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object_type.xtra1の使用を廃止してart_flagsを使うようにした。これにより、object_type.xtra1は今のところ完全に使われていないメンバ...
[hengband/hengband.git] / src / object2.c
1 /* File: object2.c */
2
3 /* Purpose: Object code, part 2 */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 #include "kajitips.h"
16
17
18 /*
19  * Excise a dungeon object from any stacks
20  */
21 void excise_object_idx(int o_idx)
22 {
23         object_type *j_ptr;
24
25         s16b this_o_idx, next_o_idx = 0;
26
27         s16b prev_o_idx = 0;
28
29
30         /* Object */
31         j_ptr = &o_list[o_idx];
32
33         /* Monster */
34         if (j_ptr->held_m_idx)
35         {
36                 monster_type *m_ptr;
37
38                 /* Monster */
39                 m_ptr = &m_list[j_ptr->held_m_idx];
40
41                 /* Scan all objects in the grid */
42                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
43                 {
44                         object_type *o_ptr;
45
46                         /* Acquire object */
47                         o_ptr = &o_list[this_o_idx];
48
49                         /* Acquire next object */
50                         next_o_idx = o_ptr->next_o_idx;
51
52                         /* Done */
53                         if (this_o_idx == o_idx)
54                         {
55                                 /* No previous */
56                                 if (prev_o_idx == 0)
57                                 {
58                                         /* Remove from list */
59                                         m_ptr->hold_o_idx = next_o_idx;
60                                 }
61
62                                 /* Real previous */
63                                 else
64                                 {
65                                         object_type *k_ptr;
66
67                                         /* Previous object */
68                                         k_ptr = &o_list[prev_o_idx];
69
70                                         /* Remove from list */
71                                         k_ptr->next_o_idx = next_o_idx;
72                                 }
73
74                                 /* Forget next pointer */
75                                 o_ptr->next_o_idx = 0;
76
77                                 /* Done */
78                                 break;
79                         }
80
81                         /* Save prev_o_idx */
82                         prev_o_idx = this_o_idx;
83                 }
84         }
85
86         /* Dungeon */
87         else
88         {
89                 cave_type *c_ptr;
90
91                 int y = j_ptr->iy;
92                 int x = j_ptr->ix;
93
94                 /* Grid */
95                 c_ptr = &cave[y][x];
96
97                 /* Scan all objects in the grid */
98                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
99                 {
100                         object_type *o_ptr;
101
102                         /* Acquire object */
103                         o_ptr = &o_list[this_o_idx];
104
105                         /* Acquire next object */
106                         next_o_idx = o_ptr->next_o_idx;
107
108                         /* Done */
109                         if (this_o_idx == o_idx)
110                         {
111                                 /* No previous */
112                                 if (prev_o_idx == 0)
113                                 {
114                                         /* Remove from list */
115                                         c_ptr->o_idx = next_o_idx;
116                                 }
117
118                                 /* Real previous */
119                                 else
120                                 {
121                                         object_type *k_ptr;
122
123                                         /* Previous object */
124                                         k_ptr = &o_list[prev_o_idx];
125
126                                         /* Remove from list */
127                                         k_ptr->next_o_idx = next_o_idx;
128                                 }
129
130                                 /* Forget next pointer */
131                                 o_ptr->next_o_idx = 0;
132
133                                 /* Done */
134                                 break;
135                         }
136
137                         /* Save prev_o_idx */
138                         prev_o_idx = this_o_idx;
139                 }
140         }
141 }
142
143
144 /*
145  * Delete a dungeon object
146  *
147  * Handle "stacks" of objects correctly.
148  */
149 void delete_object_idx(int o_idx)
150 {
151         object_type *j_ptr;
152
153         /* Excise */
154         excise_object_idx(o_idx);
155
156         /* Object */
157         j_ptr = &o_list[o_idx];
158
159         /* Dungeon floor */
160         if (!(j_ptr->held_m_idx))
161         {
162                 int y, x;
163
164                 /* Location */
165                 y = j_ptr->iy;
166                 x = j_ptr->ix;
167
168                 /* Visual update */
169                 lite_spot(y, x);
170         }
171
172         /* Wipe the object */
173         object_wipe(j_ptr);
174
175         /* Count objects */
176         o_cnt--;
177 }
178
179
180 /*
181  * Deletes all objects at given location
182  */
183 void delete_object(int y, int x)
184 {
185         cave_type *c_ptr;
186
187         s16b this_o_idx, next_o_idx = 0;
188
189
190         /* Refuse "illegal" locations */
191         if (!in_bounds(y, x)) return;
192
193
194         /* Grid */
195         c_ptr = &cave[y][x];
196
197         /* Scan all objects in the grid */
198         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
199         {
200                 object_type *o_ptr;
201
202                 /* Acquire object */
203                 o_ptr = &o_list[this_o_idx];
204
205                 /* Acquire next object */
206                 next_o_idx = o_ptr->next_o_idx;
207
208                 /* Wipe the object */
209                 object_wipe(o_ptr);
210
211                 /* Count objects */
212                 o_cnt--;
213         }
214
215         /* Objects are gone */
216         c_ptr->o_idx = 0;
217
218         /* Visual update */
219         lite_spot(y, x);
220 }
221
222
223 /*
224  * Move an object from index i1 to index i2 in the object list
225  */
226 static void compact_objects_aux(int i1, int i2)
227 {
228         int i;
229
230         cave_type *c_ptr;
231
232         object_type *o_ptr;
233
234
235         /* Do nothing */
236         if (i1 == i2) return;
237
238
239         /* Repair objects */
240         for (i = 1; i < o_max; i++)
241         {
242                 /* Acquire object */
243                 o_ptr = &o_list[i];
244
245                 /* Skip "dead" objects */
246                 if (!o_ptr->k_idx) continue;
247
248                 /* Repair "next" pointers */
249                 if (o_ptr->next_o_idx == i1)
250                 {
251                         /* Repair */
252                         o_ptr->next_o_idx = i2;
253                 }
254         }
255
256
257         /* Acquire object */
258         o_ptr = &o_list[i1];
259
260
261         /* Monster */
262         if (o_ptr->held_m_idx)
263         {
264                 monster_type *m_ptr;
265
266                 /* Acquire monster */
267                 m_ptr = &m_list[o_ptr->held_m_idx];
268
269                 /* Repair monster */
270                 if (m_ptr->hold_o_idx == i1)
271                 {
272                         /* Repair */
273                         m_ptr->hold_o_idx = i2;
274                 }
275         }
276
277         /* Dungeon */
278         else
279         {
280                 int y, x;
281
282                 /* Acquire location */
283                 y = o_ptr->iy;
284                 x = o_ptr->ix;
285
286                 /* Acquire grid */
287                 c_ptr = &cave[y][x];
288
289                 /* Repair grid */
290                 if (c_ptr->o_idx == i1)
291                 {
292                         /* Repair */
293                         c_ptr->o_idx = i2;
294                 }
295         }
296
297
298         /* Structure copy */
299         o_list[i2] = o_list[i1];
300
301         /* Wipe the hole */
302         object_wipe(o_ptr);
303 }
304
305
306 /*
307  * Compact and Reorder the object list
308  *
309  * This function can be very dangerous, use with caution!
310  *
311  * When actually "compacting" objects, we base the saving throw on a
312  * combination of object level, distance from player, and current
313  * "desperation".
314  *
315  * After "compacting" (if needed), we "reorder" the objects into a more
316  * compact order, and we reset the allocation info, and the "live" array.
317  */
318 void compact_objects(int size)
319 {
320         int i, y, x, num, cnt;
321         int cur_lev, cur_dis, chance;
322         object_type *o_ptr;
323
324
325         /* Compact */
326         if (size)
327         {
328                 /* Message */
329 #ifdef JP
330                 msg_print("¥¢¥¤¥Æ¥à¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
331 #else
332                 msg_print("Compacting objects...");
333 #endif
334
335
336                 /* Redraw map */
337                 p_ptr->redraw |= (PR_MAP);
338
339                 /* Window stuff */
340                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
341         }
342
343
344         /* Compact at least 'size' objects */
345         for (num = 0, cnt = 1; num < size; cnt++)
346         {
347                 /* Get more vicious each iteration */
348                 cur_lev = 5 * cnt;
349
350                 /* Get closer each iteration */
351                 cur_dis = 5 * (20 - cnt);
352
353                 /* Examine the objects */
354                 for (i = 1; i < o_max; i++)
355                 {
356                         o_ptr = &o_list[i];
357
358                         /* Skip dead objects */
359                         if (!o_ptr->k_idx) continue;
360
361                         /* Hack -- High level objects start out "immune" */
362                         if (get_object_level(o_ptr) > cur_lev) continue;
363
364                         /* Monster */
365                         if (o_ptr->held_m_idx)
366                         {
367                                 monster_type *m_ptr;
368
369                                 /* Acquire monster */
370                                 m_ptr = &m_list[o_ptr->held_m_idx];
371
372                                 /* Get the location */
373                                 y = m_ptr->fy;
374                                 x = m_ptr->fx;
375
376                                 /* Monsters protect their objects */
377                                 if (randint0(100) < 90) continue;
378                         }
379
380                         /* Dungeon */
381                         else
382                         {
383                                 /* Get the location */
384                                 y = o_ptr->iy;
385                                 x = o_ptr->ix;
386                         }
387
388                         /* Nearby objects start out "immune" */
389                         if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
390
391                         /* Saving throw */
392                         chance = 90;
393
394                         /* Hack -- only compact artifacts in emergencies */
395                         if ((artifact_p(o_ptr) || o_ptr->art_name) &&
396                             (cnt < 1000)) chance = 100;
397
398                         /* Apply the saving throw */
399                         if (randint0(100) < chance) continue;
400
401                         /* Delete the object */
402                         delete_object_idx(i);
403
404                         /* Count it */
405                         num++;
406                 }
407         }
408
409
410         /* Excise dead objects (backwards!) */
411         for (i = o_max - 1; i >= 1; i--)
412         {
413                 o_ptr = &o_list[i];
414
415                 /* Skip real objects */
416                 if (o_ptr->k_idx) continue;
417
418                 /* Move last object into open hole */
419                 compact_objects_aux(o_max - 1, i);
420
421                 /* Compress "o_max" */
422                 o_max--;
423         }
424 }
425
426
427 /*
428  * Delete all the items when player leaves the level
429  *
430  * Note -- we do NOT visually reflect these (irrelevant) changes
431  *
432  * Hack -- we clear the "c_ptr->o_idx" field for every grid,
433  * and the "m_ptr->next_o_idx" field for every monster, since
434  * we know we are clearing every object.  Technically, we only
435  * clear those fields for grids/monsters containing objects,
436  * and we clear it once for every such object.
437  */
438 void wipe_o_list(void)
439 {
440         int i;
441
442         /* Delete the existing objects */
443         for (i = 1; i < o_max; i++)
444         {
445                 object_type *o_ptr = &o_list[i];
446
447                 /* Skip dead objects */
448                 if (!o_ptr->k_idx) continue;
449
450                 /* Mega-Hack -- preserve artifacts */
451                 if (!character_dungeon || preserve_mode)
452                 {
453                         /* Hack -- Preserve unknown artifacts */
454                         if (artifact_p(o_ptr) && !object_known_p(o_ptr))
455                         {
456                                 /* Mega-Hack -- Preserve the artifact */
457                                 a_info[o_ptr->name1].cur_num = 0;
458                         }
459                 }
460
461                 /* Monster */
462                 if (o_ptr->held_m_idx)
463                 {
464                         monster_type *m_ptr;
465
466                         /* Monster */
467                         m_ptr = &m_list[o_ptr->held_m_idx];
468
469                         /* Hack -- see above */
470                         m_ptr->hold_o_idx = 0;
471                 }
472
473                 /* Dungeon */
474                 else
475                 {
476                         cave_type *c_ptr;
477
478                         /* Access location */
479                         int y = o_ptr->iy;
480                         int x = o_ptr->ix;
481
482                         /* Access grid */
483                         c_ptr = &cave[y][x];
484
485                         /* Hack -- see above */
486                         c_ptr->o_idx = 0;
487                 }
488
489                 /* Wipe the object */
490                 object_wipe(o_ptr);
491         }
492
493         /* Reset "o_max" */
494         o_max = 1;
495
496         /* Reset "o_cnt" */
497         o_cnt = 0;
498 }
499
500
501 /*
502  * Acquires and returns the index of a "free" object.
503  *
504  * This routine should almost never fail, but in case it does,
505  * we must be sure to handle "failure" of this routine.
506  */
507 s16b o_pop(void)
508 {
509         int i;
510
511
512         /* Initial allocation */
513         if (o_max < max_o_idx)
514         {
515                 /* Get next space */
516                 i = o_max;
517
518                 /* Expand object array */
519                 o_max++;
520
521                 /* Count objects */
522                 o_cnt++;
523
524                 /* Use this object */
525                 return (i);
526         }
527
528
529         /* Recycle dead objects */
530         for (i = 1; i < o_max; i++)
531         {
532                 object_type *o_ptr;
533
534                 /* Acquire object */
535                 o_ptr = &o_list[i];
536
537                 /* Skip live objects */
538                 if (o_ptr->k_idx) continue;
539
540                 /* Count objects */
541                 o_cnt++;
542
543                 /* Use this object */
544                 return (i);
545         }
546
547
548         /* Warn the player (except during dungeon creation) */
549 #ifdef JP
550         if (character_dungeon) msg_print("¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë¡ª");
551 #else
552         if (character_dungeon) msg_print("Too many objects!");
553 #endif
554
555
556         /* Oops */
557         return (0);
558 }
559
560
561 /*
562  * Apply a "object restriction function" to the "object allocation table"
563  */
564 errr get_obj_num_prep(void)
565 {
566         int i;
567
568         /* Get the entry */
569         alloc_entry *table = alloc_kind_table;
570
571         /* Scan the allocation table */
572         for (i = 0; i < alloc_kind_size; i++)
573         {
574                 /* Accept objects which pass the restriction, if any */
575                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
576                 {
577                         /* Accept this object */
578                         table[i].prob2 = table[i].prob1;
579                 }
580
581                 /* Do not use this object */
582                 else
583                 {
584                         /* Decline this object */
585                         table[i].prob2 = 0;
586                 }
587         }
588
589         /* Success */
590         return (0);
591 }
592
593
594 /*
595  * Choose an object kind that seems "appropriate" to the given level
596  *
597  * This function uses the "prob2" field of the "object allocation table",
598  * and various local information, to calculate the "prob3" field of the
599  * same table, which is then used to choose an "appropriate" object, in
600  * a relatively efficient manner.
601  *
602  * It is (slightly) more likely to acquire an object of the given level
603  * than one of a lower level.  This is done by choosing several objects
604  * appropriate to the given level and keeping the "hardest" one.
605  *
606  * Note that if no objects are "appropriate", then this function will
607  * fail, and return zero, but this should *almost* never happen.
608  */
609 s16b get_obj_num(int level)
610 {
611         int             i, j, p;
612         int             k_idx;
613         long            value, total;
614         object_kind     *k_ptr;
615         alloc_entry     *table = alloc_kind_table;
616
617         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
618
619         /* Boost level */
620         if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
621         {
622                 /* Occasional "boost" */
623                 if (one_in_(GREAT_OBJ))
624                 {
625                         /* What a bizarre calculation */
626                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
627                 }
628         }
629
630         /* Reset total */
631         total = 0L;
632
633         /* Process probabilities */
634         for (i = 0; i < alloc_kind_size; i++)
635         {
636                 /* Objects are sorted by depth */
637                 if (table[i].level > level) break;
638
639                 /* Default */
640                 table[i].prob3 = 0;
641
642                 /* Access the index */
643                 k_idx = table[i].index;
644
645                 /* Access the actual kind */
646                 k_ptr = &k_info[k_idx];
647
648                 /* Hack -- prevent embedded chests */
649                 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
650
651                 /* Accept */
652                 table[i].prob3 = table[i].prob2;
653
654                 /* Total */
655                 total += table[i].prob3;
656         }
657
658         /* No legal objects */
659         if (total <= 0) return (0);
660
661
662         /* Pick an object */
663         value = randint0(total);
664
665         /* Find the object */
666         for (i = 0; i < alloc_kind_size; i++)
667         {
668                 /* Found the entry */
669                 if (value < table[i].prob3) break;
670
671                 /* Decrement */
672                 value = value - table[i].prob3;
673         }
674
675
676         /* Power boost */
677         p = randint0(100);
678
679         /* Try for a "better" object once (50%) or twice (10%) */
680         if (p < 60)
681         {
682                 /* Save old */
683                 j = i;
684
685                 /* Pick a object */
686                 value = randint0(total);
687
688                 /* Find the object */
689                 for (i = 0; i < alloc_kind_size; i++)
690                 {
691                         /* Found the entry */
692                         if (value < table[i].prob3) break;
693
694                         /* Decrement */
695                         value = value - table[i].prob3;
696                 }
697
698                 /* Keep the "best" one */
699                 if (table[i].level < table[j].level) i = j;
700         }
701
702         /* Try for a "better" object twice (10%) */
703         if (p < 10)
704         {
705                 /* Save old */
706                 j = i;
707
708                 /* Pick a object */
709                 value = randint0(total);
710
711                 /* Find the object */
712                 for (i = 0; i < alloc_kind_size; i++)
713                 {
714                         /* Found the entry */
715                         if (value < table[i].prob3) break;
716
717                         /* Decrement */
718                         value = value - table[i].prob3;
719                 }
720
721                 /* Keep the "best" one */
722                 if (table[i].level < table[j].level) i = j;
723         }
724
725
726         /* Result */
727         return (table[i].index);
728 }
729
730
731 /*
732  * Known is true when the "attributes" of an object are "known".
733  * These include tohit, todam, toac, cost, and pval (charges).
734  *
735  * Note that "knowing" an object gives you everything that an "awareness"
736  * gives you, and much more.  In fact, the player is always "aware" of any
737  * item of which he has full "knowledge".
738  *
739  * But having full knowledge of, say, one "wand of wonder", does not, by
740  * itself, give you knowledge, or even awareness, of other "wands of wonder".
741  * It happens that most "identify" routines (including "buying from a shop")
742  * will make the player "aware" of the object as well as fully "know" it.
743  *
744  * This routine also removes any inscriptions generated by "feelings".
745  */
746 void object_known(object_type *o_ptr)
747 {
748         /* Remove "default inscriptions" */
749         o_ptr->feeling = FEEL_NONE;
750
751         /* Clear the "Felt" info */
752         o_ptr->ident &= ~(IDENT_SENSE);
753
754         /* Clear the "Empty" info */
755         o_ptr->ident &= ~(IDENT_EMPTY);
756
757         /* Now we know about the item */
758         o_ptr->ident |= (IDENT_KNOWN);
759 }
760
761
762 /*
763  * The player is now aware of the effects of the given object.
764  */
765 void object_aware(object_type *o_ptr)
766 {
767         bool mihanmei = !object_aware_p(o_ptr);
768
769 #ifndef SCRIPT_OBJ_KIND
770         /* Fully aware of the effects */
771         k_info[o_ptr->k_idx].aware = TRUE;
772 #else /* SCRIPT_OBJ_KIND */
773         /* Fully aware of the effects */
774         o_ptr->aware = TRUE;
775 #endif /* SCRIPT_OBJ_KIND */
776
777         if(mihanmei && !(k_info[o_ptr->k_idx].flags3 & TR3_INSTA_ART) && record_ident &&
778            !death && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
779         {
780                 object_type forge;
781                 object_type *q_ptr;
782                 char o_name[MAX_NLEN];
783
784                 q_ptr = &forge;
785                 object_copy(q_ptr, o_ptr);
786
787                 q_ptr->number = 1;
788                 object_desc(o_name, q_ptr, TRUE, 0);
789                 
790                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
791         }
792 }
793
794
795 /*
796  * Something has been "sampled"
797  */
798 void object_tried(object_type *o_ptr)
799 {
800 #ifndef SCRIPT_OBJ_KIND
801         /* Mark it as tried (even if "aware") */
802         k_info[o_ptr->k_idx].tried = TRUE;
803 #else /* SCRIPT_OBJ_KIND */
804         o_ptr->tried = TRUE;
805 #endif /* SCRIPT_OBJ_KIND */
806 }
807
808
809 /*
810  * Return the "value" of an "unknown" item
811  * Make a guess at the value of non-aware items
812  */
813 static s32b object_value_base(object_type *o_ptr)
814 {
815         /* Aware item -- use template cost */
816         if (object_aware_p(o_ptr)) return (get_object_cost(o_ptr));
817
818         /* Analyze the type */
819         switch (o_ptr->tval)
820         {
821
822                 /* Un-aware Food */
823                 case TV_FOOD: return (5L);
824
825                 /* Un-aware Potions */
826                 case TV_POTION: return (20L);
827
828                 /* Un-aware Scrolls */
829                 case TV_SCROLL: return (20L);
830
831                 /* Un-aware Staffs */
832                 case TV_STAFF: return (70L);
833
834                 /* Un-aware Wands */
835                 case TV_WAND: return (50L);
836
837                 /* Un-aware Rods */
838                 case TV_ROD: return (90L);
839
840                 /* Un-aware Rings */
841                 case TV_RING: return (45L);
842
843                 /* Un-aware Amulets */
844                 case TV_AMULET: return (45L);
845
846                 /* Figurines, relative to monster level */
847                 case TV_FIGURINE:
848                 {
849                         int level = r_info[o_ptr->pval].level;
850                         if (level < 20) return level*50L;
851                         else if (level < 30) return 1000+(level-20)*150L;
852                         else if (level < 40) return 2500+(level-30)*350L;
853                         else if (level < 50) return 6000+(level-40)*800L;
854                         else return 14000+(level-50)*2000L;
855                         break;
856                 }
857
858                 case TV_CAPTURE:
859                         if (!o_ptr->pval) return 1000L;
860                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
861         }
862
863         /* Paranoia -- Oops */
864         return (0L);
865 }
866
867
868 /* Return the value of the flags the object has... */
869 s32b flag_cost(object_type * o_ptr, int plusses)
870 {
871         s32b total = 0;
872         u32b f1, f2, f3;
873         s32b tmp_cost;
874         int count;
875
876         object_flags(o_ptr, &f1, &f2, &f3);
877
878         if (o_ptr->name1)
879         {
880                 artifact_type *a_ptr = &a_info[o_ptr->name1];
881
882                 f1 &= ~(a_ptr->flags1);
883                 f2 &= ~(a_ptr->flags2);
884                 f3 &= ~(a_ptr->flags3);
885         }
886         else
887         {
888                 if (o_ptr->name2)
889                 {
890                         ego_item_type *e_ptr = &e_info[o_ptr->name2];
891
892                         f1 &= ~(e_ptr->flags1);
893                         f2 &= ~(e_ptr->flags2);
894                         f3 &= ~(e_ptr->flags3);
895                         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
896                         {
897                                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
898
899                                 f1 &= ~(k_ptr->flags1);
900                                 f2 &= ~(k_ptr->flags2);
901                                 f3 &= ~(k_ptr->flags3);
902                         }
903                 }
904                 else if (o_ptr->art_name)
905                 {
906                         total = 5000;
907                 }
908         }
909
910         if (f1 & TR1_STR) total += (1500 * plusses);
911         if (f1 & TR1_INT) total += (1500 * plusses);
912         if (f1 & TR1_WIS) total += (1500 * plusses);
913         if (f1 & TR1_DEX) total += (1500 * plusses);
914         if (f1 & TR1_CON) total += (1500 * plusses);
915         if (f1 & TR1_CHR) total += (750 * plusses);
916         if (f1 & TR1_MAGIC_MASTERY) total += (600 * plusses);
917         if (f1 & TR1_STEALTH) total += (250 * plusses);
918         if (f1 & TR1_SEARCH) total += (100 * plusses);
919         if (f1 & TR1_INFRA) total += (150 * plusses);
920         if (f1 & TR1_TUNNEL) total += (175 * plusses);
921         if ((f1 & TR1_SPEED) && (plusses > 0))
922                 total += (10000 + (2500 * plusses));
923         if ((f1 & TR1_BLOWS) && (plusses > 0))
924                 total += (10000 + (2500 * plusses));
925         if (f3 & TR3_DEC_MANA) total += 10000;
926
927         tmp_cost = 0;
928         count = 0;
929         if (f1 & TR1_CHAOTIC) {total += 5000;count++;}
930         if (f1 & TR1_VAMPIRIC) {total += 6500;count++;}
931         if (f1 & TR1_FORCE_WEAPON) {tmp_cost += 2500;count++;}
932         if (f1 & TR1_SLAY_ANIMAL) {tmp_cost += 1800;count++;}
933         if (f1 & TR1_SLAY_EVIL) {tmp_cost += 2300;count++;}
934         if (f1 & TR1_SLAY_UNDEAD) {tmp_cost += 1800;count++;}
935         if (f1 & TR1_SLAY_DEMON) {tmp_cost += 1800;count++;}
936         if (f1 & TR1_SLAY_ORC) {tmp_cost += 1500;count++;}
937         if (f1 & TR1_SLAY_TROLL) {tmp_cost += 1800;count++;}
938         if (f1 & TR1_SLAY_GIANT) {tmp_cost += 1800;count++;}
939         if (f1 & TR1_KILL_DRAGON) {tmp_cost += 2800;count++;}
940         else if (f1 & TR1_SLAY_DRAGON) {tmp_cost += 1800;count++;}
941
942         if (f1 & TR1_VORPAL) {tmp_cost += 2500;count++;}
943         if (f1 & TR1_IMPACT) {tmp_cost += 2500;count++;}
944         if (f1 & TR1_BRAND_POIS) {tmp_cost += 3800;count++;}
945         if (f1 & TR1_BRAND_ACID) {tmp_cost += 3800;count++;}
946         if (f1 & TR1_BRAND_ELEC) {tmp_cost += 3800;count++;}
947         if (f1 & TR1_BRAND_FIRE) {tmp_cost += 2500;count++;}
948         if (f1 & TR1_BRAND_COLD) {tmp_cost += 2500;count++;}
949         total += (tmp_cost * count);
950
951         if (f2 & TR2_SUST_STR) total += 850;
952         if (f2 & TR2_SUST_INT) total += 850;
953         if (f2 & TR2_SUST_WIS) total += 850;
954         if (f2 & TR2_SUST_DEX) total += 850;
955         if (f2 & TR2_SUST_CON) total += 850;
956         if (f2 & TR2_SUST_CHR) total += 250;
957         if (f2 & TR2_RIDING) total += 0;
958         if (f2 & TR2_XXX2) total += 0;
959         if (f2 & TR2_THROW) total += 5000;
960         if (f2 & TR2_FREE_ACT) total += 4500;
961         if (f2 & TR2_HOLD_LIFE) total += 8500;
962
963         tmp_cost = 0;
964         count = 0;
965         if (f2 & TR2_IM_ACID) {tmp_cost += 15000;count += 2;}
966         if (f2 & TR2_IM_ELEC) {tmp_cost += 15000;count += 2;}
967         if (f2 & TR2_IM_FIRE) {tmp_cost += 15000;count += 2;}
968         if (f2 & TR2_IM_COLD) {tmp_cost += 15000;count += 2;}
969         if (f2 & TR2_REFLECT) {tmp_cost += 5000;count += 2;}
970         if (f2 & TR2_RES_ACID) {tmp_cost += 500;count++;}
971         if (f2 & TR2_RES_ELEC) {tmp_cost += 500;count++;}
972         if (f2 & TR2_RES_FIRE) {tmp_cost += 500;count++;}
973         if (f2 & TR2_RES_COLD) {tmp_cost += 500;count++;}
974         if (f2 & TR2_RES_POIS) {tmp_cost += 1000;count += 2;}
975         if (f2 & TR2_RES_FEAR) {tmp_cost += 1000;count += 2;}
976         if (f2 & TR2_RES_LITE) {tmp_cost += 800;count += 2;}
977         if (f2 & TR2_RES_DARK) {tmp_cost += 800;count += 2;}
978         if (f2 & TR2_RES_BLIND) {tmp_cost += 900;count += 2;}
979         if (f2 & TR2_RES_CONF) {tmp_cost += 900;count += 2;}
980         if (f2 & TR2_RES_SOUND) {tmp_cost += 900;count += 2;}
981         if (f2 & TR2_RES_SHARDS) {tmp_cost += 900;count += 2;}
982         if (f2 & TR2_RES_NETHER) {tmp_cost += 900;count += 2;}
983         if (f2 & TR2_RES_NEXUS) {tmp_cost += 900;count += 2;}
984         if (f2 & TR2_RES_CHAOS) {tmp_cost += 1000;count += 2;}
985         if (f2 & TR2_RES_DISEN) {tmp_cost += 2000;count += 2;}
986         total += (tmp_cost * count);
987
988         if (f3 & TR3_SH_FIRE) total += 5000;
989         if (f3 & TR3_SH_ELEC) total += 5000;
990         if (f3 & TR3_SH_COLD) total += 5000;
991         if (f3 & TR3_QUESTITEM) total += 0;
992         if (f3 & TR3_NO_TELE) total -= 10000;
993         if (f3 & TR3_NO_MAGIC) total += 2500;
994         if (f3 & TR3_TY_CURSE) total -= 15000;
995         if (f3 & TR3_HIDE_TYPE) total += 0;
996         if (f3 & TR3_SHOW_MODS) total += 0;
997         if (f3 & TR3_INSTA_ART) total += 0;
998         if (f3 & TR3_FEATHER) total += 1250;
999         if (f3 & TR3_LITE) total += 1250;
1000         if (f3 & TR3_SEE_INVIS) total += 2000;
1001         if (f3 & TR3_TELEPATHY) total += 20000;
1002         if (f3 & TR3_SLOW_DIGEST) total += 750;
1003         if (f3 & TR3_REGEN) total += 2500;
1004         if (f3 & TR3_WARNING) total += 2000;
1005         if (f3 & TR3_XTRA_MIGHT) total += 2250;
1006         if (f3 & TR3_XTRA_SHOTS) total += 10000;
1007         if (f3 & TR3_IGNORE_ACID) total += 100;
1008         if (f3 & TR3_IGNORE_ELEC) total += 100;
1009         if (f3 & TR3_IGNORE_FIRE) total += 100;
1010         if (f3 & TR3_IGNORE_COLD) total += 100;
1011         if (f3 & TR3_ACTIVATE) total += 100;
1012         if (f3 & TR3_DRAIN_EXP) total -= 12500;
1013         if (f3 & TR3_TELEPORT)
1014         {
1015                 if (o_ptr->ident & IDENT_CURSED)
1016                         total -= 7500;
1017                 else
1018                         total += 250;
1019         }
1020         if (f3 & TR3_AGGRAVATE) total -= 10000;
1021         if (f3 & TR3_BLESSED) total += 750;
1022         if (f3 & TR3_CURSED) total -= 5000;
1023         if (f3 & TR3_HEAVY_CURSE) total -= 12500;
1024         if (f3 & TR3_PERMA_CURSE) total -= 15000;
1025
1026         /* Also, give some extra for activatable powers... */
1027         if (o_ptr->art_name && (o_ptr->art_flags3 & TR3_ACTIVATE))
1028         {
1029                 int type = o_ptr->xtra2;
1030
1031                 if (type == ACT_SUNLIGHT) total += 250;
1032                 else if (type == ACT_BO_MISS_1) total += 250;
1033                 else if (type == ACT_BA_POIS_1) total += 300;
1034                 else if (type == ACT_BO_ELEC_1) total += 250;
1035                 else if (type == ACT_BO_ACID_1) total += 250;
1036                 else if (type == ACT_BO_COLD_1) total += 250;
1037                 else if (type == ACT_BO_FIRE_1) total += 250;
1038                 else if (type == ACT_BA_COLD_1) total += 750;
1039                 else if (type == ACT_BA_FIRE_1) total += 1000;
1040                 else if (type == ACT_DRAIN_1) total += 500;
1041                 else if (type == ACT_BA_COLD_2) total += 1250;
1042                 else if (type == ACT_BA_ELEC_2) total += 1500;
1043                 else if (type == ACT_DRAIN_2) total += 750;
1044                 else if (type == ACT_VAMPIRE_1) total = 1000;
1045                 else if (type == ACT_BO_MISS_2) total += 1000;
1046                 else if (type == ACT_BA_FIRE_2) total += 1750;
1047                 else if (type == ACT_BA_COLD_3) total += 2500;
1048                 else if (type == ACT_BA_ELEC_3) total += 2500;
1049                 else if (type == ACT_WHIRLWIND) total += 7500;
1050                 else if (type == ACT_VAMPIRE_2) total += 2500;
1051                 else if (type == ACT_CALL_CHAOS) total += 5000;
1052                 else if (type == ACT_ROCKET) total += 5000;
1053                 else if (type == ACT_DISP_EVIL) total += 4000;
1054                 else if (type == ACT_DISP_GOOD) total += 3500;
1055                 else if (type == ACT_BA_MISS_3) total += 5000;
1056                 else if (type == ACT_CONFUSE) total += 500;
1057                 else if (type == ACT_SLEEP) total += 750;
1058                 else if (type == ACT_QUAKE) total += 600;
1059                 else if (type == ACT_TERROR) total += 2500;
1060                 else if (type == ACT_TELE_AWAY) total += 2000;
1061                 else if (type == ACT_GENOCIDE) total += 10000;
1062                 else if (type == ACT_MASS_GENO) total += 10000;
1063                 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1064                 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1065                 else if (type == ACT_CHARM_OTHER) total += 10000;
1066                 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1067                 else if (type == ACT_CHARM_OTHERS) total += 17500;
1068                 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1069                 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1070                 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1071                 else if (type == ACT_SUMMON_DEMON) total += 20000;
1072                 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1073                 else if (type == ACT_CURE_LW) total += 500;
1074                 else if (type == ACT_CURE_MW) total += 750;
1075                 else if (type == ACT_REST_LIFE) total += 7500;
1076                 else if (type == ACT_REST_ALL) total += 15000;
1077                 else if (type == ACT_CURE_700) total += 10000;
1078                 else if (type == ACT_CURE_1000) total += 15000;
1079                 else if (type == ACT_ESP) total += 1500;
1080                 else if (type == ACT_BERSERK) total += 800;
1081                 else if (type == ACT_PROT_EVIL) total += 5000;
1082                 else if (type == ACT_RESIST_ALL) total += 5000;
1083                 else if (type == ACT_SPEED) total += 15000;
1084                 else if (type == ACT_XTRA_SPEED) total += 25000;
1085                 else if (type == ACT_WRAITH) total += 25000;
1086                 else if (type == ACT_INVULN) total += 25000;
1087                 else if (type == ACT_LIGHT) total += 150;
1088                 else if (type == ACT_MAP_LIGHT) total += 500;
1089                 else if (type == ACT_DETECT_ALL) total += 1000;
1090                 else if (type == ACT_DETECT_XTRA) total += 12500;
1091                 else if (type == ACT_ID_FULL) total += 10000;
1092                 else if (type == ACT_ID_PLAIN) total += 1250;
1093                 else if (type == ACT_RUNE_EXPLO) total += 4000;
1094                 else if (type == ACT_RUNE_PROT) total += 10000;
1095                 else if (type == ACT_SATIATE) total += 2000;
1096                 else if (type == ACT_DEST_DOOR) total += 100;
1097                 else if (type == ACT_STONE_MUD) total += 1000;
1098                 else if (type == ACT_RECHARGE) total += 1000;
1099                 else if (type == ACT_ALCHEMY) total += 10000;
1100                 else if (type == ACT_DIM_DOOR) total += 10000;
1101                 else if (type == ACT_TELEPORT) total += 2000;
1102                 else if (type == ACT_RECALL) total += 7500;
1103         }
1104
1105         return total;
1106 }
1107
1108
1109 /*
1110  * Return the "real" price of a "known" item, not including discounts
1111  *
1112  * Wand and staffs get cost for each charge
1113  *
1114  * Armor is worth an extra 100 gold per bonus point to armor class.
