OSDN Git Service

一般形のナズグルに与えられるフラグUNIQUE_7をNAZGULと置き換えた. この
[hengband/hengband.git] / src / object2.c
1 /* File: object2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Object code, part 2 */
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].gen_flags & TRG_INSTA_ART) && record_ident &&
778            !p_ptr->is_dead && ((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                 }
856
857                 case TV_CAPTURE:
858                         if (!o_ptr->pval) return 1000L;
859                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
860         }
861
862         /* Paranoia -- Oops */
863         return (0L);
864 }
865
866
867 /* Return the value of the flags the object has... */
868 s32b flag_cost(object_type *o_ptr, int plusses)
869 {
870         s32b total = 0;
871         u32b flgs[TR_FLAG_SIZE];
872         s32b tmp_cost;
873         int count;
874         int i;
875         object_kind *k_ptr = &k_info[o_ptr->k_idx];
876
877         object_flags(o_ptr, flgs);
878
879         /*
880          * Exclude fixed flags of the base item.
881          * pval bonuses of base item will be treated later.
882          */
883         for (i = 0; i < TR_FLAG_SIZE; i++)
884                 flgs[i] &= ~(k_ptr->flags[i]);
885
886         /* Exclude fixed flags of the fixed artifact. */
887         if (o_ptr->name1)
888         {
889                 artifact_type *a_ptr = &a_info[o_ptr->name1];
890
891                 for (i = 0; i < TR_FLAG_SIZE; i++)
892                         flgs[i] &= ~(a_ptr->flags[i]);
893         }
894
895         /* Exclude fixed flags of the ego-item. */
896         else if (o_ptr->name2)
897         {
898                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
899
900                 for (i = 0; i < TR_FLAG_SIZE; i++)
901                         flgs[i] &= ~(e_ptr->flags[i]);
902         }
903
904
905         /*
906          * Calucurate values of remaining flags
907          */
908         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
909         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
910         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
911         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
912         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
913         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
914         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
915         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
916         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
917         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
918         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
919         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
920                 total += (10000 + (2500 * plusses));
921         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
922                 total += (10000 + (2500 * plusses));
923
924         tmp_cost = 0;
925         count = 0;
926         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
927         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
928         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
929         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
930         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
931         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
932         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
933         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
934         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
935         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
936         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
937         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
938         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
939         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
940         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
941         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
942         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
943         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
944         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
945         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
946         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
947
948         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
949         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
950         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
951         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
952         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
953         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
954         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
955         total += (tmp_cost * count);
956
957         if (have_flag(flgs, TR_SUST_STR)) total += 850;
958         if (have_flag(flgs, TR_SUST_INT)) total += 850;
959         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
960         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
961         if (have_flag(flgs, TR_SUST_CON)) total += 850;
962         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
963         if (have_flag(flgs, TR_RIDING)) total += 0;
964         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
965         if (have_flag(flgs, TR_THROW)) total += 5000;
966         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
967         if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
968
969         tmp_cost = 0;
970         count = 0;
971         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
972         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
973         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
974         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
975         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
976         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
977         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
978         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
979         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
980         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
981         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
982         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
983         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
984         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
985         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
986         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
987         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
988         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
989         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
990         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
991         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
992         total += (tmp_cost * count);
993
994         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
995         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
996         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
997         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
998         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
999         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1000         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1001         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1002         if (have_flag(flgs, TR_FEATHER)) total += 1250;
1003         if (have_flag(flgs, TR_LITE)) total += 1250;
1004         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1005         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1006         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1007         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1008         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1009         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1010         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1011         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1012         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1013         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1014         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1015         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1016         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1017         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1018         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1019         if (have_flag(flgs, TR_REGEN)) total += 2500;
1020         if (have_flag(flgs, TR_WARNING)) total += 2000;
1021         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1022         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1023         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1024         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1025         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1026         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1027         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1028         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1029         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1030         if (have_flag(flgs, TR_TELEPORT))
1031         {
1032                 if (cursed_p(o_ptr))
1033                         total -= 7500;
1034                 else
1035                         total += 250;
1036         }
1037         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1038         if (have_flag(flgs, TR_BLESSED)) total += 750;
1039         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1040         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1041         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1042
1043         /* Also, give some extra for activatable powers... */
1044         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1045         {
1046                 int type = o_ptr->xtra2;
1047
1048                 if (type == ACT_SUNLIGHT) total += 250;
1049                 else if (type == ACT_BO_MISS_1) total += 250;
1050                 else if (type == ACT_BA_POIS_1) total += 300;
1051                 else if (type == ACT_BO_ELEC_1) total += 250;
1052                 else if (type == ACT_BO_ACID_1) total += 250;
1053                 else if (type == ACT_BO_COLD_1) total += 250;
1054                 else if (type == ACT_BO_FIRE_1) total += 250;
1055                 else if (type == ACT_BA_COLD_1) total += 750;
1056                 else if (type == ACT_BA_FIRE_1) total += 1000;
1057                 else if (type == ACT_DRAIN_1) total += 500;
1058                 else if (type == ACT_BA_COLD_2) total += 1250;
1059                 else if (type == ACT_BA_ELEC_2) total += 1500;
1060                 else if (type == ACT_DRAIN_2) total += 750;
1061                 else if (type == ACT_VAMPIRE_1) total += 1000;
1062                 else if (type == ACT_BO_MISS_2) total += 1000;
1063                 else if (type == ACT_BA_FIRE_2) total += 1750;
1064                 else if (type == ACT_BA_COLD_3) total += 2500;
1065                 else if (type == ACT_BA_ELEC_3) total += 2500;
1066                 else if (type == ACT_WHIRLWIND) total += 7500;
1067                 else if (type == ACT_VAMPIRE_2) total += 2500;
1068                 else if (type == ACT_CALL_CHAOS) total += 5000;
1069                 else if (type == ACT_ROCKET) total += 5000;
1070                 else if (type == ACT_DISP_EVIL) total += 4000;
1071                 else if (type == ACT_DISP_GOOD) total += 3500;
1072                 else if (type == ACT_BA_MISS_3) total += 5000;
1073                 else if (type == ACT_CONFUSE) total += 500;
1074                 else if (type == ACT_SLEEP) total += 750;
1075                 else if (type == ACT_QUAKE) total += 600;
1076                 else if (type == ACT_TERROR) total += 2500;
1077                 else if (type == ACT_TELE_AWAY) total += 2000;
1078                 else if (type == ACT_BANISH_EVIL) total += 2000;
1079                 else if (type == ACT_GENOCIDE) total += 10000;
1080                 else if (type == ACT_MASS_GENO) total += 10000;
1081                 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1082                 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1083                 else if (type == ACT_CHARM_OTHER) total += 10000;
1084                 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1085                 else if (type == ACT_CHARM_OTHERS) total += 17500;
1086                 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1087                 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1088                 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1089                 else if (type == ACT_SUMMON_DEMON) total += 20000;
1090                 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1091                 else if (type == ACT_CURE_LW) total += 500;
1092                 else if (type == ACT_CURE_MW) total += 750;
1093                 else if (type == ACT_CURE_POISON) total += 1000;
1094                 else if (type == ACT_REST_LIFE) total += 7500;
1095                 else if (type == ACT_REST_ALL) total += 15000;
1096                 else if (type == ACT_CURE_700) total += 10000;
1097                 else if (type == ACT_CURE_1000) total += 15000;
1098                 else if (type == ACT_ESP) total += 1500;
1099                 else if (type == ACT_BERSERK) total += 800;
1100                 else if (type == ACT_PROT_EVIL) total += 5000;
1101                 else if (type == ACT_RESIST_ALL) total += 5000;
1102                 else if (type == ACT_SPEED) total += 15000;
1103                 else if (type == ACT_XTRA_SPEED) total += 25000;
1104                 else if (type == ACT_WRAITH) total += 25000;
1105                 else if (type == ACT_INVULN) total += 25000;
1106                 else if (type == ACT_LIGHT) total += 150;
1107                 else if (type == ACT_MAP_LIGHT) total += 500;
1108                 else if (type == ACT_DETECT_ALL) total += 1000;
1109                 else if (type == ACT_DETECT_XTRA) total += 12500;
1110                 else if (type == ACT_ID_FULL) total += 10000;
1111                 else if (type == ACT_ID_PLAIN) total += 1250;
1112                 else if (type == ACT_RUNE_EXPLO) total += 4000;
1113                 else if (type == ACT_RUNE_PROT) total += 10000;
1114                 else if (type == ACT_SATIATE) total += 2000;
1115                 else if (type == ACT_DEST_DOOR) total += 100;
1116                 else if (type == ACT_STONE_MUD) total += 1000;
1117                 else if (type == ACT_RECHARGE) total += 1000;
1118                 else if (type == ACT_ALCHEMY) total += 10000;
1119                 else if (type == ACT_DIM_DOOR) total += 10000;
1120                 else if (type == ACT_TELEPORT) total += 2000;
1121                 else if (type == ACT_RECALL) total += 7500;
1122         }
1123
1124         return total;
1125 }
1126
1127
1128 /*
1129  * Return the "real" price of a "known" item, not including discounts
1130  *
1131  * Wand and staffs get cost for each charge
1132  *
1133  * Armor is worth an extra 100 gold per bonus point to armor class.
1134  *
1135  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1136  *
1137  * Missiles are only worth 5 gold per bonus point, since they
1138  * usually appear in groups of 20, and we want the player to get
1139  * the same amount of cash for any "equivalent" item.  Note that
1140  * missiles never have any of the "pval" flags, and in fact, they
1141  * only have a few of the available flags, primarily of the "slay"
1142  * and "brand" and "ignore" variety.
1143  *
1144  * Armor with a negative armor bonus is worthless.
1145  * Weapons with negative hit+damage bonuses are worthless.
1146  *
1147  * Every wearable item with a "pval" bonus is worth extra (see below).
