, o_ptr, FALSE, 0);
+               object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                switch (brand_type)
                {
@@ -1241,7 +1291,7 @@ act = "
 #ifdef JP
 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for human!";
+                       act = "seems to be looking for humans!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_HUMAN;
@@ -1250,7 +1300,7 @@ act = "
 #ifdef JP
 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
 #else
-                       act = "coverd with lightning!";
+                       act = "covered with lightning!";
 #endif
 
                        o_ptr->name2 = EGO_BRAND_ELEC;
@@ -1268,7 +1318,7 @@ act = "
 #ifdef JP
 act = "¤Ï¼Ù°­¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for evil monster!";
+                       act = "seems to be looking for evil monsters!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_EVIL;
@@ -1277,7 +1327,7 @@ act = "
 #ifdef JP
 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for demon!";
+                       act = "seems to be looking for demons!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_DEMON;
@@ -1286,7 +1336,7 @@ act = "
 #ifdef JP
 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for undead!";
+                       act = "seems to be looking for undead!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_UNDEAD;
@@ -1295,7 +1345,7 @@ act = "
 #ifdef JP
 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for animal!";
+                       act = "seems to be looking for animals!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_ANIMAL;
@@ -1304,7 +1354,7 @@ act = "
 #ifdef JP
 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for dragon!";
+                       act = "seems to be looking for dragons!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_DRAGON;
@@ -1313,7 +1363,7 @@ act = "
 #ifdef JP
 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for troll!";
+                       act = "seems to be looking for troll!s";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_TROLL;
@@ -1322,7 +1372,7 @@ act = "
 #ifdef JP
 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for orc!";
+                       act = "seems to be looking for orcs!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_ORC;
@@ -1331,7 +1381,7 @@ act = "
 #ifdef JP
 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
 #else
-                       act = "seems looking for giant!";
+                       act = "seems to be looking for giants!";
 #endif
 
                        o_ptr->name2 = EGO_SLAY_GIANT;
@@ -1421,69 +1471,250 @@ msg_print("°
 }
 
 
-void call_the_(void)
+/*
+ * Vanish all walls in this floor
+ */
+static bool vanish_dungeon(void)
 {
-       int i;
+       int          y, x;
+       cave_type    *c_ptr;
+       feature_type *f_ptr;
+       monster_type *m_ptr;
+       char         m_name[80];
 
-       if (cave_floor_bold(py - 1, px - 1) &&
-           cave_floor_bold(py - 1, px    ) &&
-           cave_floor_bold(py - 1, px + 1) &&
-           cave_floor_bold(py    , px - 1) &&
-           cave_floor_bold(py    , px + 1) &&
-           cave_floor_bold(py + 1, px - 1) &&
-           cave_floor_bold(py + 1, px    ) &&
-           cave_floor_bold(py + 1, px + 1))
+       /* Prevent vasishing of quest levels and town */
+       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
        {
-               for (i = 1; i < 10; i++)
-               {
-                       if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
-               }
+               return FALSE;
+       }
 
-               for (i = 1; i < 10; i++)
+       /* Scan all normal grids */
+       for (y = 1; y < cur_hgt - 1; y++)
+       {
+               for (x = 1; x < cur_wid - 1; x++)
                {
-                       if (i-5) fire_ball(GF_MANA, i, 175, 3);
-               }
+                       c_ptr = &cave[y][x];
 
-               for (i = 1; i < 10; i++)
-               {
-                       if (i-5) fire_ball(GF_NUKE, i, 175, 4);
-               }
-       }
-       else
-       {
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
-((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
-msg_print("Â礭¤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
-#else
+                       /* Seeing true feature code (ignore mimic) */
+                       f_ptr = &f_info[c_ptr->feat];
+
+                       /* Lose room and vault */
+                       c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+                       m_ptr = &m_list[c_ptr->m_idx];
+
+                       /* Awake monster */
+                       if (c_ptr->m_idx && m_ptr->csleep)
+                       {
+                               /* Reset sleep counter */
+                               m_ptr->csleep = 0;
+
+                               /* Notice the "waking up" */
+                               if (is_seen(m_ptr))
+                               {
+                                       /* Acquire the monster name */
+                                       monster_desc(m_name, m_ptr, 0);
+
+                                       /* Dump a message */
+#ifdef JP
+                                       msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+#else
+                                       msg_format("%^s wakes up.", m_name);
+#endif
+                               }
+
+                               if (m_ptr->ml)
+                               {
+                                       /* Redraw the health bar */
+                                       if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
+                                       if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
+                               }
+                       }
+
+                       /* Process all walls, doors and patterns */
+                       if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
+               }
+       }
+
+       /* Special boundary walls -- Top and bottom */
+       for (x = 0; x < cur_wid; x++)
+       {
+               c_ptr = &cave[0][x];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+
+               c_ptr = &cave[cur_hgt - 1][x];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+       }
+
+       /* Special boundary walls -- Left and right */
+       for (y = 1; y < (cur_hgt - 1); y++)
+       {
+               c_ptr = &cave[y][0];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+
+               c_ptr = &cave[y][cur_wid - 1];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+       }
+
+       /* Mega-Hack -- Forget the view and lite */
+       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
+
+       /* Update stuff */
+       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+       /* Update the monsters */
+       p_ptr->update |= (PU_MONSTERS);
+
+       /* Redraw map */
+       p_ptr->redraw |= (PR_MAP);
+
+       /* Window stuff */
+       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+       return TRUE;
+}
+
+
+void call_the_(void)
+{
+       int i;
+       cave_type *c_ptr;
+       bool do_call = TRUE;
+
+       for (i = 0; i < 9; i++)
+       {
+               c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
+
+               if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
+               {
+                       if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
+                           !permanent_wall(&f_info[c_ptr->feat]))
+                       {
+                               do_call = FALSE;
+                               break;
+                       }
+               }
+       }
+
+       if (do_call)
+       {
+               for (i = 1; i < 10; i++)
+               {
+                       if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
+               }
+
+               for (i = 1; i < 10; i++)
+               {
+                       if (i - 5) fire_ball(GF_MANA, i, 175, 3);
+               }
+
+               for (i = 1; i < 10; i++)
+               {
+                       if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
+               }
+       }
+
+       /* Prevent destruction of quest levels and town */
+       else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+       {
+#ifdef JP
+               msg_print("ÃÏÌ̤¬Íɤ줿¡£");
+#else
+               msg_print("The ground trembles.");
+#endif
+       }
+
+       else
+       {
+#ifdef JP
+               msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
+                       ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
+               msg_print("Â礭¤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
+#else
                msg_format("You %s the %s too close to a wall!",
                        ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
                        ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
                msg_print("There is a loud explosion!");
 #endif
 
-
-               if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), TRUE))
+               if (one_in_(666))
+               {
 #ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
+                       if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
 #else
-                       msg_print("The dungeon collapses...");
+                       if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
 #endif
-
+               }
                else
+               {
+                       if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
 #ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礭¤¯Íɤ줿¡£");
+                               msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
 #else
-                       msg_print("The dungeon trembles.");
+                               msg_print("The dungeon collapses...");
 #endif
 
+                       else
+#ifdef JP
+                               msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礭¤¯Íɤ줿¡£");
+#else
+                               msg_print("The dungeon trembles.");
+#endif
+               }
 
 #ifdef JP
-take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
+               take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
 #else
                take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
 #endif
-
        }
 }
 
@@ -1494,7 +1725,6 @@ take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "
 void fetch(int dir, int wgt, bool require_los)
 {
        int             ty, tx, i;
-       bool            flag;
        cave_type       *c_ptr;
        object_type     *o_ptr;
        char            o_name[MAX_NLEN];
@@ -1555,15 +1785,28 @@ msg_print("
                }
 
                /* We need to see the item */
-               if (require_los && !player_has_los_bold(ty, tx))
+               if (require_los)
                {
+                       if (!player_has_los_bold(ty, tx))
+                       {
 #ifdef JP
-msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
+                               msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
 #else
-                       msg_print("You have no direct line of sight to that location.");
+                               msg_print("You have no direct line of sight to that location.");
 #endif
 
-                       return;
+                               return;
+                       }
+                       else if (!projectable(py, px, ty, tx))
+                       {
+#ifdef JP
+                               msg_print("¤½¤³¤ÏÊɤθþ¤³¤¦¤Ç¤¹¡£");
+#else
+                               msg_print("You have no direct line of sight to that location.");
+#endif
+
+                               return;
+                       }
                }
        }
        else
@@ -1571,7 +1814,6 @@ msg_print("
                /* Use a direction */
                ty = py; /* Where to drop the item */
                tx = px;
-               flag = FALSE;
 
                do
                {
@@ -1580,7 +1822,7 @@ msg_print("
                        c_ptr = &cave[ty][tx];
 
                        if ((distance(py, px, ty, tx) > MAX_RANGE) ||
-                           !cave_floor_bold(ty, tx)) return;
+                               !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
                }
                while (!c_ptr->o_idx);
        }
@@ -1606,7 +1848,7 @@ msg_print("
        o_ptr->iy = (byte)py;
        o_ptr->ix = (byte)px;
 
-       object_desc(o_name, o_ptr, TRUE, 0);
+       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 #ifdef JP
 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î­¸µ¤ËÈô¤ó¤Ç¤­¤¿¡£", o_name);
 #else
@@ -1621,29 +1863,42 @@ msg_format("%^s
 
 void alter_reality(void)
 {
-       if (!quest_number(dun_level) && dun_level)
+       /* Ironman option */
+       if (p_ptr->inside_arena || ironman_downward)
        {
 #ifdef JP
-msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+               msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
 #else
-               msg_print("The world changes!");
+               msg_print("Nothing happens.");
 #endif
+               return;
+       }
 