1115  *
1116  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1117  *
1118  * Missiles are only worth 5 gold per bonus point, since they
1119  * usually appear in groups of 20, and we want the player to get
1120  * the same amount of cash for any "equivalent" item.  Note that
1121  * missiles never have any of the "pval" flags, and in fact, they
1122  * only have a few of the available flags, primarily of the "slay"
1123  * and "brand" and "ignore" variety.
1124  *
1125  * Armor with a negative armor bonus is worthless.
1126  * Weapons with negative hit+damage bonuses are worthless.
1127  *
1128  * Every wearable item with a "pval" bonus is worth extra (see below).
1129  */
1130 s32b object_value_real(object_type *o_ptr)
1131 {
1132         s32b value;
1133
1134         u32b f1, f2, f3;
1135
1136         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1137
1138
1139         /* Hack -- "worthless" items */
1140         if (!get_object_cost(o_ptr)) return (0L);
1141
1142         /* Base cost */
1143         value = get_object_cost(o_ptr);
1144
1145         /* Extract some flags */
1146         object_flags(o_ptr, &f1, &f2, &f3);
1147
1148         /* Artifact */
1149         if (o_ptr->name1)
1150         {
1151                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1152
1153                 /* Hack -- "worthless" artifacts */
1154                 if (!a_ptr->cost) return (0L);
1155
1156                 /* Hack -- Use the artifact cost instead */
1157                 value = a_ptr->cost;
1158                 value += flag_cost(o_ptr, o_ptr->pval);
1159                 return (value);
1160         }
1161
1162         /* Ego-Item */
1163         else if (o_ptr->name2)
1164         {
1165                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1166
1167                 /* Hack -- "worthless" ego-items */
1168                 if (!e_ptr->cost) return (0L);
1169
1170                 /* Hack -- Reward the ego-item with a bonus */
1171                 value += e_ptr->cost;
1172                 value += flag_cost(o_ptr, o_ptr->pval);
1173         }
1174
1175         else if (o_ptr->art_flags1 || o_ptr->art_flags2 || o_ptr->art_flags3)
1176         {
1177                 value += flag_cost(o_ptr, o_ptr->pval);
1178         }
1179
1180
1181         /* Analyze pval bonus */
1182         switch (o_ptr->tval)
1183         {
1184                 case TV_SHOT:
1185                 case TV_ARROW:
1186                 case TV_BOLT:
1187                 case TV_BOW:
1188                 case TV_DIGGING:
1189                 case TV_HAFTED:
1190                 case TV_POLEARM:
1191                 case TV_SWORD:
1192                 case TV_BOOTS:
1193                 case TV_GLOVES:
1194                 case TV_HELM:
1195                 case TV_CROWN:
1196                 case TV_SHIELD:
1197                 case TV_CLOAK:
1198                 case TV_SOFT_ARMOR:
1199                 case TV_HARD_ARMOR:
1200                 case TV_DRAG_ARMOR:
1201                 case TV_LITE:
1202                 case TV_AMULET:
1203                 case TV_RING:
1204                 {
1205                         /* Hack -- Negative "pval" is always bad */
1206                         if (o_ptr->pval < 0) return (0L);
1207
1208                         /* No pval */
1209                         if (!o_ptr->pval) break;
1210
1211                         /* Give credit for stat bonuses */
1212                         if (f1 & (TR1_STR)) value += (o_ptr->pval * 200L);
1213                         if (f1 & (TR1_INT)) value += (o_ptr->pval * 200L);
1214                         if (f1 & (TR1_WIS)) value += (o_ptr->pval * 200L);
1215                         if (f1 & (TR1_DEX)) value += (o_ptr->pval * 200L);
1216                         if (f1 & (TR1_CON)) value += (o_ptr->pval * 200L);
1217                         if (f1 & (TR1_CHR)) value += (o_ptr->pval * 200L);
1218
1219                         /* Give credit for stealth and searching */
1220                         if (f1 & (TR1_MAGIC_MASTERY)) value += (o_ptr->pval * 100L);
1221                         if (f1 & (TR1_STEALTH)) value += (o_ptr->pval * 100L);
1222                         if (f1 & (TR1_SEARCH)) value += (o_ptr->pval * 100L);
1223
1224                         /* Give credit for infra-vision and tunneling */
1225                         if (f1 & (TR1_INFRA)) value += (o_ptr->pval * 50L);
1226                         if (f1 & (TR1_TUNNEL)) value += (o_ptr->pval * 50L);
1227
1228                         /* Give credit for extra attacks */
1229                         if (f1 & (TR1_BLOWS)) value += (o_ptr->pval * 5000L);
1230
1231                         /* Give credit for speed bonus */
1232                         if (f1 & (TR1_SPEED)) value += (o_ptr->pval * 10000L);
1233
1234                         break;
1235                 }
1236         }
1237
1238
1239         /* Analyze the item */
1240         switch (o_ptr->tval)
1241         {
1242                 /* Wands/Staffs */
1243                 case TV_WAND:
1244                 {
1245                         /* Pay extra for charges, depending on standard number of
1246                          * charges.  Handle new-style wands correctly. -LM-
1247                          */
1248                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1249
1250                         /* Done */
1251                         break;
1252                 }
1253                 case TV_STAFF:
1254                 {
1255                         /* Pay extra for charges, depending on standard number of
1256                          * charges.  -LM-
1257                          */
1258                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1259
1260                         /* Done */
1261                         break;
1262                 }
1263
1264                 /* Rings/Amulets */
1265                 case TV_RING:
1266                 case TV_AMULET:
1267                 {
1268                         /* Hack -- negative bonuses are bad */
1269                         if (o_ptr->to_a < 0) return (0L);
1270                         if (o_ptr->to_h < 0) return (0L);
1271                         if (o_ptr->to_d < 0) return (0L);
1272
1273                         /* Give credit for bonuses */
1274                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1275
1276                         /* Done */
1277                         break;
1278                 }
1279
1280                 /* Armor */
1281                 case TV_BOOTS:
1282                 case TV_GLOVES:
1283                 case TV_CLOAK:
1284                 case TV_CROWN:
1285                 case TV_HELM:
1286                 case TV_SHIELD:
1287                 case TV_SOFT_ARMOR:
1288                 case TV_HARD_ARMOR:
1289                 case TV_DRAG_ARMOR:
1290                 {
1291                         /* Hack -- negative armor bonus */
1292                         if (o_ptr->to_a < 0) return (0L);
1293
1294                         /* Give credit for bonuses */
1295                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1296
1297                         /* Done */
1298                         break;
1299                 }
1300
1301                 /* Bows/Weapons */
1302                 case TV_BOW:
1303                 case TV_DIGGING:
1304                 case TV_HAFTED:
1305                 case TV_SWORD:
1306                 case TV_POLEARM:
1307                 {
1308                         /* Hack -- negative hit/damage bonuses */
1309                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1310
1311                         /* Factor in the bonuses */
1312                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1313
1314                         /* Hack -- Factor in extra damage dice */
1315                         if ((o_ptr->dd > k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
1316                         {
1317                                 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 100L;
1318                         }
1319
1320                         /* Done */
1321                         break;
1322                 }
1323
1324                 /* Ammo */
1325                 case TV_SHOT:
1326                 case TV_ARROW:
1327                 case TV_BOLT:
1328                 {
1329                         /* Hack -- negative hit/damage bonuses */
1330                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1331
1332                         /* Factor in the bonuses */
1333                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1334
1335                         /* Hack -- Factor in extra damage dice */
1336                         if ((o_ptr->dd > k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
1337                         {
1338                                 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1339                         }
1340
1341                         /* Done */
1342                         break;
1343                 }
1344
1345                 /* Figurines, relative to monster level */
1346                 case TV_FIGURINE:
1347                 {
1348                         int level = r_info[o_ptr->pval].level;
1349                         if (level < 20) value = level*50L;
1350                         else if (level < 30) value = 1000+(level-20)*150L;
1351                         else if (level < 40) value = 2500+(level-30)*350L;
1352                         else if (level < 50) value = 6000+(level-40)*800L;
1353                         else value = 14000+(level-50)*2000L;
1354                         break;
1355                 }
1356
1357                 case TV_CAPTURE:
1358                 {
1359                         if (!o_ptr->pval) value = 1000L;
1360                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1361                         break;
1362                 }
1363
1364                 case TV_CHEST:
1365                 {
1366                         if (!o_ptr->pval) value = 0L;
1367                         break;
1368                 }
1369         }
1370
1371         /* Return the value */
1372         return (value);
1373 }
1374
1375
1376 /*
1377  * Return the price of an item including plusses (and charges)
1378  *
1379  * This function returns the "value" of the given item (qty one)
1380  *
1381  * Never notice "unknown" bonuses or properties, including "curses",
1382  * since that would give the player information he did not have.
1383  *
1384  * Note that discounted items stay discounted forever, even if
1385  * the discount is "forgotten" by the player via memory loss.
1386  */
1387 s32b object_value(object_type *o_ptr)
1388 {
1389         s32b value;
1390
1391
1392         /* Unknown items -- acquire a base value */
1393         if (object_known_p(o_ptr))
1394         {
1395                 /* Broken items -- worthless */
1396                 if (broken_p(o_ptr)) return (0L);
1397
1398                 /* Cursed items -- worthless */
1399                 if (cursed_p(o_ptr)) return (0L);
1400
1401                 /* Real value (see above) */
1402                 value = object_value_real(o_ptr);
1403         }
1404
1405         /* Known items -- acquire the actual value */
1406         else
1407         {
1408                 /* Hack -- Felt broken items */
1409                 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1410
1411                 /* Hack -- Felt cursed items */
1412                 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1413
1414                 /* Base value (see above) */
1415                 value = object_value_base(o_ptr);
1416         }
1417
1418
1419         /* Apply discount (if any) */
1420         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1421
1422
1423         /* Return the final value */
1424         return (value);
1425 }
1426
1427
1428 /*
1429  * Distribute charges of rods or wands.
1430  *
1431  * o_ptr = source item
1432  * q_ptr = target item, must be of the same type as o_ptr
1433  * amt   = number of items that are transfered
1434  */
1435 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1436 {
1437         /*
1438          * Hack -- If rods or wands are dropped, the total maximum timeout or
1439          * charges need to be allocated between the two stacks.  If all the items
1440          * are being dropped, it makes for a neater message to leave the original
1441          * stack's pval alone. -LM-
1442          */
1443         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1444         {
1445                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1446                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1447
1448                 /* Hack -- Rods also need to have their timeouts distributed.  The
1449                  * dropped stack will accept all time remaining to charge up to its
1450                  * maximum.
1451                  */
1452                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1453                 {
1454                         if (q_ptr->pval > o_ptr->timeout)
1455                                 q_ptr->timeout = o_ptr->timeout;
1456                         else
1457                                 q_ptr->timeout = q_ptr->pval;
1458
1459                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1460                 }
1461         }
1462 }
1463
1464 void reduce_charges(object_type *o_ptr, int amt)
1465 {
1466         /*
1467          * Hack -- If rods or wand are destroyed, the total maximum timeout or
1468          * charges of the stack needs to be reduced, unless all the items are
1469          * being destroyed. -LM-
1470          */
1471         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1472                 (amt < o_ptr->number))
1473         {
1474                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1475         }
1476 }
1477
1478
1479 /*
1480  * Determine if an item can "absorb" a second item
1481  *
1482  * See "object_absorb()" for the actual "absorption" code.
1483  *
1484  * If permitted, we allow staffs (if they are known to have equal charges
1485  * and both are either known or confirmed empty) and wands (if both are
1486  * either known or confirmed empty) and rods (in all cases) to combine.
1487  * Staffs will unstack (if necessary) when they are used, but wands and
1488  * rods will only unstack if one is dropped. -LM-
1489  *
1490  * If permitted, we allow weapons/armor to stack, if fully "known".
1491  *
1492  * Missiles will combine if both stacks have the same "known" status.
1493  * This is done to make unidentified stacks of missiles useful.
1494  *
1495  * Food, potions, scrolls, and "easy know" items always stack.
1496  *
1497  * Chests, and activatable items, never stack (for various reasons).
1498  */
1499
1500 /*
1501  *  Determine if an item can partly absorb a second item.
1502  */
1503 bool object_similar_part(object_type *o_ptr, object_type *j_ptr)
1504 {
1505         /* Require identical object types */
1506         if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1507
1508
1509         /* Analyze the items */
1510         switch (o_ptr->tval)
1511         {
1512                 /* Chests and Statues*/
1513                 case TV_CHEST:
1514                 case TV_CARD:
1515                 case TV_CAPTURE:
1516                 {
1517                         /* Never okay */
1518                         return (0);
1519                 }
1520
1521                 case TV_STATUE:
1522                 {
1523                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return (0);
1524                         if (o_ptr->pval != j_ptr->pval) return (0);
1525                         break;
1526                 }
1527
1528                 /* Figurines and Corpses*/
1529                 case TV_FIGURINE:
1530                 case TV_CORPSE:
1531                 {
1532                         /* Same monster */
1533                         if (o_ptr->pval != j_ptr->pval) return (0);
1534
1535                         /* Assume okay */
1536                         break;
1537                 }
1538
1539                 /* Food and Potions and Scrolls */
1540                 case TV_FOOD:
1541                 case TV_POTION:
1542                 case TV_SCROLL:
1543                 {
1544                         /* Assume okay */
1545                         break;
1546                 }
1547
1548                 /* Staffs */
1549                 case TV_STAFF:
1550                 {
1551                         /* Require either knowledge or known empty for both staffs. */
1552                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1553                                 !object_known_p(o_ptr)) ||
1554                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1555                                 !object_known_p(j_ptr))) return(0);
1556
1557                         /* Require identical charges, since staffs are bulky. */
1558                         if (o_ptr->pval != j_ptr->pval) return (0);
1559
1560                         /* Assume okay */
1561                         break;
1562                 }
1563
1564                 /* Wands */
1565                 case TV_WAND:
1566                 {
1567                         /* Require either knowledge or known empty for both wands. */
1568                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1569                                 !object_known_p(o_ptr)) ||
1570                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1571                                 !object_known_p(j_ptr))) return(0);
1572
1573                         /* Wand charges combine in O&ZAngband.  */
1574
1575                         /* Assume okay */
1576                         break;
1577                 }
1578
1579                 /* Staffs and Wands and Rods */
1580                 case TV_ROD:
1581                 {
1582                         /* Assume okay */
1583                         break;
1584                 }
1585
1586                 /* Weapons and Armor */
1587                 case TV_BOW:
1588                 case TV_DIGGING:
1589                 case TV_HAFTED:
1590                 case TV_POLEARM:
1591                 case TV_SWORD:
1592                 case TV_BOOTS:
1593                 case TV_GLOVES:
1594                 case TV_HELM:
1595                 case TV_CROWN:
1596                 case TV_SHIELD:
1597                 case TV_CLOAK:
1598                 case TV_SOFT_ARMOR:
1599                 case TV_HARD_ARMOR:
1600                 case TV_DRAG_ARMOR:
1601                 {
1602                         /* Require permission */
1603                         if (!stack_allow_items) return (0);
1604
1605                         /* Fall through */
1606                 }
1607
1608                 /* Rings, Amulets, Lites */
1609                 case TV_RING:
1610                 case TV_AMULET:
1611                 case TV_LITE:
1612                 {
1613                         /* Require full knowledge of both items */
1614                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
1615
1616                         /* Fall through */
1617                 }
1618
1619                 /* Missiles */
1620                 case TV_BOLT:
1621                 case TV_ARROW:
1622                 case TV_SHOT:
1623                 {
1624                         /* Require identical knowledge of both items */
1625                         if (object_known_p(o_ptr) != object_known_p(j_ptr)) return (0);
1626
1627                         /* Require identical "bonuses" */
1628                         if (o_ptr->to_h != j_ptr->to_h) return (FALSE);
1629                         if (o_ptr->to_d != j_ptr->to_d) return (FALSE);
1630                         if (o_ptr->to_a != j_ptr->to_a) return (FALSE);
1631
1632                         /* Require identical "pval" code */
1633                         if (o_ptr->pval != j_ptr->pval) return (FALSE);
1634
1635                         /* Require identical "artifact" names */
1636                         if (o_ptr->name1 != j_ptr->name1) return (FALSE);
1637
1638                         /* Random artifacts never stack */
1639                         if (o_ptr->art_name || j_ptr->art_name) return (FALSE);
1640
1641                         /* Require identical "ego-item" names */
1642                         if (o_ptr->name2 != j_ptr->name2) return (FALSE);
1643
1644                         /* Require identical added essence  */
1645                         if (o_ptr->xtra3 != j_ptr->xtra3) return (FALSE);
1646                         if (o_ptr->xtra4 != j_ptr->xtra4) return (FALSE);
1647
1648                         /* Hack -- Never stack "powerful" items */
1649                         if (o_ptr->xtra1 || j_ptr->xtra1) return (FALSE);
1650
1651                         /* Hack -- Never stack recharging items */
1652                         if (o_ptr->timeout || j_ptr->timeout) return (FALSE);
1653
1654                         /* Require identical "values" */
1655                         if (o_ptr->ac != j_ptr->ac) return (FALSE);
1656                         if (o_ptr->dd != j_ptr->dd) return (FALSE);
1657                         if (o_ptr->ds != j_ptr->ds) return (FALSE);
1658
1659                         /* Probably okay */
1660                         break;
1661                 }
1662
1663                 /* Various */
1664                 default:
1665                 {
1666                         /* Require knowledge */
1667                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return (0);
1668
1669                         /* Probably okay */
1670                         break;
1671                 }
1672         }
1673
1674
1675         /* Hack -- Identical art_flags! */
1676         if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
1677             (o_ptr->art_flags2 != j_ptr->art_flags2) ||
1678             (o_ptr->art_flags3 != j_ptr->art_flags3))
1679                 return (0);
1680
1681         /* Hack -- Require identical "cursed" status */
1682         if ((o_ptr->ident & (IDENT_CURSED)) != (j_ptr->ident & (IDENT_CURSED))) return (0);
1683
1684         /* Hack -- Require identical "broken" status */
1685         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return (0);
1686
1687
1688         /* Hack -- require semi-matching "inscriptions" */
1689         if (o_ptr->inscription && j_ptr->inscription &&
1690             (o_ptr->inscription != j_ptr->inscription))
1691                 return (0);
1692
1693         /* Hack -- normally require matching "inscriptions" */
1694         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return (0);
1695
1696         /* Hack -- normally require matching "discounts" */
1697         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return (0);
1698
1699
1700         /* They match, so they must be similar */
1701         return (TRUE);
1702 }
1703
1704 /*
1705  *  Determine if an item can absorb a second item.
1706  */
1707 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1708 {
1709         int total = o_ptr->number + j_ptr->number;
1710
1711         if (!object_similar_part(o_ptr, j_ptr))
1712                 return FALSE;
1713
1714         /* Maximal "stacking" limit */
1715         if (total >= MAX_STACK_SIZE) return (0);
1716
1717
1718         /* They match, so they must be similar */
1719         return (TRUE);
1720 }
1721
1722
1723
1724 /*
1725  * Allow one item to "absorb" another, assuming they are similar
1726  */
1727 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1728 {
1729         int total = o_ptr->number + j_ptr->number;
1730
1731         /* Add together the item counts */
1732         o_ptr->number = ((total < MAX_STACK_SIZE) ? total : (MAX_STACK_SIZE - 1));
1733
1734         /* Hack -- blend "known" status */
1735         if (object_known_p(j_ptr)) object_known(o_ptr);
1736
1737         /* Hack -- clear "storebought" if only one has it */
1738         if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1739             (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1740         {
1741                 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1742                 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1743         }
1744
1745         /* Hack -- blend "mental" status */
1746         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1747
1748         /* Hack -- blend "inscriptions" */
1749         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1750
1751         /* Hack -- blend "feelings" */
1752         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1753
1754         /* Hack -- could average discounts XXX XXX XXX */
1755         /* Hack -- save largest discount XXX XXX XXX */
1756         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1757
1758         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1759         if (o_ptr->tval == TV_ROD)
1760         {
1761                 o_ptr->pval += j_ptr->pval;
1762                 o_ptr->timeout += j_ptr->timeout;
1763         }
1764
1765         /* Hack -- if wands are stacking, combine the charges. -LM- */
1766         if (o_ptr->tval == TV_WAND)
1767         {
1768                 o_ptr->pval += j_ptr->pval;
1769         }
1770 }
1771
1772
1773 /*
1774  * Find the index of the object_kind with the given tval and sval
1775  */
1776 s16b lookup_kind(int tval, int sval)
1777 {
1778         int k;
1779         int num = 0;
1780         int bk = 0;
1781
1782         /* Look for it */
1783         for (k = 1; k < max_k_idx; k++)
1784         {
1785                 object_kind *k_ptr = &k_info[k];
1786
1787                 /* Require correct tval */
1788                 if (k_ptr->tval != tval) continue;
1789
1790                 /* Found a match */
1791                 if (k_ptr->sval == sval) return (k);
1792
1793                 /* Ignore illegal items */
1794                 if (sval != SV_ANY) continue;
1795
1796                 /* Apply the randomizer */
1797                 if (!one_in_(++num)) continue;
1798
1799                 /* Use this value */
1800                 bk = k;
1801         }
1802
1803         /* Return this choice */
1804         if (sval == SV_ANY)
1805         {
1806                 return bk;
1807         }
1808
1809 #if 0
1810         /* Oops */
1811 #ifdef JP
1812         msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1813 #else
1814         msg_format("No object (%d,%d)", tval, sval);
1815 #endif
1816 #endif
1817
1818
1819         /* Oops */
1820         return (0);
1821 }
1822
1823
1824 /*
1825  * Wipe an object clean.
1826  */
1827 void object_wipe(object_type *o_ptr)
1828 {
1829         /* Wipe the structure */
1830         (void)WIPE(o_ptr, object_type);
1831 }
1832
1833
1834 /*
1835  * Prepare an object based on an existing object
1836  */
1837 void object_copy(object_type *o_ptr, object_type *j_ptr)
1838 {
1839         /* Copy the structure */
1840         COPY(o_ptr, j_ptr, object_type);
1841 }
1842
1843
1844 /*
1845  * Prepare an object based on an object kind.
1846  */
1847 void object_prep(object_type *o_ptr, int k_idx)
1848 {
1849         object_kind *k_ptr = &k_info[k_idx];
1850
1851         /* Clear the record */
1852         object_wipe(o_ptr);
1853
1854         /* Save the kind index */
1855         o_ptr->k_idx = k_idx;
1856
1857         /* Efficiency -- tval/sval */
1858         o_ptr->tval = k_ptr->tval;
1859         o_ptr->sval = k_ptr->sval;
1860
1861         /* Default "pval" */
1862         o_ptr->pval = k_ptr->pval;
1863
1864         /* Default number */
1865         o_ptr->number = 1;
1866
1867         /* Default weight */
1868         o_ptr->weight = k_ptr->weight;
1869
1870         /* Default magic */
1871         o_ptr->to_h = k_ptr->to_h;
1872         o_ptr->to_d = k_ptr->to_d;
1873         o_ptr->to_a = k_ptr->to_a;
1874
1875         /* Default power */
1876         o_ptr->ac = k_ptr->ac;
1877         o_ptr->dd = k_ptr->dd;
1878         o_ptr->ds = k_ptr->ds;
1879
1880         /* Hack -- worthless items are always "broken" */
1881         if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1882
1883         /* Hack -- cursed items are always "cursed" */
1884         if (k_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
1885 }
1886
1887
1888 /*
1889  * Help determine an "enchantment bonus" for an object.
1890  *
1891  * To avoid floating point but still provide a smooth distribution of bonuses,
1892  * we simply round the results of division in such a way as to "average" the
1893  * correct floating point value.
1894  *
1895  * This function has been changed.  It uses "randnor()" to choose values from
1896  * a normal distribution, whose mean moves from zero towards the max as the
1897  * level increases, and whose standard deviation is equal to 1/4 of the max,
1898  * and whose values are forced to lie between zero and the max, inclusive.
1899  *
1900  * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1901  * rare to get the "full" enchantment on an object, even a deep levels.
1902  *
1903  * It is always possible (albeit unlikely) to get the "full" enchantment.
1904  *
1905  * A sample distribution of values from "m_bonus(10, N)" is shown below:
1906  *
1907  *   N       0     1     2     3     4     5     6     7     8     9    10
1908  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----
1909  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03
1910  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05
1911  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05
1912  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11
1913  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41
1914  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65
1915  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94
1916  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78
1917  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64
1918  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62
1919  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33
1920  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38
1921  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53
1922  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53
1923  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27
1924  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72
1925  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07
1926  */
1927 s16b m_bonus(int max, int level)
1928 {
1929         int bonus, stand, extra, value;
1930
1931
1932         /* Paranoia -- enforce maximal "level" */
1933         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1934
1935
1936         /* The "bonus" moves towards the max */
1937         bonus = ((max * level) / MAX_DEPTH);
1938
1939         /* Hack -- determine fraction of error */
1940         extra = ((max * level) % MAX_DEPTH);
1941
1942         /* Hack -- simulate floating point computations */
1943         if (randint0(MAX_DEPTH) < extra) bonus++;
1944
1945
1946         /* The "stand" is equal to one quarter of the max */
1947         stand = (max / 4);
1948
1949         /* Hack -- determine fraction of error */
1950         extra = (max % 4);
1951
1952         /* Hack -- simulate floating point computations */
1953         if (randint0(4) < extra) stand++;
1954
1955
1956         /* Choose an "interesting" value */
1957         value = randnor(bonus, stand);
1958
1959         /* Enforce the minimum value */
1960         if (value < 0) return (0);
1961
1962         /* Enforce the maximum value */
1963         if (value > max) return (max);
1964
1965         /* Result */
1966         return (value);
1967 }
1968
1969
1970 /*
1971  * Cheat -- describe a created object for the user
1972  */
1973 static void object_mention(object_type *o_ptr)
1974 {
1975         char o_name[MAX_NLEN];
1976
1977         /* Describe */
1978         object_desc_store(o_name, o_ptr, FALSE, 0);
1979
1980         /* Artifact */
1981         if (artifact_p(o_ptr))
1982         {
1983                 /* Silly message */
1984 #ifdef JP
1985                 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
1986 #else
1987                 msg_format("Artifact (%s)", o_name);
1988 #endif
1989
1990         }
1991
1992         /* Random Artifact */
1993         else if (o_ptr->art_name)
1994         {
1995 #ifdef JP
1996                 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
1997 #else
1998                 msg_print("Random artifact");
1999 #endif
2000
2001         }
2002
2003         /* Ego-item */
2004         else if (ego_item_p(o_ptr))
2005         {
2006                 /* Silly message */
2007 #ifdef JP
2008                 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2009 #else
2010                 msg_format("Ego-item (%s)", o_name);
2011 #endif
2012
2013         }
2014
2015         /* Normal item */
2016         else
2017         {
2018                 /* Silly message */
2019 #ifdef JP
2020                 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2021 #else
2022                 msg_format("Object (%s)", o_name);
2023 #endif
2024
2025         }
2026 }
2027
2028
2029 /*
2030  * Mega-Hack -- Attempt to create one of the "Special Objects"
2031  *
2032  * We are only called from "make_object()", and we assume that
2033  * "apply_magic()" is called immediately after we return.