1148  */
1149 s32b object_value_real(object_type *o_ptr)
1150 {
1151         s32b value;
1152
1153         u32b flgs[TR_FLAG_SIZE];
1154
1155         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1156
1157
1158         /* Hack -- "worthless" items */
1159         if (!get_object_cost(o_ptr)) return (0L);
1160
1161         /* Base cost */
1162         value = get_object_cost(o_ptr);
1163
1164         /* Extract some flags */
1165         object_flags(o_ptr, flgs);
1166
1167         /* Artifact */
1168         if (o_ptr->name1)
1169         {
1170                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1171
1172                 /* Hack -- "worthless" artifacts */
1173                 if (!a_ptr->cost) return (0L);
1174
1175                 /* Hack -- Use the artifact cost instead */
1176                 value = a_ptr->cost;
1177                 value += flag_cost(o_ptr, o_ptr->pval);
1178
1179                 /* Don't add pval bonuses etc. */
1180                 return (value);
1181         }
1182
1183         /* Ego-Item */
1184         else if (o_ptr->name2)
1185         {
1186                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1187
1188                 /* Hack -- "worthless" ego-items */
1189                 if (!e_ptr->cost) return (0L);
1190
1191                 /* Hack -- Reward the ego-item with a bonus */
1192                 value += e_ptr->cost;
1193                 value += flag_cost(o_ptr, o_ptr->pval);
1194         }
1195
1196         else
1197         {
1198                 int i;
1199                 bool flag = FALSE;
1200
1201                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1202                         if (o_ptr->art_flags[i]) flag = TRUE;
1203
1204                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1205         }
1206
1207         /* Analyze pval bonus for normal object */
1208         switch (o_ptr->tval)
1209         {
1210         case TV_SHOT:
1211         case TV_ARROW:
1212         case TV_BOLT:
1213         case TV_BOW:
1214         case TV_DIGGING:
1215         case TV_HAFTED:
1216         case TV_POLEARM:
1217         case TV_SWORD:
1218         case TV_BOOTS:
1219         case TV_GLOVES:
1220         case TV_HELM:
1221         case TV_CROWN:
1222         case TV_SHIELD:
1223         case TV_CLOAK:
1224         case TV_SOFT_ARMOR:
1225         case TV_HARD_ARMOR:
1226         case TV_DRAG_ARMOR:
1227         case TV_LITE:
1228         case TV_AMULET:
1229         case TV_RING:
1230                 /* No pval */
1231                 if (!o_ptr->pval) break;
1232
1233                 /* Hack -- Negative "pval" is always bad */
1234                 if (o_ptr->pval < 0) return (0L);
1235
1236                 /* Give credit for stat bonuses */
1237                 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1238                 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1239                 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1240                 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1241                 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1242                 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1243
1244                 /* Give credit for stealth and searching */
1245                 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1246                 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1247                 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1248
1249                 /* Give credit for infra-vision and tunneling */
1250                 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1251                 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1252
1253                 /* Give credit for extra attacks */
1254                 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1255
1256                 /* Give credit for speed bonus */
1257                 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1258
1259                 break;
1260         }
1261
1262
1263         /* Analyze the item */
1264         switch (o_ptr->tval)
1265         {
1266                 /* Wands/Staffs */
1267                 case TV_WAND:
1268                 {
1269                         /* Pay extra for charges, depending on standard number of
1270                          * charges.  Handle new-style wands correctly. -LM-
1271                          */
1272                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1273
1274                         /* Done */
1275                         break;
1276                 }
1277                 case TV_STAFF:
1278                 {
1279                         /* Pay extra for charges, depending on standard number of
1280                          * charges.  -LM-
1281                          */
1282                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1283
1284                         /* Done */
1285                         break;
1286                 }
1287
1288                 /* Rings/Amulets */
1289                 case TV_RING:
1290                 case TV_AMULET:
1291                 {
1292                         /* Hack -- negative bonuses are bad */
1293                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1294
1295                         /* Give credit for bonuses */
1296                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1297
1298                         /* Done */
1299                         break;
1300                 }
1301
1302                 /* Armor */
1303                 case TV_BOOTS:
1304                 case TV_GLOVES:
1305                 case TV_CLOAK:
1306                 case TV_CROWN:
1307                 case TV_HELM:
1308                 case TV_SHIELD:
1309                 case TV_SOFT_ARMOR:
1310                 case TV_HARD_ARMOR:
1311                 case TV_DRAG_ARMOR:
1312                 {
1313                         /* Hack -- negative armor bonus */
1314                         if (o_ptr->to_a < 0) return (0L);
1315
1316                         /* Give credit for bonuses */
1317                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1318
1319                         /* Done */
1320                         break;
1321                 }
1322
1323                 /* Bows/Weapons */
1324                 case TV_BOW:
1325                 case TV_DIGGING:
1326                 case TV_HAFTED:
1327                 case TV_SWORD:
1328                 case TV_POLEARM:
1329                 {
1330                         /* Hack -- negative hit/damage bonuses */
1331                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1332
1333                         /* Factor in the bonuses */
1334                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1335
1336                         /* Hack -- Factor in extra damage dice and sides */
1337                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1338                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1339
1340                         /* Done */
1341                         break;
1342                 }
1343
1344                 /* Ammo */
1345                 case TV_SHOT:
1346                 case TV_ARROW:
1347                 case TV_BOLT:
1348                 {
1349                         /* Hack -- negative hit/damage bonuses */
1350                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1351
1352                         /* Factor in the bonuses */
1353                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1354
1355                         /* Hack -- Factor in extra damage dice and sides */
1356                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1357                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1358
1359                         /* Done */
1360                         break;
1361                 }
1362
1363                 /* Figurines, relative to monster level */
1364                 case TV_FIGURINE:
1365                 {
1366                         int level = r_info[o_ptr->pval].level;
1367                         if (level < 20) value = level*50L;
1368                         else if (level < 30) value = 1000+(level-20)*150L;
1369                         else if (level < 40) value = 2500+(level-30)*350L;
1370                         else if (level < 50) value = 6000+(level-40)*800L;
1371                         else value = 14000+(level-50)*2000L;
1372                         break;
1373                 }
1374
1375                 case TV_CAPTURE:
1376                 {
1377                         if (!o_ptr->pval) value = 1000L;
1378                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1379                         break;
1380                 }
1381
1382                 case TV_CHEST:
1383                 {
1384                         if (!o_ptr->pval) value = 0L;
1385                         break;
1386                 }
1387         }
1388
1389         /* Worthless object */
1390         if (value < 0) return 0L;
1391
1392         /* Return the value */
1393         return (value);
1394 }
1395
1396
1397 /*
1398  * Return the price of an item including plusses (and charges)
1399  *
1400  * This function returns the "value" of the given item (qty one)
1401  *
1402  * Never notice "unknown" bonuses or properties, including "curses",
1403  * since that would give the player information he did not have.
1404  *
1405  * Note that discounted items stay discounted forever, even if
1406  * the discount is "forgotten" by the player via memory loss.
1407  */
1408 s32b object_value(object_type *o_ptr)
1409 {
1410         s32b value;
1411
1412
1413         /* Unknown items -- acquire a base value */
1414         if (object_known_p(o_ptr))
1415         {
1416                 /* Broken items -- worthless */
1417                 if (broken_p(o_ptr)) return (0L);
1418
1419                 /* Cursed items -- worthless */
1420                 if (cursed_p(o_ptr)) return (0L);
1421
1422                 /* Real value (see above) */
1423                 value = object_value_real(o_ptr);
1424         }
1425
1426         /* Known items -- acquire the actual value */
1427         else
1428         {
1429                 /* Hack -- Felt broken items */
1430                 if ((o_ptr->ident & (IDENT_SENSE)) && broken_p(o_ptr)) return (0L);
1431
1432                 /* Hack -- Felt cursed items */
1433                 if ((o_ptr->ident & (IDENT_SENSE)) && cursed_p(o_ptr)) return (0L);
1434
1435                 /* Base value (see above) */
1436                 value = object_value_base(o_ptr);
1437         }
1438
1439
1440         /* Apply discount (if any) */
1441         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1442
1443
1444         /* Return the final value */
1445         return (value);
1446 }
1447
1448
1449 /*
1450  * Determines whether an object can be destroyed, and makes fake inscription.
1451  */
1452 bool can_player_destroy_object(object_type *o_ptr)
1453 {
1454         /* Artifacts cannot be destroyed */
1455         if (artifact_p(o_ptr) || o_ptr->art_name)
1456         {
1457                 byte feel = FEEL_SPECIAL;
1458
1459                 /* Hack -- Handle icky artifacts */
1460                 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1461
1462                 /* Hack -- inscribe the artifact */
1463                 o_ptr->feeling = feel;
1464
1465                 /* We have "felt" it (again) */
1466                 o_ptr->ident |= (IDENT_SENSE);
1467
1468                 /* Combine the pack */
1469                 p_ptr->notice |= (PN_COMBINE);
1470
1471                 /* Window stuff */
1472                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1473
1474                 /* Done */
1475                 return FALSE;
1476         }
1477
1478         return TRUE;
1479 }
1480
1481
1482 /*
1483  * Distribute charges of rods or wands.
1484  *
1485  * o_ptr = source item
1486  * q_ptr = target item, must be of the same type as o_ptr
1487  * amt   = number of items that are transfered
1488  */
1489 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1490 {
1491         /*
1492          * Hack -- If rods or wands are dropped, the total maximum timeout or
1493          * charges need to be allocated between the two stacks.  If all the items
1494          * are being dropped, it makes for a neater message to leave the original
1495          * stack's pval alone. -LM-
1496          */
1497         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1498         {
1499                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1500                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1501
1502                 /* Hack -- Rods also need to have their timeouts distributed.  The
1503                  * dropped stack will accept all time remaining to charge up to its
1504                  * maximum.
1505                  */
1506                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1507                 {
1508                         if (q_ptr->pval > o_ptr->timeout)
1509                                 q_ptr->timeout = o_ptr->timeout;
1510                         else
1511                                 q_ptr->timeout = q_ptr->pval;
1512
1513                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1514                 }
1515         }
1516 }
1517
1518 void reduce_charges(object_type *o_ptr, int amt)
1519 {
1520         /*
1521          * Hack -- If rods or wand are destroyed, the total maximum timeout or
1522          * charges of the stack needs to be reduced, unless all the items are
1523          * being destroyed. -LM-
1524          */
1525         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1526                 (amt < o_ptr->number))
1527         {
1528                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1529         }
1530 }
1531
1532
1533 /*
1534  * Determine if an item can "absorb" a second item
1535  *
1536  * See "object_absorb()" for the actual "absorption" code.
1537  *
1538  * If permitted, we allow staffs (if they are known to have equal charges
1539  * and both are either known or confirmed empty) and wands (if both are
1540  * either known or confirmed empty) and rods (in all cases) to combine.
1541  * Staffs will unstack (if necessary) when they are used, but wands and
1542  * rods will only unstack if one is dropped. -LM-
1543  *
1544  * If permitted, we allow weapons/armor to stack, if fully "known".
1545  *
1546  * Missiles will combine if both stacks have the same "known" status.
1547  * This is done to make unidentified stacks of missiles useful.
1548  *
1549  * Food, potions, scrolls, and "easy know" items always stack.
1550  *
1551  * Chests, and activatable items, never stack (for various reasons).
1552  */
1553
1554 /*
1555  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1556  */
1557 #define MAX_STACK_SIZE 99
1558
1559
1560 /*
1561  *  Determine if an item can partly absorb a second item.