+       if (!p_ptr->alter_reality)
+       {
+               int turns = randint0(21) + 15;
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+               p_ptr->alter_reality = turns;
+#ifdef JP
+               msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
+#else
+               msg_print("The view around you begins to change...");
+#endif
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+               p_ptr->redraw |= (PR_STATUS);
        }
        else
        {
+               p_ptr->alter_reality = 0;
 #ifdef JP
-msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+               msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
 #else
-               msg_print("The world seems to change for a moment!");
+               msg_print("The view around you got back...");
 #endif
 
+               p_ptr->redraw |= (PR_STATUS);
        }
+       return;
 }
 
 
@@ -1665,12 +1920,19 @@ msg_print("
        }
 
        /* Create a glyph */
-       cave_set_feat(py, px, FEAT_GLYPH);
+       cave[py][px].info |= CAVE_OBJECT;
+       cave[py][px].mimic = FEAT_GLYPH;
+
+       /* Notice */
+       note_spot(py, px);
+
+       /* Redraw */
+       lite_spot(py, px);
 
        return TRUE;
 }
 
-bool warding_mirror(void)
+bool place_mirror(void)
 {
        /* XXX XXX XXX */
        if (!cave_clean_bold(py, px))
@@ -1684,11 +1946,21 @@ msg_print("
                return FALSE;
        }
 
-       /* Create a glyph */
-       cave_set_feat(py, px, FEAT_MIRROR);
+       /* Create a mirror */
+       cave[py][px].info |= CAVE_OBJECT;
+       cave[py][px].mimic = FEAT_MIRROR;
+
+       /* Turn on the light */
+       cave[py][px].info |= CAVE_GLOW;
+
+       /* Notice */
        note_spot(py, px);
+
+       /* Redraw */
        lite_spot(py, px);
 
+       update_local_illumination(py, px);
+
        return TRUE;
 }
 
@@ -1711,7 +1983,14 @@ msg_print("
        }
 
        /* Create a glyph */
-       cave_set_feat(py, px, FEAT_MINOR_GLYPH);
+       cave[py][px].info |= CAVE_OBJECT;
+       cave[py][px].mimic = FEAT_MINOR_GLYPH;
+
+       /* Notice */
+       note_spot(py, px);
+       
+       /* Redraw */
+       lite_spot(py, px);
 
        return TRUE;
 }
@@ -1735,6 +2014,9 @@ void identify_pack(void)
 
                /* Identify it */
                identify_item(o_ptr);
+
+               /* Auto-inscription */
+               autopick_alter_item(i, FALSE);
        }
 }
 
@@ -1775,7 +2057,7 @@ static int remove_curse_aux(int all)
                if (!o_ptr->k_idx) continue;
 
                /* Uncursed already */
-               if (!cursed_p(o_ptr)) continue;
+               if (!object_is_cursed(o_ptr)) continue;
 
                /* Heavily Cursed Items need a special spell */
                if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
@@ -1885,7 +2167,7 @@ s = "
        /* Describe the object */
        old_number = o_ptr->number;
        o_ptr->number = amt;
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
        o_ptr->number = old_number;
 
        /* Verify unless quantity given */
@@ -1962,221 +2244,14 @@ msg_format("%s
        }
 
        /* Eliminate the item (from the floor) */
-       else
-       {
-               floor_item_increase(0 - item, -amt);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-
-       return TRUE;
-}
-
-
-/*
- * Create stairs at the player location
- */
-void stair_creation(void)
-{
-       /* XXX XXX XXX */
-       if (!cave_valid_bold(py, px))
-       {
-#ifdef JP
-msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
-#else
-               msg_print("The object resists the spell.");
-#endif
-
-               return;
-       }
-
-       /* XXX XXX XXX */
-       delete_object(py, px);
-
-       /* Create a staircase */
-       if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
-       {
-               /* arena or quest */
-#ifdef JP
-msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
-#else
-               msg_print("There is no effect!");
-#endif
-
-       }
-       else if (ironman_downward)
-       {
-               /* Town/wilderness or Ironman */
-               cave_set_feat(py, px, FEAT_MORE);
-       }
-       else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
-       {
-               /* Quest level */
-               cave_set_feat(py, px, FEAT_LESS);
-       }
-       else if (randint0(100) < 50)
-       {
-               cave_set_feat(py, px, FEAT_MORE);
-       }
-       else
-       {
-               cave_set_feat(py, px, FEAT_LESS);
-       }
-}
-
-
-/*
- * Hook to specify "weapon"
- */
-bool item_tester_hook_weapon(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               {
-                       return (TRUE);
-               }
-               case TV_SWORD:
-               {
-                       if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-static bool item_tester_hook_weapon2(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_SWORD:
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * Hook to specify "armour"
- */
-bool item_tester_hook_armour(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_DRAG_ARMOR:
-               case TV_HARD_ARMOR:
-               case TV_SOFT_ARMOR:
-               case TV_SHIELD:
-               case TV_CLOAK:
-               case TV_CROWN:
-               case TV_HELM:
-               case TV_BOOTS:
-               case TV_GLOVES:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-static bool item_tester_hook_corpse(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_CORPSE:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * Check if an object is weapon or armour (but not arrow, bolt, or shot)
- */
-bool item_tester_hook_weapon_armour(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_SWORD:
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               case TV_DRAG_ARMOR:
-               case TV_HARD_ARMOR:
-               case TV_SOFT_ARMOR:
-               case TV_SHIELD:
-               case TV_CLOAK:
-               case TV_CROWN:
-               case TV_HELM:
-               case TV_BOOTS:
-               case TV_GLOVES:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * Check if an object is nameless weapon or armour
- */
-static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
-{
-       if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
-               return FALSE;
-
-       switch (o_ptr->tval)
+       else
        {
-               case TV_SWORD:
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               case TV_DRAG_ARMOR:
-               case TV_HARD_ARMOR:
-               case TV_SOFT_ARMOR:
-               case TV_SHIELD:
-               case TV_CLOAK:
-               case TV_CROWN:
-               case TV_HELM:
-               case TV_BOOTS:
-               case TV_GLOVES:
-               {
-                       return (TRUE);
-               }
+               floor_item_increase(0 - item, -amt);
+               floor_item_describe(0 - item);
+               floor_item_optimize(0 - item);
        }
 
-       return (FALSE);
+       return TRUE;
 }
 
 
@@ -2185,7 +2260,7 @@ static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
  */
 static void break_curse(object_type *o_ptr)
 {
-       if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
+       if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
        {
 #ifdef JP
 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
@@ -2221,7 +2296,7 @@ bool enchant(object_type *o_ptr, int n, int eflag)
 {
        int     i, chance, prob;
        bool    res = FALSE;
-       bool    a = (artifact_p(o_ptr) || o_ptr->art_name);
+       bool    a = object_is_artifact(o_ptr);
        bool    force = (eflag & ENCH_FORCE);
 
 
@@ -2332,11 +2407,11 @@ bool enchant_spell(int num_hit, int num_dam, int num_ac)
 
 
        /* Assume enchant weapon */
-       item_tester_hook = item_tester_hook_weapon;
+       item_tester_hook = object_allow_enchant_weapon;
        item_tester_no_ryoute = TRUE;
 
        /* Enchant armor if requested */
-       if (num_ac) item_tester_hook = item_tester_hook_armour;
+       if (num_ac) item_tester_hook = object_is_armour;
 
        /* Get an item */
 #ifdef JP
@@ -2363,7 +2438,7 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Describe */
 #ifdef JP
@@ -2406,6 +2481,22 @@ msg_print("
 }
 
 
+/*
+ * Check if an object is nameless weapon or armour
+ */
+static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
+{
+       /* Require weapon or armour */
+       if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
+       
+       /* Require nameless object if the object is well known */
+       if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
+               return FALSE;
+
+       return TRUE;
+}
+
+
 bool artifact_scroll(void)
 {
        int             item;
@@ -2416,13 +2507,14 @@ bool artifact_scroll(void)
 
 
        item_tester_no_ryoute = TRUE;
+
        /* Enchant weapon/armour */
        item_tester_hook = item_tester_hook_nameless_weapon_armour;
 
        /* Get an item */
 #ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
-s = "¶¯²½¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+       q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
+       s = "¶¯²½¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
 #else
        q = "Enchant which item? ";
        s = "You have nothing to enchant.";
@@ -2444,22 +2536,21 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Describe */
 #ifdef JP
-msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
+       msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
 #else
        msg_format("%s %s radiate%s a blinding light!",
-                 ((item >= 0) ? "Your" : "The"), o_name,
-                 ((o_ptr->number > 1) ? "" : "s"));
+                 ((item >= 0) ? "Your" : "The"), o_name,
+                 ((o_ptr->number > 1) ? "" : "s"));
 #endif
 
-       if (o_ptr->name1 || o_ptr->art_name)
+       if (object_is_artifact(o_ptr))
        {
 #ifdef JP
-msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
-    o_name  );
+               msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name  );
 #else
                msg_format("The %s %s already %s!",
                    o_name, ((o_ptr->number > 1) ? "are" : "is"),
@@ -2469,11 +2560,10 @@ msg_format("%s
                okay = FALSE;
        }
 
-       else if (o_ptr->name2)
+       else if (object_is_ego(o_ptr))
        {
 #ifdef JP
-msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
-    o_name );
+               msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
 #else
                msg_format("The %s %s already %s!",
                    o_name, ((o_ptr->number > 1) ? "are" : "is"),
@@ -2486,12 +2576,11 @@ msg_format("%s
        else if (o_ptr->xtra3)
        {
 #ifdef JP
-msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
-    o_name );
+               msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
 #else
                msg_format("The %s %s already %s!",
                    o_name, ((o_ptr->number > 1) ? "are" : "is"),
-                   ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
+                   ((o_ptr->number > 1) ? "customized items" : "a customized item"));
 #endif
        }
 