2034  *
2035  * Note -- see "make_artifact()" and "apply_magic()"
2036  */
2037 static bool make_artifact_special(object_type *o_ptr)
2038 {
2039         int i;
2040         int k_idx = 0;
2041
2042
2043         /* No artifacts in the town */
2044         if (!dun_level) return (FALSE);
2045
2046         /* Themed object */
2047         if (get_obj_num_hook) return (FALSE);
2048
2049         /* Check the artifact list (just the "specials") */
2050         for (i = 0; i < max_a_idx; i++)
2051         {
2052                 artifact_type *a_ptr = &a_info[i];
2053
2054                 /* Skip "empty" artifacts */
2055                 if (!a_ptr->name) continue;
2056
2057                 /* Cannot make an artifact twice */
2058                 if (a_ptr->cur_num) continue;
2059
2060                 if (a_ptr->flags3 & TR3_QUESTITEM) continue;
2061                 if (!(a_ptr->flags3 & TR3_INSTA_ART)) continue;
2062
2063                 /* XXX XXX Enforce minimum "depth" (loosely) */
2064                 if (a_ptr->level > dun_level)
2065                 {
2066                         /* Acquire the "out-of-depth factor" */
2067                         int d = (a_ptr->level - dun_level) * 2;
2068
2069                         /* Roll for out-of-depth creation */
2070                         if (!one_in_(d)) continue;
2071                 }
2072
2073                 /* Artifact "rarity roll" */
2074                 if (!one_in_(a_ptr->rarity)) continue;
2075
2076                 /* Find the base object */
2077                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2078
2079                 /* XXX XXX Enforce minimum "object" level (loosely) */
2080                 if (k_info[k_idx].level > object_level)
2081                 {
2082                         /* Acquire the "out-of-depth factor" */
2083                         int d = (k_info[k_idx].level - object_level) * 5;
2084
2085                         /* Roll for out-of-depth creation */
2086                         if (!one_in_(d)) continue;
2087                 }
2088
2089                 /* Assign the template */
2090                 object_prep(o_ptr, k_idx);
2091
2092                 /* Mega-Hack -- mark the item as an artifact */
2093                 o_ptr->name1 = i;
2094
2095                 /* Hack: Some artifacts get random extra powers */
2096                 random_artifact_resistance(o_ptr);
2097
2098                 /* Success */
2099                 return (TRUE);
2100         }
2101
2102         /* Failure */
2103         return (FALSE);
2104 }
2105
2106
2107 /*
2108  * Attempt to change an object into an artifact
2109  *
2110  * This routine should only be called by "apply_magic()"
2111  *
2112  * Note -- see "make_artifact_special()" and "apply_magic()"
2113  */
2114 static bool make_artifact(object_type *o_ptr)
2115 {
2116         int i;
2117
2118
2119         /* No artifacts in the town */
2120         if (!dun_level) return (FALSE);
2121
2122         /* Paranoia -- no "plural" artifacts */
2123         if (o_ptr->number != 1) return (FALSE);
2124
2125         /* Check the artifact list (skip the "specials") */
2126         for (i = 0; i < max_a_idx; i++)
2127         {
2128                 artifact_type *a_ptr = &a_info[i];
2129
2130                 /* Skip "empty" items */
2131                 if (!a_ptr->name) continue;
2132
2133                 /* Cannot make an artifact twice */
2134                 if (a_ptr->cur_num) continue;
2135
2136                 if (a_ptr->flags3 & TR3_QUESTITEM) continue;
2137
2138                 if (a_ptr->flags3 & TR3_INSTA_ART) continue;
2139
2140                 /* Must have the correct fields */
2141                 if (a_ptr->tval != o_ptr->tval) continue;
2142                 if (a_ptr->sval != o_ptr->sval) continue;
2143
2144                 /* XXX XXX Enforce minimum "depth" (loosely) */
2145                 if (a_ptr->level > dun_level)
2146                 {
2147                         /* Acquire the "out-of-depth factor" */
2148                         int d = (a_ptr->level - dun_level) * 2;
2149
2150                         /* Roll for out-of-depth creation */
2151                         if (!one_in_(d)) continue;
2152                 }
2153
2154                 /* We must make the "rarity roll" */
2155                 if (!one_in_(a_ptr->rarity)) continue;
2156
2157                 /* Hack -- mark the item as an artifact */
2158                 o_ptr->name1 = i;
2159
2160                 /* Hack: Some artifacts get random extra powers */
2161                 random_artifact_resistance(o_ptr);
2162
2163                 /* Success */
2164                 return (TRUE);
2165         }
2166
2167         /* Failure */
2168         return (FALSE);
2169 }
2170
2171
2172 /*
2173  *  Choose random ego type
2174  */
2175 static byte get_random_ego(byte slot, bool good, int level)
2176 {
2177         int i, value;
2178         ego_item_type *e_ptr;
2179
2180         long total = 0L;
2181         
2182         for (i = 1; i < max_e_idx; i++)
2183         {
2184                 e_ptr = &e_info[i];
2185                 
2186                 if (e_ptr->slot == slot
2187                     /* && level >= e_ptr->level */
2188                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2189                 {
2190                         if (e_ptr->rarity)
2191                                 total += (255 / e_ptr->rarity);
2192                 }
2193         }
2194
2195         value = randint1(total);
2196
2197         for (i = 1; i < max_e_idx; i++)
2198         {
2199                 e_ptr = &e_info[i];
2200                 
2201                 if (e_ptr->slot == slot
2202                     /* && level >= e_ptr->level */
2203                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2204                 {
2205                         if (e_ptr->rarity)
2206                                 value -= (255 / e_ptr->rarity);
2207                         if (value <= 0L) break;
2208                 }
2209         }
2210         return (byte)i;
2211 }
2212
2213
2214 /*
2215  * Apply magic to an item known to be a "weapon"
2216  *
2217  * Hack -- note special base damage dice boosting
2218  * Hack -- note special processing for weapon/digger
2219  * Hack -- note special rating boost for dragon scale mail
2220  */
2221 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2222 {
2223         int tohit1 = randint1(5) + m_bonus(5, level);
2224         int todam1 = randint1(5) + m_bonus(5, level);
2225
2226         int tohit2 = m_bonus(10, level);
2227         int todam2 = m_bonus(10, level);
2228
2229         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2230         {
2231                 tohit2 = (tohit2+1)/2;
2232                 todam2 = (todam2+1)/2;
2233         }
2234
2235         /* Good */
2236         if (power > 0)
2237         {
2238                 /* Enchant */
2239                 o_ptr->to_h += tohit1;
2240                 o_ptr->to_d += todam1;
2241
2242                 /* Very good */
2243                 if (power > 1)
2244                 {
2245                         /* Enchant again */
2246                         o_ptr->to_h += tohit2;
2247                         o_ptr->to_d += todam2;
2248                 }
2249         }
2250
2251         /* Cursed */
2252         else if (power < 0)
2253         {
2254                 /* Penalize */
2255                 o_ptr->to_h -= tohit1;
2256                 o_ptr->to_d -= todam1;
2257
2258                 /* Very cursed */
2259                 if (power < -1)
2260                 {
2261                         /* Penalize again */
2262                         o_ptr->to_h -= tohit2;
2263                         o_ptr->to_d -= todam2;
2264                 }
2265
2266                 /* Cursed (if "bad") */
2267                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->ident |= (IDENT_CURSED);
2268         }
2269
2270         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2271
2272         /* Analyze type */
2273         switch (o_ptr->tval)
2274         {
2275                 case TV_DIGGING:
2276                 {
2277                         /* Very good */
2278                         if (power > 1)
2279                         {
2280                                 if (one_in_(30))
2281                                         create_artifact(o_ptr, FALSE);
2282                                 else
2283                                         /* Special Ego-item */
2284                                         o_ptr->name2 = EGO_DIGGING;
2285                         }
2286
2287                         /* Very bad */
2288                         else if (power < -1)
2289                         {
2290                                 /* Hack -- Horrible digging bonus */
2291                                 o_ptr->pval = 0 - (5 + randint1(5));
2292                         }
2293
2294                         /* Bad */
2295                         else if (power < 0)
2296                         {
2297                                 /* Hack -- Reverse digging bonus */
2298                                 o_ptr->pval = 0 - (o_ptr->pval);
2299                         }
2300
2301                         break;
2302                 }
2303
2304
2305                 case TV_HAFTED:
2306                 case TV_POLEARM:
2307                 case TV_SWORD:
2308                 {
2309                         /* Very Good */
2310                         if (power > 1)
2311                         {
2312                                 if (one_in_(40))
2313                                 {
2314                                         create_artifact(o_ptr, FALSE);
2315                                         break;
2316                                 }
2317                                 while (1)
2318                                 {
2319                                         /* Roll for an ego-item */
2320                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE, level);
2321                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2322                                                 continue;
2323                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2324                                                 continue;
2325                                         break;
2326                                 }
2327
2328                                 switch (o_ptr->name2)
2329                                 {
2330                                 case EGO_HA:
2331                                         if (one_in_(4) && (level > 40))
2332                                                 o_ptr->art_flags1 |= TR1_BLOWS;
2333                                         one_sustain(o_ptr);
2334                                         break;
2335                                 case EGO_DF:
2336                                         if (one_in_(3))
2337                                                 o_ptr->art_flags2 |= TR2_RES_POIS;
2338                                         one_high_resistance(o_ptr);
2339                                         one_sustain(o_ptr);
2340                                         break;
2341                                 case EGO_SLAY_DRAGON:
2342                                         one_ele_resistance(o_ptr);
2343                                         break;
2344                                 case EGO_KILL_DRAGON:
2345                                         one_ele_resistance(o_ptr);
2346                                         if (one_in_(3))
2347                                                 o_ptr->art_flags2 |= TR2_RES_POIS;
2348                                         one_dragon_ele_resistance(o_ptr);
2349                                 case EGO_WEST:
2350                                         if (one_in_(3))
2351                                                 o_ptr->art_flags2 |= TR2_RES_FEAR;
2352                                         break;
2353                                 case EGO_CHAOTIC:
2354                                         one_resistance(o_ptr);
2355                                         break;
2356                                 case EGO_SLAYING_WEAPON:
2357                                         if (one_in_(3)) /* double damage */
2358                                                 o_ptr->dd *= 2;
2359                                         else
2360                                         {
2361                                                 do
2362                                                 {
2363                                                         o_ptr->dd++;
2364                                                 }
2365                                                 while (one_in_(o_ptr->dd));
2366                                                 
2367                                                 do
2368                                                 {
2369                                                         o_ptr->ds++;
2370                                                 }
2371                                                 while (one_in_(o_ptr->ds));
2372                                         }
2373                                         
2374                                         if (one_in_(5))
2375                                         {
2376                                                 o_ptr->art_flags1 |= TR1_BRAND_POIS;
2377                                         }
2378                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2379                                         {
2380                                                 o_ptr->art_flags1 |= TR1_VORPAL;
2381                                         }
2382                                         break;
2383                                 case EGO_TRUMP:
2384                                         one_high_resistance(o_ptr);
2385                                         if (one_in_(5))
2386                                                 o_ptr->art_flags1 |= TR1_SLAY_DEMON;
2387                                         if (one_in_(7))
2388                                                 one_ability(o_ptr);
2389                                         break;
2390                                 case EGO_PATTERN:
2391                                         if (one_in_(3))
2392                                                 o_ptr->art_flags2 |= TR2_HOLD_LIFE;
2393                                         if (one_in_(3))
2394                                                 o_ptr->art_flags1 |= TR1_DEX;
2395                                         if (one_in_(5))
2396                                                 o_ptr->art_flags2 |= TR2_RES_FEAR;
2397                                         one_high_resistance(o_ptr);
2398                                         break;
2399                                 case EGO_SHARPNESS:
2400                                         o_ptr->pval = m_bonus(5, level) + 1;
2401                                         break;
2402                                 case EGO_EARTHQUAKES:
2403                                         if (one_in_(3) && (level > 60))
2404                                                 o_ptr->art_flags1 |= TR1_BLOWS;
2405                                         else
2406                                                 o_ptr->pval = m_bonus(3, level);
2407                                         break;
2408                                 case EGO_BLESS_BLADE:
2409                                         one_ability(o_ptr);
2410                                         break;
2411                                 }
2412
2413                                 if (!o_ptr->art_name)
2414                                 {
2415                                         /* Hack -- Super-charge the damage dice */
2416                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2417
2418                                         /* Hack -- Lower the damage dice */
2419                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2420                                 }
2421                         }
2422
2423                         /* Very cursed */
2424                         else if (power < -1)
2425                         {
2426                                 /* Roll for ego-item */
2427                                 if (randint0(MAX_DEPTH) < level)
2428                                 {
2429                                         o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE, level);
2430                                         switch (o_ptr->name2)
2431                                         {
2432                                         case EGO_MORGUL:
2433                                                 if (one_in_(6)) o_ptr->art_flags3 |= TR3_TY_CURSE;
2434                                         }
2435                                 }
2436                         }
2437
2438                         break;
2439                 }
2440
2441
2442                 case TV_BOW:
2443                 {
2444                         /* Very good */
2445                         if (power > 1)
2446                         {
2447                                 if (one_in_(20))
2448                                 {
2449                                         create_artifact(o_ptr, FALSE);
2450                                         break;
2451                                 }
2452                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE, level);
2453
2454                                 switch (o_ptr->name2)
2455                                 {
2456                                 case EGO_EXTRA_MIGHT:
2457                                         one_resistance(o_ptr);
2458                                         break;
2459                                 }
2460                         }
2461
2462                         break;
2463                 }
2464
2465
2466                 case TV_BOLT:
2467                 case TV_ARROW:
2468                 case TV_SHOT:
2469                 {
2470                         /* Very good */
2471                         if (power > 1)
2472                         {
2473                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE, level);
2474
2475                                 switch (o_ptr->name2)
2476                                 {
2477                                 case EGO_SLAYING_BOLT:
2478                                         o_ptr->dd++;
2479                                         break;
2480                                 }
2481
2482                                 /* Hack -- super-charge the damage dice */
2483                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2484
2485                                 /* Hack -- restrict the damage dice */
2486                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2487                         }
2488
2489                         /* Very cursed */
2490                         else if (power < -1)
2491                         {
2492                                 /* Roll for ego-item */
2493                                 if (randint0(MAX_DEPTH) < level)
2494                                 {
2495                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE, level);
2496                                 }
2497                         }
2498
2499                         break;
2500                 }
2501         }
2502 }
2503
2504
2505 static void dragon_resist(object_type * o_ptr)
2506 {
2507         do
2508         {
2509                 if (one_in_(4))
2510                         one_dragon_ele_resistance(o_ptr);
2511                 else
2512                         one_high_resistance(o_ptr);
2513         }
2514         while (one_in_(2));
2515 }
2516
2517
2518 /*
2519  * Apply magic to an item known to be "armor"
2520  *
2521  * Hack -- note special processing for crown/helm
2522  * Hack -- note special processing for robe of permanence
2523  */
2524 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2525 {
2526         int toac1 = randint1(5) + m_bonus(5, level);
2527
2528         int toac2 = m_bonus(10, level);
2529
2530         /* Good */
2531         if (power > 0)
2532         {
2533                 /* Enchant */
2534                 o_ptr->to_a += toac1;
2535
2536                 /* Very good */
2537                 if (power > 1)
2538                 {
2539                         /* Enchant again */
2540                         o_ptr->to_a += toac2;
2541                 }
2542         }
2543
2544         /* Cursed */
2545         else if (power < 0)
2546         {
2547                 /* Penalize */
2548                 o_ptr->to_a -= toac1;
2549
2550                 /* Very cursed */
2551                 if (power < -1)
2552                 {
2553                         /* Penalize again */
2554                         o_ptr->to_a -= toac2;
2555                 }
2556
2557                 /* Cursed (if "bad") */
2558                 if (o_ptr->to_a < 0) o_ptr->ident |= (IDENT_CURSED);
2559         }
2560
2561
2562         /* Analyze type */
2563         switch (o_ptr->tval)
2564         {
2565                 case TV_DRAG_ARMOR:
2566                 {
2567                         /* Rating boost */
2568                         rating += 30;
2569                         if(one_in_(50))
2570                                 create_artifact(o_ptr, FALSE);
2571
2572                         /* Mention the item */
2573                         if (cheat_peek) object_mention(o_ptr);
2574
2575                         break;
2576                 }
2577
2578                 case TV_HARD_ARMOR:
2579                 case TV_SOFT_ARMOR:
2580                 {
2581                         /* Very good */
2582                         if (power > 1)
2583                         {
2584                                 /* Hack -- Try for "Robes of the Magi" */
2585                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2586                                     (o_ptr->sval == SV_ROBE) &&
2587                                     (randint0(100) < 15))
2588                                 {
2589                                         if (one_in_(5))
2590                                         {
2591                                                 o_ptr->name2 = EGO_YOIYAMI;
2592                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2593                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2594                                                 o_ptr->ac = 0;
2595                                                 o_ptr->to_a = 0;
2596                                         }
2597                                         else
2598                                         {
2599                                                 o_ptr->name2 = EGO_PERMANENCE;
2600                                                 one_high_resistance(o_ptr);
2601                                         }
2602                                         break;
2603                                 }
2604
2605                                 if (one_in_(20))
2606                                 {
2607                                         create_artifact(o_ptr, FALSE);
2608                                         break;
2609                                 }
2610
2611                                 while (1)
2612                                 {
2613                                         bool okay_flag = TRUE;
2614
2615                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE, level);
2616
2617                                         switch (o_ptr->name2)
2618                                         {
2619                                         case EGO_RESISTANCE:
2620                                                 if (one_in_(4))
2621                                                         o_ptr->art_flags2 |= TR2_RES_POIS;
2622                                                 one_high_resistance(o_ptr);
2623                                                 break;
2624                                         case EGO_ELVENKIND:
2625                                                 one_high_resistance(o_ptr);
2626                                                 break;
2627                                         case EGO_DWARVEN:
2628                                                 if (o_ptr->tval != TV_HARD_ARMOR)
2629                                                 {
2630                                                         okay_flag = FALSE;
2631                                                         break;
2632                                                 }
2633                                                 else
2634                                                 {
2635                                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2636                                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2637                                                         if (one_in_(4))
2638                                                                 o_ptr->art_flags1 |= TR1_CON;
2639                                                         break;
2640                                                 }
2641                                         }
2642
2643                                         if (okay_flag)
2644                                                 break;
2645                                 }
2646                         }
2647
2648                         break;
2649                 }
2650
2651                 case TV_SHIELD:
2652                 {
2653
2654                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2655                         {
2656                                 /* Rating boost */
2657                                 rating += 5;
2658
2659                                 /* Mention the item */
2660                                 if (cheat_peek) object_mention(o_ptr);
2661                                 dragon_resist(o_ptr);
2662                                 if (!one_in_(3)) break;
2663                         }
2664
2665                         /* Very good */
2666                         if (power > 1)
2667                         {
2668                                 if (one_in_(20))
2669                                 {
2670                                         create_artifact(o_ptr, FALSE);
2671                                         break;
2672                                 }
2673                                 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE, level);
2674                                 
2675                                 switch (o_ptr->name2)
2676                                 {
2677                                 case EGO_ENDURANCE:
2678                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2679                                         if (one_in_(4)) o_ptr->art_flags2 |= TR2_RES_POIS;
2680                                         break;
2681                                 case EGO_REFLECTION:
2682                                         if (o_ptr->sval == SV_SHIELD_OF_DEFLECTION)
2683                                                 o_ptr->name2 = 0;
2684                                         break;
2685                                 }
2686                         }
2687                         break;
2688                 }
2689
2690                 case TV_GLOVES:
2691                 {
2692                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2693                         {
2694                                 /* Rating boost */
2695                                 rating += 5;
2696
2697                                 /* Mention the item */
2698                                 if (cheat_peek) object_mention(o_ptr);
2699                                 dragon_resist(o_ptr);
2700                                 if (!one_in_(3)) break;
2701                         }
2702                         if (power > 1)
2703                         {
2704                                 if (one_in_(20))
2705                                 {
2706                                         create_artifact(o_ptr, FALSE);
2707                                         break;
2708                                 }
2709                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE, level);
2710
2711                                 switch (o_ptr->name2)
2712                                 {
2713                                 case EGO_POWER:
2714                                         one_high_resistance(o_ptr);
2715                                         break;
2716                                 }
2717                         }
2718                         
2719                         /* Very cursed */
2720                         else if (power < -1)
2721                         {
2722                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE, level);
2723                         }
2724
2725                         break;
2726                 }
2727
2728                 case TV_BOOTS:
2729                 {
2730                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2731                         {
2732                                 /* Rating boost */
2733                                 rating += 5;
2734
2735                                 /* Mention the item */
2736                                 if (cheat_peek) object_mention(o_ptr);
2737                                 dragon_resist(o_ptr);
2738                                 if (!one_in_(3)) break;
2739                         }
2740                         /* Very good */
2741                         if (power > 1)
2742                         {
2743                                 if (one_in_(20))
2744                                 {
2745                                         create_artifact(o_ptr, FALSE);
2746                                         break;
2747                                 }
2748                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE, level);
2749
2750                                 switch (o_ptr->name2)
2751                                 {
2752                                 case EGO_SLOW_DESCENT:
2753                                         if (one_in_(2))
2754                                         {
2755                                                 one_high_resistance(o_ptr);
2756                                         }
2757                                         break;
2758                                 }
2759                         }
2760                         /* Very cursed */
2761                         else if (power < -1)
2762                         {
2763                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE, level);
2764                         }
2765
2766                         break;
2767                 }
2768
2769                 case TV_CROWN:
2770                 {
2771                         /* Very good */
2772                         if (power > 1)
2773                         {
2774                                 if (one_in_(20))
2775                                 {
2776                                         create_artifact(o_ptr, FALSE);
2777                                         break;
2778                                 }
2779                                 while (1)
2780                                 {
2781                                         bool ok_flag = TRUE;
2782                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
2783
2784                                         switch (o_ptr->name2)
2785                                         {
2786                                         case EGO_MAGI:
2787                                                 one_high_resistance(o_ptr);
2788                                                 one_ability(o_ptr);
2789                                                 break;
2790                                         case EGO_MIGHT:
2791                                                 one_high_resistance(o_ptr);
2792                                                 break;
2793                                         case EGO_TELEPATHY:
2794                                         case EGO_REGENERATION:
2795                                                 break;
2796                                         case EGO_LORDLINESS:
2797                                                 one_high_resistance(o_ptr);
2798                                                 break;
2799                                         case EGO_SEEING:
2800                                                 if (one_in_(3)) o_ptr->art_flags3 |= TR3_TELEPATHY;
2801                                                 break;
2802                                         default:/* not existing crown (wisdom,lite, etc...) */
2803                                                 ok_flag = FALSE;
2804                                         }
2805                                         if (ok_flag)
2806                                                 break; /* while (1) */
2807                                 }
2808                                 break;
2809                         }
2810
2811                         /* Very cursed */
2812                         else if (power < -1)
2813                         {
2814                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
2815                         }
2816
2817                         break;
2818                 }
2819
2820                 case TV_HELM:
2821                 {
2822                         if (o_ptr->sval == SV_DRAGON_HELM)
2823                         {
2824                                 /* Rating boost */
2825                                 rating += 5;
2826
2827                                 /* Mention the item */
2828                                 if (cheat_peek) object_mention(o_ptr);
2829                                 dragon_resist(o_ptr);
2830                                 if (!one_in_(3)) break;
2831                         }
2832
2833                         /* Very good */
2834                         if (power > 1)
2835                         {
2836                                 if (one_in_(20))
2837                                 {
2838                                         create_artifact(o_ptr, FALSE);
2839                                         break;
2840                                 }
2841                                 while (1)
2842                                 {
2843                                         bool ok_flag = TRUE;
2844                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE, level);
2845
2846                                         switch (o_ptr->name2)
2847                                         {
2848                                         case EGO_INTELLIGENCE:
2849                                         case EGO_WISDOM:
2850                                         case EGO_BEAUTY:
2851                                         case EGO_LITE:
2852                                         case EGO_INFRAVISION:
2853                                                 break;
2854                                         case EGO_SEEING:
2855                                                 if (one_in_(7)) o_ptr->art_flags3 |= TR3_TELEPATHY;
2856                                                 break;
2857                                         default:/* not existing helm (Magi, Might, etc...)*/
2858                                                 ok_flag = FALSE;
2859                                         }
2860                                         if (ok_flag)
2861                                                 break; /* while (1) */
2862                                 }
2863                                 break;
2864                         }
2865                         /* Very cursed */
2866                         else if (power < -1)
2867                         {
2868                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE, level);
2869                         }
2870                         break;
2871                 }
2872
2873                 case TV_CLOAK:
2874                 {
2875                         /* Very good */
2876                         if (power > 1)
2877                         {
2878                                 if (one_in_(20))
2879                                 {
2880                                         create_artifact(o_ptr, FALSE);
2881                                         break;
2882                                 }
2883                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE, level);
2884
2885                                 switch (o_ptr->name2)
2886                                 {
2887                                 case EGO_AMAN:
2888                                         one_high_resistance(o_ptr);
2889                                         break;
2890                                 case EGO_BAT:
2891                                         o_ptr->to_d -= 6;
2892                                         o_ptr->to_h -= 6;
2893                                         break;
2894                                 }
2895
2896                         }
2897
2898                         /* Very cursed */
2899                         else if (power < -1)
2900                         {
2901                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE, level);
2902                         }
2903
2904                         break;
2905                 }
2906         }
2907 }
2908
2909
2910 /*
2911  * Apply magic to an item known to be a "ring" or "amulet"
2912  *
2913  * Hack -- note special rating boost for ring of speed
2914  * Hack -- note special rating boost for amulet of the magi
2915  * Hack -- note special "pval boost" code for ring of speed
2916  * Hack -- note that some items must be cursed (or blessed)
2917  */
2918 static void a_m_aux_3(object_type *o_ptr, int level, int power)
2919 {
2920         /* Apply magic (good or bad) according to type */
2921         switch (o_ptr->tval)
2922         {
2923                 case TV_RING:
2924                 {
2925                         /* Analyze */
2926                         switch (o_ptr->sval)
2927                         {
2928                                 case SV_RING_ATTACKS:
2929                                 {
2930                                         /* Stat bonus */
2931                                         o_ptr->pval = m_bonus(2, level);
2932                                         if (one_in_(15)) o_ptr->pval++;
2933                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
2934
2935                                         /* Cursed */
2936                                         if (power < 0)
2937                                         {
2938                                                 /* Broken */
2939                                                 o_ptr->ident |= (IDENT_BROKEN);
2940
2941                                                 /* Cursed */
2942                                                 o_ptr->ident |= (IDENT_CURSED);
2943
2944                                                 /* Reverse pval */
2945                                                 o_ptr->pval = 0 - (o_ptr->pval);
2946                                         }
2947
2948                                         break;
2949                                 }
2950
2951                                 case SV_RING_SHOTS:
2952                                 {
2953                                         break;
2954                                 }
2955
2956                                 /* Strength, Constitution, Dexterity, Intelligence */
2957                                 case SV_RING_STR:
2958                                 case SV_RING_CON:
2959                                 case SV_RING_DEX:
2960                                 {
2961                                         /* Stat bonus */
2962                                         o_ptr->pval = 1 + m_bonus(5, level);
2963
2964                                         /* Cursed */
2965                                         if (power < 0)
2966                                         {
2967                                                 /* Broken */
2968                                                 o_ptr->ident |= (IDENT_BROKEN);
2969
2970                                                 /* Cursed */
2971                                                 o_ptr->ident |= (IDENT_CURSED);
2972
2973                                                 /* Reverse pval */
2974                                                 o_ptr->pval = 0 - (o_ptr->pval);
2975                                         }
2976
2977                                         break;
2978                                 }
2979
2980                                 /* Ring of Speed! */
2981                                 case SV_RING_SPEED:
2982                                 {
2983                                         /* Base speed (1 to 10) */
2984                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
2985
2986                                         /* Super-charge the ring */
2987                                         while (randint0(100) < 50) o_ptr->pval++;
2988
2989                                         /* Cursed Ring */
2990                                         if (power < 0)
2991                                         {
2992                                                 /* Broken */
2993                                                 o_ptr->ident |= (IDENT_BROKEN);
2994
2995                                                 /* Cursed */
2996                                                 o_ptr->ident |= (IDENT_CURSED);
2997
2998                                                 /* Reverse pval */
2999                                                 o_ptr->pval = 0 - (o_ptr->pval);
3000
3001                                                 break;
3002                                         }
3003
3004                                         /* Rating boost */
3005                                         rating += 25;
3006
3007                                         /* Mention the item */
3008                                         if (cheat_peek) object_mention(o_ptr);
3009
3010                                         break;
3011                                 }
3012
3013                                 case SV_RING_LORDLY:
3014                                 {
3015                                         do
3016                                         {
3017                                                 one_loadly_high_resistance(o_ptr);
3018                                         }
3019                                         while (one_in_(4));
3020
3021                                         /* Bonus to armor class */
3022                                         o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3023                                         rating += 15;
3024                                 }
3025                                 break;
3026
3027                                 /* Searching */
3028                                 case SV_RING_SEARCHING:
3029                                 {
3030                                         /* Bonus to searching */
3031                                         o_ptr->pval = 1 + m_bonus(5, level);
3032
3033                                         /* Cursed */
3034                                         if (power < 0)
3035                                         {
3036                                                 /* Broken */
3037                                                 o_ptr->ident |= (IDENT_BROKEN);
3038
3039                                                 /* Cursed */
3040                                                 o_ptr->ident |= (IDENT_CURSED);
3041
3042                                                 /* Reverse pval */
3043                                                 o_ptr->pval = 0 - (o_ptr->pval);
3044                                         }
3045
3046                                         break;
3047                                 }
3048
3049                                 /* Flames, Acid, Ice */
3050                                 case SV_RING_FLAMES:
3051                                 case SV_RING_ACID:
3052                                 case SV_RING_ICE:
3053                                 case SV_RING_ELEC:
3054                                 {
3055                                         /* Bonus to armor class */
3056                                         o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3057                                         break;
3058                                 }
3059
3060                                 /* Weakness, Stupidity */
3061                                 case SV_RING_WEAKNESS:
3062                                 case SV_RING_STUPIDITY:
3063                                 {
3064                                         /* Broken */
3065                                         o_ptr->ident |= (IDENT_BROKEN);
3066
3067                                         /* Cursed */
3068                                         o_ptr->ident |= (IDENT_CURSED);
3069
3070                                         /* Penalize */
3071                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3072                                         if (power > 0) power = 0 - power;
3073
3074                                         break;
3075                                 }
3076
3077                                 /* WOE, Stupidity */
3078                                 case SV_RING_WOE:
3079                                 {
3080                                         /* Broken */
3081                                         o_ptr->ident |= (IDENT_BROKEN);
3082
3083                                         /* Cursed */
3084                                         o_ptr->ident |= (IDENT_CURSED);
3085
3086                                         /* Penalize */
3087                                         o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3088                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3089                                         if (power > 0) power = 0 - power;
3090
3091                                         break;
3092                                 }
3093
3094                                 /* Ring of damage */
3095                                 case SV_RING_DAMAGE:
3096                                 {
3097                                         /* Bonus to damage */
3098                                         o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3099
3100                                         /* Cursed */
3101                                         if (power < 0)
3102                                         {
3103                                                 /* Broken */
3104                                                 o_ptr->ident |= (IDENT_BROKEN);
3105
3106                                                 /* Cursed */
3107                                                 o_ptr->ident |= (IDENT_CURSED);
3108
3109                                                 /* Reverse bonus */
3110                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3111                                         }
3112
3113                                         break;
3114                                 }
3115
3116                                 /* Ring of Accuracy */
3117                                 case SV_RING_ACCURACY:
3118                                 {
3119                                         /* Bonus to hit */
3120                                         o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3121
3122                                         /* Cursed */
3123                                         if (power < 0)
3124                                         {
3125                                                 /* Broken */
3126                                                 o_ptr->ident |= (IDENT_BROKEN);