1562  *  Return maximum number of stack.
1563  */
1564 static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1565 {
1566         int i;
1567
1568         /* Default maximum number of stack */
1569         int max_num = MAX_STACK_SIZE;
1570
1571         /* Require identical object types */
1572         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1573
1574
1575         /* Analyze the items */
1576         switch (o_ptr->tval)
1577         {
1578                 /* Chests and Statues*/
1579                 case TV_CHEST:
1580                 case TV_CARD:
1581                 case TV_CAPTURE:
1582                 {
1583                         /* Never okay */
1584                         return 0;
1585                 }
1586
1587                 case TV_STATUE:
1588                 {
1589                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1590                         if (o_ptr->pval != j_ptr->pval) return 0;
1591                         break;
1592                 }
1593
1594                 /* Figurines and Corpses*/
1595                 case TV_FIGURINE:
1596                 case TV_CORPSE:
1597                 {
1598                         /* Same monster */
1599                         if (o_ptr->pval != j_ptr->pval) return 0;
1600
1601                         /* Assume okay */
1602                         break;
1603                 }
1604
1605                 /* Food and Potions and Scrolls */
1606                 case TV_FOOD:
1607                 case TV_POTION:
1608                 case TV_SCROLL:
1609                 {
1610                         /* Assume okay */
1611                         break;
1612                 }
1613
1614                 /* Staffs */
1615                 case TV_STAFF:
1616                 {
1617                         /* Require either knowledge or known empty for both staffs. */
1618                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1619                                 !object_known_p(o_ptr)) ||
1620                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1621                                 !object_known_p(j_ptr))) return 0;
1622
1623                         /* Require identical charges, since staffs are bulky. */
1624                         if (o_ptr->pval != j_ptr->pval) return 0;
1625
1626                         /* Assume okay */
1627                         break;
1628                 }
1629
1630                 /* Wands */
1631                 case TV_WAND:
1632                 {
1633                         /* Require either knowledge or known empty for both wands. */
1634                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1635                                 !object_known_p(o_ptr)) ||
1636                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1637                                 !object_known_p(j_ptr))) return 0;
1638
1639                         /* Wand charges combine in O&ZAngband.  */
1640
1641                         /* Assume okay */
1642                         break;
1643                 }
1644
1645                 /* Staffs and Wands and Rods */
1646                 case TV_ROD:
1647                 {
1648                         /* Prevent overflaw of timeout */
1649                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1650
1651                         /* Assume okay */
1652                         break;
1653                 }
1654
1655                 /* Weapons and Armor */
1656                 case TV_BOW:
1657                 case TV_DIGGING:
1658                 case TV_HAFTED:
1659                 case TV_POLEARM:
1660                 case TV_SWORD:
1661                 case TV_BOOTS:
1662                 case TV_GLOVES:
1663                 case TV_HELM:
1664                 case TV_CROWN:
1665                 case TV_SHIELD:
1666                 case TV_CLOAK:
1667                 case TV_SOFT_ARMOR:
1668                 case TV_HARD_ARMOR:
1669                 case TV_DRAG_ARMOR:
1670                 {
1671                         /* Require permission */
1672                         if (!stack_allow_items) return 0;
1673
1674                         /* Fall through */
1675                 }
1676
1677                 /* Rings, Amulets, Lites */
1678                 case TV_RING:
1679                 case TV_AMULET:
1680                 case TV_LITE:
1681                 {
1682                         /* Require full knowledge of both items */
1683                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1684
1685                         /* Fall through */
1686                 }
1687
1688                 /* Missiles */
1689                 case TV_BOLT:
1690                 case TV_ARROW:
1691                 case TV_SHOT:
1692                 {
1693                         /* Require identical knowledge of both items */
1694                         if (object_known_p(o_ptr) != object_known_p(j_ptr)) return 0;
1695
1696                         /* Require identical "bonuses" */
1697                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1698                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1699                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1700
1701                         /* Require identical "pval" code */
1702                         if (o_ptr->pval != j_ptr->pval) return 0;
1703
1704                         /* Require identical "artifact" names */
1705                         if (o_ptr->name1 != j_ptr->name1) return 0;
1706
1707                         /* Random artifacts never stack */
1708                         if (o_ptr->art_name || j_ptr->art_name) return 0;
1709
1710                         /* Require identical "ego-item" names */
1711                         if (o_ptr->name2 != j_ptr->name2) return 0;
1712
1713                         /* Require identical added essence  */
1714                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1715                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1716
1717                         /* Hack -- Never stack "powerful" items */
1718                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1719
1720                         /* Hack -- Never stack recharging items */
1721                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1722
1723                         /* Require identical "values" */
1724                         if (o_ptr->ac != j_ptr->ac) return 0;
1725                         if (o_ptr->dd != j_ptr->dd) return 0;
1726                         if (o_ptr->ds != j_ptr->ds) return 0;
1727
1728                         /* Probably okay */
1729                         break;
1730                 }
1731
1732                 /* Various */
1733                 default:
1734                 {
1735                         /* Require knowledge */
1736                         if (!object_known_p(o_ptr) || !object_known_p(j_ptr)) return 0;
1737
1738                         /* Probably okay */
1739                         break;
1740                 }
1741         }
1742
1743
1744         /* Hack -- Identical art_flags! */
1745         for (i = 0; i < TR_FLAG_SIZE; i++)
1746                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1747
1748         /* Hack -- Require identical "cursed" status */
1749         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1750
1751         /* Hack -- Require identical "broken" status */
1752         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1753
1754
1755         /* Hack -- require semi-matching "inscriptions" */
1756         if (o_ptr->inscription && j_ptr->inscription &&
1757             (o_ptr->inscription != j_ptr->inscription))
1758                 return 0;
1759
1760         /* Hack -- normally require matching "inscriptions" */
1761         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1762
1763         /* Hack -- normally require matching "discounts" */
1764         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1765
1766
1767         /* They match, so they must be similar */
1768         return max_num;
1769 }
1770
1771 /*
1772  *  Determine if an item can absorb a second item.
1773  */
1774 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1775 {
1776         int total = o_ptr->number + j_ptr->number;
1777         int max_num;
1778
1779         /* Are these objects similar? */
1780         max_num = object_similar_part(o_ptr, j_ptr);
1781
1782         /* Return if not similar */
1783         if (!max_num) return FALSE;
1784
1785         /* Maximal "stacking" limit */
1786         if (total > max_num) return (0);
1787
1788
1789         /* They match, so they must be similar */
1790         return (TRUE);
1791 }
1792
1793
1794
1795 /*
1796  * Allow one item to "absorb" another, assuming they are similar
1797  */
1798 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1799 {
1800         int max_num = object_similar_part(o_ptr, j_ptr);
1801         int total = o_ptr->number + j_ptr->number;
1802         int diff = (total > max_num) ? total - max_num : 0;
1803
1804         /* Combine quantity, lose excess items */
1805         o_ptr->number = (total > max_num) ? max_num : total;
1806
1807         /* Hack -- blend "known" status */
1808         if (object_known_p(j_ptr)) object_known(o_ptr);
1809
1810         /* Hack -- clear "storebought" if only one has it */
1811         if (((o_ptr->ident & IDENT_STOREB) || (j_ptr->ident & IDENT_STOREB)) &&
1812             (!((o_ptr->ident & IDENT_STOREB) && (j_ptr->ident & IDENT_STOREB))))
1813         {
1814                 if (j_ptr->ident & IDENT_STOREB) j_ptr->ident &= 0xEF;
1815                 if (o_ptr->ident & IDENT_STOREB) o_ptr->ident &= 0xEF;
1816         }
1817
1818         /* Hack -- blend "mental" status */
1819         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1820
1821         /* Hack -- blend "inscriptions" */
1822         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1823
1824         /* Hack -- blend "feelings" */
1825         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1826
1827         /* Hack -- could average discounts XXX XXX XXX */
1828         /* Hack -- save largest discount XXX XXX XXX */
1829         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1830
1831         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1832         if (o_ptr->tval == TV_ROD)
1833         {
1834                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1835                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1836         }
1837
1838         /* Hack -- if wands are stacking, combine the charges. -LM- */
1839         if (o_ptr->tval == TV_WAND)
1840         {
1841                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1842         }
1843 }
1844
1845
1846 /*
1847  * Find the index of the object_kind with the given tval and sval
1848  */
1849 s16b lookup_kind(int tval, int sval)
1850 {
1851         int k;
1852         int num = 0;
1853         int bk = 0;
1854
1855         /* Look for it */
1856         for (k = 1; k < max_k_idx; k++)
1857         {
1858                 object_kind *k_ptr = &k_info[k];
1859
1860                 /* Require correct tval */
1861                 if (k_ptr->tval != tval) continue;
1862
1863                 /* Found a match */
1864                 if (k_ptr->sval == sval) return (k);
1865
1866                 /* Ignore illegal items */
1867                 if (sval != SV_ANY) continue;
1868
1869                 /* Apply the randomizer */
1870                 if (!one_in_(++num)) continue;
1871
1872                 /* Use this value */
1873                 bk = k;
1874         }
1875
1876         /* Return this choice */
1877         if (sval == SV_ANY)
1878         {
1879                 return bk;
1880         }
1881
1882 #if 0
1883         /* Oops */
1884 #ifdef JP
1885         msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1886 #else
1887         msg_format("No object (%d,%d)", tval, sval);
1888 #endif
1889 #endif
1890
1891
1892         /* Oops */
1893         return (0);
1894 }
1895
1896
1897 /*
1898  * Wipe an object clean.
1899  */
1900 void object_wipe(object_type *o_ptr)
1901 {
1902         /* Wipe the structure */
1903         (void)WIPE(o_ptr, object_type);
1904 }
1905
1906
1907 /*
1908  * Prepare an object based on an existing object
1909  */
1910 void object_copy(object_type *o_ptr, object_type *j_ptr)
1911 {
1912         /* Copy the structure */
1913         COPY(o_ptr, j_ptr, object_type);
1914 }
1915
1916
1917 /*
1918  * Prepare an object based on an object kind.