@@ -2500,8 +2589,8 @@ msg_format("%s
                if (o_ptr->number > 1)
                {
 #ifdef JP
-msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
-msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
+                       msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
+                       msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
 #else
                        msg_print("Not enough enough energy to enchant more than one object!");
                        msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
@@ -2527,7 +2616,7 @@ msg_format("%d 
 
                /* Message */
 #ifdef JP
-msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
+               msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
 #else
                msg_print("The enchantment failed.");
 #endif
@@ -2553,14 +2642,14 @@ bool identify_item(object_type *o_ptr)
        char o_name[MAX_NLEN];
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
 
        if (o_ptr->ident & IDENT_KNOWN)
                old_known = TRUE;
 
        if (!(o_ptr->ident & (IDENT_MENTAL)))
        {
-               if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
+               if (object_is_artifact(o_ptr) || one_in_(5))
                        chg_virtue(V_KNOWLEDGE, 1);
        }
 
@@ -2581,9 +2670,9 @@ bool identify_item(object_type *o_ptr)
        record_turn = turn;
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 0);
+       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 
-       if(record_fix_art && !old_known && artifact_p(o_ptr))
+       if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
                do_cmd_write_nikki(NIKKI_ART, 0, o_name);
        if(record_rand_art && !old_known && o_ptr->art_name)
                do_cmd_write_nikki(NIKKI_ART, 0, o_name);
@@ -2594,14 +2683,14 @@ bool identify_item(object_type *o_ptr)
 
 static bool item_tester_hook_identify(object_type *o_ptr)
 {
-       return (bool)!object_known_p(o_ptr);
+       return (bool)!object_is_known(o_ptr);
 }
 
 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
 {
-       if (object_known_p(o_ptr))
+       if (object_is_known(o_ptr))
                return FALSE;
-       return item_tester_hook_weapon_armour(o_ptr);
+       return object_is_weapon_armour_ammo(o_ptr);
 }
 
 /*
@@ -2609,14 +2698,13 @@ static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
  * This routine does *not* automatically combine objects.
  * Returns TRUE if something was identified, else FALSE.
  */
-bool ident_spell(bool only_equip, bool wait_optimize)
+bool ident_spell(bool only_equip)
 {
        int             item;
        object_type     *o_ptr;
        char            o_name[MAX_NLEN];
        cptr            q, s;
        bool old_known;
-       int idx;
 
        item_tester_no_ryoute = TRUE;
 
@@ -2629,7 +2717,7 @@ bool ident_spell(bool only_equip, bool wait_optimize)
        {
                if (only_equip)
                {
-                       item_tester_hook = item_tester_hook_weapon_armour;
+                       item_tester_hook = object_is_weapon_armour_ammo;
                }
                else
                {
@@ -2664,7 +2752,7 @@ s = "
        old_known = identify_item(o_ptr);
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
 
        /* Describe */
        if (item >= INVEN_RARM)
@@ -2693,9 +2781,7 @@ s = "
        }
 
        /* Auto-inscription/destroy */
-       idx = is_autopick(o_ptr);
-       auto_inscribe_item(item, idx);
-       if (!old_known) auto_destroy_item(item, idx, wait_optimize);
+       autopick_alter_item(item, (bool)(destroy_identify && !old_known));
 
        /* Something happened */
        return (TRUE);
@@ -2713,7 +2799,7 @@ bool mundane_spell(bool only_equip)
        object_type     *o_ptr;
        cptr            q, s;
 
-       if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
+       if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
        item_tester_no_ryoute = TRUE;
 
        /* Get an item */
@@ -2741,58 +2827,59 @@ s = "
 
        /* Oops */
 #ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
+       msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
 #else
        msg_print("There is a bright flash of light!");
 #endif
-{
-  byte iy = o_ptr->iy;                /* Y-position on map, or zero */
-  byte ix = o_ptr->ix;                /* X-position on map, or zero */
-  s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
-  byte marked=o_ptr->marked;          /* Object is marked */
-  s16b weight = (o_ptr->number*o_ptr->weight);
-
-   /* Wipe it clean */
-   object_prep(o_ptr, o_ptr->k_idx);
-
-  o_ptr->iy=iy;
-  o_ptr->ix=ix;
-  o_ptr->next_o_idx=next_o_idx;
-  o_ptr->marked=marked;
-  if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
-}
+       {
+               byte iy = o_ptr->iy;                 /* Y-position on map, or zero */
+               byte ix = o_ptr->ix;                 /* X-position on map, or zero */
+               s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+               byte marked = o_ptr->marked;         /* Object is marked */
+               s16b weight = o_ptr->number * o_ptr->weight;
+               u16b inscription = o_ptr->inscription;
+
+               /* Wipe it clean */
+               object_prep(o_ptr, o_ptr->k_idx);
+
+               o_ptr->iy = iy;
+               o_ptr->ix = ix;
+               o_ptr->next_o_idx = next_o_idx;
+               o_ptr->marked = marked;
+               o_ptr->inscription = inscription;
+               if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
+       }
        calc_android_exp();
 
        /* Something happened */
-       return (TRUE);
+       return TRUE;
 }
 
 
 
 static bool item_tester_hook_identify_fully(object_type *o_ptr)
 {
-       return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
+       return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
 }
 
 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
 {
        if (!item_tester_hook_identify_fully(o_ptr))
                return FALSE;
-       return item_tester_hook_weapon_armour(o_ptr);
+       return object_is_weapon_armour_ammo(o_ptr);
 }
 
 /*
  * Fully "identify" an object in the inventory  -BEN-
  * This routine returns TRUE if an item was identified.
  */
-bool identify_fully(bool only_equip, bool wait_optimize)
+bool identify_fully(bool only_equip)
 {
        int             item;
        object_type     *o_ptr;
        char            o_name[MAX_NLEN];
        cptr            q, s;
        bool old_known;
-       int idx;
 
        item_tester_no_ryoute = TRUE;
        if (only_equip)
@@ -2803,7 +2890,7 @@ bool identify_fully(bool only_equip, bool wait_optimize)
        if (!can_get_item())
        {
                if (only_equip)
-                       item_tester_hook = item_tester_hook_weapon_armour;
+                       item_tester_hook = object_is_weapon_armour_ammo;
                else
                        item_tester_hook = NULL;
        }
@@ -2841,7 +2928,7 @@ s = "
        handle_stuff();
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
 
        /* Describe */
        if (item >= INVEN_RARM)
@@ -2872,12 +2959,10 @@ s = "
        }
 
        /* Describe it fully */
-       (void)identify_fully_aux(o_ptr);
+       (void)screen_object(o_ptr, TRUE);
 
        /* Auto-inscription/destroy */
-       idx = is_autopick(o_ptr);
-       auto_inscribe_item(item, idx);
-       if (!old_known) auto_destroy_item(item, idx, wait_optimize);
+       autopick_alter_item(item, (bool)(destroy_identify && !old_known));
 
        /* Success */
        return (TRUE);
@@ -2966,7 +3051,7 @@ s = "
        k_ptr = &k_info[o_ptr->k_idx];
 
        /* Extract the object "level" */
-       lev = get_object_level(o_ptr);
+       lev = k_info[o_ptr->k_idx].level;
 
 
        /* Recharge a rod */
@@ -3063,9 +3148,9 @@ s = "
        if (fail)
        {
                /* Artifacts are never destroyed. */
-               if (artifact_p(o_ptr))
+               if (object_is_fixed_artifact(o_ptr))
                {
-                       object_desc(o_name, o_ptr, TRUE, 0);
+                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 #ifdef JP
 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
 #else
@@ -3084,7 +3169,7 @@ msg_format("
                else
                {
                        /* Get the object description */
-                       object_desc(o_name, o_ptr, FALSE, 0);
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                        /*** Determine Seriousness of Failure ***/
 
@@ -3257,13 +3342,14 @@ bool bless_weapon(void)
 {
        int             item;
        object_type     *o_ptr;
-       u32b            f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        char            o_name[MAX_NLEN];
        cptr            q, s;
 
        item_tester_no_ryoute = TRUE;
-       /* Assume enchant weapon */
-       item_tester_hook = item_tester_hook_weapon2;
+
+       /* Bless only weapons */
+       item_tester_hook = object_is_weapon;
 
        /* Get an item */
 #ifdef JP
@@ -3291,12 +3377,12 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extract the flags */
-       object_flags(o_ptr, &f1, &f2, &f3);
+       object_flags(o_ptr, flgs);
 
-       if (cursed_p(o_ptr))
+       if (object_is_cursed(o_ptr))
        {
                if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
                    (o_ptr->curse_flags & TRC_PERMA_CURSE))
@@ -3345,7 +3431,7 @@ msg_format("%s 
         * artifact weapon they find. Ego weapons and normal weapons
         * can be blessed automatically.
         */
-       if (f3 & TR3_BLESSED)
+       if (have_flag(flgs, TR_BLESSED))
        {
 #ifdef JP
 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
@@ -3359,7 +3445,7 @@ msg_format("%s 
                return TRUE;
        }
 
-       if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
+       if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
        {
                /* Describe */
 #ifdef JP
@@ -3371,7 +3457,7 @@ msg_format("%s
                    ((o_ptr->number > 1) ? "" : "s"));
 #endif
 
-               o_ptr->art_flags3 |= TR3_BLESSED;
+               add_flag(o_ptr->art_flags, TR_BLESSED);
                o_ptr->discount = 99;
        }
        else
@@ -3451,7 +3537,7 @@ bool pulish_shield(void)
 {
        int             item;
        object_type     *o_ptr;
-       u32b            f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        char            o_name[MAX_NLEN];
        cptr            q, s;
 