3127
3128                                                 /* Cursed */
3129                                                 o_ptr->ident |= (IDENT_CURSED);
3130
3131                                                 /* Reverse tohit */
3132                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3133                                         }
3134
3135                                         break;
3136                                 }
3137
3138                                 /* Ring of Protection */
3139                                 case SV_RING_PROTECTION:
3140                                 {
3141                                         /* Bonus to armor class */
3142                                         o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3143
3144                                         /* Cursed */
3145                                         if (power < 0)
3146                                         {
3147                                                 /* Broken */
3148                                                 o_ptr->ident |= (IDENT_BROKEN);
3149
3150                                                 /* Cursed */
3151                                                 o_ptr->ident |= (IDENT_CURSED);
3152
3153                                                 /* Reverse toac */
3154                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3155                                         }
3156
3157                                         break;
3158                                 }
3159
3160                                 /* Ring of Slaying */
3161                                 case SV_RING_SLAYING:
3162                                 {
3163                                         /* Bonus to damage and to hit */
3164                                         o_ptr->to_d = randint1(5) + m_bonus(12, level);
3165                                         o_ptr->to_h = randint1(5) + m_bonus(12, level);
3166
3167                                         /* Cursed */
3168                                         if (power < 0)
3169                                         {
3170                                                 /* Broken */
3171                                                 o_ptr->ident |= (IDENT_BROKEN);
3172
3173                                                 /* Cursed */
3174                                                 o_ptr->ident |= (IDENT_CURSED);
3175
3176                                                 /* Reverse bonuses */
3177                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3178                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3179                                         }
3180
3181                                         break;
3182                                 }
3183
3184                                 case SV_RING_MUSCLE:
3185                                 {
3186                                         o_ptr->pval = 1 + m_bonus(3, level);
3187                                         if (one_in_(4)) o_ptr->pval++;
3188
3189                                         /* Cursed */
3190                                         if (power < 0)
3191                                         {
3192                                                 /* Broken */
3193                                                 o_ptr->ident |= (IDENT_BROKEN);
3194
3195                                                 /* Cursed */
3196                                                 o_ptr->ident |= (IDENT_CURSED);
3197
3198                                                 /* Reverse bonuses */
3199                                                 o_ptr->pval = 0 - o_ptr->pval;
3200                                         }
3201
3202                                         break;
3203                                 }
3204                                 case SV_RING_AGGRAVATION:
3205                                 {
3206                                         /* Broken */
3207                                         o_ptr->ident |= (IDENT_BROKEN);
3208
3209                                         /* Cursed */
3210                                         o_ptr->ident |= (IDENT_CURSED);
3211
3212                                         if (power > 0) power = 0 - power;
3213                                         break;
3214                                 }
3215                         }
3216                         if (one_in_(400) && (power > 0) && !(o_ptr->ident & IDENT_CURSED) && (level > 79))
3217                         {
3218                                 o_ptr->pval = MIN(o_ptr->pval,4);
3219                                 /* Randart amulet */
3220                                 create_artifact(o_ptr, FALSE);
3221                         }
3222                         else if ((power == 2) && one_in_(2))
3223                         {
3224                                 while(!o_ptr->name2)
3225                                 {
3226                                         int tmp = m_bonus(10, level);
3227                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3228                                         switch(randint1(28))
3229                                         {
3230                                         case 1: case 2:
3231                                                 o_ptr->name2 = EGO_RING_THROW;
3232                                                 break;
3233                                         case 3: case 4:
3234                                                 if (k_ptr->flags3 & TR3_REGEN) break;
3235                                                 o_ptr->name2 = EGO_RING_REGEN;
3236                                                 break;
3237                                         case 5: case 6:
3238                                                 if (k_ptr->flags3 & TR3_LITE)
3239                                                 o_ptr->name2 = EGO_RING_LITE;
3240                                                 break;
3241                                         case 7: case 8:
3242                                                 if (k_ptr->flags2 & TR3_TELEPORT) break;
3243                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3244                                                 break;
3245                                         case 9: case 10:
3246                                                 if (o_ptr->to_h) break;
3247                                                 o_ptr->name2 = EGO_RING_TO_H;
3248                                                 break;
3249                                         case 11: case 12:
3250                                                 if (o_ptr->to_d) break;
3251                                                 o_ptr->name2 = EGO_RING_TO_D;
3252                                                 break;
3253                                         case 13:
3254                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3255                                                 o_ptr->name2 = EGO_RING_SLAY;
3256                                                 break;
3257                                         case 14:
3258                                                 if ((k_ptr->flags1 & TR1_STR) || o_ptr->to_h || o_ptr->to_d) break;
3259                                                 o_ptr->name2 = EGO_RING_WIZARD;
3260                                                 break;
3261                                         case 15:
3262                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3263                                                 o_ptr->name2 = EGO_RING_HERO;
3264                                                 break;
3265                                         case 16:
3266                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3267                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3268                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3269                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3270                                                 break;
3271                                         case 17:
3272                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3273                                                 if (!(k_ptr->flags2 & TR2_RES_FIRE) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_ACID))) break;
3274                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3275                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3276                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3277                                                 break;
3278                                         case 18:
3279                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3280                                                 if (!(k_ptr->flags2 & TR2_RES_COLD) && (k_ptr->flags2 & (TR2_RES_FIRE | TR2_RES_ELEC | TR2_RES_ACID))) break;
3281                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3282                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3283                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3284                                                 break;
3285                                         case 19:
3286                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3287                                                 if (!(k_ptr->flags2 & TR2_RES_ELEC) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_FIRE | TR2_RES_ACID))) break;
3288                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3289                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3290                                                 break;
3291                                         case 20:
3292                                                 if (k_ptr->flags3 & TR3_ACTIVATE) break;
3293                                                 if (!(k_ptr->flags2 & TR2_RES_ACID) && (k_ptr->flags2 & (TR2_RES_COLD | TR2_RES_ELEC | TR2_RES_FIRE))) break;
3294                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3295                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3296                                                 break;
3297                                         case 21: case 22: case 23: case 24: case 25: case 26:
3298                                                 switch (o_ptr->sval)
3299                                                 {
3300                                                 case SV_RING_SPEED:
3301                                                         if (!one_in_(3)) break;
3302                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3303                                                         break;
3304                                                 case SV_RING_DAMAGE:
3305                                                 case SV_RING_ACCURACY:
3306                                                 case SV_RING_SLAYING:
3307                                                         if (one_in_(2)) break;
3308                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3309                                                         else
3310                                                         {
3311                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3312                                                                 o_ptr->to_h -= 2+randint1(4);
3313                                                         }
3314                                                         break;
3315                                                 case SV_RING_PROTECTION:
3316                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3317                                                         o_ptr->to_a += m_bonus(5, level);
3318                                                         break;
3319                                                 case SV_RING_RES_FEAR:
3320                                                         o_ptr->name2 = EGO_RING_HERO;
3321                                                         break;
3322                                                 case SV_RING_SHOTS:
3323                                                         if (one_in_(2)) break;
3324                                                         o_ptr->name2 = EGO_RING_HUNTER;
3325                                                         break;
3326                                                 case SV_RING_SEARCHING:
3327                                                         o_ptr->name2 = EGO_RING_STEALTH;
3328                                                         break;
3329                                                 case SV_RING_TELEPORTATION:
3330                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3331                                                         break;
3332                                                 case SV_RING_RES_BLINDNESS:
3333                                                         if (one_in_(2))
3334                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3335                                                         else
3336                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3337                                                         break;
3338                                                 case SV_RING_LORDLY:
3339                                                         if (!one_in_(20)) break;
3340                                                         one_loadly_high_resistance(o_ptr);
3341                                                         one_loadly_high_resistance(o_ptr);
3342                                                         o_ptr->name2 = EGO_RING_TRUE;
3343                                                         break;
3344                                                 case SV_RING_SUSTAIN:
3345                                                         if (!one_in_(4)) break;
3346                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3347                                                         break;
3348                                                 case SV_RING_FLAMES:
3349                                                         if (!one_in_(2)) break;
3350                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3351                                                         break;
3352                                                 case SV_RING_ICE:
3353                                                         if (!one_in_(2)) break;
3354                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3355                                                         break;
3356                                                 case SV_RING_WARNING:
3357                                                         if (!one_in_(2)) break;
3358                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3359                                                         break;
3360                                                 default:
3361                                                         break;
3362                                                 }
3363                                                 break;
3364                                         }
3365                                 }
3366                                 /* Uncurse it */
3367                                 o_ptr->ident &= ~(IDENT_CURSED);
3368
3369                                 if (o_ptr->art_flags3 & TR3_CURSED)
3370                                         o_ptr->art_flags3 &= ~(TR3_CURSED);
3371
3372                                 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
3373                                         o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
3374                         }
3375                         else if ((power == -2) && one_in_(2))
3376                         {
3377                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3378                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3379                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3380                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3381                                 o_ptr->art_flags1 = 0;
3382                                 o_ptr->art_flags2 = 0;
3383                                 while(!o_ptr->name2)
3384                                 {
3385                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3386                                         switch(randint1(5))
3387                                         {
3388                                         case 1:
3389                                                 if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
3390                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3391                                                 break;
3392                                         case 2:
3393                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3394                                                 break;
3395                                         case 3:
3396                                                 if (k_ptr->flags3 & TR3_AGGRAVATE) break;
3397                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3398                                                 break;
3399                                         case 4:
3400                                                 if (k_ptr->flags3 & TR3_TY_CURSE) break;
3401                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3402                                                 break;
3403                                         case 5:
3404                                                 o_ptr->name2 = EGO_RING_ALBINO;
3405                                                 break;
3406                                         }
3407                                 }
3408                                 /* Broken */
3409                                 o_ptr->ident |= (IDENT_BROKEN);
3410
3411                                 /* Cursed */
3412                                 o_ptr->ident |= (IDENT_CURSED);
3413                         }
3414                         break;
3415                 }
3416
3417                 case TV_AMULET:
3418                 {
3419                         /* Analyze */
3420                         switch (o_ptr->sval)
3421                         {
3422                                 /* Amulet of wisdom/charisma */
3423                                 case SV_AMULET_INTELLIGENCE:
3424                                 case SV_AMULET_WISDOM:
3425                                 case SV_AMULET_CHARISMA:
3426                                 {
3427                                         o_ptr->pval = 1 + m_bonus(5, level);
3428
3429                                         /* Cursed */
3430                                         if (power < 0)
3431                                         {
3432                                                 /* Broken */
3433                                                 o_ptr->ident |= (IDENT_BROKEN);
3434
3435                                                 /* Cursed */
3436                                                 o_ptr->ident |= (IDENT_CURSED);
3437
3438                                                 /* Reverse bonuses */
3439                                                 o_ptr->pval = 0 - o_ptr->pval;
3440                                         }
3441
3442                                         break;
3443                                 }
3444
3445                                 /* Amulet of brilliance */
3446                                 case SV_AMULET_BRILLIANCE:
3447                                 {
3448                                         o_ptr->pval = 1 + m_bonus(3, level);
3449                                         if (one_in_(4)) o_ptr->pval++;
3450
3451                                         /* Cursed */
3452                                         if (power < 0)
3453                                         {
3454                                                 /* Broken */
3455                                                 o_ptr->ident |= (IDENT_BROKEN);
3456
3457                                                 /* Cursed */
3458                                                 o_ptr->ident |= (IDENT_CURSED);
3459
3460                                                 /* Reverse bonuses */
3461                                                 o_ptr->pval = 0 - o_ptr->pval;
3462                                         }
3463
3464                                         break;
3465                                 }
3466
3467                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3468                                 {
3469                                         if (power < 0)
3470                                         {
3471                                                 o_ptr->ident |= (IDENT_CURSED);
3472                                         }
3473                                         break;
3474                                 }
3475
3476                                 case SV_AMULET_RESISTANCE:
3477                                 {
3478                                         if (one_in_(5)) one_high_resistance(o_ptr);
3479                                         if (one_in_(5)) o_ptr->art_flags2 |= TR2_RES_POIS;
3480                                 }
3481                                 break;
3482
3483                                 /* Amulet of searching */
3484                                 case SV_AMULET_SEARCHING:
3485                                 {
3486                                         o_ptr->pval = randint1(2) + m_bonus(4, level);
3487
3488                                         /* Cursed */
3489                                         if (power < 0)
3490                                         {
3491                                                 /* Broken */
3492                                                 o_ptr->ident |= (IDENT_BROKEN);
3493
3494                                                 /* Cursed */
3495                                                 o_ptr->ident |= (IDENT_CURSED);
3496
3497                                                 /* Reverse bonuses */
3498                                                 o_ptr->pval = 0 - (o_ptr->pval);
3499                                         }
3500
3501                                         break;
3502                                 }
3503
3504                                 /* Amulet of the Magi -- never cursed */
3505                                 case SV_AMULET_THE_MAGI:
3506                                 {
3507                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3508                                         o_ptr->to_a = randint1(5) + m_bonus(5, level);
3509
3510                                         /* Boost the rating */
3511                                         rating += 15;
3512
3513                                         /* Mention the item */
3514                                         if (cheat_peek) object_mention(o_ptr);
3515
3516                                         break;
3517                                 }
3518
3519                                 /* Amulet of Doom -- always cursed */
3520                                 case SV_AMULET_DOOM:
3521                                 {
3522                                         /* Broken */
3523                                         o_ptr->ident |= (IDENT_BROKEN);
3524
3525                                         /* Cursed */
3526                                         o_ptr->ident |= (IDENT_CURSED);
3527
3528                                         /* Penalize */
3529                                         o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3530                                         o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3531                                         if (power > 0) power = 0 - power;
3532
3533                                         break;
3534                                 }
3535
3536                                 case SV_AMULET_MAGIC_MASTERY:
3537                                 {
3538                                         o_ptr->pval = 1 + m_bonus(4, level);
3539
3540                                         /* Cursed */
3541                                         if (power < 0)
3542                                         {
3543                                                 /* Broken */
3544                                                 o_ptr->ident |= (IDENT_BROKEN);
3545
3546                                                 /* Cursed */
3547                                                 o_ptr->ident |= (IDENT_CURSED);
3548
3549                                                 /* Reverse bonuses */
3550                                                 o_ptr->pval = 0 - o_ptr->pval;
3551                                         }
3552
3553                                         break;
3554                                 }
3555                         }
3556                         if (one_in_(150) && (power > 0) && !(o_ptr->ident & IDENT_CURSED) && (level > 79))
3557                         {
3558                                 o_ptr->pval = MIN(o_ptr->pval,4);
3559                                 /* Randart amulet */
3560                                 create_artifact(o_ptr, FALSE);
3561                         }
3562                         else if ((power == 2) && one_in_(2))
3563                         {
3564                                 while(!o_ptr->name2)
3565                                 {
3566                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3567                                         switch(randint1(21))
3568                                         {
3569                                         case 1: case 2:
3570                                                 if (k_ptr->flags3 & TR3_SLOW_DIGEST) break;
3571                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3572                                                 break;
3573                                         case 3: case 4:
3574                                                 if (o_ptr->pval) break;
3575                                                 o_ptr->name2 = EGO_AMU_INFRA;
3576                                                 break;
3577                                         case 5: case 6:
3578                                                 if (k_ptr->flags3 & TR3_SEE_INVIS) break;
3579                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3580                                                 break;
3581                                         case 7: case 8:
3582                                                 if (k_ptr->flags2 & TR2_HOLD_LIFE) break;
3583                                                 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3584                                                 break;
3585                                         case 9:
3586                                                 if (k_ptr->flags3 & TR3_FEATHER) break;
3587                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3588                                                 break;
3589                                         case 10: case 11: case 21:
3590                                                 o_ptr->name2 = EGO_AMU_AC;
3591                                                 break;
3592                                         case 12:
3593                                                 if (k_ptr->flags2 & TR2_RES_FIRE) break;
3594                                                 if (m_bonus(10, level) > 8)
3595                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3596                                                 else
3597                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3598                                                 break;
3599                                         case 13:
3600                                                 if (k_ptr->flags2 & TR2_RES_COLD) break;
3601                                                 if (m_bonus(10, level) > 8)
3602                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3603                                                 else
3604                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3605                                                 break;
3606                                         case 14:
3607                                                 if (k_ptr->flags2 & TR2_RES_ELEC) break;
3608                                                 if (m_bonus(10, level) > 8)
3609                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3610                                                 else
3611                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3612                                                 break;
3613                                         case 15:
3614                                                 if (k_ptr->flags2 & TR2_RES_ACID) break;
3615                                                 if (m_bonus(10, level) > 8)
3616                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3617                                                 else
3618                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3619                                                 break;
3620                                         case 16: case 17: case 18: case 19: case 20:
3621                                                 switch (o_ptr->sval)
3622                                                 {
3623                                                 case SV_AMULET_TELEPORT:
3624                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3625                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3626                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3627                                                         break;
3628                                                 case SV_AMULET_RESIST_ACID:
3629                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3630                                                         break;
3631                                                 case SV_AMULET_SEARCHING:
3632                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3633                                                         break;
3634                                                 case SV_AMULET_BRILLIANCE:
3635                                                         if (!one_in_(3)) break;
3636                                                         o_ptr->name2 = EGO_AMU_IDENT;
3637                                                         break;
3638                                                 case SV_AMULET_CHARISMA:
3639                                                         if (!one_in_(3)) break;
3640                                                         o_ptr->name2 = EGO_AMU_CHARM;
3641                                                         break;
3642                                                 case SV_AMULET_THE_MAGI:
3643                                                         if (one_in_(2)) break;
3644                                                         o_ptr->name2 = EGO_AMU_GREAT;
3645                                                         break;
3646                                                 case SV_AMULET_RESISTANCE:
3647                                                         if (!one_in_(5)) break;
3648                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3649                                                         break;
3650                                                 case SV_AMULET_TELEPATHY:
3651                                                         if (!one_in_(3)) break;
3652                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3653                                                         break;
3654                                                 }
3655                                         }
3656                                 }
3657                                 /* Uncurse it */
3658                                 o_ptr->ident &= ~(IDENT_CURSED);
3659
3660                                 if (o_ptr->art_flags3 & TR3_CURSED)
3661                                         o_ptr->art_flags3 &= ~(TR3_CURSED);
3662
3663                                 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
3664                                         o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
3665                         }
3666                         else if ((power == -2) && one_in_(2))
3667                         {
3668                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3669                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3670                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3671                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3672                                 o_ptr->art_flags1 = 0;
3673                                 o_ptr->art_flags2 = 0;
3674                                 while(!o_ptr->name2)
3675                                 {
3676                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3677                                         switch(randint1(5))
3678                                         {
3679                                         case 1:
3680                                                 if (k_ptr->flags3 & TR3_DRAIN_EXP) break;
3681                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3682                                                 break;
3683                                         case 2:
3684                                                 o_ptr->name2 = EGO_AMU_FOOL;
3685                                                 break;
3686                                         case 3:
3687                                                 if (k_ptr->flags3 & TR3_AGGRAVATE) break;
3688                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3689                                                 break;
3690                                         case 4:
3691                                                 if (k_ptr->flags3 & TR3_TY_CURSE) break;
3692                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3693                                                 break;
3694                                         case 5:
3695                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3696                                                 break;
3697                                         }
3698                                 }
3699                                 /* Broken */
3700                                 o_ptr->ident |= (IDENT_BROKEN);
3701
3702                                 /* Cursed */
3703                                 o_ptr->ident |= (IDENT_CURSED);
3704                         }
3705                         break;
3706                 }
3707         }
3708 }
3709
3710
3711 /*
3712  * Hack -- help pick an item type
3713  */
3714 static bool item_monster_okay(int r_idx)
3715 {
3716         monster_race *r_ptr = &r_info[r_idx];
3717
3718         /* No uniques */
3719         if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3720         if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3721         if (r_ptr->flags3 & RF3_RES_ALL) return (FALSE);
3722         if (r_ptr->flags7 & RF7_UNIQUE_7) return (FALSE);
3723         if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3724         if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3725
3726         /* Okay */
3727         return (TRUE);
3728 }
3729
3730
3731 /*
3732  * Apply magic to an item known to be "boring"
3733  *
3734  * Hack -- note the special code for various items
3735  */
3736 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3737 {
3738         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3739
3740         /* Apply magic (good or bad) according to type */
3741         switch (o_ptr->tval)
3742         {
3743                 case TV_WHISTLE:
3744                 {
3745 #if 0
3746                         /* Cursed */
3747                         if (power < 0)
3748                         {
3749                                 /* Broken */
3750                                 o_ptr->ident |= (IDENT_BROKEN);
3751
3752                                 /* Cursed */
3753                                 o_ptr->ident |= (IDENT_CURSED);
3754                         }
3755 #endif
3756                         break;
3757                 }
3758                 case TV_FLASK:
3759                 {
3760                         o_ptr->xtra4 = o_ptr->pval;
3761                         o_ptr->pval = 0;
3762                         break;
3763                 }
3764                 case TV_LITE:
3765                 {
3766                         /* Hack -- Torches -- random fuel */
3767                         if (o_ptr->sval == SV_LITE_TORCH)
3768                         {
3769                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3770                                 o_ptr->pval = 0;
3771                         }
3772
3773                         /* Hack -- Lanterns -- random fuel */
3774                         if (o_ptr->sval == SV_LITE_LANTERN)
3775                         {
3776                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3777                                 o_ptr->pval = 0;
3778                         }
3779
3780                         if ((power == 2) || ((power == 1) && one_in_(3)))
3781                         {
3782                                 while (!o_ptr->name2)
3783                                 {
3784                                         while (1)
3785                                         {
3786                                                 bool okay_flag = TRUE;
3787
3788                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE, level);
3789
3790                                                 switch (o_ptr->name2)
3791                                                 {
3792                                                 case EGO_LITE_LONG:
3793                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3794                                                                 okay_flag = FALSE;
3795                                                 }
3796                                                 if (okay_flag)
3797                                                         break;
3798                                         }
3799                                 }
3800                         }
3801                         else if (power == -2)
3802                         {
3803                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE, level);
3804
3805                                 switch (o_ptr->name2)
3806                                 {
3807                                 case EGO_LITE_DARKNESS:
3808                                         o_ptr->xtra4 = 0;
3809                                         break;
3810                                 }
3811                         }
3812
3813                         break;
3814                 }
3815
3816                 case TV_WAND:
3817                 case TV_STAFF:
3818                 {
3819                         /* The wand or staff gets a number of initial charges equal
3820                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3821                          */
3822                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3823                         break;
3824                 }
3825
3826                 case TV_ROD:
3827                 {
3828                         /* Transfer the pval. -LM- */
3829                         o_ptr->pval = k_ptr->pval;
3830                         break;
3831                 }
3832
3833                 case TV_CAPTURE:
3834                 {
3835                         o_ptr->pval = 0;
3836                         object_aware(o_ptr);
3837                         object_known(o_ptr);
3838                         break;
3839                 }
3840
3841                 case TV_FIGURINE:
3842                 {
3843                         int i = 1;
3844                         int check;
3845
3846                         monster_race *r_ptr;
3847
3848                         /* Pick a random non-unique monster race */
3849                         while (1)
3850                         {
3851                                 i = randint1(max_r_idx - 1);
3852
3853                                 if (!item_monster_okay(i)) continue;
3854                                 if (i == MON_TSUCHINOKO) continue;
3855
3856                                 r_ptr = &r_info[i];
3857
3858                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3859
3860                                 /* Ignore dead monsters */
3861                                 if (!r_ptr->rarity) continue;
3862
3863                                 /* Prefer less out-of-depth monsters */
3864                                 if (randint0(check)) continue;
3865
3866                                 break;
3867                         }
3868
3869                         o_ptr->pval = i;
3870
3871                         /* Some figurines are cursed */
3872                         if (one_in_(6)) o_ptr->ident |= IDENT_CURSED;
3873
3874                         if (cheat_peek)
3875                         {
3876 #ifdef JP
3877                                 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3878 #else
3879                                 msg_format("Figurine of %s, depth +%d%s",
3880 #endif
3881
3882                                                           r_name + r_ptr->name, check - 1,
3883                                                           !(o_ptr->ident & IDENT_CURSED) ? "" : " {cursed}");
3884                         }
3885
3886                         break;
3887                 }
3888
3889                 case TV_CORPSE:
3890                 {
3891                         int i = 1;
3892                         int check;
3893
3894                         u32b match = 0;
3895
3896                         monster_race *r_ptr;
3897
3898                         if (o_ptr->sval == SV_SKELETON)
3899                         {
3900                                 match = RF9_DROP_SKELETON;
3901                         }
3902                         else if (o_ptr->sval == SV_CORPSE)
3903                         {
3904                                 match = RF9_DROP_CORPSE;
3905                         }
3906
3907                         /* Hack -- Remove the monster restriction */
3908                         get_mon_num_prep(item_monster_okay, NULL);
3909
3910                         /* Pick a random non-unique monster race */
3911                         while (1)
3912                         {
3913                                 i = get_mon_num(dun_level);
3914
3915                                 r_ptr = &r_info[i];
3916
3917                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3918
3919                                 /* Ignore dead monsters */
3920                                 if (!r_ptr->rarity) continue;
3921
3922                                 /* Ignore corpseless monsters */
3923                                 if (!(r_ptr->flags9 & match)) continue;
3924
3925                                 /* Prefer less out-of-depth monsters */
3926                                 if (randint0(check)) continue;
3927
3928                                 break;
3929                         }
3930
3931                         o_ptr->pval = i;
3932
3933                         if (cheat_peek)
3934                         {
3935 #ifdef JP
3936                                 msg_format("%s¤Î»àÂÎ,¿¼¤µ +%d",
3937 #else
3938                                 msg_format("Corpse of %s, depth +%d",
3939 #endif
3940
3941                                                           r_name + r_ptr->name, check - 1);
3942                         }
3943
3944                         object_aware(o_ptr);
3945                         object_known(o_ptr);
3946                         break;
3947                 }
3948
3949                 case TV_STATUE:
3950                 {
3951                         int i = 1;
3952
3953                         monster_race *r_ptr;
3954
3955                         /* Pick a random monster race */
3956                         while (1)
3957                         {
3958                                 i = randint1(max_r_idx - 1);
3959
3960                                 r_ptr = &r_info[i];
3961
3962                                 /* Ignore dead monsters */
3963                                 if (!r_ptr->rarity) continue;
3964
3965                                 break;
3966                         }
3967
3968                         o_ptr->pval = i;
3969
3970                         if (cheat_peek)
3971                         {
3972 #ifdef JP
3973                                 msg_format("%s¤ÎÁü,", r_name + r_ptr->name);
3974 #else
3975                                 msg_format("Statue of %s", r_name + r_ptr->name);
3976 #endif
3977
3978                         }
3979                         object_aware(o_ptr);
3980                         object_known(o_ptr);
3981
3982                         break;
3983                 }
3984
3985                 case TV_CHEST:
3986                 {
3987                         byte obj_level = get_object_level(o_ptr);
3988
3989                         /* Hack -- skip ruined chests */
3990                         if (obj_level <= 0) break;
3991
3992                         /* Hack -- pick a "difficulty" */
3993                         o_ptr->pval = randint1(obj_level);
3994                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3995
3996                         o_ptr->xtra3 = dun_level + 5;
3997
3998                         /* Never exceed "difficulty" of 55 to 59 */
3999                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4000
4001                         break;
4002                 }
4003         }
4004 }
4005
4006
4007 /*
4008  * Complete the "creation" of an object by applying "magic" to the item
4009  *
4010  * This includes not only rolling for random bonuses, but also putting the
4011  * finishing touches on ego-items and artifacts, giving charges to wands and
4012  * staffs, giving fuel to lites, and placing traps on chests.
4013  *
4014  * In particular, note that "Instant Artifacts", if "created" by an external
4015  * routine, must pass through this function to complete the actual creation.
4016  *
4017  * The base "chance" of the item being "good" increases with the "level"
4018  * parameter, which is usually derived from the dungeon level, being equal
4019  * to the level plus 10, up to a maximum of 75.  If "good" is true, then
4020  * the object is guaranteed to be "good".  If an object is "good", then
4021  * the chance that the object will be "great" (ego-item or artifact), also
4022  * increases with the "level", being equal to half the level, plus 5, up to
4023  * a maximum of 20.  If "great" is true, then the object is guaranteed to be
4024  * "great".  At dungeon level 65 and below, 15/100 objects are "great".
4025  *
4026  * If the object is not "good", there is a chance it will be "cursed", and
4027  * if it is "cursed", there is a chance it will be "broken".  These chances
4028  * are related to the "good" / "great" chances above.
4029  *
4030  * Otherwise "normal" rings and amulets will be "good" half the time and
4031  * "cursed" half the time, unless the ring/amulet is always good or cursed.
4032  *
4033  * If "okay" is true, and the object is going to be "great", then there is
4034  * a chance that an artifact will be created.  This is true even if both the
4035  * "good" and "great" arguments are false.  As a total hack, if "great" is
4036  * true, then the item gets 3 extra "attempts" to become an artifact.