1919  */
1920 void object_prep(object_type *o_ptr, int k_idx)
1921 {
1922         object_kind *k_ptr = &k_info[k_idx];
1923
1924         /* Clear the record */
1925         object_wipe(o_ptr);
1926
1927         /* Save the kind index */
1928         o_ptr->k_idx = k_idx;
1929
1930         /* Efficiency -- tval/sval */
1931         o_ptr->tval = k_ptr->tval;
1932         o_ptr->sval = k_ptr->sval;
1933
1934         /* Default "pval" */
1935         o_ptr->pval = k_ptr->pval;
1936
1937         /* Default number */
1938         o_ptr->number = 1;
1939
1940         /* Default weight */
1941         o_ptr->weight = k_ptr->weight;
1942
1943         /* Default magic */
1944         o_ptr->to_h = k_ptr->to_h;
1945         o_ptr->to_d = k_ptr->to_d;
1946         o_ptr->to_a = k_ptr->to_a;
1947
1948         /* Default power */
1949         o_ptr->ac = k_ptr->ac;
1950         o_ptr->dd = k_ptr->dd;
1951         o_ptr->ds = k_ptr->ds;
1952
1953         /* Hack -- worthless items are always "broken" */
1954         if (get_object_cost(o_ptr) <= 0) o_ptr->ident |= (IDENT_BROKEN);
1955
1956         /* Hack -- cursed items are always "cursed" */
1957         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1958         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1959         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1960         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1961         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1962         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1963 }
1964
1965
1966 /*
1967  * Help determine an "enchantment bonus" for an object.
1968  *
1969  * To avoid floating point but still provide a smooth distribution of bonuses,
1970  * we simply round the results of division in such a way as to "average" the
1971  * correct floating point value.
1972  *
1973  * This function has been changed.  It uses "randnor()" to choose values from
1974  * a normal distribution, whose mean moves from zero towards the max as the
1975  * level increases, and whose standard deviation is equal to 1/4 of the max,
1976  * and whose values are forced to lie between zero and the max, inclusive.
1977  *
1978  * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1979  * rare to get the "full" enchantment on an object, even a deep levels.
1980  *
1981  * It is always possible (albeit unlikely) to get the "full" enchantment.
1982  *
1983  * A sample distribution of values from "m_bonus(10, N)" is shown below:
1984  *
1985  *   N       0     1     2     3     4     5     6     7     8     9    10
1986  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----
1987  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03
1988  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05
1989  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05
1990  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11
1991  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41
1992  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65
1993  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94
1994  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78
1995  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64
1996  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62
1997  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33
1998  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38
1999  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53
2000  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53
2001  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27
2002  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72
2003  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07
2004  */
2005 s16b m_bonus(int max, int level)
2006 {
2007         int bonus, stand, extra, value;
2008
2009
2010         /* Paranoia -- enforce maximal "level" */
2011         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2012
2013
2014         /* The "bonus" moves towards the max */
2015         bonus = ((max * level) / MAX_DEPTH);
2016
2017         /* Hack -- determine fraction of error */
2018         extra = ((max * level) % MAX_DEPTH);
2019
2020         /* Hack -- simulate floating point computations */
2021         if (randint0(MAX_DEPTH) < extra) bonus++;
2022
2023
2024         /* The "stand" is equal to one quarter of the max */
2025         stand = (max / 4);
2026
2027         /* Hack -- determine fraction of error */
2028         extra = (max % 4);
2029
2030         /* Hack -- simulate floating point computations */
2031         if (randint0(4) < extra) stand++;
2032
2033
2034         /* Choose an "interesting" value */
2035         value = randnor(bonus, stand);
2036
2037         /* Enforce the minimum value */
2038         if (value < 0) return (0);
2039
2040         /* Enforce the maximum value */
2041         if (value > max) return (max);
2042
2043         /* Result */
2044         return (value);
2045 }
2046
2047
2048 /*
2049  * Cheat -- describe a created object for the user
2050  */
2051 static void object_mention(object_type *o_ptr)
2052 {
2053         char o_name[MAX_NLEN];
2054
2055         /* Describe */
2056         object_desc_store(o_name, o_ptr, FALSE, 0);
2057
2058         /* Artifact */
2059         if (artifact_p(o_ptr))
2060         {
2061                 /* Silly message */
2062 #ifdef JP
2063                 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2064 #else
2065                 msg_format("Artifact (%s)", o_name);
2066 #endif
2067
2068         }
2069
2070         /* Random Artifact */
2071         else if (o_ptr->art_name)
2072         {
2073 #ifdef JP
2074                 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2075 #else
2076                 msg_print("Random artifact");
2077 #endif
2078
2079         }
2080
2081         /* Ego-item */
2082         else if (ego_item_p(o_ptr))
2083         {
2084                 /* Silly message */
2085 #ifdef JP
2086                 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2087 #else
2088                 msg_format("Ego-item (%s)", o_name);
2089 #endif
2090
2091         }
2092
2093         /* Normal item */
2094         else
2095         {
2096                 /* Silly message */
2097 #ifdef JP
2098                 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2099 #else
2100                 msg_format("Object (%s)", o_name);
2101 #endif
2102
2103         }
2104 }
2105
2106
2107 /*
2108  * Mega-Hack -- Attempt to create one of the "Special Objects"
2109  *
2110  * We are only called from "make_object()", and we assume that
2111  * "apply_magic()" is called immediately after we return.
2112  *
2113  * Note -- see "make_artifact()" and "apply_magic()"
2114  */
2115 static bool make_artifact_special(object_type *o_ptr)
2116 {
2117         int i;
2118         int k_idx = 0;
2119
2120
2121         /* No artifacts in the town */
2122         if (!dun_level) return (FALSE);
2123
2124         /* Themed object */
2125         if (get_obj_num_hook) return (FALSE);
2126
2127         /* Check the artifact list (just the "specials") */
2128         for (i = 0; i < max_a_idx; i++)
2129         {
2130                 artifact_type *a_ptr = &a_info[i];
2131
2132                 /* Skip "empty" artifacts */
2133                 if (!a_ptr->name) continue;
2134
2135                 /* Cannot make an artifact twice */
2136                 if (a_ptr->cur_num) continue;
2137
2138                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2139                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2140
2141                 /* XXX XXX Enforce minimum "depth" (loosely) */
2142                 if (a_ptr->level > dun_level)
2143                 {
2144                         /* Acquire the "out-of-depth factor" */
2145                         int d = (a_ptr->level - dun_level) * 2;
2146
2147                         /* Roll for out-of-depth creation */
2148                         if (!one_in_(d)) continue;
2149                 }
2150
2151                 /* Artifact "rarity roll" */
2152                 if (!one_in_(a_ptr->rarity)) continue;
2153
2154                 /* Find the base object */
2155                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2156
2157                 /* XXX XXX Enforce minimum "object" level (loosely) */
2158                 if (k_info[k_idx].level > object_level)
2159                 {
2160                         /* Acquire the "out-of-depth factor" */
2161                         int d = (k_info[k_idx].level - object_level) * 5;
2162
2163                         /* Roll for out-of-depth creation */
2164                         if (!one_in_(d)) continue;
2165                 }
2166
2167                 /* Assign the template */
2168                 object_prep(o_ptr, k_idx);
2169
2170                 /* Mega-Hack -- mark the item as an artifact */
2171                 o_ptr->name1 = i;
2172
2173                 /* Hack: Some artifacts get random extra powers */
2174                 random_artifact_resistance(o_ptr, a_ptr);
2175
2176                 /* Success */
2177                 return (TRUE);
2178         }
2179
2180         /* Failure */
2181         return (FALSE);
2182 }
2183
2184
2185 /*
2186  * Attempt to change an object into an artifact
2187  *
2188  * This routine should only be called by "apply_magic()"
2189  *
2190  * Note -- see "make_artifact_special()" and "apply_magic()"
2191  */
2192 static bool make_artifact(object_type *o_ptr)
2193 {
2194         int i;
2195
2196
2197         /* No artifacts in the town */
2198         if (!dun_level) return (FALSE);
2199
2200         /* Paranoia -- no "plural" artifacts */
2201         if (o_ptr->number != 1) return (FALSE);
2202
2203         /* Check the artifact list (skip the "specials") */
2204         for (i = 0; i < max_a_idx; i++)
2205         {
2206                 artifact_type *a_ptr = &a_info[i];
2207
2208                 /* Skip "empty" items */
2209                 if (!a_ptr->name) continue;
2210
2211                 /* Cannot make an artifact twice */
2212                 if (a_ptr->cur_num) continue;
2213
2214                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2215
2216                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2217
2218                 /* Must have the correct fields */
2219                 if (a_ptr->tval != o_ptr->tval) continue;
2220                 if (a_ptr->sval != o_ptr->sval) continue;
2221
2222                 /* XXX XXX Enforce minimum "depth" (loosely) */
2223                 if (a_ptr->level > dun_level)
2224                 {
2225                         /* Acquire the "out-of-depth factor" */
2226                         int d = (a_ptr->level - dun_level) * 2;
2227
2228                         /* Roll for out-of-depth creation */
2229                         if (!one_in_(d)) continue;
2230                 }
2231
2232                 /* We must make the "rarity roll" */
2233                 if (!one_in_(a_ptr->rarity)) continue;
2234
2235                 /* Hack -- mark the item as an artifact */
2236                 o_ptr->name1 = i;
2237
2238                 /* Hack: Some artifacts get random extra powers */
2239                 random_artifact_resistance(o_ptr, a_ptr);
2240
2241                 /* Success */
2242                 return (TRUE);
2243         }
2244
2245         /* Failure */
2246         return (FALSE);
2247 }
2248
2249
2250 /*
2251  *  Choose random ego type
2252  */
2253 static byte get_random_ego(byte slot, bool good)
2254 {
2255         int i, value;
2256         ego_item_type *e_ptr;
2257
2258         long total = 0L;
2259         
2260         for (i = 1; i < max_e_idx; i++)
2261         {
2262                 e_ptr = &e_info[i];
2263                 
2264                 if (e_ptr->slot == slot
2265                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2266                 {
2267                         if (e_ptr->rarity)
2268                                 total += (255 / e_ptr->rarity);
2269                 }
2270         }
2271
2272         value = randint1(total);
2273
2274         for (i = 1; i < max_e_idx; i++)
2275         {
2276                 e_ptr = &e_info[i];
2277                 
2278                 if (e_ptr->slot == slot
2279                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2280                 {
2281                         if (e_ptr->rarity)
2282                                 value -= (255 / e_ptr->rarity);
2283                         if (value <= 0L) break;
2284                 }
2285         }
2286         return (byte)i;
2287 }
2288
2289
2290 /*
2291  * Apply magic to an item known to be a "weapon"
2292  *
2293  * Hack -- note special base damage dice boosting
2294  * Hack -- note special processing for weapon/digger
2295  * Hack -- note special rating boost for dragon scale mail
2296  */
2297 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2298 {
2299         int tohit1 = randint1(5) + m_bonus(5, level);
2300         int todam1 = randint1(5) + m_bonus(5, level);
2301
2302         int tohit2 = m_bonus(10, level);
2303         int todam2 = m_bonus(10, level);
2304
2305         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2306         {
2307                 tohit2 = (tohit2+1)/2;
2308                 todam2 = (todam2+1)/2;
2309         }
2310
2311         /* Good */
2312         if (power > 0)
2313         {
2314                 /* Enchant */
2315                 o_ptr->to_h += tohit1;
2316                 o_ptr->to_d += todam1;
2317
2318                 /* Very good */
2319                 if (power > 1)
2320                 {
2321                         /* Enchant again */
2322                         o_ptr->to_h += tohit2;
2323                         o_ptr->to_d += todam2;
2324                 }
2325         }
2326
2327         /* Cursed */
2328         else if (power < 0)
2329         {
2330                 /* Penalize */
2331                 o_ptr->to_h -= tohit1;
2332                 o_ptr->to_d -= todam1;
2333
2334                 /* Very cursed */
2335                 if (power < -1)
2336                 {
2337                         /* Penalize again */
2338                         o_ptr->to_h -= tohit2;
2339                         o_ptr->to_d -= todam2;
2340                 }
2341
2342                 /* Cursed (if "bad") */
2343                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2344         }
2345
2346         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2347
2348         /* Analyze type */
2349         switch (o_ptr->tval)
2350         {
2351                 case TV_DIGGING:
2352                 {
2353                         /* Very good */
2354                         if (power > 1)
2355                         {
2356                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2357                                         create_artifact(o_ptr, FALSE);
2358                                 else
2359                                         /* Special Ego-item */
2360                                         o_ptr->name2 = EGO_DIGGING;
2361                         }
2362
2363                         /* Very bad */
2364                         else if (power < -1)
2365                         {
2366                                 /* Hack -- Horrible digging bonus */
2367                                 o_ptr->pval = 0 - (5 + randint1(5));
2368                         }
2369
2370                         /* Bad */
2371                         else if (power < 0)
2372                         {
2373                                 /* Hack -- Reverse digging bonus */
2374                                 o_ptr->pval = 0 - (o_ptr->pval);
2375                         }
2376
2377                         break;
2378                 }
2379
2380
2381                 case TV_HAFTED:
2382                 case TV_POLEARM:
2383                 case TV_SWORD:
2384                 {
2385                         /* Very Good */
2386                         if (power > 1)
2387                         {
2388                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2389                                 {
2390                                         create_artifact(o_ptr, FALSE);
2391                                         break;
2392                                 }
2393                                 while (1)
2394                                 {
2395                                         /* Roll for an ego-item */
2396                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2397                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2398                                                 continue;
2399                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2400                                                 continue;
2401                                         break;
2402                                 }
2403
2404                                 switch (o_ptr->name2)
2405                                 {
2406                                 case EGO_HA:
2407                                         if (one_in_(4) && (level > 40))
2408                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2409                                         break;
2410                                 case EGO_DF:
2411                                         if (one_in_(3))
2412                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2413                                         if (one_in_(3))
2414                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2415                                         break;
2416                                 case EGO_KILL_DRAGON:
2417                                         if (one_in_(3))
2418                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2419                                         break;
2420                                 case EGO_WEST:
2421                                         if (one_in_(3))
2422                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2423                                         break;
2424                                 case EGO_SLAYING_WEAPON:
2425                                         if (one_in_(3)) /* double damage */
2426                                                 o_ptr->dd *= 2;
2427                                         else
2428                                         {
2429                                                 do
2430                                                 {
2431                                                         o_ptr->dd++;
2432                                                 }
2433                                                 while (one_in_(o_ptr->dd));
2434                                                 
2435                                                 do
2436                                                 {
2437                                                         o_ptr->ds++;
2438                                                 }
2439                                                 while (one_in_(o_ptr->ds));
2440                                         }
2441                                         
2442                                         if (one_in_(5))
2443                                         {
2444                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2445                                         }
2446                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2447                                         {
2448                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2449                                         }
2450                                         break;
2451                                 case EGO_TRUMP:
2452                                         if (one_in_(5))
2453                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2454                                         if (one_in_(7))
2455                                                 one_ability(o_ptr);
2456                                         break;
2457                                 case EGO_PATTERN:
2458                                         if (one_in_(3))
2459                                                 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2460                                         if (one_in_(3))
2461                                                 add_flag(o_ptr->art_flags, TR_DEX);
2462                                         if (one_in_(5))
2463                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2464                                         break;
2465                                 case EGO_SHARPNESS:
2466                                         o_ptr->pval = m_bonus(5, level) + 1;
2467                                         break;
2468                                 case EGO_EARTHQUAKES:
2469                                         if (one_in_(3) && (level > 60))
2470                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2471                                         else
2472                                                 o_ptr->pval = m_bonus(3, level);
2473                                         break;
2474                                 case EGO_VAMPIRIC:
2475                                         if (one_in_(5))
2476                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2477                                         break;
2478                                 }
2479
2480                                 if (!o_ptr->art_name)
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 -- Lower the damage dice */
2486                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2487                                 }
2488                         }
2489
2490                         /* Very cursed */
2491                         else if (power < -1)
2492                         {
2493                                 /* Roll for ego-item */
2494                                 if (randint0(MAX_DEPTH) < level)
2495                                 {
2496                                         o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2497                                         switch (o_ptr->name2)
2498                                         {
2499                                         case EGO_MORGUL:
2500                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2501                                         }
2502                                 }
2503                         }
2504
2505                         break;
2506                 }
2507
2508
2509                 case TV_BOW:
2510                 {
2511                         /* Very good */
2512                         if (power > 1)
2513                         {
2514                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2515                                 {
2516                                         create_artifact(o_ptr, FALSE);
2517                                         break;
2518                                 }
2519                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2520                         }
2521
2522                         break;
2523                 }
2524
2525
2526                 case TV_BOLT:
2527                 case TV_ARROW:
2528                 case TV_SHOT:
2529                 {
2530                         /* Very good */
2531                         if (power > 1)
2532                         {
2533                                 if (power > 2) /* power > 2 is debug only */
2534                                 {
2535                                         create_artifact(o_ptr, FALSE);
2536                                         break;
2537                                 }
2538
2539                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2540
2541                                 switch (o_ptr->name2)
2542                                 {
2543                                 case EGO_SLAYING_BOLT:
2544                                         o_ptr->dd++;
2545                                         break;
2546                                 }
2547
2548                                 /* Hack -- super-charge the damage dice */
2549                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2550
2551                                 /* Hack -- restrict the damage dice */
2552                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2553                         }
2554
2555                         /* Very cursed */
2556                         else if (power < -1)
2557                         {
2558                                 /* Roll for ego-item */
2559                                 if (randint0(MAX_DEPTH) < level)
2560                                 {
2561                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2562                                 }
2563                         }
2564
2565                         break;
2566                 }
2567         }
2568 }
2569
2570
2571 static void dragon_resist(object_type * o_ptr)
2572 {
2573         do
2574         {
2575                 if (one_in_(4))
2576                         one_dragon_ele_resistance(o_ptr);
2577                 else
2578                         one_high_resistance(o_ptr);
2579         }
2580         while (one_in_(2));
2581 }
2582
2583
2584 static bool add_esp_strong(object_type *o_ptr)
2585 {
2586         bool nonliv = FALSE;
2587
2588         switch (randint1(3))
2589         {
2590         case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2591         case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2592         case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2593         }
2594
2595         return nonliv;
2596 }
2597
2598
2599 #define MAX_ESP_WEAK 9
2600 static void add_esp_weak(object_type *o_ptr, bool extra)
2601 {
2602         int i = 0;
2603         int idx[MAX_ESP_WEAK];
2604         int flg[MAX_ESP_WEAK];
2605         int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2606         int left = MAX_ESP_WEAK;
2607
2608         for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2609
2610         /* Shuffle esp flags */
2611         for (i = 0; i < n; i++)
2612         {
2613                 int k = randint0(left--);
2614
2615                 idx[i] = flg[k];
2616
2617                 while (k < left)
2618                 {
2619                         flg[k] = flg[k + 1];
2620                         k++;
2621                 }
2622         }
2623
2624         while (n--) switch (idx[n])
2625         {
2626         case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2627         case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2628         case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2629         case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2630         case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2631         case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2632         case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
2633         case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2634         case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2635         }
2636 }
2637
2638
2639 /*
2640  * Apply magic to an item known to be "armor"
2641  *
2642  * Hack -- note special processing for crown/helm
2643  * Hack -- note special processing for robe of permanence
2644  */
2645 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2646 {
2647         int toac1 = randint1(5) + m_bonus(5, level);
2648
2649         int toac2 = m_bonus(10, level);
2650
2651         /* Good */
2652         if (power > 0)
2653         {
2654                 /* Enchant */
2655                 o_ptr->to_a += toac1;
2656
2657                 /* Very good */
2658                 if (power > 1)
2659                 {
2660                         /* Enchant again */
2661                         o_ptr->to_a += toac2;
2662                 }
2663         }
2664
2665         /* Cursed */
2666         else if (power < 0)
2667         {
2668                 /* Penalize */
2669                 o_ptr->to_a -= toac1;
2670
2671                 /* Very cursed */
2672                 if (power < -1)
2673                 {
2674                         /* Penalize again */
2675                         o_ptr->to_a -= toac2;
2676                 }
2677
2678                 /* Cursed (if "bad") */
2679                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2680         }
2681
2682
2683         /* Analyze type */
2684         switch (o_ptr->tval)
2685         {
2686                 case TV_DRAG_ARMOR:
2687                 {
2688                         /* Rating boost */
2689                         rating += 30;
2690                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2691                                 create_artifact(o_ptr, FALSE);
2692
2693                         /* Mention the item */
2694                         if (cheat_peek) object_mention(o_ptr);
2695
2696                         break;
2697                 }
2698
2699                 case TV_HARD_ARMOR:
2700                 case TV_SOFT_ARMOR:
2701                 {
2702                         /* Very good */
2703                         if (power > 1)
2704                         {
2705                                 /* Hack -- Try for "Robes of the Magi" */
2706                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2707                                     (o_ptr->sval == SV_ROBE) &&
2708                                     (randint0(100) < 15))
2709                                 {
2710                                         if (one_in_(5))
2711                                         {
2712                                                 o_ptr->name2 = EGO_YOIYAMI;
2713                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2714                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2715                                                 o_ptr->ac = 0;
2716                                                 o_ptr->to_a = 0;
2717                                         }
2718                                         else
2719                                         {
2720                                                 o_ptr->name2 = EGO_PERMANENCE;
2721                                         }
2722                                         break;
2723                                 }
2724
2725                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2726                                 {
2727                                         create_artifact(o_ptr, FALSE);
2728                                         break;
2729                                 }
2730
2731                                 while (1)
2732                                 {
2733                                         bool okay_flag = TRUE;
2734
2735                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2736
2737                                         switch (o_ptr->name2)
2738                                         {
2739                                         case EGO_RESISTANCE:
2740                                                 if (one_in_(4))
2741                                                         add_flag(o_ptr->art_flags, TR_RES_POIS);
2742                                                 break;
2743                                         case EGO_ELVENKIND:
2744                                                 break;
2745                                         case EGO_DWARVEN:
2746                                                 if (o_ptr->tval != TV_HARD_ARMOR)
2747                                                 {
2748                                                         okay_flag = FALSE;
2749                                                         break;
2750                                                 }
2751                                                 else
2752                                                 {
2753                                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2754                                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2755                                                         if (one_in_(4))
2756                                                                 add_flag(o_ptr->art_flags, TR_CON);
2757                                                         break;
2758                                                 }
2759                                         }
2760
2761                                         if (okay_flag)
2762                                                 break;
2763                                 }
2764                         }
2765
2766                         break;
2767                 }
2768
2769                 case TV_SHIELD:
2770                 {
2771
2772                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2773                         {
2774                                 /* Rating boost */
2775                                 rating += 5;
2776
2777                                 /* Mention the item */
2778                                 if (cheat_peek) object_mention(o_ptr);
2779                                 dragon_resist(o_ptr);
2780                                 if (!one_in_(3)) break;
2781                         }
2782
2783                         /* Very good */
2784                         if (power > 1)
2785                         {
2786                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2787                                 {
2788                                         create_artifact(o_ptr, FALSE);
2789                                         break;
2790                                 }
2791                                 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2792                                 
2793                                 switch (o_ptr->name2)
2794                                 {
2795                                 case EGO_ENDURANCE:
2796                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2797                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2798                                         break;
2799                                 case EGO_REFLECTION:
2800                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2801                                                 o_ptr->name2 = 0;
2802                                         break;
2803                                 }
2804                         }
2805                         break;
2806                 }
2807
2808                 case TV_GLOVES:
2809                 {
2810                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2811                         {
2812                                 /* Rating boost */
2813                                 rating += 5;
2814
2815                                 /* Mention the item */
2816                                 if (cheat_peek) object_mention(o_ptr);
2817                                 dragon_resist(o_ptr);
2818                                 if (!one_in_(3)) break;
2819                         }
2820                         if (power > 1)
2821                         {
2822                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2823                                 {
2824                                         create_artifact(o_ptr, FALSE);
2825                                         break;
2826                                 }
2827                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2828                         }
2829                         
2830                         /* Very cursed */
2831                         else if (power < -1)
2832                         {
2833                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2834                         }
2835
2836                         break;
2837                 }
2838
2839                 case TV_BOOTS:
2840                 {
2841                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2842                         {
2843                                 /* Rating boost */
2844                                 rating += 5;
2845
2846                                 /* Mention the item */