@@ -3485,13 +3571,13 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extract the flags */
-       object_flags(o_ptr, &f1, &f2, &f3);
+       object_flags(o_ptr, flgs);
 
-       if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
-           !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
+       if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+           !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
        {
 #ifdef JP
 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
@@ -3549,7 +3635,6 @@ bool potion_smash_effect(int who, int y, int x, int k_idx)
        int     radius = 2;
        int     dt = 0;
        int     dam = 0;
-       bool    ident = FALSE;
        bool    angry = FALSE;
 
        object_kind *k_ptr = &k_info[k_idx];
@@ -3603,92 +3688,76 @@ bool potion_smash_effect(int who, int y, int x, int k_idx)
                case SV_POTION_SLOWNESS:
                        dt = GF_OLD_SLOW;
                        dam = 5;
-                       ident = TRUE;
                        angry = TRUE;
                        break;
                case SV_POTION_POISON:
                        dt = GF_POIS;
                        dam = 3;
-                       ident = TRUE;
                        angry = TRUE;
                        break;
                case SV_POTION_BLINDNESS:
                        dt = GF_DARK;
-                       ident = TRUE;
                        angry = TRUE;
                        break;
                case SV_POTION_CONFUSION: /* Booze */
                        dt = GF_OLD_CONF;
-                       ident = TRUE;
                        angry = TRUE;
                        break;
                case SV_POTION_SLEEP:
                        dt = GF_OLD_SLEEP;
                        angry = TRUE;
-                       ident = TRUE;
                        break;
                case SV_POTION_RUINATION:
                case SV_POTION_DETONATIONS:
                        dt = GF_SHARDS;
                        dam = damroll(25, 25);
                        angry = TRUE;
-                       ident = TRUE;
                        break;
                case SV_POTION_DEATH:
                        dt = GF_DEATH_RAY;    /* !! */
                        dam = k_ptr->level * 10;
                        angry = TRUE;
                        radius = 1;
-                       ident = TRUE;
                        break;
                case SV_POTION_SPEED:
                        dt = GF_OLD_SPEED;
-                       ident = TRUE;
                        break;
                case SV_POTION_CURE_LIGHT:
                        dt = GF_OLD_HEAL;
                        dam = damroll(2, 3);
-                       ident = TRUE;
                        break;
                case SV_POTION_CURE_SERIOUS:
                        dt = GF_OLD_HEAL;
                        dam = damroll(4, 3);
-                       ident = TRUE;
                        break;
                case SV_POTION_CURE_CRITICAL:
                case SV_POTION_CURING:
                        dt = GF_OLD_HEAL;
                        dam = damroll(6, 3);
-                       ident = TRUE;
                        break;
                case SV_POTION_HEALING:
                        dt = GF_OLD_HEAL;
                        dam = damroll(10, 10);
-                       ident = TRUE;
                        break;
                case SV_POTION_RESTORE_EXP:
                        dt = GF_STAR_HEAL;
                        dam = 0;
                        radius = 1;
-                       ident = TRUE;
                        break;
                case SV_POTION_LIFE:
                        dt = GF_STAR_HEAL;
                        dam = damroll(50, 50);
                        radius = 1;
-                       ident = TRUE;
                        break;
                case SV_POTION_STAR_HEALING:
                        dt = GF_OLD_HEAL;
                        dam = damroll(50, 50);
                        radius = 1;
-                       ident = TRUE;
                        break;
                case SV_POTION_RESTORE_MANA:   /* MANA */
                        dt = GF_MANA;
                        dam = damroll(10, 10);
                        radius = 1;
-                       ident = TRUE;
                        break;
                default:
                        /* Do nothing */  ;
@@ -3713,8 +3782,6 @@ void display_spell_list(void)
 {
        int             i, j;
        int             y, x;
-       int             use_realm1 = p_ptr->realm1 - 1;
-       int             use_realm2 = p_ptr->realm2 - 1;
        int             m[9];
        magic_type      *s_ptr;
        char            name[80];
@@ -3724,13 +3791,16 @@ void display_spell_list(void)
        /* Erase window */
        clear_from(0);
 
-       /* Warriors are illiterate */
-       if (!mp_ptr->spell_book) return;
+       /* They have too many spells to list */
        if (p_ptr->pclass == CLASS_SORCERER) return;
        if (p_ptr->pclass == CLASS_RED_MAGE) return;
 
-       /* Mindcrafter spell-list */
-       if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
+       /* mind.c type classes */
+       if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
+           (p_ptr->pclass == CLASS_BERSERKER) ||
+           (p_ptr->pclass == CLASS_NINJA) ||
+           (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
+           (p_ptr->pclass == CLASS_FORCETRAINER))
        {
                int             i;
                int             y = 1;
@@ -3742,6 +3812,7 @@ void display_spell_list(void)
                char            comment[80];
                char            psi_desc[80];
                int             use_mind;
+               bool use_hp = FALSE;
 
                /* Display a list of spells */
                prt("", y, x);
@@ -3755,9 +3826,12 @@ put_str("Lv   MP 
 
                switch(p_ptr->pclass)
                {
-                       case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
-                       case CLASS_FORCETRAINER:          use_mind = MIND_KI;break;
-                       default:                use_mind = 0;break;
+               case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
+               case CLASS_FORCETRAINER:          use_mind = MIND_KI;break;
+               case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
+               case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
+               case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
+               default:                use_mind = 0;break;
                }
 
                /* Dump the spells */
@@ -3778,11 +3852,23 @@ put_str("Lv   MP 
                        /* Reduce failure rate by INT/WIS adjustment */
                        chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
 
-                       /* Not enough mana to cast */
-                       if (spell.mana_cost > p_ptr->csp)
+                       if (!use_hp)
                        {
-                               chance += 5 * (spell.mana_cost - p_ptr->csp);
-                               a = TERM_ORANGE;
+                               /* Not enough mana to cast */
+                               if (spell.mana_cost > p_ptr->csp)
+                               {
+                                       chance += 5 * (spell.mana_cost - p_ptr->csp);
+                                       a = TERM_ORANGE;
+                               }
+                       }
+                       else
+                       {
+                               /* Not enough hp to cast */
+                               if (spell.mana_cost > p_ptr->chp)
+                               {
+                                       chance += 100;
+                                       a = TERM_RED;
+                               }
                        }
 
                        /* Extract the minimum failure rate */
@@ -3811,10 +3897,13 @@ put_str("Lv   MP 
                return;
        }
 
+       /* Cannot read spellbooks */
+       if (REALM_NONE == p_ptr->realm1) return;
+
        /* Normal spellcaster with books */
 
        /* Scan books */
-       for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
+       for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
        {
                int n = 0;
 
@@ -3833,16 +3922,16 @@ put_str("Lv   MP 
                        byte a = TERM_WHITE;
 
                        /* Access the spell */
-                       if (!is_magic((j < 1) ? use_realm1 : use_realm2))
+                       if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
                        {
-                               s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
+                               s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
                        }
                        else
                        {
-                               s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
+                               s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
                        }
 
-                       strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
+                       strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
 
                        /* Illegible */
                        if (s_ptr->slevel >= 99)
@@ -3861,8 +3950,8 @@ strcpy(name, "(Ƚ
 
                        /* Forgotten */
                        else if ((j < 1) ?
-                               ((spell_forgotten1 & (1L << i))) :
-                               ((spell_forgotten2 & (1L << (i % 32)))))
+                               ((p_ptr->spell_forgotten1 & (1L << i))) :
+                               ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
                        {
                                /* Forgotten */
                                a = TERM_ORANGE;
@@ -3870,8 +3959,8 @@ strcpy(name, "(Ƚ
 
                        /* Unknown */
                        else if (!((j < 1) ?
-                               (spell_learned1 & (1L << i)) :
-                               (spell_learned2 & (1L << (i % 32)))))
+                               (p_ptr->spell_learned1 & (1L << i)) :
+                               (p_ptr->spell_learned2 & (1L << (i % 32)))))
                        {
                                /* Unknown */
                                a = TERM_RED;
@@ -3879,8 +3968,8 @@ strcpy(name, "(Ƚ
 
                        /* Untried */
                        else if (!((j < 1) ?
-                               (spell_worked1 & (1L << i)) :
-                               (spell_worked2 & (1L << (i % 32)))))
+                               (p_ptr->spell_worked1 & (1L << i)) :
+                               (p_ptr->spell_worked2 & (1L << (i % 32)))))
                        {
                                /* Untried */
                                a = TERM_YELLOW;
@@ -3903,31 +3992,112 @@ strcpy(name, "(Ƚ
 }
 
 
+/*
+ * Returns experience of a spell
+ */
+s16b experience_of_spell(int spell, int use_realm)
+{
+       if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
+       else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
+       else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
+       else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
+       else return 0;
+}
+
+
+/*
+ * Modify mana consumption rate using spell exp and p_ptr->dec_mana
+ */
+int mod_need_mana(int need_mana, int spell, int realm)
+{
+#define MANA_CONST   2400
+#define MANA_DIV        4
+#define DEC_MANA_DIV    3
+
+       /* Realm magic */
+       if ((realm > REALM_NONE) && (realm <= MAX_REALM))
+       {
+               /*
+                * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
+                * MANA_CONST is used to calculate need_mana effected from spell proficiency.
+                */
+               need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
+               need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
+               need_mana /= MANA_CONST * MANA_DIV;
+               if (need_mana < 1) need_mana = 1;
+       }
+
+       /* Non-realm magic */
+       else
+       {
+               if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
+       }
+
+#undef DEC_MANA_DIV
+#undef MANA_DIV
+#undef MANA_CONST
+
+       return need_mana;
+}
+
+
+/*
+ * Modify spell fail rate
+ * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ */
+int mod_spell_chance_1(int chance)
+{
+       chance += p_ptr->to_m_chance;
+
+       if (p_ptr->heavy_spell) chance += 20;
+
+       if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
+       else if (p_ptr->easy_spell) chance -= 3;
+       else if (p_ptr->dec_mana) chance -= 2;
+
+       return chance;
+}
+
+
+/*
+ * Modify spell fail rate (as "suffix" process)
+ * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * Note: variable "chance" cannot be negative.
+ */
+int mod_spell_chance_2(int chance)
+{
+       if (p_ptr->dec_mana) chance--;
+
+       if (p_ptr->heavy_spell) chance += 5;
+
+       return MAX(chance, 0);
+}
+
 