4037  */
4038 void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great, bool curse)
4039 {
4040
4041         int i, rolls, f1, f2, power;
4042
4043         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4044
4045         /* Maximum "level" for various things */
4046         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4047
4048         /* Base chance of being "good" */
4049         f1 = lev + 10;
4050
4051         /* Maximal chance of being "good" */
4052         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4053
4054         /* Base chance of being "great" */
4055         f2 = f1 / 2;
4056
4057         /* Maximal chance of being "great" */
4058         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4059                 f2 = d_info[dungeon_type].obj_great;
4060
4061         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4062         {
4063                 f1 += 5;
4064                 f2 += 2;
4065         }
4066         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4067         {
4068                 f1 -= 5;
4069                 f2 -= 2;
4070         }
4071
4072         /* Assume normal */
4073         power = 0;
4074
4075         /* Roll for "good" */
4076         if (good || magik(f1))
4077         {
4078                 /* Assume "good" */
4079                 power = 1;
4080
4081                 /* Roll for "great" */
4082                 if (great || magik(f2)) power = 2;
4083         }
4084
4085         /* Roll for "cursed" */
4086         else if (magik(f1))
4087         {
4088                 /* Assume "cursed" */
4089                 power = -1;
4090
4091                 /* Roll for "broken" */
4092                 if (magik(f2)) power = -2;
4093         }
4094
4095         /* Apply curse */
4096         if (curse)
4097         {
4098                 /* Assume 'cursed' */
4099                 if (power > 0)
4100                 {
4101                         power = 0 - power;
4102                 }
4103                 /* Everything else gets more badly cursed */
4104                 else
4105                 {
4106                         power--;
4107                 }
4108         }
4109
4110         /* Assume no rolls */
4111         rolls = 0;
4112
4113         /* Get one roll if excellent */
4114         if (power >= 2) rolls = 1;
4115
4116         /* Hack -- Get four rolls if forced great */
4117         if (great) rolls = 4;
4118
4119         /* Hack -- Get no rolls if not allowed */
4120         if (!okay || o_ptr->name1) rolls = 0;
4121
4122         /* Roll for artifacts if allowed */
4123         for (i = 0; i < rolls; i++)
4124         {
4125                 /* Roll for an artifact */
4126                 if (make_artifact(o_ptr)) break;
4127                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4128                 {
4129                         if (make_artifact(o_ptr)) break;
4130                 }
4131         }
4132
4133
4134         /* Hack -- analyze artifacts */
4135         if (o_ptr->name1)
4136         {
4137                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4138
4139                 /* Hack -- Mark the artifact as "created" */
4140                 a_ptr->cur_num = 1;
4141
4142                 /* Extract the other fields */
4143                 o_ptr->pval = a_ptr->pval;
4144                 o_ptr->ac = a_ptr->ac;
4145                 o_ptr->dd = a_ptr->dd;
4146                 o_ptr->ds = a_ptr->ds;
4147                 o_ptr->to_a = a_ptr->to_a;
4148                 o_ptr->to_h = a_ptr->to_h;
4149                 o_ptr->to_d = a_ptr->to_d;
4150                 o_ptr->weight = a_ptr->weight;
4151
4152                 /* Hack -- extract the "broken" flag */
4153                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4154
4155                 /* Hack -- extract the "cursed" flag */
4156                 if (a_ptr->flags3 & TR3_CURSED) o_ptr->ident |= (IDENT_CURSED);
4157
4158                 /* Mega-Hack -- increase the rating */
4159                 rating += 10;
4160
4161                 /* Mega-Hack -- increase the rating again */
4162                 if (a_ptr->cost > 50000L) rating += 10;
4163
4164                 /* Mega-Hack -- increase the rating again */
4165                 if (a_ptr->cost > 100000L) rating += 10;
4166
4167                 /* Set the good item flag */
4168                 good_item_flag = TRUE;
4169
4170                 /* Cheat -- peek at the item */
4171                 if (cheat_peek) object_mention(o_ptr);
4172
4173                 /* Done */
4174                 return;
4175         }
4176
4177
4178         /* Apply magic */
4179         switch (o_ptr->tval)
4180         {
4181                 case TV_DIGGING:
4182                 case TV_HAFTED:
4183                 case TV_BOW:
4184                 case TV_SHOT:
4185                 case TV_ARROW:
4186                 case TV_BOLT:
4187                 {
4188                         if (power) a_m_aux_1(o_ptr, lev, power);
4189                         break;
4190                 }
4191
4192                 case TV_POLEARM:
4193                 {
4194                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4195                         break;
4196                 }
4197
4198                 case TV_SWORD:
4199                 {
4200                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4201                         break;
4202                 }
4203
4204                 case TV_DRAG_ARMOR:
4205                 case TV_HARD_ARMOR:
4206                 case TV_SOFT_ARMOR:
4207                 case TV_SHIELD:
4208                 case TV_HELM:
4209                 case TV_CROWN:
4210                 case TV_CLOAK:
4211                 case TV_GLOVES:
4212                 case TV_BOOTS:
4213                 {
4214                         /* Elven Cloak and Black Clothes ... */
4215                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4216                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4217                                 o_ptr->pval = randint1(4);
4218
4219 #if 1
4220                         if (power ||
4221                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4222                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4223                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4224                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4225                                 a_m_aux_2(o_ptr, lev, power);
4226 #else
4227                         if (power) a_m_aux_2(o_ptr, lev, power);
4228 #endif
4229                         break;
4230                 }
4231
4232                 case TV_RING:
4233                 case TV_AMULET:
4234                 {
4235                         if (!power && (randint0(100) < 50)) power = -1;
4236                         a_m_aux_3(o_ptr, lev, power);
4237                         break;
4238                 }
4239
4240                 default:
4241                 {
4242                         a_m_aux_4(o_ptr, lev, power);
4243                         break;
4244                 }
4245         }
4246
4247         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4248             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4249             (p_ptr->pseikaku == SEIKAKU_SEXY))
4250         {
4251                 o_ptr->pval = 3;
4252                 o_ptr->art_flags1 |= (TR1_STR | TR1_INT | TR1_WIS | TR1_DEX | TR1_CON | TR1_CHR);
4253         }
4254
4255         if (o_ptr->art_name) rating += 30;
4256
4257         /* Hack -- analyze ego-items */
4258         else if (o_ptr->name2)
4259         {
4260                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4261
4262                 /* Hack -- acquire "broken" flag */
4263                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4264
4265                 /* Hack -- acquire "cursed" flag */
4266                 if (e_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
4267
4268                 /* Hack -- apply extra penalties if needed */
4269                 if (cursed_p(o_ptr) || broken_p(o_ptr))
4270                 {
4271                         /* Hack -- obtain bonuses */
4272                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4273                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4274                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4275
4276                         /* Hack -- obtain pval */
4277                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4278                 }
4279
4280                 /* Hack -- apply extra bonuses if needed */
4281                 else
4282                 {
4283                         /* Hack -- obtain bonuses */
4284                         if (e_ptr->max_to_h)
4285                         {
4286                                 if (e_ptr->max_to_h > 127)
4287                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4288                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4289                         }
4290                         if (e_ptr->max_to_d)
4291                         {
4292                                 if (e_ptr->max_to_d > 127)
4293                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4294                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4295                         }
4296                         if (e_ptr->max_to_a)
4297                         {
4298                                 if (e_ptr->max_to_a > 127)
4299                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4300                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4301                         }
4302
4303                         /* Hack -- obtain pval */
4304                         if (e_ptr->max_pval)
4305                         {
4306                                 if ((o_ptr->name2 == EGO_HA) && (o_ptr->art_flags1 & TR1_BLOWS))
4307                                 {
4308                                         o_ptr->pval++;
4309                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4310                                 }
4311                                 else if (o_ptr->name2 == EGO_ATTACKS)
4312                                 {
4313                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4314                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4315                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4316                                                 o_ptr->pval += randint1(2);
4317                                 }
4318                                 else if (o_ptr->name2 == EGO_BAT)
4319                                 {
4320                                         o_ptr->pval = randint1(e_ptr->max_pval);
4321                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4322                                 }
4323                                 else
4324                                 {
4325                                         o_ptr->pval += randint1(e_ptr->max_pval);
4326                                 }
4327                         }
4328                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4329                         {
4330                                 o_ptr->pval = randint1(o_ptr->pval);
4331                         }
4332                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4333                                 o_ptr->pval = 2;
4334                 }
4335
4336                 /* Hack -- apply rating bonus */
4337                 rating += e_ptr->rating;
4338
4339                 /* Cheat -- describe the item */
4340                 if (cheat_peek) object_mention(o_ptr);
4341
4342                 /* Done */
4343                 return;
4344         }
4345
4346         /* Examine real objects */
4347         if (o_ptr->k_idx)
4348         {
4349                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4350
4351                 /* Hack -- acquire "broken" flag */
4352                 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4353
4354                 /* Hack -- acquire "cursed" flag */
4355                 if (k_ptr->flags3 & (TR3_CURSED)) o_ptr->ident |= (IDENT_CURSED);
4356         }
4357 }
4358
4359
4360 /*
4361  * Hack -- determine if a template is "good"
4362  */
4363 static bool kind_is_good(int k_idx)
4364 {
4365         object_kind *k_ptr = &k_info[k_idx];
4366
4367         /* Analyze the item type */
4368         switch (k_ptr->tval)
4369         {
4370                 /* Armor -- Good unless damaged */
4371                 case TV_HARD_ARMOR:
4372                 case TV_SOFT_ARMOR:
4373                 case TV_DRAG_ARMOR:
4374                 case TV_SHIELD:
4375                 case TV_CLOAK:
4376                 case TV_BOOTS:
4377                 case TV_GLOVES:
4378                 case TV_HELM:
4379                 case TV_CROWN:
4380                 {
4381                         if (k_ptr->to_a < 0) return (FALSE);
4382                         return (TRUE);
4383                 }
4384
4385                 /* Weapons -- Good unless damaged */
4386                 case TV_BOW:
4387                 case TV_SWORD:
4388                 case TV_HAFTED:
4389                 case TV_POLEARM:
4390                 case TV_DIGGING:
4391                 {
4392                         if (k_ptr->to_h < 0) return (FALSE);
4393                         if (k_ptr->to_d < 0) return (FALSE);
4394                         return (TRUE);
4395                 }
4396
4397                 /* Ammo -- Arrows/Bolts are good */
4398                 case TV_BOLT:
4399                 case TV_ARROW:
4400                 {
4401                         return (TRUE);
4402                 }
4403
4404                 /* Books -- High level books are good (except Arcane books) */
4405                 case TV_LIFE_BOOK:
4406                 case TV_SORCERY_BOOK:
4407                 case TV_NATURE_BOOK:
4408                 case TV_CHAOS_BOOK:
4409                 case TV_DEATH_BOOK:
4410                 case TV_TRUMP_BOOK:
4411                 case TV_ENCHANT_BOOK:
4412                 case TV_DAEMON_BOOK:
4413                 case TV_MUSIC_BOOK:
4414                 case TV_HISSATSU_BOOK:
4415                 {
4416                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4417                         return (FALSE);
4418                 }
4419
4420                 /* Rings -- Rings of Speed are good */
4421                 case TV_RING:
4422                 {
4423                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4424                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4425                         return (FALSE);
4426                 }
4427
4428                 /* Amulets -- Amulets of the Magi and Resistance are good */
4429                 case TV_AMULET:
4430                 {
4431                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4432                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4433                         return (FALSE);
4434                 }
4435         }
4436
4437         /* Assume not good */
4438         return (FALSE);
4439 }
4440
4441
4442 /*
4443  * Attempt to make an object (normal or good/great)
4444  *
4445  * This routine plays nasty games to generate the "special artifacts".
4446  *
4447  * This routine uses "object_level" for the "generation level".
4448  *
4449  * We assume that the given object has been "wiped".
4450  */
4451 bool make_object(object_type *j_ptr, bool good, bool great)
4452 {
4453         int prob, base;
4454         byte obj_level;
4455
4456
4457         /* Chance of "special object" */
4458         prob = (good ? 10 : 1000);
4459
4460         /* Base level for the object */
4461         base = (good ? (object_level + 10) : object_level);
4462
4463
4464         /* Generate a special object, or a normal object */
4465         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4466         {
4467                 int k_idx;
4468
4469                 /* Good objects */
4470                 if (good)
4471                 {
4472                         /* Activate restriction */
4473                         get_obj_num_hook = kind_is_good;
4474
4475                         /* Prepare allocation table */
4476                         get_obj_num_prep();
4477                 }
4478
4479                 /* Pick a random object */
4480                 k_idx = get_obj_num(base);
4481
4482                 /* Good objects */
4483                 if (get_obj_num_hook)
4484                 {
4485                         /* Clear restriction */
4486                         get_obj_num_hook = NULL;
4487
4488                         /* Prepare allocation table */
4489                         get_obj_num_prep();
4490                 }
4491
4492                 /* Handle failure */
4493                 if (!k_idx) return (FALSE);
4494
4495                 /* Prepare the object */
4496                 object_prep(j_ptr, k_idx);
4497         }
4498
4499         /* Apply magic (allow artifacts) */
4500         apply_magic(j_ptr, object_level, TRUE, good, great, FALSE);
4501
4502         /* Hack -- generate multiple spikes/missiles */
4503         switch (j_ptr->tval)
4504         {
4505                 case TV_SPIKE:
4506                 case TV_SHOT:
4507                 case TV_ARROW:
4508                 case TV_BOLT:
4509                 {
4510                         if (!j_ptr->name1)
4511                                 j_ptr->number = (byte)damroll(6, 7);
4512                 }
4513         }
4514
4515         obj_level = get_object_level(j_ptr);
4516         if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4517
4518         /* Notice "okay" out-of-depth objects */
4519         if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4520             (obj_level > dun_level))
4521         {
4522                 /* Rating increase */
4523                 rating += (obj_level - dun_level);
4524
4525                 /* Cheat -- peek at items */
4526                 if (cheat_peek) object_mention(j_ptr);
4527         }
4528
4529         /* Success */
4530         return (TRUE);
4531 }
4532
4533
4534 /*
4535  * Attempt to place an object (normal or good/great) at the given location.
4536  *
4537  * This routine plays nasty games to generate the "special artifacts".
4538  *
4539  * This routine uses "object_level" for the "generation level".
4540  *
4541  * This routine requires a clean floor grid destination.
4542  */
4543 void place_object(int y, int x, bool good, bool great)
4544 {
4545         s16b o_idx;
4546
4547         cave_type *c_ptr;
4548
4549         object_type forge;
4550         object_type *q_ptr;
4551
4552
4553         /* Paranoia -- check bounds */
4554         if (!in_bounds(y, x)) return;
4555
4556         /* Require clean floor space */
4557         if (!cave_clean_bold(y, x)) return;
4558
4559
4560         /* Get local object */
4561         q_ptr = &forge;
4562
4563         /* Wipe the object */
4564         object_wipe(q_ptr);
4565
4566         /* Make an object (if possible) */
4567         if (!make_object(q_ptr, good, great)) return;
4568
4569
4570         /* Make an object */
4571         o_idx = o_pop();
4572
4573         /* Success */
4574         if (o_idx)
4575         {
4576                 object_type *o_ptr;
4577
4578                 /* Acquire object */
4579                 o_ptr = &o_list[o_idx];
4580
4581                 /* Structure Copy */
4582                 object_copy(o_ptr, q_ptr);
4583
4584                 /* Location */
4585                 o_ptr->iy = y;
4586                 o_ptr->ix = x;
4587
4588                 /* Acquire grid */
4589                 c_ptr = &cave[y][x];
4590
4591                 /* Build a stack */
4592                 o_ptr->next_o_idx = c_ptr->o_idx;
4593
4594                 /* Place the object */
4595                 c_ptr->o_idx = o_idx;
4596
4597                 /* Notice */
4598                 note_spot(y, x);
4599
4600                 /* Redraw */
4601                 lite_spot(y, x);
4602         }
4603         else
4604         {
4605                 /* Hack -- Preserve artifacts */
4606                 if (q_ptr->name1)
4607                 {
4608                         a_info[q_ptr->name1].cur_num = 0;
4609                 }
4610         }
4611 }
4612
4613
4614 /*
4615  * Make a treasure object
4616  *
4617  * The location must be a legal, clean, floor grid.
4618  */
4619 bool make_gold(object_type *j_ptr)
4620 {
4621         int i;
4622
4623         s32b base;
4624
4625
4626         /* Hack -- Pick a Treasure variety */
4627         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4628
4629         /* Apply "extra" magic */
4630         if (one_in_(GREAT_OBJ))
4631         {
4632                 i += randint1(object_level + 1);
4633         }
4634
4635         /* Hack -- Creeping Coins only generate "themselves" */
4636         if (coin_type) i = coin_type;
4637
4638         /* Do not create "illegal" Treasure Types */
4639         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4640
4641         /* Prepare a gold object */
4642         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4643
4644         /* Hack -- Base coin cost */
4645         base = k_info[OBJ_GOLD_LIST+i].cost;
4646
4647         /* Determine how much the treasure is "worth" */
4648         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4649
4650         /* Success */
4651         return (TRUE);
4652 }
4653
4654
4655 /*
4656  * Places a treasure (Gold or Gems) at given location
4657  *
4658  * The location must be a legal, clean, floor grid.
4659  */
4660 void place_gold(int y, int x)
4661 {
4662         s16b o_idx;
4663
4664         cave_type *c_ptr;
4665
4666         object_type forge;
4667         object_type *q_ptr;
4668
4669
4670         /* Paranoia -- check bounds */
4671         if (!in_bounds(y, x)) return;
4672
4673         /* Require clean floor space */
4674         if (!cave_clean_bold(y, x)) return;
4675
4676
4677         /* Get local object */
4678         q_ptr = &forge;
4679
4680         /* Wipe the object */
4681         object_wipe(q_ptr);
4682
4683         /* Make some gold */
4684         if (!make_gold(q_ptr)) return;
4685
4686
4687         /* Make an object */
4688         o_idx = o_pop();
4689
4690         /* Success */
4691         if (o_idx)
4692         {
4693                 object_type *o_ptr;
4694
4695                 /* Acquire object */
4696                 o_ptr = &o_list[o_idx];
4697
4698                 /* Copy the object */
4699                 object_copy(o_ptr, q_ptr);
4700
4701                 /* Save location */
4702                 o_ptr->iy = y;
4703                 o_ptr->ix = x;
4704
4705                 /* Acquire grid */
4706                 c_ptr = &cave[y][x];
4707
4708                 /* Build a stack */
4709                 o_ptr->next_o_idx = c_ptr->o_idx;
4710
4711                 /* Place the object */
4712                 c_ptr->o_idx = o_idx;
4713
4714                 /* Notice */
4715                 note_spot(y, x);
4716
4717                 /* Redraw */
4718                 lite_spot(y, x);
4719         }
4720 }
4721
4722
4723 /*
4724  * Let an object fall to the ground at or near a location.
4725  *
4726  * The initial location is assumed to be "in_bounds()".
4727  *
4728  * This function takes a parameter "chance".  This is the percentage
4729  * chance that the item will "disappear" instead of drop.  If the object
4730  * has been thrown, then this is the chance of disappearance on contact.
4731  *
4732  * Hack -- this function uses "chance" to determine if it should produce
4733  * some form of "description" of the drop event (under the player).
4734  *
4735  * We check several locations to see if we can find a location at which
4736  * the object can combine, stack, or be placed.  Artifacts will try very
4737  * hard to be placed, including "teleporting" to a useful grid if needed.
4738  */
4739 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4740 {
4741         int i, k, d, s;
4742
4743         int bs, bn;
4744         int by, bx;
4745         int dy, dx;
4746         int ty, tx;
4747
4748         s16b o_idx = 0;
4749
4750         s16b this_o_idx, next_o_idx = 0;
4751
4752         cave_type *c_ptr;
4753
4754         char o_name[MAX_NLEN];
4755
4756         bool flag = FALSE;
4757         bool done = FALSE;
4758
4759         bool plural = FALSE;
4760
4761
4762         /* Extract plural */
4763         if (j_ptr->number != 1) plural = TRUE;
4764
4765         /* Describe object */
4766         object_desc(o_name, j_ptr, FALSE, 0);
4767
4768
4769         /* Handle normal "breakage" */
4770         if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4771         {
4772                 /* Message */
4773 #ifdef JP
4774                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4775 #else
4776                 msg_format("The %s disappear%s.",
4777                            o_name, (plural ? "" : "s"));
4778 #endif
4779
4780
4781                 /* Debug */
4782 #ifdef JP
4783                 if (wizard) msg_print("(ÇË»)");
4784 #else
4785                 if (wizard) msg_print("(breakage)");
4786 #endif
4787
4788
4789                 /* Failure */
4790                 return (0);
4791         }
4792
4793
4794         /* Score */
4795         bs = -1;
4796
4797         /* Picker */
4798         bn = 0;
4799
4800         /* Default */
4801         by = y;
4802         bx = x;
4803
4804         /* Scan local grids */
4805         for (dy = -3; dy <= 3; dy++)
4806         {
4807                 /* Scan local grids */
4808                 for (dx = -3; dx <= 3; dx++)
4809                 {
4810                         bool comb = FALSE;
4811
4812                         /* Calculate actual distance */
4813                         d = (dy * dy) + (dx * dx);
4814
4815                         /* Ignore distant grids */
4816                         if (d > 10) continue;
4817
4818                         /* Location */
4819                         ty = y + dy;
4820                         tx = x + dx;
4821
4822                         /* Skip illegal grids */
4823                         if (!in_bounds(ty, tx)) continue;
4824
4825                         /* Require line of sight */
4826                         if (!los(y, x, ty, tx)) continue;
4827
4828                         /* Obtain grid */
4829                         c_ptr = &cave[ty][tx];
4830
4831                         /* Require floor space */
4832                         if ((c_ptr->feat != FEAT_FLOOR) &&
4833                             (c_ptr->feat != FEAT_SHAL_WATER) &&
4834                             (c_ptr->feat != FEAT_GRASS) &&
4835                             (c_ptr->feat != FEAT_DIRT) &&
4836                             (c_ptr->feat != FEAT_FLOWER) &&
4837                             (c_ptr->feat != FEAT_DEEP_GRASS) &&
4838                             (c_ptr->feat != FEAT_SHAL_LAVA) &&
4839                                 (c_ptr->feat != FEAT_TREES)) continue;
4840
4841                         if (c_ptr->info & CAVE_TRAP) continue;
4842
4843                         /* No objects */
4844                         k = 0;
4845
4846                         /* Scan objects in that grid */
4847                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4848                         {
4849                                 object_type *o_ptr;
4850
4851                                 /* Acquire object */
4852                                 o_ptr = &o_list[this_o_idx];
4853
4854                                 /* Acquire next object */
4855                                 next_o_idx = o_ptr->next_o_idx;
4856
4857                                 /* Check for possible combination */
4858                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4859
4860                                 /* Count objects */
4861                                 k++;
4862                         }
4863
4864                         /* Add new object */
4865                         if (!comb) k++;
4866
4867                         /* Paranoia */
4868                         if (k > 99) continue;
4869
4870                         /* Calculate score */
4871                         s = 1000 - (d + k * 5);
4872
4873                         /* Skip bad values */
4874                         if (s < bs) continue;
4875
4876                         /* New best value */
4877                         if (s > bs) bn = 0;
4878
4879                         /* Apply the randomizer to equivalent values */
4880                         if ((++bn >= 2) && !one_in_(bn)) continue;
4881
4882                         /* Keep score */
4883                         bs = s;
4884
4885                         /* Track it */
4886                         by = ty;
4887                         bx = tx;
4888
4889                         /* Okay */
4890                         flag = TRUE;
4891                 }
4892         }
4893
4894
4895         /* Handle lack of space */
4896         if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
4897         {
4898                 /* Message */
4899 #ifdef JP
4900                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4901 #else
4902                 msg_format("The %s disappear%s.",
4903                            o_name, (plural ? "" : "s"));
4904 #endif
4905
4906
4907                 /* Debug */
4908 #ifdef JP
4909                 if (wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
4910 #else
4911                 if (wizard) msg_print("(no floor space)");
4912 #endif
4913
4914
4915                 /* Failure */
4916                 return (0);
4917         }
4918
4919
4920         /* Find a grid */
4921         for (i = 0; !flag; i++)
4922         {
4923                 /* Bounce around */
4924                 if (i < 1000)
4925                 {
4926                         ty = rand_spread(by, 1);
4927                         tx = rand_spread(bx, 1);
4928                 }
4929
4930                 /* Random locations */
4931                 else
4932                 {
4933                         ty = randint0(cur_hgt);
4934                         tx = randint0(cur_wid);
4935                 }
4936
4937                 /* Grid */
4938                 c_ptr = &cave[ty][tx];
4939
4940                 /* Require floor space (or shallow terrain) -KMW- */
4941                 if ((c_ptr->feat != FEAT_FLOOR) &&
4942                     (c_ptr->feat != FEAT_SHAL_WATER) &&
4943                     (c_ptr->feat != FEAT_GRASS) &&
4944                     (c_ptr->feat != FEAT_DIRT) &&
4945                     (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
4946
4947                 /* Bounce to that location */
4948                 by = ty;
4949                 bx = tx;
4950
4951                 /* Require floor space */
4952                 if (!cave_clean_bold(by, bx)) continue;
4953
4954                 /* Okay */
4955                 flag = TRUE;
4956         }
4957
4958
4959         /* Grid */
4960         c_ptr = &cave[by][bx];
4961
4962         /* Scan objects in that grid for combination */
4963         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4964         {
4965                 object_type *o_ptr;
4966
4967                 /* Acquire object */
4968                 o_ptr = &o_list[this_o_idx];
4969
4970                 /* Acquire next object */
4971                 next_o_idx = o_ptr->next_o_idx;
4972
4973                 /* Check for combination */
4974                 if (object_similar(o_ptr, j_ptr))
4975                 {
4976                         /* Combine the items */
4977                         object_absorb(o_ptr, j_ptr);
4978
4979                         /* Success */
4980                         done = TRUE;
4981
4982                         /* Done */
4983                         break;
4984                 }
4985         }
4986
4987         /* Get new object */
4988         if (!done) o_idx = o_pop();
4989
4990         /* Failure */
4991         if (!done && !o_idx)
4992         {
4993                 /* Message */
4994 #ifdef JP
4995                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4996 #else
4997                 msg_format("The %s disappear%s.",
4998                            o_name, (plural ? "" : "s"));
4999 #endif
5000
5001
5002                 /* Debug */
5003 #ifdef JP
5004                 if (wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5005 #else
5006                 if (wizard) msg_print("(too many objects)");
5007 #endif
5008
5009
5010                 /* Hack -- Preserve artifacts */
5011                 if (j_ptr->name1)
5012                 {
5013                         a_info[j_ptr->name1].cur_num = 0;
5014                 }
5015
5016                 /* Failure */
5017                 return (0);
5018         }
5019
5020         /* Stack */
5021         if (!done)
5022         {
5023                 /* Structure copy */
5024                 object_copy(&o_list[o_idx], j_ptr);
5025
5026                 /* Access new object */
5027                 j_ptr = &o_list[o_idx];
5028
5029                 /* Locate */
5030                 j_ptr->iy = by;
5031                 j_ptr->ix = bx;
5032
5033                 /* No monster */
5034                 j_ptr->held_m_idx = 0;
5035
5036                 /* Build a stack */
5037                 j_ptr->next_o_idx = c_ptr->o_idx;
5038
5039                 /* Place the object */
5040                 c_ptr->o_idx = o_idx;
5041
5042                 /* Success */
5043                 done = TRUE;
5044         }
5045
5046         /* Note the spot */
5047         note_spot(by, bx);
5048
5049         /* Draw the spot */
5050         lite_spot(by, bx);
5051
5052         /* Sound */
5053         sound(SOUND_DROP);
5054
5055         /* Mega-Hack -- no message if "dropped" by player */
5056         /* Message when an object falls under the player */
5057         if (chance && (by == py) && (bx == px))
5058         {
5059 #ifdef JP
5060                 msg_print("²¿¤«¤¬Â­²¼¤Ëž¤¬¤Ã¤Æ¤­¤¿¡£");
5061 #else
5062                 msg_print("You feel something roll beneath your feet.");
5063 #endif
5064
5065         }
5066
5067         /* XXX XXX XXX */
5068
5069         /* Result */
5070         return (o_idx);
5071 }
5072
5073
5074 /*
5075  * Scatter some "great" objects near the player
5076  */
5077 void acquirement(int y1, int x1, int num, bool great, bool known)
5078 {
5079         object_type *i_ptr;
5080         object_type object_type_body;
5081
5082         /* Acquirement */
5083         while (num--)
5084         {
5085                 /* Get local object */
5086                 i_ptr = &object_type_body;
5087
5088                 /* Wipe the object */
5089                 object_wipe(i_ptr);
5090
5091                 /* Make a good (or great) object (if possible) */
5092                 if (!make_object(i_ptr, TRUE, great)) continue;
5093
5094                 if (known)
5095                 {
5096                         object_aware(i_ptr);
5097                         object_known(i_ptr);
5098                 }
5099
5100                 /* Drop the object */
5101                 (void)drop_near(i_ptr, -1, y1, x1);
5102         }
5103 }
5104
5105
5106 #define MAX_TRAPS               17
5107
5108 static int trap_num[MAX_TRAPS] =
5109 {
5110         FEAT_TRAP_TRAPDOOR,
5111         FEAT_TRAP_PIT,
5112         FEAT_TRAP_SPIKED_PIT,
5113         FEAT_TRAP_POISON_PIT,
5114         FEAT_TRAP_TY_CURSE,
5115         FEAT_TRAP_TELEPORT,
5116         FEAT_TRAP_FIRE,
5117         FEAT_TRAP_ACID,
5118         FEAT_TRAP_SLOW,
5119         FEAT_TRAP_LOSE_STR,
5120         FEAT_TRAP_LOSE_DEX,
5121         FEAT_TRAP_LOSE_CON,
5122         FEAT_TRAP_BLIND,
5123         FEAT_TRAP_CONFUSE,
5124         FEAT_TRAP_POISON,
5125         FEAT_TRAP_SLEEP,
5126         FEAT_TRAP_TRAPS,
5127 };
5128
5129
5130 /*
5131  * Hack -- instantiate a trap
5132  *
5133  * XXX XXX XXX This routine should be redone to reflect trap "level".
5134  * That is, it does not make sense to have spiked pits at 50 feet.
5135  * Actually, it is not this routine, but the "trap instantiation"
5136  * code, which should also check for "trap doors" on quest levels.
5137  */
5138 void pick_trap(int y, int x)
5139 {
5140         int feat;
5141
5142         cave_type *c_ptr = &cave[y][x];
5143
5144         /* Paranoia */
5145         if (!(c_ptr->info & CAVE_TRAP)) return;
5146         c_ptr->info &= ~(CAVE_TRAP);
5147
5148         /* Pick a trap */
5149         while (1)
5150         {
5151                 /* Hack -- pick a trap */
5152                 feat = trap_num[randint0(MAX_TRAPS)];
5153
5154                 /* Accept non-trapdoors */
5155                 if (feat != FEAT_TRAP_TRAPDOOR) break;
5156
5157                 /* Hack -- no trap doors on special levels */
5158                 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5159
5160                 /* Hack -- no trap doors on the deepest level */
5161                 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5162
5163                 break;
5164         }
5165
5166         /* Activate the trap */
5167         cave_set_feat(y, x, feat);
5168 }
5169
5170
5171 /*
5172  * Places a random trap at the given location.