2847                                 if (cheat_peek) object_mention(o_ptr);
2848                                 dragon_resist(o_ptr);
2849                                 if (!one_in_(3)) break;
2850                         }
2851                         /* Very good */
2852                         if (power > 1)
2853                         {
2854                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2855                                 {
2856                                         create_artifact(o_ptr, FALSE);
2857                                         break;
2858                                 }
2859                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2860
2861                                 switch (o_ptr->name2)
2862                                 {
2863                                 case EGO_SLOW_DESCENT:
2864                                         if (one_in_(2))
2865                                         {
2866                                                 one_high_resistance(o_ptr);
2867                                         }
2868                                         break;
2869                                 }
2870                         }
2871                         /* Very cursed */
2872                         else if (power < -1)
2873                         {
2874                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2875                         }
2876
2877                         break;
2878                 }
2879
2880                 case TV_CROWN:
2881                 {
2882                         /* Very good */
2883                         if (power > 1)
2884                         {
2885                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2886                                 {
2887                                         create_artifact(o_ptr, FALSE);
2888                                         break;
2889                                 }
2890                                 while (1)
2891                                 {
2892                                         bool ok_flag = TRUE;
2893                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2894
2895                                         switch (o_ptr->name2)
2896                                         {
2897                                         case EGO_TELEPATHY:
2898                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2899                                                 else add_esp_weak(o_ptr, FALSE);
2900                                                 break;
2901                                         case EGO_MAGI:
2902                                         case EGO_MIGHT:
2903                                         case EGO_REGENERATION:
2904                                         case EGO_LORDLINESS:
2905                                                 break;
2906                                         case EGO_SEEING:
2907                                                 if (one_in_(3))
2908                                                 {
2909                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2910                                                         else add_esp_weak(o_ptr, FALSE);
2911                                                 }
2912                                                 break;
2913                                         default:/* not existing crown (wisdom,lite, etc...) */
2914                                                 ok_flag = FALSE;
2915                                         }
2916                                         if (ok_flag)
2917                                                 break; /* while (1) */
2918                                 }
2919                                 break;
2920                         }
2921
2922                         /* Very cursed */
2923                         else if (power < -1)
2924                         {
2925                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2926                         }
2927
2928                         break;
2929                 }
2930
2931                 case TV_HELM:
2932                 {
2933                         if (o_ptr->sval == SV_DRAGON_HELM)
2934                         {
2935                                 /* Rating boost */
2936                                 rating += 5;
2937
2938                                 /* Mention the item */
2939                                 if (cheat_peek) object_mention(o_ptr);
2940                                 dragon_resist(o_ptr);
2941                                 if (!one_in_(3)) break;
2942                         }
2943
2944                         /* Very good */
2945                         if (power > 1)
2946                         {
2947                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2948                                 {
2949                                         create_artifact(o_ptr, FALSE);
2950                                         break;
2951                                 }
2952                                 while (1)
2953                                 {
2954                                         bool ok_flag = TRUE;
2955                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2956
2957                                         switch (o_ptr->name2)
2958                                         {
2959                                         case EGO_INTELLIGENCE:
2960                                         case EGO_WISDOM:
2961                                         case EGO_BEAUTY:
2962                                         case EGO_LITE:
2963                                         case EGO_INFRAVISION:
2964                                                 break;
2965                                         case EGO_SEEING:
2966                                                 if (one_in_(7))
2967                                                 {
2968                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2969                                                         else add_esp_weak(o_ptr, FALSE);
2970                                                 }
2971                                                 break;
2972                                         default:/* not existing helm (Magi, Might, etc...)*/
2973                                                 ok_flag = FALSE;
2974                                         }
2975                                         if (ok_flag)
2976                                                 break; /* while (1) */
2977                                 }
2978                                 break;
2979                         }
2980                         /* Very cursed */
2981                         else if (power < -1)
2982                         {
2983                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2984                         }
2985                         break;
2986                 }
2987
2988                 case TV_CLOAK:
2989                 {
2990                         /* Very good */
2991                         if (power > 1)
2992                         {
2993                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2994                                 {
2995                                         create_artifact(o_ptr, FALSE);
2996                                         break;
2997                                 }
2998                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2999
3000                                 switch (o_ptr->name2)
3001                                 {
3002                                 case EGO_BAT:
3003                                         o_ptr->to_d -= 6;
3004                                         o_ptr->to_h -= 6;
3005                                         break;
3006                                 }
3007
3008                         }
3009
3010                         /* Very cursed */
3011                         else if (power < -1)
3012                         {
3013                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3014                         }
3015
3016                         break;
3017                 }
3018         }
3019 }
3020
3021
3022 /*
3023  * Apply magic to an item known to be a "ring" or "amulet"
3024  *
3025  * Hack -- note special rating boost for ring of speed
3026  * Hack -- note special rating boost for amulet of the magi
3027  * Hack -- note special "pval boost" code for ring of speed
3028  * Hack -- note that some items must be cursed (or blessed)
3029  */
3030 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3031 {
3032         /* Apply magic (good or bad) according to type */
3033         switch (o_ptr->tval)
3034         {
3035                 case TV_RING:
3036                 {
3037                         /* Analyze */
3038                         switch (o_ptr->sval)
3039                         {
3040                                 case SV_RING_ATTACKS:
3041                                 {
3042                                         /* Stat bonus */
3043                                         o_ptr->pval = m_bonus(2, level);
3044                                         if (one_in_(15)) o_ptr->pval++;
3045                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
3046
3047                                         /* Cursed */
3048                                         if (power < 0)
3049                                         {
3050                                                 /* Broken */
3051                                                 o_ptr->ident |= (IDENT_BROKEN);
3052
3053                                                 /* Cursed */
3054                                                 o_ptr->curse_flags |= TRC_CURSED;
3055
3056                                                 /* Reverse pval */
3057                                                 o_ptr->pval = 0 - (o_ptr->pval);
3058                                         }
3059
3060                                         break;
3061                                 }
3062
3063                                 case SV_RING_SHOTS:
3064                                 {
3065                                         break;
3066                                 }
3067
3068                                 /* Strength, Constitution, Dexterity, Intelligence */
3069                                 case SV_RING_STR:
3070                                 case SV_RING_CON:
3071                                 case SV_RING_DEX:
3072                                 {
3073                                         /* Stat bonus */
3074                                         o_ptr->pval = 1 + m_bonus(5, level);
3075
3076                                         /* Cursed */
3077                                         if (power < 0)
3078                                         {
3079                                                 /* Broken */
3080                                                 o_ptr->ident |= (IDENT_BROKEN);
3081
3082                                                 /* Cursed */
3083                                                 o_ptr->curse_flags |= TRC_CURSED;
3084
3085                                                 /* Reverse pval */
3086                                                 o_ptr->pval = 0 - (o_ptr->pval);
3087                                         }
3088
3089                                         break;
3090                                 }
3091
3092                                 /* Ring of Speed! */
3093                                 case SV_RING_SPEED:
3094                                 {
3095                                         /* Base speed (1 to 10) */
3096                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3097
3098                                         /* Super-charge the ring */
3099                                         while (randint0(100) < 50) o_ptr->pval++;
3100
3101                                         /* Cursed Ring */
3102                                         if (power < 0)
3103                                         {
3104                                                 /* Broken */
3105                                                 o_ptr->ident |= (IDENT_BROKEN);
3106
3107                                                 /* Cursed */
3108                                                 o_ptr->curse_flags |= TRC_CURSED;
3109
3110                                                 /* Reverse pval */
3111                                                 o_ptr->pval = 0 - (o_ptr->pval);
3112
3113                                                 break;
3114                                         }
3115
3116                                         /* Rating boost */
3117                                         rating += 25;
3118
3119                                         /* Mention the item */
3120                                         if (cheat_peek) object_mention(o_ptr);
3121
3122                                         break;
3123                                 }
3124
3125                                 case SV_RING_LORDLY:
3126                                 {
3127                                         do
3128                                         {
3129                                                 one_lordly_high_resistance(o_ptr);
3130                                         }
3131                                         while (one_in_(4));
3132
3133                                         /* Bonus to armor class */
3134                                         o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3135                                         rating += 15;
3136                                 }
3137                                 break;
3138
3139                                 case SV_RING_WARNING:
3140                                 {
3141                                         if (one_in_(3)) one_low_esp(o_ptr);
3142                                         break;
3143                                 }
3144
3145                                 /* Searching */
3146                                 case SV_RING_SEARCHING:
3147                                 {
3148                                         /* Bonus to searching */
3149                                         o_ptr->pval = 1 + m_bonus(5, level);
3150
3151                                         /* Cursed */
3152                                         if (power < 0)
3153                                         {
3154                                                 /* Broken */
3155                                                 o_ptr->ident |= (IDENT_BROKEN);
3156
3157                                                 /* Cursed */
3158                                                 o_ptr->curse_flags |= TRC_CURSED;
3159
3160                                                 /* Reverse pval */
3161                                                 o_ptr->pval = 0 - (o_ptr->pval);
3162                                         }
3163
3164                                         break;
3165                                 }
3166
3167                                 /* Flames, Acid, Ice */
3168                                 case SV_RING_FLAMES:
3169                                 case SV_RING_ACID:
3170                                 case SV_RING_ICE:
3171                                 case SV_RING_ELEC:
3172                                 {
3173                                         /* Bonus to armor class */
3174                                         o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3175                                         break;
3176                                 }
3177
3178                                 /* Weakness, Stupidity */
3179                                 case SV_RING_WEAKNESS:
3180                                 case SV_RING_STUPIDITY:
3181                                 {
3182                                         /* Broken */
3183                                         o_ptr->ident |= (IDENT_BROKEN);
3184
3185                                         /* Cursed */
3186                                         o_ptr->curse_flags |= TRC_CURSED;
3187
3188                                         /* Penalize */
3189                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3190                                         if (power > 0) power = 0 - power;
3191
3192                                         break;
3193                                 }
3194
3195                                 /* WOE, Stupidity */
3196                                 case SV_RING_WOE:
3197                                 {
3198                                         /* Broken */
3199                                         o_ptr->ident |= (IDENT_BROKEN);
3200
3201                                         /* Cursed */
3202                                         o_ptr->curse_flags |= TRC_CURSED;
3203
3204                                         /* Penalize */
3205                                         o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3206                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3207                                         if (power > 0) power = 0 - power;
3208
3209                                         break;
3210                                 }
3211
3212                                 /* Ring of damage */
3213                                 case SV_RING_DAMAGE:
3214                                 {
3215                                         /* Bonus to damage */
3216                                         o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3217
3218                                         /* Cursed */
3219                                         if (power < 0)
3220                                         {
3221                                                 /* Broken */
3222                                                 o_ptr->ident |= (IDENT_BROKEN);
3223
3224                                                 /* Cursed */
3225                                                 o_ptr->curse_flags |= TRC_CURSED;