 /*
  * Returns spell chance of failure for spell -RAK-
  */
-s16b spell_chance(int spell, int realm)
+s16b spell_chance(int spell, int use_realm)
 {
        int             chance, minfail;
        magic_type      *s_ptr;
-       int             shouhimana;
+       int             need_mana;
        int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
 
 
        /* Paranoia -- must be literate */
        if (!mp_ptr->spell_book) return (100);
 
-       if (realm+1 == REALM_HISSATSU) return 0;
+       if (use_realm == REALM_HISSATSU) return 0;
 
        /* Access the spell */
-       if (!is_magic(realm+1))
+       if (!is_magic(use_realm))
        {
-               s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
+               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
        }
        else
        {
-               s_ptr = &mp_ptr->info[realm][spell];
+               s_ptr = &mp_ptr->info[use_realm - 1][spell];
        }
 
        /* Extract the base spell failure rate */
@@ -3940,29 +4110,18 @@ s16b spell_chance(int spell, int realm)
        chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
 
        if (p_ptr->riding)
-               chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
-
-       if (p_ptr->pclass == CLASS_SORCERER)
-               shouhimana = s_ptr->smana*2200 + 2399;
-       else if (p_ptr->pclass == CLASS_RED_MAGE)
-               shouhimana = s_ptr->smana*2600 + 2399;
-       else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
-               shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
-       else shouhimana = s_ptr->smana*3800;
-       if(p_ptr->dec_mana)
-               shouhimana *= 3;
-       else shouhimana *= 4;
-       shouhimana /= 9600;
-       if(shouhimana < 1) shouhimana = 1;
+               chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
+
+       /* Extract mana consumption rate */
+       need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
 
        /* Not enough mana to cast */
-       if (shouhimana > p_ptr->csp)
+       if (need_mana > p_ptr->csp)
        {
-               chance += 5 * (shouhimana - p_ptr->csp);
+               chance += 5 * (need_mana - p_ptr->csp);
        }
 
-       chance += p_ptr->to_m_chance;
-       if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
+       if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
 
        /* Extract the minimum failure rate */
        minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
@@ -3980,14 +4139,11 @@ s16b spell_chance(int spell, int realm)
        if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
        if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
 
-       if (p_ptr->heavy_spell) chance += 20;
-       if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
-       else if (p_ptr->easy_spell) chance-=3;
-       else if (p_ptr->dec_mana) chance-=2;
+       chance = mod_spell_chance_1(chance);
 
-       if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
-       if (((realm+1 == REALM_LIFE) || (realm+1 == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
-       if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
+       if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
+       if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
+       if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
 
        /* Minimum failure rate */
        if (chance < minfail) chance = minfail;
@@ -3999,18 +4155,16 @@ s16b spell_chance(int spell, int realm)
        /* Always a 5 percent chance of working */
        if (chance > 95) chance = 95;
 
-       if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
+       if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
+           || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
        {
-               if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
-               if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
+               s16b exp = experience_of_spell(spell, use_realm);
+               if (exp >= SPELL_EXP_EXPERT) chance--;
+               if (exp >= SPELL_EXP_MASTER) chance--;
        }
-       if(p_ptr->dec_mana) chance--;
-       if (p_ptr->heavy_spell) chance += 5;
-
-       chance = MAX(chance,0);
 
        /* Return the chance */
-       return (chance);
+       return mod_spell_chance_2(chance);
 }
 
 
@@ -4020,27 +4174,27 @@ s16b spell_chance(int spell, int realm)
  * The spell must be legible, not forgotten, and also, to cast,
  * it must be known, and to study, it must not be known.
  */
-bool spell_okay(int spell, bool learned, bool study_pray, int realm)
+bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
 {
        magic_type *s_ptr;
 
        /* Access the spell */
-       if (!is_magic(realm+1))
+       if (!is_magic(use_realm))
        {
-               s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
+               s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
        }
        else
        {
-               s_ptr = &mp_ptr->info[realm][spell];
+               s_ptr = &mp_ptr->info[use_realm - 1][spell];
        }
 
        /* Spell is illegal */
        if (s_ptr->slevel > p_ptr->lev) return (FALSE);
 
        /* Spell is forgotten */
-       if ((realm == p_ptr->realm2 - 1) ?
-           (spell_forgotten2 & (1L << spell)) :
-           (spell_forgotten1 & (1L << spell)))
+       if ((use_realm == p_ptr->realm2) ?
+           (p_ptr->spell_forgotten2 & (1L << spell)) :
+           (p_ptr->spell_forgotten1 & (1L << spell)))
        {
                /* Never okay */
                return (FALSE);
@@ -4050,9 +4204,9 @@ bool spell_okay(int spell, bool learned, bool study_pray, int realm)
        if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
 
        /* Spell is learned */
-       if ((realm == p_ptr->realm2 - 1) ?
-           (spell_learned2 & (1L << spell)) :
-           (spell_learned1 & (1L << spell)))
+       if ((use_realm == p_ptr->realm2) ?
+           (p_ptr->spell_learned2 & (1L << spell)) :
+           (p_ptr->spell_learned1 & (1L << spell)))
        {
                /* Always true */
                return (!study_pray);
@@ -4063,356 +4217,24 @@ bool spell_okay(int spell, bool learned, bool study_pray, int realm)
 }
 