5173  *
5174  * The location must be a legal, naked, floor grid.
5175  *
5176  * Note that all traps start out as "invisible" and "untyped", and then
5177  * when they are "discovered" (by detecting them or setting them off),
5178  * the trap is "instantiated" as a visible, "typed", trap.
5179  */
5180 void place_trap(int y, int x)
5181 {
5182         /* Paranoia -- verify location */
5183         if (!in_bounds(y, x)) return;
5184
5185         /* Require empty, clean, floor grid */
5186         if (!cave_naked_bold(y, x)) return;
5187
5188         /* Place an invisible trap */
5189         cave[y][x].info |= CAVE_TRAP;
5190 }
5191
5192
5193 /*
5194  * Describe the charges on an item in the inventory.
5195  */
5196 void inven_item_charges(int item)
5197 {
5198         object_type *o_ptr = &inventory[item];
5199
5200         /* Require staff/wand */
5201         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5202
5203         /* Require known item */
5204         if (!object_known_p(o_ptr)) return;
5205
5206 #ifdef JP
5207         if (o_ptr->pval <= 0)
5208         {
5209                 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5210         }
5211         else
5212         {
5213                 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5214         }
5215 #else
5216         /* Multiple charges */
5217         if (o_ptr->pval != 1)
5218         {
5219                 /* Print a message */
5220                 msg_format("You have %d charges remaining.", o_ptr->pval);
5221         }
5222
5223         /* Single charge */
5224         else
5225         {
5226                 /* Print a message */
5227                 msg_format("You have %d charge remaining.", o_ptr->pval);
5228         }
5229 #endif
5230
5231 }
5232
5233
5234 /*
5235  * Describe an item in the inventory.
5236  */
5237 void inven_item_describe(int item)
5238 {
5239         object_type *o_ptr = &inventory[item];
5240         char        o_name[MAX_NLEN];
5241
5242         /* Get a description */
5243         object_desc(o_name, o_ptr, TRUE, 3);
5244
5245         /* Print a message */
5246 #ifdef JP
5247         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5248         if (o_ptr->number <= 0)
5249         {
5250                 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5251                 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5252         }
5253         else
5254         {
5255                 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5256                 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5257         }
5258 #else
5259         msg_format("You have %s.", o_name);
5260 #endif
5261
5262 }
5263
5264
5265 /*
5266  * Increase the "number" of an item in the inventory
5267  */
5268 void inven_item_increase(int item, int num)
5269 {
5270         object_type *o_ptr = &inventory[item];
5271
5272         /* Apply */
5273         num += o_ptr->number;
5274
5275         /* Bounds check */
5276         if (num > 255) num = 255;
5277         else if (num < 0) num = 0;
5278
5279         /* Un-apply */
5280         num -= o_ptr->number;
5281
5282         /* Change the number and weight */
5283         if (num)
5284         {
5285                 /* Add the number */
5286                 o_ptr->number += num;
5287
5288                 /* Add the weight */
5289                 p_ptr->total_weight += (num * o_ptr->weight);
5290
5291                 /* Recalculate bonuses */
5292                 p_ptr->update |= (PU_BONUS);
5293
5294                 /* Recalculate mana XXX */
5295                 p_ptr->update |= (PU_MANA);
5296
5297                 /* Combine the pack */
5298                 p_ptr->notice |= (PN_COMBINE);
5299
5300                 /* Window stuff */
5301                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5302         }
5303 }
5304
5305
5306 /*
5307  * Erase an inventory slot if it has no more items
5308  */
5309 void inven_item_optimize(int item)
5310 {
5311         object_type *o_ptr = &inventory[item];
5312
5313         /* Only optimize real items */
5314         if (!o_ptr->k_idx) return;
5315
5316         /* Only optimize empty items */
5317         if (o_ptr->number) return;
5318
5319         /* The item is in the pack */
5320         if (item < INVEN_RARM)
5321         {
5322                 int i;
5323
5324                 /* One less item */
5325                 inven_cnt--;
5326
5327                 /* Slide everything down */
5328                 for (i = item; i < INVEN_PACK; i++)
5329                 {
5330                         /* Structure copy */
5331                         inventory[i] = inventory[i+1];
5332                 }
5333
5334                 /* Erase the "final" slot */
5335                 object_wipe(&inventory[i]);
5336
5337                 /* Window stuff */
5338                 p_ptr->window |= (PW_INVEN);
5339         }
5340
5341         /* The item is being wielded */
5342         else
5343         {
5344                 /* One less item */
5345                 equip_cnt--;
5346
5347                 /* Erase the empty slot */
5348                 object_wipe(&inventory[item]);
5349
5350                 /* Recalculate bonuses */
5351                 p_ptr->update |= (PU_BONUS);
5352
5353                 /* Recalculate torch */
5354                 p_ptr->update |= (PU_TORCH);
5355
5356                 /* Recalculate mana XXX */
5357                 p_ptr->update |= (PU_MANA);
5358
5359                 /* Window stuff */
5360                 p_ptr->window |= (PW_EQUIP);
5361         }
5362
5363         /* Window stuff */
5364         p_ptr->window |= (PW_SPELL);
5365 }
5366
5367
5368 /*
5369  * Describe the charges on an item on the floor.
5370  */
5371 void floor_item_charges(int item)
5372 {
5373         object_type *o_ptr = &o_list[item];
5374
5375         /* Require staff/wand */
5376         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5377
5378         /* Require known item */
5379         if (!object_known_p(o_ptr)) return;
5380
5381 #ifdef JP
5382         if (o_ptr->pval <= 0)
5383         {
5384                 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5385         }
5386         else
5387         {
5388                 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5389         }
5390 #else
5391         /* Multiple charges */
5392         if (o_ptr->pval != 1)
5393         {
5394                 /* Print a message */
5395                 msg_format("There are %d charges remaining.", o_ptr->pval);
5396         }
5397
5398         /* Single charge */
5399         else
5400         {
5401                 /* Print a message */
5402                 msg_format("There is %d charge remaining.", o_ptr->pval);
5403         }
5404 #endif
5405
5406 }
5407
5408
5409 /*
5410  * Describe an item in the inventory.
5411  */
5412 void floor_item_describe(int item)
5413 {
5414         object_type *o_ptr = &o_list[item];
5415         char        o_name[MAX_NLEN];
5416
5417         /* Get a description */
5418         object_desc(o_name, o_ptr, TRUE, 3);
5419
5420         /* Print a message */
5421 #ifdef JP
5422         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5423         if (o_ptr->number <= 0)
5424         {
5425                 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5426         }
5427         else
5428         {
5429                 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5430         }
5431 #else
5432         msg_format("You see %s.", o_name);
5433 #endif
5434
5435 }
5436
5437
5438 /*
5439  * Increase the "number" of an item on the floor
5440  */
5441 void floor_item_increase(int item, int num)
5442 {
5443         object_type *o_ptr = &o_list[item];
5444
5445         /* Apply */
5446         num += o_ptr->number;
5447
5448         /* Bounds check */
5449         if (num > 255) num = 255;
5450         else if (num < 0) num = 0;
5451
5452         /* Un-apply */
5453         num -= o_ptr->number;
5454
5455         /* Change the number */
5456         o_ptr->number += num;
5457 }
5458
5459
5460 /*
5461  * Optimize an item on the floor (destroy "empty" items)
5462  */
5463 void floor_item_optimize(int item)
5464 {
5465         object_type *o_ptr = &o_list[item];
5466
5467         /* Paranoia -- be sure it exists */
5468         if (!o_ptr->k_idx) return;
5469
5470         /* Only optimize empty items */
5471         if (o_ptr->number) return;
5472
5473         /* Delete the object */
5474         delete_object_idx(item);
5475 }
5476
5477
5478 /*
5479  * Check if we have space for an item in the pack without overflow
5480  */
5481 bool inven_carry_okay(object_type *o_ptr)
5482 {
5483         int j;
5484
5485         /* Empty slot? */
5486         if (inven_cnt < INVEN_PACK) return (TRUE);
5487
5488         /* Similar slot? */
5489         for (j = 0; j < INVEN_PACK; j++)
5490         {
5491                 object_type *j_ptr = &inventory[j];
5492
5493                 /* Skip non-objects */
5494                 if (!j_ptr->k_idx) continue;
5495
5496                 /* Check if the two items can be combined */
5497                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5498         }
5499
5500         /* Nope */
5501         return (FALSE);
5502 }
5503
5504
5505 /*
5506  * Add an item to the players inventory, and return the slot used.
5507  *
5508  * If the new item can combine with an existing item in the inventory,
5509  * it will do so, using "object_similar()" and "object_absorb()", else,
5510  * the item will be placed into the "proper" location in the inventory.
5511  *
5512  * This function can be used to "over-fill" the player's pack, but only
5513  * once, and such an action must trigger the "overflow" code immediately.
5514  * Note that when the pack is being "over-filled", the new item must be
5515  * placed into the "overflow" slot, and the "overflow" must take place
5516  * before the pack is reordered, but (optionally) after the pack is
5517  * combined.  This may be tricky.  See "dungeon.c" for info.
5518  *
5519  * Note that this code must remove any location/stack information
5520  * from the object once it is placed into the inventory.
5521  */
5522 s16b inven_carry(object_type *o_ptr)
5523 {
5524         int i, j, k;
5525         int n = -1;
5526
5527         object_type *j_ptr;
5528
5529
5530         /* Check for combining */
5531         for (j = 0; j < INVEN_PACK; j++)
5532         {
5533                 j_ptr = &inventory[j];
5534
5535                 /* Skip non-objects */
5536                 if (!j_ptr->k_idx) continue;
5537
5538                 /* Hack -- track last item */
5539                 n = j;
5540
5541                 /* Check if the two items can be combined */
5542                 if (object_similar(j_ptr, o_ptr))
5543                 {
5544                         /* Combine the items */
5545                         object_absorb(j_ptr, o_ptr);
5546
5547                         /* Increase the weight */
5548                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5549
5550                         /* Recalculate bonuses */
5551                         p_ptr->update |= (PU_BONUS);
5552
5553                         /* Window stuff */
5554                         p_ptr->window |= (PW_INVEN);
5555
5556                         /* Success */
5557                         return (j);
5558                 }
5559         }
5560
5561
5562         /* Paranoia */
5563         if (inven_cnt > INVEN_PACK) return (-1);
5564
5565         /* Find an empty slot */
5566         for (j = 0; j <= INVEN_PACK; j++)
5567         {
5568                 j_ptr = &inventory[j];
5569
5570                 /* Use it if found */
5571                 if (!j_ptr->k_idx) break;
5572         }
5573
5574         /* Use that slot */
5575         i = j;
5576
5577
5578         /* Reorder the pack */
5579         if (i < INVEN_PACK)
5580         {
5581                 s32b o_value, j_value;
5582
5583                 /* Get the "value" of the item */
5584                 o_value = object_value(o_ptr);
5585
5586                 /* Scan every occupied slot */
5587                 for (j = 0; j < INVEN_PACK; j++)
5588                 {
5589                         j_ptr = &inventory[j];
5590
5591                         /* Use empty slots */
5592                         if (!j_ptr->k_idx) break;
5593
5594                         /* Hack -- readable books always come first */
5595                         if ((o_ptr->tval == REALM1_BOOK) &&
5596                             (j_ptr->tval != REALM1_BOOK)) break;
5597                         if ((j_ptr->tval == REALM1_BOOK) &&
5598                             (o_ptr->tval != REALM1_BOOK)) continue;
5599
5600                         if ((o_ptr->tval == REALM2_BOOK) &&
5601                             (j_ptr->tval != REALM2_BOOK)) break;
5602                         if ((j_ptr->tval == REALM2_BOOK) &&
5603                             (o_ptr->tval != REALM2_BOOK)) continue;
5604
5605                         /* Objects sort by decreasing type */
5606                         if (o_ptr->tval > j_ptr->tval) break;
5607                         if (o_ptr->tval < j_ptr->tval) continue;
5608
5609                         /* Non-aware (flavored) items always come last */
5610                         if (!object_aware_p(o_ptr)) continue;
5611                         if (!object_aware_p(j_ptr)) break;
5612
5613                         /* Objects sort by increasing sval */
5614                         if (o_ptr->sval < j_ptr->sval) break;
5615                         if (o_ptr->sval > j_ptr->sval) continue;
5616
5617                         /* Unidentified objects always come last */
5618                         if (!object_known_p(o_ptr)) continue;
5619                         if (!object_known_p(j_ptr)) break;
5620
5621                         /* Hack:  otherwise identical rods sort by
5622                         increasing recharge time --dsb */
5623                         if (o_ptr->tval == TV_ROD)
5624                         {
5625                                 if (o_ptr->pval < j_ptr->pval) break;
5626                                 if (o_ptr->pval > j_ptr->pval) continue;
5627                         }
5628
5629                         /* Determine the "value" of the pack item */
5630                         j_value = object_value(j_ptr);
5631
5632                         /* Objects sort by decreasing value */
5633                         if (o_value > j_value) break;
5634                         if (o_value < j_value) continue;
5635                 }
5636
5637                 /* Use that slot */
5638                 i = j;
5639
5640                 /* Slide objects */
5641                 for (k = n; k >= i; k--)
5642                 {
5643                         /* Hack -- Slide the item */
5644                         object_copy(&inventory[k+1], &inventory[k]);
5645                 }
5646
5647                 /* Wipe the empty slot */
5648                 object_wipe(&inventory[i]);
5649         }
5650
5651
5652         /* Copy the item */
5653         object_copy(&inventory[i], o_ptr);
5654
5655         /* Access new object */
5656         j_ptr = &inventory[i];
5657
5658         /* Forget stack */
5659         j_ptr->next_o_idx = 0;
5660
5661         /* Forget monster */
5662         j_ptr->held_m_idx = 0;
5663
5664         /* Forget location */
5665         j_ptr->iy = j_ptr->ix = 0;
5666
5667         /* No longer marked */
5668         j_ptr->marked = FALSE;
5669
5670         /* Increase the weight */
5671         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5672
5673         /* Count the items */
5674         inven_cnt++;
5675
5676         /* Recalculate bonuses */
5677         p_ptr->update |= (PU_BONUS);
5678
5679         /* Combine and Reorder pack */
5680         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5681
5682         /* Window stuff */
5683         p_ptr->window |= (PW_INVEN);
5684
5685         /* Return the slot */
5686         return (i);
5687 }
5688
5689
5690 /*
5691  * Take off (some of) a non-cursed equipment item
5692  *
5693  * Note that only one item at a time can be wielded per slot.
5694  *
5695  * Note that taking off an item when "full" may cause that item
5696  * to fall to the ground.
5697  *
5698  * Return the inventory slot into which the item is placed.
5699  */
5700 s16b inven_takeoff(int item, int amt)
5701 {
5702         int slot;
5703
5704         object_type forge;
5705         object_type *q_ptr;
5706
5707         object_type *o_ptr;
5708
5709         cptr act;
5710
5711         char o_name[MAX_NLEN];
5712
5713
5714         /* Get the item to take off */
5715         o_ptr = &inventory[item];
5716
5717         /* Paranoia */
5718         if (amt <= 0) return (-1);
5719
5720         /* Verify */
5721         if (amt > o_ptr->number) amt = o_ptr->number;
5722
5723         /* Get local object */
5724         q_ptr = &forge;
5725
5726         /* Obtain a local object */
5727         object_copy(q_ptr, o_ptr);
5728
5729         /* Modify quantity */
5730         q_ptr->number = amt;
5731
5732         /* Describe the object */
5733         object_desc(o_name, q_ptr, TRUE, 3);
5734
5735         /* Took off weapon */
5736         if (item == INVEN_RARM)
5737         {
5738 #ifdef JP
5739                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5740 #else
5741                 act = "You were wielding";
5742 #endif
5743
5744         }
5745
5746         /* Took off bow */
5747         else if (item == INVEN_BOW)
5748         {
5749 #ifdef JP
5750                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5751 #else
5752                 act = "You were holding";
5753 #endif
5754
5755         }
5756
5757         /* Took off light */
5758         else if (item == INVEN_LITE)
5759         {
5760 #ifdef JP
5761                 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5762 #else
5763                 act = "You were holding";
5764 #endif
5765
5766         }
5767
5768         /* Took off something */
5769         else
5770         {
5771 #ifdef JP
5772                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5773 #else
5774                 act = "You were wearing";
5775 #endif
5776
5777         }
5778
5779         /* Modify, Optimize */
5780         inven_item_increase(item, -amt);
5781         inven_item_optimize(item);
5782
5783         /* Carry the object */
5784         slot = inven_carry(q_ptr);
5785
5786         /* Message */
5787 #ifdef JP
5788         msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5789 #else
5790         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5791 #endif
5792
5793
5794         /* Return slot */
5795         return (slot);
5796 }
5797
5798
5799 /*
5800  * Drop (some of) a non-cursed inventory/equipment item
5801  *
5802  * The object will be dropped "near" the current location
5803  */
5804 void inven_drop(int item, int amt)
5805 {
5806         object_type forge;
5807         object_type *q_ptr;
5808
5809         object_type *o_ptr;
5810
5811         char o_name[MAX_NLEN];
5812
5813
5814         /* Access original object */
5815         o_ptr = &inventory[item];
5816
5817         /* Error check */
5818         if (amt <= 0) return;
5819
5820         /* Not too many */
5821         if (amt > o_ptr->number) amt = o_ptr->number;
5822
5823
5824         /* Take off equipment */
5825         if (item >= INVEN_RARM)
5826         {
5827                 /* Take off first */
5828                 item = inven_takeoff(item, amt);
5829
5830                 /* Access original object */
5831                 o_ptr = &inventory[item];
5832         }
5833
5834
5835         /* Get local object */
5836         q_ptr = &forge;
5837
5838         /* Obtain local object */
5839         object_copy(q_ptr, o_ptr);
5840
5841         /* Distribute charges of wands or rods */
5842         distribute_charges(o_ptr, q_ptr, amt);
5843
5844         /* Modify quantity */
5845         q_ptr->number = amt;
5846
5847         /* Describe local object */
5848         object_desc(o_name, q_ptr, TRUE, 3);
5849
5850         /* Message */
5851 #ifdef JP
5852         msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5853 #else
5854         msg_format("You drop %s (%c).", o_name, index_to_label(item));
5855 #endif
5856
5857
5858         /* Drop it near the player */
5859         (void)drop_near(q_ptr, 0, py, px);
5860
5861         /* Modify, Describe, Optimize */
5862         inven_item_increase(item, -amt);
5863         inven_item_describe(item);
5864         inven_item_optimize(item);
5865 }
5866
5867
5868 /*
5869  * Combine items in the pack
5870  *
5871  * Note special handling of the "overflow" slot
5872  */
5873 void combine_pack(void)
5874 {
5875         int             i, j, k;
5876         object_type     *o_ptr;
5877         object_type     *j_ptr;
5878         bool            flag = FALSE;
5879
5880
5881         /* Combine the pack (backwards) */
5882         for (i = INVEN_PACK; i > 0; i--)
5883         {
5884                 /* Get the item */
5885                 o_ptr = &inventory[i];
5886
5887                 /* Skip empty items */
5888                 if (!o_ptr->k_idx) continue;
5889
5890                 /* Scan the items above that item */
5891                 for (j = 0; j < i; j++)
5892                 {
5893                         /* Get the item */
5894                         j_ptr = &inventory[j];
5895
5896                         /* Skip empty items */
5897                         if (!j_ptr->k_idx) continue;
5898
5899                         /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5900                         if (object_similar_part(j_ptr, o_ptr)
5901                             && j_ptr->number < MAX_STACK_SIZE-1)
5902                         {
5903                                 if (o_ptr->number + j_ptr->number < MAX_STACK_SIZE)
5904                                 {
5905                                         /* Take note */
5906                                         flag = TRUE;
5907
5908                                         /* Add together the item counts */
5909                                         object_absorb(j_ptr, o_ptr);
5910
5911                                         /* One object is gone */
5912                                         inven_cnt--;
5913
5914                                         /* Slide everything down */
5915                                         for (k = i; k < INVEN_PACK; k++)
5916                                         {
5917                                                 /* Structure copy */
5918                                                 inventory[k] = inventory[k+1];
5919                                         }
5920                                         
5921                                         /* Erase the "final" slot */
5922                                         object_wipe(&inventory[k]);
5923                                 }
5924                                 else
5925                                 {
5926                                         int remain = j_ptr->number + o_ptr->number - 99;
5927                                         
5928                                         o_ptr->number -= remain;
5929                                         
5930                                         /* Add together the item counts */
5931                                         object_absorb(j_ptr, o_ptr);
5932
5933                                         o_ptr->number = remain;
5934                                         
5935                                 }
5936                                 /* Window stuff */
5937                                 p_ptr->window |= (PW_INVEN);
5938                                 
5939                                 /* Done */
5940                                 break;
5941                         }
5942                 }
5943         }
5944
5945         /* Message */
5946 #ifdef JP
5947         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
5948 #else
5949         if (flag) msg_print("You combine some items in your pack.");
5950 #endif
5951
5952 }
5953
5954
5955 /*
5956  * Reorder items in the pack
5957  *
5958  * Note special handling of the "overflow" slot
5959  */
5960 void reorder_pack(void)
5961 {
5962         int             i, j, k;
5963         s32b            o_value;
5964         s32b            j_value;
5965         object_type     forge;
5966         object_type     *q_ptr;
5967         object_type     *j_ptr;
5968         object_type     *o_ptr;
5969         bool            flag = FALSE;
5970
5971
5972         /* Re-order the pack (forwards) */
5973         for (i = 0; i < INVEN_PACK; i++)
5974         {
5975                 /* Mega-Hack -- allow "proper" over-flow */
5976                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5977
5978                 /* Get the item */
5979                 o_ptr = &inventory[i];
5980
5981                 /* Skip empty slots */
5982                 if (!o_ptr->k_idx) continue;
5983
5984                 /* Get the "value" of the item */
5985                 o_value = object_value(o_ptr);
5986
5987                 /* Scan every occupied slot */
5988                 for (j = 0; j < INVEN_PACK; j++)
5989                 {
5990                         /* Get the item already there */
5991                         j_ptr = &inventory[j];
5992
5993                         /* Use empty slots */
5994                         if (!j_ptr->k_idx) break;
5995
5996                         /* Hack -- readable books always come first */
5997                         if ((o_ptr->tval == REALM1_BOOK) &&
5998                             (j_ptr->tval != REALM1_BOOK)) break;
5999                         if ((j_ptr->tval == REALM1_BOOK) &&
6000                             (o_ptr->tval != REALM1_BOOK)) continue;
6001
6002                         if ((o_ptr->tval == REALM2_BOOK) &&
6003                             (j_ptr->tval != REALM2_BOOK)) break;
6004                         if ((j_ptr->tval == REALM2_BOOK) &&
6005                             (o_ptr->tval != REALM2_BOOK)) continue;
6006
6007                         /* Objects sort by decreasing type */
6008                         if (o_ptr->tval > j_ptr->tval) break;
6009                         if (o_ptr->tval < j_ptr->tval) continue;
6010
6011                         /* Non-aware (flavored) items always come last */
6012                         if (!object_aware_p(o_ptr)) continue;
6013                         if (!object_aware_p(j_ptr)) break;
6014
6015                         /* Objects sort by increasing sval */
6016                         if (o_ptr->sval < j_ptr->sval) break;
6017                         if (o_ptr->sval > j_ptr->sval) continue;
6018
6019                         /* Unidentified objects always come last */
6020                         if (!object_known_p(o_ptr)) continue;
6021                         if (!object_known_p(j_ptr)) break;
6022
6023                         /* Hack:  otherwise identical rods sort by
6024                         increasing recharge time --dsb */
6025                         if (o_ptr->tval == TV_ROD)
6026                         {
6027                                 if (o_ptr->pval < j_ptr->pval) break;
6028                                 if (o_ptr->pval > j_ptr->pval) continue;
6029                         }
6030
6031                         /* Determine the "value" of the pack item */
6032                         j_value = object_value(j_ptr);
6033
6034
6035
6036                         /* Objects sort by decreasing value */
6037                         if (o_value > j_value) break;
6038                         if (o_value < j_value) continue;
6039                 }
6040
6041                 /* Never move down */
6042                 if (j >= i) continue;
6043
6044                 /* Take note */
6045                 flag = TRUE;
6046
6047                 /* Get local object */
6048                 q_ptr = &forge;
6049
6050                 /* Save a copy of the moving item */
6051                 object_copy(q_ptr, &inventory[i]);
6052
6053                 /* Slide the objects */
6054                 for (k = i; k > j; k--)
6055                 {
6056                         /* Slide the item */
6057                         object_copy(&inventory[k], &inventory[k-1]);
6058                 }
6059
6060                 /* Insert the moving item */
6061                 object_copy(&inventory[j], q_ptr);
6062
6063                 /* Window stuff */
6064                 p_ptr->window |= (PW_INVEN);
6065         }
6066
6067         /* Message */
6068 #ifdef JP
6069         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6070 #else
6071         if (flag) msg_print("You reorder some items in your pack.");
6072 #endif
6073
6074 }
6075
6076
6077 /*
6078  * Hack -- display an object kind in the current window
6079  *
6080  * Include list of usable spells for readible books
6081  */
6082 void display_koff(int k_idx)
6083 {
6084         int y;
6085
6086         object_type forge;
6087         object_type *q_ptr;
6088
6089         char o_name[MAX_NLEN];
6090
6091
6092         /* Erase the window */
6093         for (y = 0; y < Term->hgt; y++)
6094         {
6095                 /* Erase the line */
6096                 Term_erase(0, y, 255);
6097         }
6098
6099         /* No info */
6100         if (!k_idx) return;
6101
6102         /* Get local object */
6103         q_ptr = &forge;
6104
6105         /* Prepare the object */
6106         object_prep(q_ptr, k_idx);
6107
6108         /* Describe */
6109         object_desc_store(o_name, q_ptr, FALSE, 0);
6110
6111         /* Mention the object name */
6112         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6113
6114         /* Warriors are illiterate */
6115         if (!(p_ptr->realm1 || p_ptr->realm2)) return;
6116
6117         /* Display spells in readible books */
6118         if ((q_ptr->tval == REALM1_BOOK) ||
6119             (q_ptr->tval == REALM2_BOOK))
6120         {
6121                 int     sval;
6122                 int     spell = -1;
6123                 int     num = 0;
6124                 byte    spells[64];
6125
6126
6127                 /* Access the item's sval */
6128                 sval = q_ptr->sval;
6129
6130                 /* Extract spells */
6131                 for (spell = 0; spell < 32; spell++)
6132                 {
6133                         /* Check for this spell */
6134                         if (fake_spell_flags[sval] & (1L << spell))
6135                         {
6136                                 /* Collect this spell */
6137                                 spells[num++] = spell;
6138                         }
6139                 }
6140
6141                 /* Print spells */
6142                 print_spells(0, spells, num, 2, 0,
6143                     (q_ptr->tval == REALM1_BOOK ? p_ptr->realm1 - 1 : p_ptr->realm2 - 1));
6144         }
6145 }
6146
6147 /* Choose one of items that have warning flag */
6148 object_type *choose_warning_item(void)
6149 {
6150         int i;
6151         int choices[INVEN_TOTAL-INVEN_RARM];
6152         int number = 0;
6153
6154         /* Paranoia -- Player has no warning-item */
6155         if (!p_ptr->warning) return (NULL);
6156
6157         /* Search Inventry */
6158         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6159         {
6160                 u32b f1, f2, f3;
6161                 object_type *o_ptr = &inventory[i];
6162
6163                 object_flags(o_ptr, &f1, &f2, &f3);
6164                 if (f3 & (TR3_WARNING))
6165                 {
6166                         choices[number] = i;
6167                         number++;
6168                 }
6169         }
6170
6171         /* Choice one of them */
6172         return (&inventory[choices[randint0(number)]]);
6173 }
6174
6175 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6176 bool process_frakir(int xx, int yy)
6177 {
6178         int mx,my;
6179         cave_type *c_ptr;
6180         char o_name[MAX_NLEN];
6181
6182 #define FRAKIR_AWARE_RANGE 12
6183         int dam_max = 0;
6184         static int old_damage = 0;
6185
6186         for (mx = xx-FRAKIR_AWARE_RANGE; mx < xx+FRAKIR_AWARE_RANGE+1; mx++)
6187         {
6188                 for (my = yy-FRAKIR_AWARE_RANGE; my < yy+FRAKIR_AWARE_RANGE+1; my++)
6189                 {
6190                         int dam_max0=0;
6191                         monster_type *m_ptr;
6192                         monster_race *r_ptr;
6193                         u32b f4, f5, f6;
6194                         int rlev;
6195
6196                         if (!in_bounds(my,mx) || (distance(my,mx,yy,xx)>FRAKIR_AWARE_RANGE)) continue;
6197
6198                         c_ptr = &cave[my][mx];
6199
6200                         if (!c_ptr->m_idx) continue;
6201
6202                         m_ptr = &m_list[c_ptr->m_idx];
6203                         r_ptr = &r_info[m_ptr->r_idx];
6204
6205                         f4 = r_ptr->flags4;
6206                         f5 = r_ptr->flags5;
6207                         f6 = r_ptr->flags6;
6208
6209                         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6210
6211                         if (m_ptr->csleep) continue;
6212                         if (is_pet(m_ptr)) continue;
6213
6214                         /* Monster spells (only powerful ones)*/
6215                         if(projectable(my,mx,yy,xx))
6216                         {
6217
6218 #define DAMCALC(f,val,max,im,vln,res,resx,resy,op,opx,opy,dmax) \
6219            if (f){ int dam = (val)>(max)? (max):(val); \
6220            if (im) dam=0; \
6221            if (vln) dam *= 2; \
6222            if (res) {dam = (dam * resx) / resy;} \
6223            if (op) {dam = (dam * opx) / opy;} \
6224            if (dam>dmax) dmax = dam; \
6225            }
6226
6227                                 DAMCALC(f4 & (RF4_BR_FIRE), m_ptr->hp / 3, 1600, 
6228                                         p_ptr->immune_fire, p_ptr->muta3 & MUT3_VULN_ELEM,
6229                                         p_ptr->resist_fire, 1, 3,
6230                                         p_ptr->oppose_fire, 1, 3, dam_max0);
6231
6232                                 DAMCALC(f4 & (RF4_BR_COLD), m_ptr->hp / 3, 1600, 
6233                                         p_ptr->immune_cold, p_ptr->muta3 & MUT3_VULN_ELEM,
6234                                         p_ptr->resist_cold, 1, 3,
6235                                         p_ptr->oppose_cold, 1, 3, dam_max0);
6236
6237                                 DAMCALC(f4 & (RF4_BR_ELEC), m_ptr->hp / 3, 1600, 
6238                                         p_ptr->immune_elec, p_ptr->muta3 & MUT3_VULN_ELEM,
6239                                         p_ptr->resist_elec, 1, 3,
6240                                         p_ptr->oppose_elec, 1, 3, dam_max0);
6241
6242                                 DAMCALC(f4 & (RF4_BR_ACID), m_ptr->hp / 3, 1600, 
6243                                         p_ptr->immune_acid, p_ptr->muta3 & MUT3_VULN_ELEM,
6244                                         p_ptr->resist_acid, 1, 3,
6245                                         p_ptr->oppose_acid, 1, 3, dam_max0);
6246
6247                                 DAMCALC(f4 & (RF4_BR_POIS), m_ptr->hp / 3, 800,
6248                                         FALSE , FALSE,
6249                                         p_ptr->resist_pois, 1, 3,
6250                                         p_ptr->oppose_pois, 1, 3, dam_max0);
6251
6252
6253                                 DAMCALC(f4 & (RF4_BR_NETH), m_ptr->hp / 6, 550, FALSE , FALSE,
6254                                         p_ptr->resist_neth, 6, 9, FALSE, 1, 1, dam_max0);
6255
6256                                 DAMCALC(f4 & (RF4_BR_LITE), m_ptr->hp / 6, 400, FALSE , FALSE,
6257                                         p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6258
6259                                 DAMCALC(f4 & (RF4_BR_DARK), m_ptr->hp / 6, 400, FALSE , FALSE,
6260                                         p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6261
6262                                 DAMCALC(f4 & (RF4_BR_CONF), m_ptr->hp / 6, 450, FALSE , FALSE,
6263                                         p_ptr->resist_conf, 5, 9, FALSE, 1, 1, dam_max0);
6264
6265                                 DAMCALC(f4 & (RF4_BR_SOUN), m_ptr->hp / 6, 450, FALSE , FALSE,
6266                                         p_ptr->resist_sound, 5, 9, FALSE, 1, 1, dam_max0);
6267
6268                                 DAMCALC(f4 & (RF4_BR_CHAO), m_ptr->hp / 6, 600, FALSE , FALSE,
6269                                         p_ptr->resist_chaos, 6, 9, FALSE, 1, 1, dam_max0);
6270
6271                                 DAMCALC(f4 & (RF4_BR_DISE), m_ptr->hp / 6, 500, FALSE , FALSE,
6272                                         p_ptr->resist_disen, 6, 9, FALSE, 1, 1, dam_max0);
6273
6274                                 DAMCALC(f4 & (RF4_BR_NEXU), m_ptr->hp / 3, 250, FALSE , FALSE,
6275                                         p_ptr->resist_nexus, 6, 9, FALSE, 1, 1, dam_max0);
6276
6277                                 DAMCALC(f4 & (RF4_BR_TIME), m_ptr->hp / 3, 150, FALSE , FALSE,
6278                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6279
6280                                 DAMCALC(f4 & (RF4_BR_INER), m_ptr->hp / 6, 200, FALSE , FALSE,
6281                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6282
6283                                 DAMCALC(f4 & (RF4_BR_GRAV), m_ptr->hp / 3, 200, FALSE , FALSE,
6284                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6285
6286                                 DAMCALC(f4 & (RF4_BR_SHAR), m_ptr->hp / 6, 500, FALSE , FALSE,
6287                                         p_ptr->resist_shard, 6, 9, FALSE, 1, 1, dam_max0);
6288
6289                                 DAMCALC(f4 & (RF4_BR_PLAS), m_ptr->hp / 6, 150, FALSE , FALSE,
6290                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6291
6292                                 DAMCALC(f4 & (RF4_BR_WALL), m_ptr->hp / 6, 200, FALSE , FALSE,
6293                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6294
6295                                 DAMCALC(f4 & (RF4_BR_MANA), m_ptr->hp / 3, 250, FALSE , FALSE,
6296                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6297
6298                                 DAMCALC(f4 & (RF4_BR_NUKE), m_ptr->hp / 3, 800, FALSE , FALSE,
6299                                         p_ptr->resist_pois, 2, 5, 
6300                                         p_ptr->oppose_pois, 2, 5, dam_max0);
6301
6302                                 DAMCALC(f4 & (RF4_BR_DISI), m_ptr->hp / 3, 300, FALSE , FALSE,
6303                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6304
6305
6306                                 DAMCALC(f4 & (RF4_ROCKET), m_ptr->hp / 4, 800, FALSE , FALSE,
6307                                         p_ptr->resist_shard, 1, 2, FALSE, 1, 1, dam_max0);
6308
6309                                 DAMCALC(f5 & (RF5_BA_MANA), rlev*4 + 150, 9999, FALSE , FALSE,
6310                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6311
6312                                 DAMCALC(f5 & (RF5_BA_DARK), rlev*4 + 150, 9999, FALSE , FALSE,
6313                                         p_ptr->resist_dark, 4, 9, FALSE, 1, 1, dam_max0);
6314
6315                                 DAMCALC(f5 & (RF5_BA_LITE), rlev*4 + 150, 9999, FALSE , FALSE,
6316                                         p_ptr->resist_lite, 4, 9, FALSE, 1, 1, dam_max0);
6317
6318
6319                                 DAMCALC(f6 & (RF6_HAND_DOOM), p_ptr->chp*6/10, 9999, FALSE , FALSE,
6320                                         FALSE, 1, 1, FALSE, 1, 1, dam_max0);
6321
6322                         }
6323
6324                         /* Monster melee attacks */
6325                         if(mx <= xx+1 && mx >= xx-1 && my <=yy+1 && my >= yy-1)
6326                         {
6327                                 int m;
6328                                 int dam_melee=0;
6329                                 for (m = 0; m < 4; m++)
6330                                 {
6331                                         int d1, d2;
6332
6333                                         /* Skip non-attacks */
6334                                         if (!r_ptr->blow[m].method) continue;
6335
6336                                         /* Extract the attack info */
6337                                         d1 = r_ptr->blow[m].d_dice;
6338                                         d2 = r_ptr->blow[m].d_side;
6339
6340                                         dam_melee += d1*d2;
6341                                 }
6342                                 if(dam_melee>dam_max0)dam_max0=dam_melee;
6343                         }
6344
6345                         /* Contribution from this monster */
6346                         dam_max+=dam_max0;
6347                 }
6348         }
6349
6350         /* Prevent excessive warning */
6351         if(dam_max > old_damage)
6352         {
6353                 old_damage=dam_max * 3 / 2;
6354
6355                 if (dam_max>(p_ptr->chp)/2)
6356                 {
6357                         object_type *o_ptr = choose_warning_item();
6358
6359                         object_desc(o_name, o_ptr, FALSE, 0);
6360 #ifdef JP
6361                         msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6362 #else
6363                         msg_format("%s pulsates sharply!", o_name);
6364 #endif
6365                         disturb(0,0);
6366 #ifdef JP
6367                         return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6368 #else
6369                         return (get_check("Realy want to go ahead? "));
6370 #endif
6371                 }
6372         }
6373         else old_damage = old_damage/2;
6374
6375         c_ptr = &cave[yy][xx];
6376         if (((is_trap(c_ptr->feat) && !easy_disarm) || (c_ptr->info & CAVE_TRAP)) && !one_in_(13))
6377         {
6378                 object_type *o_ptr = choose_warning_item();
6379
6380                 object_desc(o_name, o_ptr, FALSE, 0);
6381 #ifdef JP
6382                 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6383 #else
6384                 msg_format("%s pulsates!", o_name);
6385 #endif
6386                 disturb(0,0);
6387 #ifdef JP
6388                 return (get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©"));
6389 #else
6390                 return (get_check("Realy want to go ahead? "));
6391 #endif
6392         }
6393         return(TRUE);
6394 }
6395
6396
6397 typedef struct essence_type essence_type;
6398 struct essence_type
6399 {
6400         cptr drain_name;
6401         cptr add_name;
6402         int link;
6403         int type;
6404         int value;
6405 };
6406
6407 #ifdef JP
6408 static essence_type essence_info[MAX_ESSENCE] = {
6409 {"ÏÓÎÏ","ÏÓÎÏ", 1, 4, 20},
6410 {"ÃÎǽ","ÃÎǽ", 2, 4, 20},
6411 {"¸­¤µ","¸­¤µ", 3, 4, 20},
6412 {"´ïÍѤµ","´ïÍѤµ", 4, 4, 20},
6413 {"Âѵ×ÎÏ","Âѵ×ÎÏ", 5, 4, 20},
6414 {"Ì¥ÎÏ","Ì¥ÎÏ", 6, 4, 20},
6415 {"ËâÎÏ»ÙÇÛ","ËâÎÏ»ÙÇÛ", 7, 4, 20},
6416 {"","", 0, 0, 0},
6417 {"±£Ì©","±£Ì©", 9, 4, 40},
6418 {"õº÷","õº÷", 10, 4, 15},
6419 {"ÀÖ³°Àþ»ëÎÏ","ÀÖ³°Àþ»ëÎÏ", 11, 4, 15},
6420 {"ºÎ·¡","ºÎ·¡", 12, 4, 15},
6421 {"¥¹¥Ô¡¼¥É","¥¹¥Ô¡¼¥É", 13, 4, 12},
6422 {"Äɲù¶·â","Äɲù¶·â", 14, 1, 20},
6423 {"¥«¥ª¥¹¹¶·â","¥«¥ª¥¹¹¶·â", 15, 1, 15},
6424 {"µÛ·ì¹¶·â","µÛ·ì¹¶·â", 16, 1, 60},
6425 {"ưʪÇÜÂÇ","ưʪÇÜÂÇ", 17, 1, 20},
6426 {"¼Ù°­ÇÜÂÇ","¼Ù°­ÇÜÂÇ", 18, 1, 100},
6427 {"ÉÔ»àÇÜÂÇ","ÉÔ»àÇÜÂÇ", 19, 1, 20},
6428 {"°­ËâÇÜÂÇ","°­ËâÇÜÂÇ", 20, 1, 20},
6429 {"¥ª¡¼¥¯ÇÜÂÇ","¥ª¡¼¥¯ÇÜÂÇ", 21, 1, 15},
6430 {"¥È¥í¥ëÇÜÂÇ","¥È¥í¥ëÇÜÂÇ", 22, 1, 15},
6431 {"µð¿ÍÇÜÂÇ","µð¿ÍÇÜÂÇ", 23, 1, 20},
6432 {"εÇÜÂÇ","εÇÜÂÇ", 24, 1, 20},
6433 {"","εÇÜÇÜÂÇ", 24, 1, 60},
6434 {"","", 0, 0, 0},
6435 {"ÃÏ¿Ì","ÃÏ¿Ìȯư", 27, 5, 15},
6436 {"ÆÇ»¦","ÆÇ»¦", 28, 1, 20},
6437 {"Íϲò","Íϲò", 29, 1, 20},
6438 {"ÅÅ·â","ÅÅ·â", 30, 1, 20},
6439 {"¾Æ´þ","¾Æ´þ", 31, 1, 20},
6440 {"Åà·ë","Åà·ë", 32, 1, 20},
6441 {"ǽÎÏ°Ý»ý","ÏÓÎÏ°Ý»ý", 33, 3, 15},
6442 {"","ÃÎǽ°Ý»ý", 33, 3, 15},
6443 {"","¸­¤µ°Ý»ý", 33, 3, 15},
6444 {"","´ïÍѤµ°Ý»ý", 33, 3, 15},
6445 {"","Âѵ×ÎÏ°Ý»ý", 33, 3, 15},
6446 {"","Ì¥ÎÏ°Ý»ý", 33, 3, 15},
6447 {"","", 0, 0, 0},
6448 {"","", 0, 0, 0},
6449 {"ÌȱÖ","»ÀÌȱÖ", 41, 2, 20},
6450 {"","ÅÅ·âÌȱÖ", 41, 2, 20},
6451 {"","²Ð±êÌȱÖ", 41, 2, 20},
6452 {"","Î䵤ÌȱÖ", 41, 2, 20},
6453 {"","", 0, 0, 0},
6454 {"È¿¼Í","È¿¼Í", 46, 2, 20},
6455 {"ËãáãÃΤ餺","ËãáãÃΤ餺", 47, 3, 20},
6456 {"À¸Ì¿ÎÏ°Ý»ý","À¸Ì¿ÎÏ°Ý»ý", 48, 3, 20},
6457 {"ÂÑ»À","ÂÑ»À", 49, 2, 15},
6458 {"ÂÑÅÅ·â","ÂÑÅÅ·â", 50, 2, 15},
6459 {"ÂѲбê","ÂѲбê", 51, 2, 15},
6460 {"ÂÑÎ䵤","ÂÑÎ䵤", 52, 2, 15},
6461 {"ÂÑÆÇ","ÂÑÆÇ", 53, 2, 25},
6462 {"ÂѶ²ÉÝ","ÂѶ²ÉÝ", 54, 2, 20},
6463 {"ÂÑÁ®¸÷","ÂÑÁ®¸÷", 55, 2, 20},
6464 {"ÂѰŹõ","ÂѰŹõ", 56, 2, 20},
6465 {"ÂÑÌÕÌÜ","ÂÑÌÕÌÜ", 57, 2, 20},
6466 {"ÂѺ®Íð","ÂѺ®Íð", 58, 2, 20},
6467 {"Âѹ첻","Âѹ첻", 59, 2, 20},
6468 {"ÂÑÇËÊÒ","ÂÑÇËÊÒ", 60, 2, 20},
6469 {"ÂÑÃϹö","ÂÑÃϹö", 61, 2, 20},
6470 {"ÂÑ°ø²Ìº®Íð","ÂÑ°ø²Ìº®Íð", 62, 2, 20},
6471 {"ÂÑ¥«¥ª¥¹","ÂÑ¥«¥ª¥¹", 63, 2, 20},
6472 {"ÂÑÎô²½","ÂÑÎô²½", 64, 2, 20},
6473 {"","", -1, 0, 0},
6474 {"","", -1, 0, 0},
6475 {"","", 0, 0, 0},
6476 {"","", -1, 0, 0},
6477 {"","", 0, 0, 0},
6478 {"È¿ËâË¡","È¿ËâË¡", 70, 3, 15},
6479 {"","", 0, 0, 0},
6480 {"","", 0, 0, 0},
6481 {"","", 0, 0, 0},
6482 {"","", 0, 0, 0},
6483 {"","", 0, 0, 0},
6484 {"","", 0, 0, 0},
6485 {"ÉâÍ·","ÉâÍ·", 77, 3, 20},
6486 {"±Êµ×¸÷¸»","±Êµ×¸÷¸»", 78, 3, 15},
6487 {"²Ä»ëÆ©ÌÀ","²Ä»ëÆ©ÌÀ", 79, 3, 20},
6488 {"¥Æ¥ì¥Ñ¥·¡¼","¥Æ¥ì¥Ñ¥·¡¼", 80, 3, 15},
6489 {"Ãپò½","Ãپò½", 81, 3, 15},
6490 {"µÞ®²óÉü","µÞ®²óÉü", 82, 3, 20},
6491 {"","", 0, 0, 0},
6492 {"","", 0, 0, 0},
6493 {"","", 0, 0, 0},
6494 {"","", 0, 0, 0},
6495 {"","", 0, 0, 0},
6496 {"","", 0, 0, 0},
6497 {"","", 0, 0, 0},
6498 {"","", 0, 0, 0},
6499 {"¥Æ¥ì¥Ý¡¼¥È","¥Æ¥ì¥Ý¡¼¥È", 91, 3, 25},
6500 {"","", 0, 0, 0},
6501 {"","", 0, 0, 0},
6502 {"","", 0, 0, 0},
6503 {"","", 0, 0, 0},
6504 {"","", 0, 0, 0},
6505 {"¹¶·â","¹¶·â", 97, 6, 30},
6506 {"Ëɸæ","Ëɸæ", 98, 6, 15},
6507 {"","»ÀÂÑÀ­È¯Æ°", 49, 5, 50},
6508 {"","ÅÅ·âÂÑÀ­È¯Æ°", 50, 5, 50},
6509 {"","²Ð±êÂÑÀ­È¯Æ°", 51, 5, 50},
6510 {"","Î䵤ÂÑÀ­È¯Æ°", 52, 5, 50},
6511 {"","²Ð±ê¥ª¡¼¥é", 0, 5, 30},
6512 {"","Åŷ⥪¡¼¥é", 0, 5, 30},
6513 {"","Î䵤¥ª¡¼¥é", 0, 5, 30},
6514 {"","Á´ÂÑÀ­", 0, 2, 150},
6515 {"","ÁõÈ÷ÊÝ»ý", 0, 6, 10},
6516 {"","»¦Ù¤¤Î¾®¼ê", 97, 1, 200},
6517 };
6518 #else
6519 static essence_type essence_info[MAX_ESSENCE] = {
6520 {"strength","strength", 1, 4, 20},
6521 {"intelligen.","intelligence", 2, 4, 20},
6522 {"wisdom","wisdom", 3, 4, 20},
6523 {"dexterity","dexterity", 4, 4, 20},
6524 {"constitut.","constitution", 5, 4, 20},
6525 {"charisma","charisma", 6, 4, 20},
6526 {"magic mast.","magic mastery", 7, 4, 20},
6527 {"","", 0, 0, 0},
6528 {"stealth","stealth", 9, 4, 40},
6529 {"serching","serching", 10, 4, 15},
6530 {"inflavision","inflavision", 11, 4, 15},
6531 {"digging","digging", 12, 4, 15},
6532 {"speed","speed", 13, 4, 12},
6533 {"extra atk","extra attack", 14, 1, 20},
6534 {"chaos brand","chaos brand", 15, 1, 15},
6535 {"vampiric","vampiric brand", 16, 1, 60},
6536 {"slay animal","slay animal", 17, 1, 20},
6537 {"slay evil","slay evil", 18, 1, 100},
6538 {"slay undead","slay undead", 19, 1, 20},
6539 {"slay demon","slay demon", 20, 1, 20},
6540 {"slay orc","slay orc", 21, 1, 15},
6541 {"slay troll","slay troll", 22, 1, 15},
6542 {"slay giant","slay giant", 23, 1, 20},
6543 {"slay dragon","slay dragon", 24, 1, 20},
6544 {"","kill dragon", 24, 1, 60},
6545 {"","", 0, 0, 0},
6546 {"quake","quake activation", 27, 5, 15},
6547 {"pois. brand","poison brand", 28, 1, 20},
6548 {"acid brand","acid brand", 29, 1, 20},
6549 {"elec. brand","electric brand", 30, 1, 20},
6550 {"fire brand","fire brand", 31, 1, 20},
6551 {"cold brand","cold brand", 32, 1, 20},
6552 {"sustain","sustain strength", 33, 3, 15},
6553 {"","sustain intelligence", 33, 3, 15},
6554 {"","sustain wisdom", 33, 3, 15},
6555 {"","sustain dexterity", 33, 3, 15},
6556 {"","sustain constitution", 33, 3, 15},
6557 {"","sustain charisma", 33, 3, 15},
6558 {"","", 0, 0, 0},
6559 {"","", 0, 0, 0},
6560 {"immunity","acid immunity", 41, 2, 20},
6561 {"","electric immunity", 41, 2, 20},
6562 {"","fire immunity", 41, 2, 20},
6563 {"","cold immunity", 41, 2, 20},
6564 {"","", 0, 0, 0},
6565 {"reflection","reflection", 46, 2, 20},
6566 {"free action","free action", 47, 3, 20},
6567 {"hold life","hold life", 48, 3, 20},
6568 {"res. acid","resistance to acid", 49, 2, 15},
6569 {"res. elec.","resistance to electric", 50, 2, 15},
6570 {"res. fire","resistance to fire", 51, 2, 15},
6571 {"res. cold","resistance to cold", 52, 2, 15},
6572 {"res. poison","resistance to poison", 53, 2, 25},
6573 {"res. fear","resistance to fear", 54, 2, 20},
6574 {"res. light","resistance to light", 55, 2, 20},
6575 {"res. dark","resistance to dark", 56, 2, 20},
6576 {"res. blind","resistance to blind", 57, 2, 20},
6577 {"res.confuse","resistance to confusion", 58, 2, 20},
6578 {"res. sound","resistance to sound", 59, 2, 20},
6579 {"res. shard","resistance to shard", 60, 2, 20},
6580 {"res. nether","resistance to nether", 61, 2, 20},
6581 {"res. nexus","resistance to nexus", 62, 2, 20},
6582 {"res. chaos","resistance to chaos", 63, 2, 20},
6583 {"res. disen.","resistance to disenchantment", 64, 2, 20},
6584 {"","", -1, 0, 0},
6585 {"","", -1, 0, 0},
6586 {"","", 0, 0, 0},
6587 {"","", -1, 0, 0},
6588 {"","", 0, 0, 0},
6589 {"anti magic","anti magic", 70, 3, 15},
6590 {"","", 0, 0, 0},
6591 {"","", 0, 0, 0},
6592 {"","", 0, 0, 0},
6593 {"","", 0, 0, 0},
6594 {"","", 0, 0, 0},
6595 {"","", 0, 0, 0},
6596 {"levitation","levitation", 77, 3, 20},
6597 {"perm. light","permanent light", 78, 3, 15},
6598 {"see invis.","see invisible", 79, 3, 20},
6599 {"telepathy","telepathy", 80, 3, 15},
6600 {"slow dige.","slow digestion", 81, 3, 15},
6601 {"regen.","regeneration", 82, 3, 20},
6602 {"","", 0, 0, 0},
6603 {"","", 0, 0, 0},
6604 {"","", 0, 0, 0},
6605 {"","", 0, 0, 0},
6606 {"","", 0, 0, 0},
6607 {"","", 0, 0, 0},
6608 {"","", 0, 0, 0},
6609 {"","", 0, 0, 0},
6610 {"teleport","teleport", 91, 3, 25},
6611 {"","", 0, 0, 0},
6612 {"","", 0, 0, 0},
6613 {"","", 0, 0, 0},
6614 {"","", 0, 0, 0},
6615 {"","", 0, 0, 0},
6616 {"weapon enc.","weapon enchant", 97, 6, 30},
6617 {"armor enc.","armor enchant", 98, 6, 15},
6618 {"","resist acid activation", 49, 5, 50},
6619 {"","resist electricity activation", 50, 5, 50},
6620 {"","resist fire activation", 51, 5, 50},
6621 {"","resist cold activation", 52, 5, 50},
6622 {"","fiery sheath", 0, 5, 30},
6623 {"","electric sheath", 0, 5, 30},
6624 {"","coldly sheath", 0, 5, 30},
6625 {"","resistance", 0, 2, 150},
6626 {"","elements proof", 0, 6, 10},
6627 {"","gauntlets of slay", 97, 1, 200},
6628 };
6629 #endif
6630
6631 bool item_tester_hook_melee_ammo(object_type *o_ptr)
6632 {
6633         switch (o_ptr->tval)
6634         {
6635                 case TV_HAFTED:
6636                 case TV_POLEARM:
6637                 case TV_DIGGING:
6638                 case TV_BOLT:
6639                 case TV_ARROW:
6640                 case TV_SHOT:
6641                 {
6642                         return (TRUE);
6643                 }
6644                 case TV_SWORD:
6645                 {
6646                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6647                 }
6648         }
6649
6650         return (FALSE);
6651 }
6652
6653
6654 static void display_essence(void)
6655 {
6656         int i, num = 0;
6657
6658         screen_save();
6659         for (i = 1; i < 22; i++)
6660         {
6661                 prt("",i,0);
6662         }
6663 #ifdef JP
6664         prt("¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô", 1, 8);
6665 #else
6666         prt("Essence      Num      Essence      Num      Essence      Num ", 1, 8);
6667 #endif
6668         for (i = 0; i < MAX_ESSENCE; i++)
6669         {
6670                 if (!essence_info[i].drain_name[0]) continue;
6671                 prt(format("%-11s %5d", essence_info[i].drain_name, p_ptr->magic_num1[i]), 2+num%20, 8+num/20*22);
6672                 num++;
6673         }
6674 #ifdef JP
6675         prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
6676 #else
6677         prt("List of all essences you have.", 0, 0);
6678 #endif
6679         (void)inkey();
6680         screen_load();
6681         return;
6682 }
6683
6684 static void drain_essence(void)
6685 {
6686         int drain_value[MAX_ESSENCE];
6687         int i, item;
6688         int dec = 4;
6689         bool observe = FALSE;
6690         int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
6691         u32b old_f1, old_f2, old_f3, new_f1, new_f2, new_f3;
6692         object_type *o_ptr;
6693         cptr            q, s;
6694         byte iy, ix, marked, number;
6695         s16b next_o_idx, weight;
6696
6697         for (i = 0; i < MAX_ESSENCE; i++)
6698                 drain_value[i] = 0;
6699
6700         item_tester_hook = item_tester_hook_weapon_armour;
6701         item_tester_no_ryoute = TRUE;
6702
6703         /* Get an item */
6704 #ifdef JP
6705         q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
6706         s = "Ãê½Ð¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
6707 #else
6708         q = "Extract from which item? ";
6709         s = "You have nothing you can extract from.";
6710 #endif
6711
6712         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
6713
6714         /* Get the item (in the pack) */
6715         if (item >= 0)
6716         {
6717                 o_ptr = &inventory[item];
6718         }
6719
6720         /* Get the item (on the floor) */
6721         else
6722         {
6723                 o_ptr = &o_list[0 - item];
6724         }
6725
6726         if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
6727                 char o_name[MAX_NLEN];
6728                 object_desc(o_name, o_ptr, FALSE, 0);
6729 #ifdef JP
6730                 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
6731 #else
6732                 if (!get_check(format("Really extract from %s? ", o_name))) return;
6733 #endif
6734         }
6735
6736         energy_use = 100;
6737
6738         object_flags(o_ptr, &old_f1, &old_f2, &old_f3);
6739         if (old_f1 & TR1_KILL_DRAGON) old_f1 |= TR1_SLAY_DRAGON;
6740
6741         old_to_a = o_ptr->to_a;
6742         old_ac = o_ptr->ac;
6743         old_to_h = o_ptr->to_h;
6744         old_to_d = o_ptr->to_d;
6745         old_ds = o_ptr->ds;
6746         old_dd = o_ptr->dd;
6747         old_pval = o_ptr->pval;
6748         old_name2 = o_ptr->name2;
6749         if (old_f3 & (TR3_CURSED | TR3_HEAVY_CURSE | TR3_PERMA_CURSE)) dec--;
6750         if (old_f3 & (TR3_AGGRAVATE)) dec--;
6751         if (old_f3 & (TR3_NO_TELE)) dec--;
6752         if (old_f3 & (TR3_DRAIN_EXP)) dec--;
6753         if (old_f3 & (TR3_TY_CURSE)) dec--;
6754
6755         iy = o_ptr->iy;
6756         ix = o_ptr->ix;
6757         next_o_idx = o_ptr->next_o_idx;
6758         marked = o_ptr->marked;
6759         weight = o_ptr->weight;
6760         number = o_ptr->number;
6761
6762         object_prep(o_ptr, o_ptr->k_idx);
6763
6764         o_ptr->iy=iy;
6765         o_ptr->ix=ix;
6766         o_ptr->next_o_idx=next_o_idx;
6767         o_ptr->marked=marked;
6768         o_ptr->number = number;
6769         if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
6770         o_ptr->ident |= (IDENT_MENTAL);
6771         object_aware(o_ptr);
6772         object_known(o_ptr);
6773
6774         object_flags(o_ptr, &new_f1, &new_f2, &new_f3);
6775
6776         for (i = 0; i < 96; i++)
6777         {
6778                 if (i < 32)
6779                 {
6780                         int pval = 0;
6781
6782                         if (((1 << i) & TR1_PVAL_MASK) && old_pval) pval = ((new_f1 >> i) & 0x00000001) ? old_pval-o_ptr->pval : old_pval;
6783                         if ((!((new_f1 >> i) & 0x00000001) || pval) && ((old_f1 >> i) & 0x00000001) && essence_info[i].link)
6784                         {
6785                                 drain_value[essence_info[i].link-1] += (10 * (pval ? pval : 1));
6786                         }
6787                 }
6788                 else if (i < 64)
6789                 {
6790                         if (!((new_f2 >> (i-32)) & 0x00000001) && ((old_f2 >> (i-32)) & 0x00000001) && essence_info[i].link)
6791                         {
6792                                 drain_value[essence_info[i].link-1] += 10;
6793                         }
6794                 }
6795                 else
6796                 {
6797                         if (!((new_f3 >> (i-64)) & 0x00000001) && ((old_f3 >> (i-64)) & 0x00000001) && essence_info[i].link)
6798                         {
6799                                 if (essence_info[i].link == -1)
6800                                 {
6801                                         if (i == ESSENCE__SH__FIRE-1)
6802                                         {
6803                                                 drain_value[ESSENCE_B_FIRE-1] += 10;
6804                                                 drain_value[ESSENCE_RES_FIRE-1] += 10;
6805                                         }
6806                                         else if (i == ESSENCE__SH__ELEC-1)
6807                                         {
6808                                                 drain_value[ESSENCE_B_ELEC-1] += 10;
6809                                                 drain_value[ESSENCE_RES_ELEC-1] += 10;
6810                                         }
6811                                         else if (i == ESSENCE__SH__COLD-1)
6812                                         {
6813                                                 drain_value[ESSENCE_B_COLD-1] += 10;
6814                                                 drain_value[ESSENCE_RES_COLD-1] += 10;
6815                                         }
6816                                 }
6817                                 else drain_value[essence_info[i].link-1] += 10;
6818                         }
6819                 }
6820         }
6821
6822         if ((old_f1 & TR1_FORCE_WEAPON) && !(new_f1 & TR1_FORCE_WEAPON))
6823         {
6824                 drain_value[ESSENCE_INT-1] += 5;
6825                 drain_value[ESSENCE_WIS-1] += 5;
6826         }
6827         if ((old_f1 & TR1_VORPAL) && !(new_f1 & TR1_VORPAL))
6828         {
6829                 drain_value[ESSENCE_B_POIS-1] += 5;
6830                 drain_value[ESSENCE_B_ACID-1] += 5;
6831                 drain_value[ESSENCE_B_ELEC-1] += 5;
6832                 drain_value[ESSENCE_B_FIRE-1] += 5;
6833                 drain_value[ESSENCE_B_COLD-1] += 5;
6834         }
6835         if ((old_f3 & TR3_DEC_MANA) && !(new_f3 & TR3_DEC_MANA))
6836         {
6837                 drain_value[ESSENCE_INT-1] += 10;
6838         }
6839         if ((old_f3 & TR3_XTRA_MIGHT) && !(new_f3 & TR3_XTRA_MIGHT))
6840         {
6841                 drain_value[ESSENCE_STR-1] += 10;
6842         }
6843         if ((old_f3 & TR3_XTRA_SHOTS) && !(new_f3 & TR3_XTRA_SHOTS))
6844         {
6845                 drain_value[ESSENCE_DEX-1] += 10;
6846         }
6847         if (old_name2 == EGO_2WEAPON)
6848         {
6849                 drain_value[ESSENCE_DEX] += 20;
6850         }
6851         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
6852         {
6853                 if (old_ds > o_ptr->ds) drain_value[ESSENCE_ATTACK-1] += (old_ds-o_ptr->ds)*10;
6854
6855                 if (old_dd > o_ptr->dd) drain_value[ESSENCE_ATTACK-1] += (old_dd-o_ptr->dd)*10;
6856         }
6857         if (old_to_h > o_ptr->to_h) drain_value[ESSENCE_ATTACK-1] += (old_to_h-o_ptr->to_h)*10;
6858         if (old_to_d > o_ptr->to_d) drain_value[ESSENCE_ATTACK-1] += (old_to_d-o_ptr->to_d)*10;
6859         if (old_ac > o_ptr->ac) drain_value[ESSENCE_AC-1] += (old_ac-o_ptr->ac)*10;
6860         if (old_to_a > o_ptr->to_a) drain_value[ESSENCE_AC-1] += (old_to_a-o_ptr->to_a)*10;
6861
6862         for (i = 0; i < MAX_ESSENCE; i++)
6863         {
6864                 drain_value[i] *= number;
6865                 drain_value[i] = drain_value[i] * dec / 4;
6866                 drain_value[i] = MAX(drain_value[i], 0);
6867                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
6868                 if (drain_value[i])
6869                 {
6870                         observe = TRUE;
6871                 }
6872         }
6873         if (!observe)
6874         {
6875 #ifdef JP
6876                 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤­¤Þ¤»¤ó¤Ç¤·¤¿¡£");
6877 #else
6878                 msg_print("You were not able to extract any essence.");
6879 #endif
6880         }
6881         else
6882         {
6883 #ifdef JP
6884                 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
6885 #else
6886                 msg_print("Extracted essences:");
6887 #endif
6888                 for (i = 0; i < MAX_ESSENCE; i++)
6889                 {
6890                         if (!drain_value[i]) continue;
6891                         p_ptr->magic_num1[i] += drain_value[i];
6892                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
6893                         msg_print(NULL);
6894                         msg_format("%s...%d", essence_info[i].drain_name, drain_value[i]);
6895                 }
6896         }
6897
6898         /* Combine the pack */
6899         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6900
6901         /* Window stuff */
6902         p_ptr->window |= (PW_INVEN);
6903 }
6904
6905
6906
6907 static int choose_essence()
6908 {
6909         int mode = 0;
6910         char choice;
6911         int menu_line = (use_menu ? 1 : 0);
6912
6913 #ifdef ALLOW_REPEAT
6914         if (repeat_pull(&mode) && 1 <= mode && mode <= 5)
6915                 return mode;
6916         mode = 0;
6917 #endif /* ALLOW_REPEAT */
6918
6919         if (use_menu)
6920         {
6921                 screen_save();
6922
6923                 while(!mode)
6924                 {
6925 #ifdef JP
6926                         prt(format(" %s Éð´ï°À­", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
6927                         prt(format(" %s ÂÑÀ­", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
6928                         prt(format(" %s Ç½ÎÏ", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
6929                         prt(format(" %s ¿ôÃÍ", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
6930                         prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
6931                         prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
6932 #else
6933                         prt(format(" %s Brand weapon", (menu_line == 1) ? "> " : "  "), 2, 14);
6934                         prt(format(" %s Resistance", (menu_line == 2) ? "> " : "  "), 3, 14);
6935                         prt(format(" %s Ability", (menu_line == 3) ? "> " : "  "), 4, 14);
6936                         prt(format(" %s Magic number", (menu_line == 4) ? "> " : "  "), 5, 14);
6937                         prt(format(" %s Others", (menu_line == 5) ? "> " : "  "), 6, 14);
6938                         prt("Choose from menu.", 0, 0);
6939 #endif
6940                         choice = inkey();
6941                         switch(choice)
6942                         {
6943                         case ESCAPE:
6944                         case 'z':
6945                         case 'Z':
6946                                 screen_load();
6947                                 return 0;
6948                         case '2':
6949                         case 'j':
6950                         case 'J':
6951                                 menu_line++;
6952                                 break;
6953                         case '8':
6954                         case 'k':
6955                         case 'K':
6956                                 menu_line+= 4;
6957                                 break;
6958                         case '\r':
6959                         case '\n':
6960                         case 'x':
6961                         case 'X':
6962                                 mode = menu_line;
6963                                 break;
6964                         }
6965                         if (menu_line > 5) menu_line -= 5;
6966                 }
6967                 screen_load();
6968         }
6969         else
6970         {
6971                 screen_save();
6972                 while (!mode)
6973                 {
6974 #ifdef JP
6975                         prt("  a) ¹¶·â°À­", 2, 14);
6976                         prt("  b) ÂÑÀ­", 3, 14);
6977                         prt("  c) Ç½ÎÏ", 4, 14);
6978                         prt("  d) ¿ôÃÍ", 5, 14);
6979                         prt("  e) ¤½¤Î¾", 6, 14);
6980                         if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
6981 #else
6982                         prt("  a) Brand weapon", 2, 14);
6983                         prt("  b) Resistance", 3, 14);
6984                         prt("  c) Ability", 4, 14);
6985                         prt("  d) Magic number", 5, 14);
6986                         prt("  e) Others", 6, 14);
6987                         if (!get_com("Command :", &choice, TRUE))
6988 #endif
6989                         {
6990                                 screen_load();
6991                                 return 0;
6992                         }
6993
6994                         switch (choice)
6995                         {
6996                         case 'A':
6997                         case 'a':
6998                                 mode = 1;
6999                                 break;
7000                         case 'B':
7001                         case 'b':
7002                                 mode = 2;
7003                                 break;
7004                         case 'C':
7005                         case 'c':
7006                                 mode = 3;
7007                                 break;
7008                         case 'D':
7009                         case 'd':
7010                                 mode = 4;
7011                                 break;
7012                         case 'E':
7013                         case 'e':
7014                                 mode = 5;
7015                                 break;
7016                         }
7017                 }
7018                 screen_load();
7019         }
7020
7021 #ifdef ALLOW_REPEAT
7022         repeat_push(mode);
7023 #endif /* ALLOW_REPEAT */
7024         return mode;
7025 }
7026
7027 static void add_essence(int mode)
7028 {
7029         int item, max_num = 0;
7030         int i;
7031         bool flag,redraw;
7032         char choice;
7033         cptr            q, s;
7034         object_type *o_ptr;
7035         int ask = TRUE;
7036         char out_val[160];
7037         int num[22];
7038         char o_name[MAX_NLEN];
7039         int use_essence;
7040
7041         int menu_line = (use_menu ? 1 : 0);
7042
7043         for (i = 0; i < MAX_ESSENCE; i++)
7044         {
7045                 if (essence_info[i].type != mode) continue;
7046                 num[max_num++] = i;
7047         }
7048
7049 #ifdef ALLOW_REPEAT
7050         if (!repeat_pull(&i) || i<0 || i>=max_num)
7051         {
7052 #endif /* ALLOW_REPEAT */
7053
7054
7055         /* Nothing chosen yet */
7056         flag = FALSE;
7057
7058         /* No redraw yet */
7059         redraw = FALSE;
7060
7061         /* Build a prompt */
7062 #ifdef JP
7063         (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7064 #else
7065         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7066 #endif
7067         if (use_menu) screen_save();
7068
7069         /* Get a spell from the user */
7070
7071         choice = (always_show_list || use_menu) ? ESCAPE:1;
7072         while (!flag)
7073         {
7074                 bool able[22];
7075                 if( choice==ESCAPE ) choice = ' '; 
7076                 else if( !get_com(out_val, &choice, FALSE) )break; 
7077
7078                 if (use_menu && choice != ' ')
7079                 {
7080                         switch(choice)
7081                         {
7082                                 case '0':
7083                                 {
7084                                         screen_load();
7085                                         return;
7086                                         break;
7087                                 }
7088