 
-
-/*
- * Extra information on a spell -DRS-
- *
- * We can use up to 14 characters of the buffer 'p'
- *
- * The strings in this function were extracted from the code in the
- * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
- */
-static void spell_info(char *p, int spell, int realm)
-{
-       int plev = p_ptr->lev;
-
-       /* See below */
-       int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
-                           p_ptr->pclass == CLASS_HIGH_MAGE ||
-                           p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
-
-       int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
-                                    p_ptr->pclass == CLASS_HIGH_MAGE ||
-                                    p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
-#ifdef JP
-       cptr s_dam = "»½ý:";
-       cptr s_dur = "´ü´Ö:";
-       cptr s_range = "ÈÏ°Ï:";
-       cptr s_heal = "²óÉü:";
-       cptr s_random = "¥é¥ó¥À¥à";
-       cptr s_delay = "ÃÙ±ä:";
-#else
-       cptr s_dam = "dam ";
-       cptr s_dur = "dur ";
-       cptr s_range = "range ";
-       cptr s_heal = "heal ";
-       cptr s_random = "random";
-       cptr s_delay = "delay ";
-#endif
-       /* Default */
-       strcpy(p, "");
-
-       /* Analyze the spell */
-       switch (realm)
-       {
-       case 0: /* Life */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s2d10", s_heal); break;
-               case  1: sprintf(p, " %s12+d12", s_dur); break;
-               case  2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  5: sprintf(p, " %s4d10", s_heal); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
-               case 10: sprintf(p, " %s8d10", s_heal); break;
-               case 11: sprintf(p, " %s20+d20", s_dur); break;
-               case 14: sprintf(p, " %s300", s_heal); break;
-               case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
-               case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
-               case 21: sprintf(p, " %s15+d21", s_delay); break;
-               case 29: sprintf(p, " %s2000", s_heal); break;
-               case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
-               }
-               break;
-               
-       case 1: /* Sorcery */
-               switch (spell)
-               {
-               case  1: sprintf(p, " %s10", s_range); break;
-               case  3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  5: sprintf(p, " %s%d", s_range, plev * 5); break;
-               case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
-               case 18: sprintf(p, " %s25+d30", s_dur); break;
-               case 22: sprintf(p, " %s15+d21", s_delay); break;
-               case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
-               case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
-#ifdef JP
-               case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
-#else
-               case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
-#endif
-               case 27: sprintf(p, " %s25+d30", s_dur); break;
-               case 31: sprintf(p, " %s4+d4", s_dur); break;
-               }
-               break;
-               
-       case 2: /* Nature */
-               switch (spell)
-               {
-#ifdef JP
-               case  1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
-#else
-               case  1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
-#endif
-               case  4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  6: sprintf(p, " %s20+d20", s_dur); break;
-               case  7: sprintf(p, " %s2d8", s_heal); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
-               case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
-               case 12: sprintf(p, " %s6d8", s_dam); break;
-               case 15: sprintf(p, " %s500", s_heal); break;
-               case 17: sprintf(p, " %s20+d30", s_dur); break;
-               case 18: sprintf(p, " %s20+d20", s_dur); break;
-#ifdef JP
-               case 24: sprintf(p, " È¾·Â:10"); break;
-#else
-               case 24: sprintf(p, " rad 10"); break;
-#endif
-               case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
-               case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
-               case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
-               case 29: sprintf(p, " %s75", s_dam); break;
-               case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
-               }
-               break;
-               
-       case 3: /* Chaos */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
-               case  5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
-               case  6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
-               case  7: sprintf(p, " %s%d", s_range, plev * 5); break;
-               case  8: sprintf(p, " %s", s_random); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
-               case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
-               case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
-               case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
-               case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
-               case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
-               case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
-               case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
-               case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
-#ifdef JP
-               case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
-#else
-               case 25: sprintf(p, " dam %d each", plev * 2); break;
-#endif
-               case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
-               case 27: sprintf(p, " %s150 / 250", s_dam); break;
-               case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
-               case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
-               case 31: sprintf(p, " %s3 * 175", s_dam); break;
-               }
-               break;
-               
-       case 4: /* Death */
-               switch (spell)
-               {
-               case  1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
-               case  3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  5: sprintf(p, " %s20+d20", s_dur); break;
-               case  8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
-               case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
-#ifdef JP
-               case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
-#else
-               case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
-#endif
-               case 16: sprintf(p, " %s25+d25", s_dur); break;
-               case 17: sprintf(p, " %s", s_random); break;
-               case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
-               case 19: sprintf(p, " %s25+d25", s_dur); break;
-               case 21: sprintf(p, " %s3*100", s_dam); break;
-               case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
-               case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
-               case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
-               case 30: sprintf(p, " %s666", s_dam); break;
-               case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
-               }
-               break;
-               
-       case 5: /* Trump */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s10", s_range); break;
-               case  2: sprintf(p, " %s", s_random); break;
-               case  4: sprintf(p, " %s%d", s_range, plev * 4); break;
-               case  5: sprintf(p, " %s25+d30", s_dur); break;
-#ifdef JP
-               case  8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
-#else
-               case  8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
-#endif
-               case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
-               case 14: sprintf(p, " %s15+d21", s_delay); break;
-               case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
-#ifdef JP
-               case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
-#else
-               case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
-#endif
-               }
-               break;
-               
-       case 6: /* Arcane */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  4: sprintf(p, " %s10", s_range); break;
-               case  5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
-               case  7: sprintf(p, " %s2d8", s_heal); break;
-               case 14:
-               case 15:
-               case 16:
-               case 17: sprintf(p, " %s20+d20", s_dur); break;
-               case 18: sprintf(p, " %s4d8", s_heal); break;
-               case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
-               case 21: sprintf(p, " %s6d8", s_dam); break;
-               case 24: sprintf(p, " %s24+d24", s_dur); break;
-               case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
-               case 30: sprintf(p, " %s15+d21", s_delay); break;
-               case 31: sprintf(p, " %s25+d30", s_dur); break;
-               }
-               break;
-               
-       case 7: /* Craft */
-               switch (spell)
-               {
-               case 0: sprintf(p, " %s100+d100", s_dur); break;
-               case 1: sprintf(p, " %s80+d80", s_dur); break;
-               case 3:
-               case 4:
-               case 6:
-               case 7:
-               case 10:
-               case 18: sprintf(p, " %s20+d20", s_dur); break;
-               case 5: sprintf(p, " %s25+d25", s_dur); break;
-               case 8: sprintf(p, " %s24+d24", s_dur); break;
-               case 11: sprintf(p, " %s25+d25", s_dur); break;
-               case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
-               case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
-               case 16: sprintf(p, " %s25+d30", s_dur); break;
-               case 17: sprintf(p, " %s30+d20", s_dur); break;
-               case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
-               case 20: sprintf(p, " %s50+d50", s_dur); break;
-               case 23: sprintf(p, " %s20+d20", s_dur); break;
-               case 31: sprintf(p, " %s13+d13", s_dur); break;
-               }
-               break;
-               
-       case 8: /* Daemon */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  2: sprintf(p, " %s12+d12", s_dur); break;
-               case  3: sprintf(p, " %s20+d20", s_dur); break;
-               case  5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
-               case  7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
-               case 10: sprintf(p, " %s20+d20", s_dur); break;
-               case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
-               case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
-               case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
-               case 16: sprintf(p, " %s30+d25", s_dur); break;
-               case 17: sprintf(p, " %s20+d20", s_dur); break;
-               case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
-               case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
-               case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
-               case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
-               case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
-               case 24: sprintf(p, " %s25+d25", s_dur); break;
-               case 25: sprintf(p, " %s20+d20", s_dur); break;
-               case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
-               case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
-               case 30: sprintf(p, " %s600", s_dam); break;
-               case 31: sprintf(p, " %s15+d15", s_dur); break;
-               }
-               break;
-               
-       case 9: /* Crusade */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  5: sprintf(p, " %s%d", s_range, plev*3); break;
-#ifdef JP
-               case  6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
-#else
-               case  6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
-#endif
-               case  9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
-               case 10: sprintf(p, " %sd%d", s_dam, plev); break;
-               case 12: sprintf(p, " %s24+d24", s_dur); break;
-               case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
-               case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
-#ifdef JP
-               case 15: sprintf(p, " Â»:d%d/²ó:100", 6 * plev); break;
-#else
-               case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
-#endif
-               case 18: sprintf(p, " %s18+d18", s_dur); break;
-               case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
-               case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
-               case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
-               case 24: sprintf(p, " %s25+d25", s_dur); break;
-               case 28: sprintf(p, " %s10+d10", s_dur); break;
-#ifdef JP
-               case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
-#else
-               case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
-#endif
-#ifdef JP
-               case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
-#else
-               case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
-#endif
-               }
-               break;
-
-       case 15: /* Music */
-               switch (spell)
-               {
-               case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
-               case 4 : sprintf(p, " %s2d6", s_heal); break;
-               case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
-               case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
-               case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
-               case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
-               case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
-               case 28: sprintf(p, " %s15d10", s_heal); break;
-               case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
-               }
-               break;
-       default:
-#ifdef JP
-               sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
-#else
-               sprintf(p, "Unknown type: %d.", realm);
-#endif
-       }
-}
-
-
 /*
  * Print a list of spells (for browsing or casting or viewing)
  */
-void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
+void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
 {
-       int             i, spell, shougou, increment = 64;
+       int             i, spell, exp_level, increment = 64;
        magic_type      *s_ptr;
        cptr            comment;
        char            info[80];
        char            out_val[160];
        byte            line_attr;
-       int             shouhimana;
+       int             need_mana;
        char            ryakuji[5];
        char            buf[256];
        bool max = FALSE;
 
 
-       if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
+       if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
 #ifdef JP
 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
 #else
@@ -4422,7 +4244,7 @@ msg_print("
 
        /* Title the list */
        prt("", y, x);
-       if (realm+1 == REALM_HISSATSU)
+       if (use_realm == REALM_HISSATSU)
 #ifdef JP
                strcpy(buf,"  Lv   MP");
 #else
@@ -4444,8 +4266,8 @@ put_str(buf, y, x + 29);
 #endif
 
        if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
-       else if ((realm + 1) == p_ptr->realm1) increment = 0;
-       else if ((realm + 1) == p_ptr->realm2) increment = 32;
+       else if (use_realm == p_ptr->realm1) increment = 0;
+       else if (use_realm == p_ptr->realm2) increment = 32;
 
        /* Dump the spells */
        for (i = 0; i < num; i++)
@@ -4454,49 +4276,37 @@ put_str(buf, y, x + 29);
                spell = spells[i];
 
                /* Access the spell */
-               if (!is_magic(realm+1))
+               if (!is_magic(use_realm))
                {
-                       s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
+                       s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
                }
                else
                {
-                       s_ptr = &mp_ptr->info[realm][spell];
+                       s_ptr = &mp_ptr->info[use_realm - 1][spell];
                }
 
-               if (realm+1 == REALM_HISSATSU)
-                       shouhimana = s_ptr->smana;
+               if (use_realm == REALM_HISSATSU)
+                       need_mana = s_ptr->smana;
                else
                {
-                       if (p_ptr->pclass == CLASS_SORCERER)
-                               shouhimana = s_ptr->smana*2200 + 2399;
-                       else if (p_ptr->pclass == CLASS_RED_MAGE)
-                               shouhimana = s_ptr->smana*2600 + 2399;
-                       else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
-                               shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
-                       else
-                               shouhimana = s_ptr->smana*3800+2399;
-                       if(p_ptr->dec_mana)
-                               shouhimana *= 3;
-                       else shouhimana *= 4;
-                       shouhimana /= 9600;
-                       if(shouhimana < 1) shouhimana = 1;
-               }
+                       s16b exp = experience_of_spell(spell, use_realm);
 
-               if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
-               else if (spell_exp[spell+increment]<900) shougou = 0;
-               else if (spell_exp[spell+increment]<1200) shougou = 1;
-               else if (spell_exp[spell+increment]<1400) shougou = 2;
-               else if (spell_exp[spell+increment]<1600) shougou = 3;
-               else shougou = 4;
-               max = FALSE;
-               if (!increment && (shougou == 4)) max = TRUE;
-               else if ((increment == 32) && (shougou == 3)) max = TRUE;
-               else if (s_ptr->slevel >= 99) max = TRUE;
-               else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
-
-               strncpy(ryakuji,shougou_moji[shougou],4);
-               ryakuji[3] = ']';
-               ryakuji[4] = '\0';
+                       /* Extract mana consumption rate */
+                       need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
+
+                       if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
+                       else exp_level = spell_exp_level(exp);
+
+                       max = FALSE;
+                       if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
+                       else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
+                       else if (s_ptr->slevel >= 99) max = TRUE;
+                       else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
+
+                       strncpy(ryakuji, exp_level_str[exp_level], 4);
+                       ryakuji[3] = ']';
+                       ryakuji[4] = '\0';
+               }
 
                if (use_menu && target_spell)
                {
@@ -4526,7 +4336,7 @@ strcat(out_val, format("%-30s", "(Ƚ
                /* XXX XXX Could label spells above the players level */
 
                /* Get extra info */
-               spell_info(info, spell, realm);
+               strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
 