7089                                 case '8':
7090                                 case 'k':
7091                                 case 'K':
7092                                 {
7093                                         menu_line += (max_num-1);
7094                                         break;
7095                                 }
7096
7097                                 case '2':
7098                                 case 'j':
7099                                 case 'J':
7100                                 {
7101                                         menu_line++;
7102                                         break;
7103                                 }
7104
7105                                 case '4':
7106                                 case 'h':
7107                                 case 'H':
7108                                 {
7109                                         menu_line = 1;
7110                                         break;
7111                                 }
7112                                 case '6':
7113                                 case 'l':
7114                                 case 'L':
7115                                 {
7116                                         menu_line = max_num;
7117                                         break;
7118                                 }
7119
7120                                 case 'x':
7121                                 case 'X':
7122                                 case '\r':
7123                                 case '\n':
7124                                 {
7125                                         i = menu_line - 1;
7126                                         ask = FALSE;
7127                                         break;
7128                                 }
7129                         }
7130                         if (menu_line > max_num) menu_line -= max_num;
7131                 }
7132                 /* Request redraw */
7133                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7134                 {
7135                         /* Show the list */
7136                         if (!redraw || use_menu)
7137                         {
7138                                 byte y, x = 10;
7139                                 int ctr;
7140                                 char dummy[80], dummy2[80];
7141                                 byte col;
7142
7143                                 strcpy(dummy, "");
7144
7145                                 /* Show list */
7146                                 redraw = TRUE;
7147
7148                                 /* Save the screen */
7149                                 if (!use_menu) screen_save();
7150
7151                                 for (y = 1; y < 24; y++)
7152                                         prt("", y, x);
7153
7154                                 /* Print header(s) */
7155 #ifdef JP
7156                                 prt("   Ç½ÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)          É¬Í׿ô/½ê»ý¿ô", 1, x);
7157
7158 #else
7159                                 prt(" Ability(essence to need)        Needs/Possess", 1, x);
7160 #endif
7161                                 /* Print list */
7162                                 for (ctr = 0; ctr < max_num; ctr++)
7163                                 {
7164                                         if (use_menu)
7165                                         {
7166                                                 if (ctr == (menu_line-1))
7167 #ifdef JP
7168                                                         strcpy(dummy, "¡Õ ");
7169 #else
7170                                                         strcpy(dummy, ">  ");
7171 #endif
7172                                                 else strcpy(dummy, "   ");
7173                                                 
7174                                         }
7175                                         /* letter/number for power selection */
7176                                         else
7177                                         {
7178                                                 sprintf(dummy, "%c) ",I2A(ctr));
7179                                         }
7180
7181                                         strcat(dummy, essence_info[num[ctr]].add_name);
7182
7183                                         col = TERM_WHITE;
7184                                         able[ctr] = TRUE;
7185
7186                                         if (essence_info[num[ctr]].link)
7187                                         {
7188                                                 strcat(dummy, format("(%s)", essence_info[essence_info[num[ctr]].link-1].drain_name));
7189                                                 if (p_ptr->magic_num1[essence_info[num[ctr]].link-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7190                                         }
7191                                         else
7192                                         {
7193                                                 switch(num[ctr]+1)
7194                                                 {
7195                                                 case ESSENCE_SH_FIRE:
7196 #ifdef JP
7197                                                         strcat(dummy, "(¾Æ´þ+ÂѲбê)              ");
7198 #else
7199                                                         strcat(dummy, "(brand fire + res.fire)              ");
7200 #endif
7201                                                         if (p_ptr->magic_num1[ESSENCE_B_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7202                                                         if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7203                                                         break;
7204                                                 case ESSENCE_SH_ELEC:
7205 #ifdef JP
7206                                                         strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)              ");
7207 #else
7208                                                         strcat(dummy, "(brand elec. + res. elec.)              ");
7209 #endif
7210                                                         if (p_ptr->magic_num1[ESSENCE_B_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7211                                                         if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7212                                                         break;
7213                                                 case ESSENCE_SH_COLD:
7214 #ifdef JP
7215                                                         strcat(dummy, "(Åà·ë+ÂÑÎ䵤)              ");
7216 #else
7217                                                         strcat(dummy, "(brand cold + res. cold)              ");
7218 #endif
7219                                                         if (p_ptr->magic_num1[ESSENCE_B_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7220                                                         if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7221                                                         break;
7222                                                 case ESSENCE_RESISTANCE:
7223 #ifdef JP
7224                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7225 #else
7226                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7227 #endif
7228                                                         if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7229                                                         if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7230                                                         if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7231                                                         if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7232                                                         break;
7233                                                 case ESSENCE_SUSTAIN:
7234 #ifdef JP
7235                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7236 #else
7237                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7238 #endif
7239                                                         if (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7240                                                         if (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7241                                                         if (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7242                                                         if (p_ptr->magic_num1[ESSENCE_RES_ACID-1] < essence_info[num[ctr]].value) able[ctr] = FALSE;
7243                                                         break;
7244                                                 }
7245                                         }
7246
7247                                         if (!able[ctr]) col = TERM_RED;
7248
7249                                         strcpy(dummy2, format("%-50s",dummy));
7250
7251                                         if (essence_info[num[ctr]].link)
7252                                         {
7253                                                 strcat(dummy2, format(" %d/%d",essence_info[num[ctr]].value, p_ptr->magic_num1[essence_info[num[ctr]].link-1]));
7254                                         }
7255                                         else
7256                                         {
7257                                                 strcat(dummy2, format(" %d/(\?\?)",essence_info[num[ctr]].value));
7258                                         }
7259
7260                                         c_prt(col, dummy2, ctr+2, x);
7261                                 }
7262                         }
7263
7264                         /* Hide the list */
7265                         else
7266                         {
7267                                 /* Hide list */
7268                                 redraw = FALSE;
7269
7270                                 /* Restore the screen */
7271                                 screen_load();
7272                         }
7273
7274                         /* Redo asking */
7275                         continue;
7276                 }
7277
7278                 if (!use_menu)
7279                 {
7280                         /* Note verify */
7281                         ask = (isupper(choice));
7282
7283                         /* Lowercase */
7284                         if (ask) choice = tolower(choice);
7285
7286                         /* Extract request */
7287                         i = (islower(choice) ? A2I(choice) : -1);
7288                 }
7289
7290                 /* Totally Illegal */
7291                 if ((i < 0) || (i >= max_num) || !able[i])
7292                 {
7293                         bell();
7294                         continue;
7295                 }
7296
7297                 /* Verify it */
7298                 if (ask)
7299                 {
7300                         char tmp_val[160];
7301
7302                         /* Prompt */
7303 #ifdef JP
7304                         (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7305 #else
7306                         (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7307 #endif
7308
7309                         /* Belay that order */
7310                         if (!get_check(tmp_val)) continue;
7311                 }
7312
7313                 /* Stop the loop */
7314                 flag = TRUE;
7315         }
7316
7317         /* Restore the screen */
7318         if (redraw) screen_load();
7319
7320         if (!flag) return;
7321
7322 #ifdef ALLOW_REPEAT
7323         repeat_push(i);
7324         }
7325 #endif /* ALLOW_REPEAT */
7326
7327         if (num[i] == ESSENCE_SLAY_GLOVE-1)
7328                 item_tester_tval = TV_GLOVES;
7329         else if (mode == 1)
7330                 item_tester_hook = item_tester_hook_melee_ammo;
7331         else if (num[i] == ESSENCE_ATTACK-1)
7332                 item_tester_hook = item_tester_hook_weapon;
7333         else if (num[i] == ESSENCE_AC-1)
7334                 item_tester_hook = item_tester_hook_armour;
7335         else
7336                 item_tester_hook = item_tester_hook_weapon_armour;
7337         item_tester_no_ryoute = TRUE;
7338
7339         /* Get an item */
7340 #ifdef JP
7341         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
7342         s = "²þÎɤǤ­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7343 #else
7344         q = "Improve which item? ";
7345         s = "You have nothing to improve.";
7346 #endif
7347
7348         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7349
7350         /* Get the item (in the pack) */
7351         if (item >= 0)
7352         {
7353                 o_ptr = &inventory[item];
7354         }
7355
7356         /* Get the item (on the floor) */
7357         else
7358         {
7359                 o_ptr = &o_list[0 - item];
7360         }
7361
7362         if ((mode != 6) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
7363         {
7364 #ifdef JP
7365                 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ­¤Ê¤¤¡£");
7366 #else
7367                 msg_print("This item is no more able to be improved");
7368 #endif
7369                 return;
7370         }
7371         
7372         object_desc(o_name, o_ptr, FALSE, 0);
7373
7374         use_essence = essence_info[num[i]].value;
7375         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7376         if (o_ptr->number > 1)
7377         {
7378                 use_essence *= o_ptr->number;
7379 #ifdef JP
7380                 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
7381 #else
7382                 msg_format("It will take %d essences.",use_essence);
7383 #endif
7384
7385         }
7386
7387         if (essence_info[num[i]].link)
7388         {
7389                 if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7390                 {
7391 #ifdef JP
7392                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7393 #else
7394                         msg_print("You don't have enough essences.");
7395 #endif
7396                         return;
7397                 }
7398                 if ((num[i] < 32) && (TR1_PVAL_MASK & (0x1L << num[i])))
7399                 {
7400                         if (num[i] == ESSENCE_BLOWS-1)
7401                         {
7402                                 if (o_ptr->pval > 1)
7403                                 {
7404 #ifdef JP
7405                                         if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
7406 #else
7407                                         if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
7408 #endif
7409                                 }
7410                                 o_ptr->pval = 1;
7411                         }
7412                         else if (o_ptr->pval)
7413                         {
7414                                 use_essence *= o_ptr->pval;
7415 #ifdef JP
7416                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7417 #else
7418                                 msg_format("It will take %d essences.",use_essence);
7419 #endif
7420                         }
7421                         else
7422                         {
7423                                 char tmp[80];
7424                                 char tmp_val[160];
7425                                 int pval;
7426                                 int limit = MIN(5, p_ptr->magic_num1[essence_info[num[i]].link-1]/essence_info[num[i]].value);
7427
7428
7429 #ifdef JP
7430                                 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
7431 #else
7432                                 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
7433 #endif
7434                                 strcpy(tmp_val, "1");
7435
7436                                 if (!get_string(tmp, tmp_val, 1)) return;
7437                                 pval = atoi(tmp_val);
7438                                 if (pval > limit) pval = limit;
7439                                 else if (pval < 1) pval = 1;
7440                                 o_ptr->pval = pval;
7441                                 use_essence *= pval;
7442 #ifdef JP
7443                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7444 #else
7445                                 msg_format("It will take %d essences.",use_essence);
7446 #endif
7447                         }
7448                         if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7449                         {
7450 #ifdef JP
7451                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7452 #else
7453                                 msg_print("You don't have enough essences.");
7454 #endif
7455                                 return;
7456                         }
7457                 }
7458                 else if (num[i] == ESSENCE_SLAY_GLOVE-1)
7459                 {
7460                         char tmp_val[160];
7461                         int val;
7462                         int get_to_h, get_to_d;
7463
7464                         strcpy(tmp_val, "1");
7465 #ifdef JP
7466                         if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7467 #else
7468                         if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
7469 #endif
7470                         val = atoi(tmp_val);
7471                         if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
7472                         else if (val < 1) val = 1;
7473                         use_essence *= val;
7474 #ifdef JP
7475                         msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£",use_essence);
7476 #else
7477                         msg_format("It will take %d essences.",use_essence);
7478 #endif
7479                         if (p_ptr->magic_num1[essence_info[num[i]].link-1] < use_essence)
7480                         {
7481 #ifdef JP
7482                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7483 #else
7484                                 msg_print("You don't have enough essences");
7485 #endif
7486                                 return;
7487                         }
7488                         get_to_h = ((val+1)/2+randint0(val/2+1));
7489                         get_to_d = ((val+1)/2+randint0(val/2+1));
7490                         o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
7491                         o_ptr->to_h += get_to_h;
7492                         o_ptr->to_d += get_to_d;
7493                 }
7494                 p_ptr->magic_num1[essence_info[num[i]].link-1] -= use_essence;
7495                 if (num[i] == ESSENCE_ATTACK-1)
7496                 {
7497                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
7498                         {
7499 #ifdef JP
7500                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7501 #else
7502                                 msg_print("You failed to enchant.");
7503 #endif
7504                                 energy_use = 100;
7505                                 return;
7506                         }
7507                         else
7508                         {
7509                                 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
7510                                 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
7511                         }
7512                 }
7513                 else if (num[i] == ESSENCE_AC-1)
7514                 {
7515                         if (o_ptr->to_a >= p_ptr->lev/5+5)
7516                         {
7517 #ifdef JP
7518                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
7519 #else
7520                                 msg_print("You failed to enchant.");
7521 #endif
7522                                 energy_use = 100;
7523                                 return;
7524                         }
7525                         else
7526                         {
7527                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
7528                         }
7529                 }
7530                 else
7531                 {
7532                         o_ptr->xtra3 = num[i]+1;
7533                 }
7534         }
7535         else
7536         {
7537                 bool success = TRUE;
7538
7539                 switch(num[i]+1)
7540                 {
7541                 case ESSENCE_SH_FIRE:
7542                         if ((p_ptr->magic_num1[ESSENCE_B_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence))
7543                         {
7544                                 success = FALSE;
7545                                 break;
7546                         }
7547                         p_ptr->magic_num1[ESSENCE_B_FIRE-1] -= use_essence;
7548                         p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
7549                         break;
7550                 case ESSENCE_SH_ELEC:
7551                         if ((p_ptr->magic_num1[ESSENCE_B_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence))
7552                         {
7553                                 success = FALSE;
7554                                 break;
7555                         }
7556                         p_ptr->magic_num1[ESSENCE_B_ELEC-1] -= use_essence;
7557                         p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
7558                         break;
7559                 case ESSENCE_SH_COLD:
7560                         if ((p_ptr->magic_num1[ESSENCE_B_COLD-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
7561                         {
7562                                 success = FALSE;
7563                                 break;
7564                         }
7565                         p_ptr->magic_num1[ESSENCE_B_COLD-1] -= use_essence;
7566                         p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
7567                         break;
7568                 case ESSENCE_RESISTANCE:
7569                 case ESSENCE_SUSTAIN:
7570                         if ((p_ptr->magic_num1[ESSENCE_RES_ACID-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_ELEC-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_FIRE-1] < use_essence) || (p_ptr->magic_num1[ESSENCE_RES_COLD-1] < use_essence))
7571                         {
7572                                 success = FALSE;
7573                                 break;
7574                         }
7575                         p_ptr->magic_num1[ESSENCE_RES_ACID-1] -= use_essence;
7576                         p_ptr->magic_num1[ESSENCE_RES_ELEC-1] -= use_essence;
7577                         p_ptr->magic_num1[ESSENCE_RES_FIRE-1] -= use_essence;
7578                         p_ptr->magic_num1[ESSENCE_RES_COLD-1] -= use_essence;
7579                         break;
7580                 }
7581                 if (!success)
7582                 {
7583 #ifdef JP
7584                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
7585 #else
7586                         msg_print("You don't have enough essences");
7587 #endif
7588                         return;
7589                 }
7590                 if (num[i] == ESSENCE_SUSTAIN-1)
7591                         o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC | TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
7592                 else o_ptr->xtra3 = num[i]+1;
7593         }
7594
7595         energy_use = 100;
7596
7597 #ifdef JP
7598         msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, essence_info[num[i]].add_name);
7599 #else
7600         msg_format("You have added ability of %s to %s.", essence_info[num[i]].add_name, o_name);
7601 #endif
7602
7603         /* Combine the pack */
7604         p_ptr->notice |= (PN_COMBINE);
7605
7606         /* Window stuff */
7607         p_ptr->window |= (PW_INVEN);
7608 }
7609
7610
7611 bool item_tester_hook_kaji(object_type *o_ptr)
7612 {
7613         switch (o_ptr->tval)
7614         {
7615                 case TV_SWORD:
7616                 case TV_HAFTED:
7617                 case TV_POLEARM:
7618                 case TV_DIGGING:
7619                 case TV_BOW:
7620                 case TV_BOLT:
7621                 case TV_ARROW:
7622                 case TV_SHOT:
7623                 case TV_DRAG_ARMOR:
7624                 case TV_HARD_ARMOR:
7625                 case TV_SOFT_ARMOR:
7626                 case TV_SHIELD:
7627                 case TV_CLOAK:
7628                 case TV_CROWN:
7629                 case TV_HELM:
7630                 case TV_BOOTS:
7631                 case TV_GLOVES:
7632                 {
7633                         if (o_ptr->xtra3) return (TRUE);
7634                 }
7635         }
7636
7637         return (FALSE);
7638 }
7639
7640
7641 void erase_essence(void)
7642 {
7643         int item;
7644         cptr q, s;
7645         object_type *o_ptr;
7646         char o_name[MAX_NLEN];
7647         u32b f1, f2, f3;
7648
7649         item_tester_hook = item_tester_hook_kaji;
7650
7651         /* Get an item */
7652 #ifdef JP
7653         q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
7654         s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7655 #else
7656         q = "Remove from which item? ";
7657         s = "You have nothing to remove essence.";
7658 #endif
7659
7660         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7661
7662         /* Get the item (in the pack) */
7663         if (item >= 0)
7664         {
7665                 o_ptr = &inventory[item];
7666         }
7667
7668         /* Get the item (on the floor) */
7669         else
7670         {
7671                 o_ptr = &o_list[0 - item];
7672         }
7673
7674         object_desc(o_name, o_ptr, FALSE, 0);
7675 #ifdef JP
7676         if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡©[%s]", o_name))) return;
7677 #else
7678         if (!get_check(format("Are you sure?[%s]", o_name))) return;
7679 #endif
7680
7681         energy_use = 100;
7682
7683         if (o_ptr->xtra3 == ESSENCE_SLAY_GLOVE)
7684         {
7685                 o_ptr->to_h -= (o_ptr->xtra4>>8);
7686                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
7687                 o_ptr->xtra4 = 0;
7688         }
7689         o_ptr->xtra3 = 0;
7690         object_flags(o_ptr, &f1, &f2, &f3);
7691         if (!(f1 & TR1_PVAL_MASK)) o_ptr->pval = 0;
7692 #ifdef JP
7693         msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
7694 #else
7695         msg_print("You removed all essence you have added");
7696 #endif
7697
7698         /* Combine the pack */
7699         p_ptr->notice |= (PN_COMBINE);
7700
7701         /* Window stuff */
7702         p_ptr->window |= (PW_INVEN);
7703 }
7704
7705 void do_cmd_kaji(bool only_browse)
7706 {
7707         int mode = 0;
7708         char choice;
7709
7710         int menu_line = (use_menu ? 1 : 0);
7711
7712         if (!only_browse)
7713         {
7714                 if (p_ptr->confused)
7715                 {
7716 #ifdef JP
7717                         msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
7718 #else
7719                         msg_print("You are too confused!");
7720 #endif
7721
7722                         return;
7723                 }
7724                 if (p_ptr->blind)
7725                 {
7726 #ifdef JP
7727                         msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
7728 #else
7729                         msg_print("You are blind!");
7730 #endif
7731
7732                         return;
7733                 }
7734                 if (p_ptr->image)
7735                 {
7736 #ifdef JP
7737                         msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
7738 #else
7739                         msg_print("You are hullcinating!");
7740 #endif
7741
7742                         return;
7743                 }
7744         }
7745
7746 #ifdef ALLOW_REPEAT
7747         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
7748         {
7749 #endif /* ALLOW_REPEAT */
7750
7751         if (only_browse) screen_save();
7752         do {
7753         if (!only_browse) screen_save();
7754         if (use_menu)
7755         {
7756                 while(!mode)
7757                 {
7758 #ifdef JP
7759                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
7760                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
7761                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
7762                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
7763                         prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
7764                         prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
7765 #else
7766                         prt(format(" %s List essences", (menu_line == 1) ? "> " : "  "), 2, 14);
7767                         prt(format(" %s Extract essence", (menu_line == 2) ? "> " : "  "), 3, 14);
7768                         prt(format(" %s Remove essence", (menu_line == 3) ? "> " : "  "), 4, 14);
7769                         prt(format(" %s Add essence", (menu_line == 4) ? "> " : "  "), 5, 14);
7770                         prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : "  "), 6, 14);
7771                         prt(format("Choose command from menu."), 0, 0);
7772 #endif
7773                         choice = inkey();
7774                         switch(choice)
7775                         {
7776                         case ESCAPE:
7777                         case 'z':
7778                         case 'Z':
7779                                 screen_load();
7780                                 return;
7781                         case '2':
7782                         case 'j':
7783                         case 'J':
7784                                 menu_line++;
7785                                 break;
7786                         case '8':
7787                         case 'k':
7788                         case 'K':
7789                                 menu_line+= 4;
7790                                 break;
7791                         case '\r':
7792                         case '\n':
7793                         case 'x':
7794                         case 'X':
7795                                 mode = menu_line;
7796                                 break;
7797                         }
7798                         if (menu_line > 5) menu_line -= 5;
7799                 }
7800         }
7801
7802         else
7803         {
7804                 while (!mode)
7805                 {
7806 #ifdef JP
7807                         prt("  a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
7808                         prt("  b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
7809                         prt("  c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
7810                         prt("  d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
7811                         prt("  e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
7812                         if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
7813 #else
7814                         prt("  a) List essences", 2, 14);
7815                         prt("  b) Extract essence", 3, 14);
7816                         prt("  c) Remove essence", 4, 14);
7817                         prt("  d) Add essence", 5, 14);
7818                         prt("  e) Enchant weapon/armor", 6, 14);
7819                         if (!get_com("Command :", &choice, TRUE))
7820 #endif
7821                         {
7822                                 screen_load();
7823                                 return;
7824                         }
7825                         switch (choice)
7826                         {
7827                         case 'A':
7828                         case 'a':
7829                                 mode = 1;
7830                                 break;
7831                         case 'B':
7832                         case 'b':
7833                                 mode = 2;
7834                                 break;
7835                         case 'C':
7836                         case 'c':
7837                                 mode = 3;
7838                                 break;
7839                         case 'D':
7840                         case 'd':
7841                                 mode = 4;
7842                                 break;
7843                         case 'E':
7844                         case 'e':
7845                                 mode = 5;
7846                                 break;
7847                         }
7848                 }
7849         }
7850
7851         if (only_browse)
7852         {
7853                 char temp[62*5];
7854                 int line, j;
7855
7856                 /* Clear lines, position cursor  (really should use strlen here) */
7857                 Term_erase(14, 21, 255);
7858                 Term_erase(14, 20, 255);
7859                 Term_erase(14, 19, 255);
7860                 Term_erase(14, 18, 255);
7861                 Term_erase(14, 17, 255);
7862                 Term_erase(14, 16, 255);
7863
7864                 roff_to_buf( kaji_tips[mode-1],62,temp);
7865                 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
7866                 {
7867                         prt(&temp[j], line, 15);
7868                         line++;
7869                 }
7870                 mode = 0;
7871         }
7872         if (!only_browse) screen_load();
7873         } while (only_browse);
7874 #ifdef ALLOW_REPEAT
7875         repeat_push(mode);
7876         }
7877 #endif /* ALLOW_REPEAT */
7878
7879         switch(mode)
7880         {
7881                 case 1: display_essence();break;
7882                 case 2: drain_essence();break;
7883                 case 3: erase_essence();break;
7884                 case 4:
7885                         mode = choose_essence();
7886                         if (mode == 0)
7887                                 break;
7888                         add_essence(mode);
7889                         break;
7890                 case 5: add_essence(6);break;
7891         }
7892 }