                /* Use that info */
                comment = info;
@@ -4540,9 +4350,9 @@ strcat(out_val, format("%-30s", "(Ƚ
                        if (s_ptr->slevel > p_ptr->max_plv)
                        {
 #ifdef JP
-comment = " Ì¤ÃÎ";
+comment = "̤ÃÎ";
 #else
-                               comment = " unknown";
+                               comment = "unknown";
 #endif
 
                                line_attr = TERM_L_BLUE;
@@ -4550,74 +4360,74 @@ comment = " ̤
                        else if (s_ptr->slevel > p_ptr->lev)
                        {
 #ifdef JP
-comment = " ËºµÑ";
+comment = "˺µÑ";
 #else
-                               comment = " forgotten";
+                               comment = "forgotten";
 #endif
 
                                line_attr = TERM_YELLOW;
                        }
                }
-               else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
+               else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
                {
 #ifdef JP
-comment = " Ì¤ÃÎ";
+comment = "̤ÃÎ";
 #else
-                       comment = " unknown";
+                       comment = "unknown";
 #endif
 
                        line_attr = TERM_L_BLUE;
                }
-               else if ((realm + 1 == p_ptr->realm1) ?
-                   ((spell_forgotten1 & (1L << spell))) :
-                   ((spell_forgotten2 & (1L << spell))))
+               else if ((use_realm == p_ptr->realm1) ?
+                   ((p_ptr->spell_forgotten1 & (1L << spell))) :
+                   ((p_ptr->spell_forgotten2 & (1L << spell))))
                {
 #ifdef JP
-comment = " ËºµÑ";
+comment = "˺µÑ";
 #else
-                       comment = " forgotten";
+                       comment = "forgotten";
 #endif
 
                        line_attr = TERM_YELLOW;
                }
-               else if (!((realm + 1 == p_ptr->realm1) ?
-                   (spell_learned1 & (1L << spell)) :
-                   (spell_learned2 & (1L << spell))))
+               else if (!((use_realm == p_ptr->realm1) ?
+                   (p_ptr->spell_learned1 & (1L << spell)) :
+                   (p_ptr->spell_learned2 & (1L << spell))))
                {
 #ifdef JP
-comment = " Ì¤ÃÎ";
+comment = "̤ÃÎ";
 #else
-                       comment = " unknown";
+                       comment = "unknown";
 #endif
 
                        line_attr = TERM_L_BLUE;
                }
-               else if (!((realm + 1 == p_ptr->realm1) ?
-                   (spell_worked1 & (1L << spell)) :
-                   (spell_worked2 & (1L << spell))))
+               else if (!((use_realm == p_ptr->realm1) ?
+                   (p_ptr->spell_worked1 & (1L << spell)) :
+                   (p_ptr->spell_worked2 & (1L << spell))))
                {
 #ifdef JP
-comment = " Ì¤·Ð¸³";
+comment = "̤·Ð¸³";
 #else
-                       comment = " untried";
+                       comment = "untried";
 #endif
 
                        line_attr = TERM_L_GREEN;
                }
 
                /* Dump the spell --(-- */
-               if (realm+1 == REALM_HISSATSU)
+               if (use_realm == REALM_HISSATSU)
                {
                        strcat(out_val, format("%-25s %2d %4d",
-                           spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
-                           s_ptr->slevel, shouhimana));
+                           do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
+                           s_ptr->slevel, need_mana));
                }
                else
                {
-                       strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
-                           spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
+                       strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
+                           do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
                            (max ? '!' : ' '), ryakuji,
-                           s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
+                           s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
                }
                c_prt(line_attr, out_val, y + i + 1, x);
        }
@@ -4738,7 +4548,7 @@ bool hates_fire(object_type *o_ptr)
                case TV_DEATH_BOOK:
                case TV_TRUMP_BOOK:
                case TV_ARCANE_BOOK:
-               case TV_ENCHANT_BOOK:
+               case TV_CRAFT_BOOK:
                case TV_DAEMON_BOOK:
                case TV_CRUSADE_BOOK:
                case TV_MUSIC_BOOK:
@@ -4789,10 +4599,10 @@ bool hates_cold(object_type *o_ptr)
  */
 int set_acid_destroy(object_type *o_ptr)
 {
-       u32b f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        if (!hates_acid(o_ptr)) return (FALSE);
-       object_flags(o_ptr, &f1, &f2, &f3);
-       if (f3 & TR3_IGNORE_ACID) return (FALSE);
+       object_flags(o_ptr, flgs);
+       if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
        return (TRUE);
 }
 
@@ -4802,10 +4612,10 @@ int set_acid_destroy(object_type *o_ptr)
  */
 int set_elec_destroy(object_type *o_ptr)
 {
-       u32b f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        if (!hates_elec(o_ptr)) return (FALSE);
-       object_flags(o_ptr, &f1, &f2, &f3);
-       if (f3 & TR3_IGNORE_ELEC) return (FALSE);
+       object_flags(o_ptr, flgs);
+       if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
        return (TRUE);
 }
 
@@ -4815,10 +4625,10 @@ int set_elec_destroy(object_type *o_ptr)
  */
 int set_fire_destroy(object_type *o_ptr)
 {
-       u32b f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        if (!hates_fire(o_ptr)) return (FALSE);
-       object_flags(o_ptr, &f1, &f2, &f3);
-       if (f3 & TR3_IGNORE_FIRE) return (FALSE);
+       object_flags(o_ptr, flgs);
+       if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
        return (TRUE);
 }
 
@@ -4828,10 +4638,10 @@ int set_fire_destroy(object_type *o_ptr)
  */
 int set_cold_destroy(object_type *o_ptr)
 {
-       u32b f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        if (!hates_cold(o_ptr)) return (FALSE);
-       object_flags(o_ptr, &f1, &f2, &f3);
-       if (f3 & TR3_IGNORE_COLD) return (FALSE);
+       object_flags(o_ptr, flgs);
+       if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
        return (TRUE);
 }
 
@@ -4866,7 +4676,7 @@ int inven_damage(inven_func typ, int perc)
                if (!o_ptr->k_idx) continue;
 
                /* Hack -- for now, skip artifacts */
-               if (artifact_p(o_ptr) || o_ptr->art_name) continue;
+               if (object_is_artifact(o_ptr)) continue;
 
                /* Give this item slot a shot at death */
                if ((*typ)(o_ptr))
@@ -4881,7 +4691,7 @@ int inven_damage(inven_func typ, int perc)
                        if (amt)
                        {
                                /* Get a description */
-                               object_desc(o_name, o_ptr, FALSE, 3);
+                               object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
                                /* Message */
 #ifdef JP
@@ -4942,7 +4752,7 @@ o_name, index_to_label(i),
 static int minus_ac(void)
 {
        object_type *o_ptr = NULL;
-       u32b        f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        char        o_name[MAX_NLEN];
 
 
@@ -4961,20 +4771,20 @@ static int minus_ac(void)
        /* Nothing to damage */
        if (!o_ptr->k_idx) return (FALSE);
 
-       if (o_ptr->tval < TV_BOOTS) return (FALSE);
+       if (!object_is_armour(o_ptr)) return (FALSE);
 
        /* No damage left to be done */
        if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
 
 
        /* Describe */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extract the flags */
-       object_flags(o_ptr, &f1, &f2, &f3);
+       object_flags(o_ptr, flgs);
 
        /* Object resists */
-       if (f3 & TR3_IGNORE_ACID)
+       if (have_flag(flgs, TR_IGNORE_ACID))
        {
 #ifdef JP
 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
@@ -5013,16 +4823,17 @@ msg_format("%s
 /*
  * Hurt the player with Acid
  */
-void acid_dam(int dam, cptr kb_str, int monspell)
+int acid_dam(int dam, cptr kb_str, int monspell)
 {
+       int get_damage;  
        int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
-       bool double_resist = (p_ptr->oppose_acid  || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+       bool double_resist = IS_OPPOSE_ACID();
 
        /* Total Immunity */
        if (p_ptr->immune_acid || (dam <= 0))
        {
                learn_spell(monspell);
-               return;
+               return 0;
        }
 
        /* Vulnerability (Ouch!) */
@@ -5041,33 +4852,35 @@ void acid_dam(int dam, cptr kb_str, int monspell)
        if (minus_ac()) dam = (dam + 1) / 2;
 
        /* Take damage */
-       take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_acid))
                inven_damage(set_acid_destroy, inv);
+       return get_damage;
 }
 
 
 /*
  * Hurt the player with electricity
  */
-void elec_dam(int dam, cptr kb_str, int monspell)
+int elec_dam(int dam, cptr kb_str, int monspell)
 {
+       int get_damage;  
        int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
-       bool double_resist = (p_ptr->oppose_elec  || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+       bool double_resist = IS_OPPOSE_ELEC();
 
        /* Total immunity */
        if (p_ptr->immune_elec || (dam <= 0))
        {
                learn_spell(monspell);
-               return;
+               return 0;
        }
 
        /* Vulnerability (Ouch!) */
        if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
        if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
-       if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
+       if (prace_is_(RACE_ANDROID)) dam += dam / 3;
 
        /* Resist the damage */
        if (p_ptr->resist_elec) dam = (dam + 2) / 3;
@@ -5078,27 +4891,30 @@ void elec_dam(int dam, cptr kb_str, int monspell)
                (void)do_dec_stat(A_DEX);
 
        /* Take damage */
-       take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_elec))
                inven_damage(set_elec_destroy, inv);
+
+       return get_damage;
 }
 
 
 /*
  * Hurt the player with Fire
  */
-void fire_dam(int dam, cptr kb_str, int monspell)
+int fire_dam(int dam, cptr kb_str, int monspell)
 {
+       int get_damage;  
        int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
-       bool double_resist = (p_ptr->oppose_fire  || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+       bool double_resist = IS_OPPOSE_FIRE();
 
        /* Totally immune */
        if (p_ptr->immune_fire || (dam <= 0))
        {
                learn_spell(monspell);
-               return;
+               return 0;
        }
 
        /* Vulnerability (Ouch!) */
@@ -5115,27 +4931,30 @@ void fire_dam(int dam, cptr kb_str, int monspell)
                (void)do_dec_stat(A_STR);
 
        /* Take damage */
-       take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_fire))
                inven_damage(set_fire_destroy, inv);
+
+       return get_damage;
 }
 
 
 /*
  * Hurt the player with Cold
  */
-void cold_dam(int dam, cptr kb_str, int monspell)
+int cold_dam(int dam, cptr kb_str, int monspell)
 {
+       int get_damage;  
        int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
-       bool double_resist = (p_ptr->oppose_cold  || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+       bool double_resist = IS_OPPOSE_COLD();
 
        /* Total immunity */
        if (p_ptr->immune_cold || (dam <= 0))
        {
                learn_spell(monspell);
-               return;
+               return 0;
        }
 
        /* Vulnerability (Ouch!) */
@@ -5151,11 +4970,13 @@ void cold_dam(int dam, cptr kb_str, int monspell)
                (void)do_dec_stat(A_STR);
 
        /* Take damage */
-       take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_cold))
                inven_damage(set_cold_destroy, inv);
+
+       return get_damage;
 }
 
 
@@ -5168,7 +4989,7 @@ bool rustproof(void)
 
        item_tester_no_ryoute = TRUE;
        /* Select a piece of armour */
-       item_tester_hook = item_tester_hook_armour;
+       item_tester_hook = object_is_armour;
 
        /* Get an item */
 #ifdef JP
@@ -5195,11 +5016,11 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
-       o_ptr->art_flags3 |= TR3_IGNORE_ACID;
+       add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
 
-       if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
+       if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
        {
 #ifdef JP
 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
@@ -5232,6 +5053,7 @@ msg_format("%s
  */
 bool curse_armor(void)
 {
+       int i;
        object_type *o_ptr;
 
        char o_name[MAX_NLEN];
@@ -5245,10 +5067,10 @@ bool curse_armor(void)
 
 
        /* Describe */
-       object_desc(o_name, o_ptr, FALSE, 3);
+       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
        /* Attempt a saving throw for artifacts */
-       if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
+       if (object_is_artifact(o_ptr) && (randint0(100) < 50))
        {
                /* Cool */
 #ifdef JP
@@ -5256,7 +5078,7 @@ msg_format("%s
 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
 #else
                msg_format("A %s tries to %s, but your %s resists the effects!",
-                          "terrible black aura", "surround your armor", o_name);
+                          "terrible black aura", "surround your armor", o_name);
 #endif
 
        }
@@ -5282,9 +5104,9 @@ msg_format("
                o_ptr->ac = 0;
                o_ptr->dd = 0;
                o_ptr->ds = 0;
-               o_ptr->art_flags1 = 0;
-               o_ptr->art_flags2 = 0;
-               o_ptr->art_flags3 = 0;
+
+               for (i = 0; i < TR_FLAG_SIZE; i++)
+                       o_ptr->art_flags[i] = 0;
 
                /* Curse it */
                o_ptr->curse_flags = TRC_CURSED;
@@ -5311,6 +5133,8 @@ msg_format("
  */
 bool curse_weapon(bool force, int slot)
 {
+       int i;
+
        object_type *o_ptr;
 
        char o_name[MAX_NLEN];
@@ -5324,10 +5148,10 @@ bool curse_weapon(bool force, int slot)
 
 
        /* Describe */
-       object_desc(o_name, o_ptr, FALSE, 3);
+       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
        /* Attempt a saving throw */
-       if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
+       if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
        {
                /* Cool */
 #ifdef JP
@@ -5335,7 +5159,7 @@ msg_format("%s
 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
 #else
                msg_format("A %s tries to %s, but your %s resists the effects!",
-                          "terrible black aura", "surround your weapon", o_name);
+                          "terrible black aura", "surround your weapon", o_name);
 #endif
 
        }
@@ -5361,9 +5185,9 @@ if (!force) msg_format("
                o_ptr->ac = 0;
                o_ptr->dd = 0;
                o_ptr->ds = 0;
-               o_ptr->art_flags1 = 0;
-               o_ptr->art_flags2 = 0;
-               o_ptr->art_flags3 = 0;
+
+               for (i = 0; i < TR_FLAG_SIZE; i++)
+                       o_ptr->art_flags[i] = 0;
 
 
                /* Curse it */
@@ -5403,11 +5227,11 @@ bool brand_bolts(void)
                if (o_ptr->tval != TV_BOLT) continue;
 
                /* Skip artifacts and ego-items */
-               if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
+               if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
                        continue;
 
                /* Skip cursed/broken items */
-               if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
+               if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
 
                /* Randomize */
                if (randint0(100) < 75) continue;
@@ -5509,7 +5333,7 @@ bool polymorph_monster(int y, int x)
 
        if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
 
-       if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
+       if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
 
        /* Memorize the monster before polymorphing */
        back_m = *m_ptr;
@@ -5525,7 +5349,7 @@ bool polymorph_monster(int y, int x)
                /* Get the monsters attitude */
                if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
                if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-               if (m_ptr->mflag2 & MFLAG_NOPET) mode |= PM_NO_PET;
+               if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
 
                /* "Kill" the "old" monster */
                delete_monster_idx(c_ptr->m_idx);
@@ -5538,13 +5362,9 @@ bool polymorph_monster(int y, int x)
                }
                else
                {
-                       monster_terrain_sensitive = FALSE;
-
                        /* Placing the new monster failed */
-                       place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE));
-                       m_list[hack_m_idx_ii] = back_m;
-
-                       monster_terrain_sensitive = TRUE;
+                       if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
+                               m_list[hack_m_idx_ii] = back_m;
                }
 
                if (targeted) target_who = hack_m_idx_ii;
@@ -5558,41 +5378,73 @@ bool polymorph_monster(int y, int x)
 /*
  * Dimension Door
  */
-bool dimension_door(void)
+static bool dimension_door_aux(int x, int y)
 {
        int     plev = p_ptr->lev;
-       int     x = 0, y = 0;
-
-       if (!tgt_pt(&x, &y)) return FALSE;
 
        p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
 
-       if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
-               (distance(y, x, py, px) > plev / 2 + 10) ||
-               (!randint0(plev / 10 + 10)))
+       if (!cave_player_teleportable_bold(y, x, FALSE, FALSE) ||
+           (distance(y, x, py, px) > plev / 2 + 10) ||
+           (!randint0(plev / 10 + 10)))
+       {
+               p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
+               teleport_player((plev + 2) * 2, TRUE);
+
+               /* Failed */
+               return FALSE;
+       }
+       else
        {
-               if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
+               teleport_player_to(y, x, TRUE, FALSE);
+
+               /* Success */
+               return TRUE;
+       }
+}
+
+
+/*
+ * Dimension Door
+ */
+bool dimension_door(void)
+{
+       int x = 0, y = 0;
+
+       /* Rerutn FALSE if cancelled */
+       if (!tgt_pt(&x, &y)) return FALSE;
+
+       if (dimension_door_aux(x, y)) return TRUE;
+
 #ifdef JP
-                       msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
+       msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
 #else
-                       msg_print("You fail to exit the astral plane correctly!");
+       msg_print("You fail to exit the astral plane correctly!");
 #endif
-               }
-               else
-               {
+
+       return TRUE;
+}
+
+
+/*
+ * Mirror Master's Dimension Door
+ */
+bool mirror_tunnel(void)
+{
+       int x = 0, y = 0;
+
+       /* Rerutn FALSE if cancelled */
+       if (!tgt_pt(&x, &y)) return FALSE;
+
+       if (dimension_door_aux(x, y)) return TRUE;
+
 #ifdef JP
-                       msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
+       msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
 #else
-                       msg_print("You fail to exit the astral plane correctly!");
+       msg_print("You fail to pass the mirror plane correctly!");
 #endif
-               }
-               p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
-               teleport_player((plev+2)*2);
-       }
-       else
-               teleport_player_to(y, x, TRUE);
 
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -5632,7 +5484,7 @@ s = "
        }
 
        k_ptr = &k_info[o_ptr->k_idx];
-       lev = get_object_level(o_ptr);
+       lev = k_info[o_ptr->k_idx].level;
 
        if (o_ptr->tval == TV_ROD)
        {
@@ -5732,9 +5584,9 @@ msg_print("
        if (fail)
        {
                /* Artifacts are never destroyed. */
-               if (artifact_p(o_ptr))
+               if (object_is_fixed_artifact(o_ptr))
                {
-                       object_desc(o_name, o_ptr, TRUE, 0);
+                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 #ifdef JP
 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
 #else
@@ -5753,7 +5605,7 @@ msg_format("
                else
                {
                        /* Get the object description */
-                       object_desc(o_name, o_ptr, FALSE, 0);
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                        /*** Determine Seriousness of Failure ***/
 
@@ -5842,8 +5694,8 @@ msg_format("
 #endif
 
                                        /* Reduce rod stack maximum timeout, drain wands. */
-                                       if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
-                                       if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
+                                       if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
+                                       else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
 
                                }
                                else
@@ -5913,6 +5765,9 @@ msg_format("
                p_ptr->csp = p_ptr->msp;
        }
 
+       /* Redraw mana and hp */
+       p_ptr->redraw |= (PR_MANA);
+
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
        p_ptr->window |= (PW_INVEN);