3226
3227                                                 /* Reverse bonus */
3228                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3229                                         }
3230
3231                                         break;
3232                                 }
3233
3234                                 /* Ring of Accuracy */
3235                                 case SV_RING_ACCURACY:
3236                                 {
3237                                         /* Bonus to hit */
3238                                         o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3239
3240                                         /* Cursed */
3241                                         if (power < 0)
3242                                         {
3243                                                 /* Broken */
3244                                                 o_ptr->ident |= (IDENT_BROKEN);
3245
3246                                                 /* Cursed */
3247                                                 o_ptr->curse_flags |= TRC_CURSED;
3248
3249                                                 /* Reverse tohit */
3250                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3251                                         }
3252
3253                                         break;
3254                                 }
3255
3256                                 /* Ring of Protection */
3257                                 case SV_RING_PROTECTION:
3258                                 {
3259                                         /* Bonus to armor class */
3260                                         o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3261
3262                                         /* Cursed */
3263                                         if (power < 0)
3264                                         {
3265                                                 /* Broken */
3266                                                 o_ptr->ident |= (IDENT_BROKEN);
3267
3268                                                 /* Cursed */
3269                                                 o_ptr->curse_flags |= TRC_CURSED;
3270
3271                                                 /* Reverse toac */
3272                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3273                                         }
3274
3275                                         break;
3276                                 }
3277
3278                                 /* Ring of Slaying */
3279                                 case SV_RING_SLAYING:
3280                                 {
3281                                         /* Bonus to damage and to hit */
3282                                         o_ptr->to_d = randint1(5) + m_bonus(12, level);
3283                                         o_ptr->to_h = randint1(5) + m_bonus(12, level);
3284
3285                                         /* Cursed */
3286                                         if (power < 0)
3287                                         {
3288                                                 /* Broken */
3289                                                 o_ptr->ident |= (IDENT_BROKEN);
3290
3291                                                 /* Cursed */
3292                                                 o_ptr->curse_flags |= TRC_CURSED;
3293
3294                                                 /* Reverse bonuses */
3295                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3296                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3297                                         }
3298
3299                                         break;
3300                                 }
3301
3302                                 case SV_RING_MUSCLE:
3303                                 {
3304                                         o_ptr->pval = 1 + m_bonus(3, level);
3305                                         if (one_in_(4)) o_ptr->pval++;
3306
3307                                         /* Cursed */
3308                                         if (power < 0)
3309                                         {
3310                                                 /* Broken */
3311                                                 o_ptr->ident |= (IDENT_BROKEN);
3312
3313                                                 /* Cursed */
3314                                                 o_ptr->curse_flags |= TRC_CURSED;
3315
3316                                                 /* Reverse bonuses */
3317                                                 o_ptr->pval = 0 - o_ptr->pval;
3318                                         }
3319
3320                                         break;
3321                                 }
3322                                 case SV_RING_AGGRAVATION:
3323                                 {
3324                                         /* Broken */
3325                                         o_ptr->ident |= (IDENT_BROKEN);
3326
3327                                         /* Cursed */
3328                                         o_ptr->curse_flags |= TRC_CURSED;
3329
3330                                         if (power > 0) power = 0 - power;
3331                                         break;
3332                                 }
3333                         }
3334                         if ((one_in_(400) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3335                             || (power > 2)) /* power > 2 is debug only */
3336                         {
3337                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3338                                 /* Randart amulet */
3339                                 create_artifact(o_ptr, FALSE);
3340                         }
3341                         else if ((power == 2) && one_in_(2))
3342                         {
3343                                 while(!o_ptr->name2)
3344                                 {
3345                                         int tmp = m_bonus(10, level);
3346                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3347                                         switch(randint1(28))
3348                                         {
3349                                         case 1: case 2:
3350                                                 o_ptr->name2 = EGO_RING_THROW;
3351                                                 break;
3352                                         case 3: case 4:
3353                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3354                                                 o_ptr->name2 = EGO_RING_REGEN;
3355                                                 break;
3356                                         case 5: case 6:
3357                                                 if (have_flag(k_ptr->flags, TR_LITE)) break;
3358                                                 o_ptr->name2 = EGO_RING_LITE;
3359                                                 break;
3360                                         case 7: case 8:
3361                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3362                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3363                                                 break;
3364                                         case 9: case 10:
3365                                                 if (o_ptr->to_h) break;
3366                                                 o_ptr->name2 = EGO_RING_TO_H;
3367                                                 break;
3368                                         case 11: case 12:
3369                                                 if (o_ptr->to_d) break;
3370                                                 o_ptr->name2 = EGO_RING_TO_D;
3371                                                 break;
3372                                         case 13:
3373                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3374                                                 o_ptr->name2 = EGO_RING_SLAY;
3375                                                 break;
3376                                         case 14:
3377                                                 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3378                                                 o_ptr->name2 = EGO_RING_WIZARD;
3379                                                 break;
3380                                         case 15:
3381                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3382                                                 o_ptr->name2 = EGO_RING_HERO;
3383                                                 break;
3384                                         case 16:
3385                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3386                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3387                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3388                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3389                                                 break;
3390                                         case 17:
3391                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3392                                                 if (!(have_flag(k_ptr->flags, TR_RES_FIRE)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3393                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3394                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3395                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3396                                                 break;
3397                                         case 18:
3398                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3399                                                 if (!(have_flag(k_ptr->flags, TR_RES_COLD)) && (have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3400                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3401                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3402                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3403                                                 break;
3404                                         case 19:
3405                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3406                                                 if (!(have_flag(k_ptr->flags, TR_RES_ELEC)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3407                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3408                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3409                                                 break;
3410                                         case 20:
3411                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3412                                                 if (!(have_flag(k_ptr->flags, TR_RES_ACID)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_FIRE))) break;
3413                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3414                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3415                                                 break;
3416                                         case 21: case 22: case 23: case 24: case 25: case 26:
3417                                                 switch (o_ptr->sval)
3418                                                 {
3419                                                 case SV_RING_SPEED:
3420                                                         if (!one_in_(3)) break;
3421                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3422                                                         break;
3423                                                 case SV_RING_DAMAGE:
3424                                                 case SV_RING_ACCURACY:
3425                                                 case SV_RING_SLAYING:
3426                                                         if (one_in_(2)) break;
3427                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3428                                                         else
3429                                                         {
3430                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3431                                                                 o_ptr->to_h -= 2+randint1(4);
3432                                                                 o_ptr->to_d += 2+randint1(4);
3433                                                         }
3434                                                         break;
3435                                                 case SV_RING_PROTECTION:
3436                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3437                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3438                                                         break;
3439                                                 case SV_RING_RES_FEAR:
3440                                                         o_ptr->name2 = EGO_RING_HERO;
3441                                                         break;
3442                                                 case SV_RING_SHOTS:
3443                                                         if (one_in_(2)) break;
3444                                                         o_ptr->name2 = EGO_RING_HUNTER;
3445                                                         break;
3446                                                 case SV_RING_SEARCHING:
3447                                                         o_ptr->name2 = EGO_RING_STEALTH;
3448                                                         break;
3449                                                 case SV_RING_TELEPORTATION:
3450                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3451                                                         break;
3452                                                 case SV_RING_RES_BLINDNESS:
3453                                                         if (one_in_(2))
3454                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3455                                                         else
3456                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3457                                                         break;
3458                                                 case SV_RING_LORDLY:
3459                                                         if (!one_in_(20)) break;
3460                                                         one_lordly_high_resistance(o_ptr);
3461                                                         one_lordly_high_resistance(o_ptr);
3462                                                         o_ptr->name2 = EGO_RING_TRUE;
3463                                                         break;
3464                                                 case SV_RING_SUSTAIN:
3465                                                         if (!one_in_(4)) break;
3466                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3467                                                         break;
3468                                                 case SV_RING_FLAMES:
3469                                                         if (!one_in_(2)) break;
3470                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3471                                                         break;
3472                                                 case SV_RING_ICE:
3473                                                         if (!one_in_(2)) break;
3474                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3475                                                         break;
3476                                                 case SV_RING_WARNING:
3477                                                         if (!one_in_(2)) break;
3478                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3479                                                         break;
3480                                                 default:
3481                                                         break;
3482                                                 }
3483                                                 break;
3484                                         }
3485                                 }
3486                                 /* Uncurse it */
3487                                 o_ptr->curse_flags = 0L;
3488                         }
3489                         else if ((power == -2) && one_in_(2))
3490                         {
3491                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3492                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3493                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3494                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3495                                 o_ptr->art_flags[0] = 0;
3496                                 o_ptr->art_flags[1] = 0;
3497                                 while(!o_ptr->name2)
3498                                 {
3499                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3500                                         switch(randint1(5))
3501                                         {
3502                                         case 1:
3503                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3504                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3505                                                 break;
3506                                         case 2:
3507                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3508                                                 break;
3509                                         case 3:
3510                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3511                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3512                                                 break;
3513                                         case 4:
3514                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3515                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3516                                                 break;
3517                                         case 5:
3518                                                 o_ptr->name2 = EGO_RING_ALBINO;
3519                                                 break;
3520                                         }
3521                                 }
3522                                 /* Broken */
3523                                 o_ptr->ident |= (IDENT_BROKEN);
3524
3525                                 /* Cursed */
3526                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3527                         }
3528                         break;
3529                 }
3530
3531                 case TV_AMULET:
3532                 {
3533                         /* Analyze */
3534                         switch (o_ptr->sval)
3535                         {
3536                                 /* Amulet of wisdom/charisma */
3537                                 case SV_AMULET_INTELLIGENCE:
3538                                 case SV_AMULET_WISDOM:
3539                                 case SV_AMULET_CHARISMA:
3540                                 {
3541                                         o_ptr->pval = 1 + m_bonus(5, level);
3542
3543                                         /* Cursed */
3544                                         if (power < 0)
3545                                         {
3546                                                 /* Broken */
3547                                                 o_ptr->ident |= (IDENT_BROKEN);
3548
3549                                                 /* Cursed */
3550                                                 o_ptr->curse_flags |= (TRC_CURSED);
3551
3552                                                 /* Reverse bonuses */
3553                                                 o_ptr->pval = 0 - o_ptr->pval;
3554                                         }
3555
3556                                         break;
3557                                 }
3558
3559                                 /* Amulet of brilliance */
3560                                 case SV_AMULET_BRILLIANCE:
3561                                 {
3562                                         o_ptr->pval = 1 + m_bonus(3, level);
3563                                         if (one_in_(4)) o_ptr->pval++;
3564
3565                                         /* Cursed */
3566                                         if (power < 0)
3567                                         {
3568                                                 /* Broken */
3569                                                 o_ptr->ident |= (IDENT_BROKEN);
3570
3571                                                 /* Cursed */
3572                                                 o_ptr->curse_flags |= (TRC_CURSED);
3573
3574                                                 /* Reverse bonuses */
3575                                                 o_ptr->pval = 0 - o_ptr->pval;
3576                                         }
3577
3578                                         break;
3579                                 }
3580
3581                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3582                                 {
3583                                         if (power < 0)
3584                                         {
3585                                                 o_ptr->curse_flags |= (TRC_CURSED);
3586                                         }
3587                                         break;
3588                                 }
3589
3590                                 case SV_AMULET_RESISTANCE:
3591                                 {
3592                                         if (one_in_(5)) one_high_resistance(o_ptr);
3593                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3594                                 }
3595                                 break;
3596
3597                                 /* Amulet of searching */
3598                                 case SV_AMULET_SEARCHING:
3599                                 {
3600                                         o_ptr->pval = randint1(2) + m_bonus(4, level);
3601
3602                                         /* Cursed */
3603                                         if (power < 0)
3604                                         {
3605                                                 /* Broken */
3606                                                 o_ptr->ident |= (IDENT_BROKEN);
3607
3608                                                 /* Cursed */
3609                                                 o_ptr->curse_flags |= (TRC_CURSED);
3610
3611                                                 /* Reverse bonuses */
3612                                                 o_ptr->pval = 0 - (o_ptr->pval);
3613                                         }
3614
3615                                         break;
3616                                 }
3617
3618                                 /* Amulet of the Magi -- never cursed */
3619                                 case SV_AMULET_THE_MAGI:
3620                                 {
3621                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3622                                         o_ptr->to_a = randint1(5) + m_bonus(5, level);
3623
3624                                         /* gain one low ESP */
3625                                         add_esp_weak(o_ptr, FALSE);
3626
3627                                         /* Boost the rating */
3628                                         rating += 15;
3629
3630                                         /* Mention the item */
3631                                         if (cheat_peek) object_mention(o_ptr);
3632
3633                                         break;
3634                                 }
3635
3636                                 /* Amulet of Doom -- always cursed */
3637                                 case SV_AMULET_DOOM:
3638                                 {
3639                                         /* Broken */
3640                                         o_ptr->ident |= (IDENT_BROKEN);
3641
3642                                         /* Cursed */
3643                                         o_ptr->curse_flags |= (TRC_CURSED);
3644
3645                                         /* Penalize */
3646                                         o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3647                                         o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3648                                         if (power > 0) power = 0 - power;
3649
3650                                         break;
3651                                 }
3652
3653                                 case SV_AMULET_MAGIC_MASTERY:
3654                                 {
3655                                         o_ptr->pval = 1 + m_bonus(4, level);
3656
3657                                         /* Cursed */
3658                                         if (power < 0)
3659                                         {
3660                                                 /* Broken */
3661                                                 o_ptr->ident |= (IDENT_BROKEN);
3662
3663                                                 /* Cursed */
3664                                                 o_ptr->curse_flags |= (TRC_CURSED);
3665
3666                                                 /* Reverse bonuses */
3667                                                 o_ptr->pval = 0 - o_ptr->pval;
3668                                         }
3669
3670                                         break;
3671                                 }
3672                         }
3673                         if ((one_in_(150) && (power > 0) && !cursed_p(o_ptr) && (level > 79))
3674                             || (power > 2)) /* power > 2 is debug only */
3675                         {
3676                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3677                                 /* Randart amulet */
3678                                 create_artifact(o_ptr, FALSE);
3679                         }
3680                         else if ((power == 2) && one_in_(2))
3681                         {
3682                                 while(!o_ptr->name2)
3683                                 {
3684                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3685                                         switch(randint1(21))
3686                                         {
3687                                         case 1: case 2:
3688                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3689                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3690                                                 break;
3691                                         case 3: case 4:
3692                                                 if (o_ptr->pval) break;
3693                                                 o_ptr->name2 = EGO_AMU_INFRA;
3694                                                 break;
3695                                         case 5: case 6:
3696                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3697                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3698                                                 break;
3699                                         case 7: case 8:
3700                                                 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3701                                                 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3702                                                 break;
3703                                         case 9:
3704                                                 if (have_flag(k_ptr->flags, TR_FEATHER)) break;
3705                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3706                                                 break;
3707                                         case 10: case 11: case 21:
3708                                                 o_ptr->name2 = EGO_AMU_AC;
3709                                                 break;
3710                                         case 12:
3711                                                 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3712                                                 if (m_bonus(10, level) > 8)
3713                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3714                                                 else
3715                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3716                                                 break;
3717                                         case 13:
3718                                                 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3719                                                 if (m_bonus(10, level) > 8)
3720                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3721                                                 else
3722                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3723                                                 break;
3724                                         case 14:
3725                                                 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3726                                                 if (m_bonus(10, level) > 8)
3727                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3728                                                 else
3729                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3730                                                 break;
3731                                         case 15:
3732                                                 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3733                                                 if (m_bonus(10, level) > 8)
3734                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3735                                                 else
3736                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3737                                                 break;
3738                                         case 16: case 17: case 18: case 19: case 20:
3739                                                 switch (o_ptr->sval)
3740                                                 {
3741                                                 case SV_AMULET_TELEPORT:
3742                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3743                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3744                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3745                                                         break;
3746                                                 case SV_AMULET_RESIST_ACID:
3747                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3748                                                         break;
3749                                                 case SV_AMULET_SEARCHING:
3750                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3751                                                         break;
3752                                                 case SV_AMULET_BRILLIANCE:
3753                                                         if (!one_in_(3)) break;
3754                                                         o_ptr->name2 = EGO_AMU_IDENT;
3755                                                         break;
3756                                                 case SV_AMULET_CHARISMA:
3757                                                         if (!one_in_(3)) break;
3758                                                         o_ptr->name2 = EGO_AMU_CHARM;
3759                                                         break;
3760                                                 case SV_AMULET_THE_MAGI:
3761                                                         if (one_in_(2)) break;
3762                                                         o_ptr->name2 = EGO_AMU_GREAT;
3763                                                         break;
3764                                                 case SV_AMULET_RESISTANCE:
3765                                                         if (!one_in_(5)) break;
3766                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3767                                                         break;
3768                                                 case SV_AMULET_TELEPATHY:
3769                                                         if (!one_in_(3)) break;
3770                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3771                                                         break;
3772                                                 }
3773                                         }
3774                                 }
3775                                 /* Uncurse it */
3776                                 o_ptr->curse_flags = 0L;
3777                         }
3778                         else if ((power == -2) && one_in_(2))
3779                         {
3780                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3781                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3782                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3783                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3784                                 o_ptr->art_flags[0] = 0;
3785                                 o_ptr->art_flags[1] = 0;
3786                                 while(!o_ptr->name2)
3787                                 {
3788                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3789                                         switch(randint1(5))
3790                                         {
3791                                         case 1:
3792                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3793                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3794                                                 break;
3795                                         case 2:
3796                                                 o_ptr->name2 = EGO_AMU_FOOL;
3797                                                 break;
3798                                         case 3:
3799                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3800                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3801                                                 break;
3802                                         case 4:
3803                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3804                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3805                                                 break;
3806                                         case 5:
3807                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3808                                                 break;
3809                                         }
3810                                 }
3811                                 /* Broken */
3812                                 o_ptr->ident |= (IDENT_BROKEN);
3813
3814                                 /* Cursed */
3815                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3816                         }
3817                         break;
3818                 }
3819         }
3820 }
3821
3822
3823 /*
3824  * Hack -- help pick an item type
3825  */
3826 static bool item_monster_okay(int r_idx)
3827 {
3828         monster_race *r_ptr = &r_info[r_idx];
3829
3830         /* No uniques */
3831         if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3832         if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3833         if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3834         if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3835         if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3836         if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3837
3838         /* Okay */
3839         return (TRUE);
3840 }
3841
3842
3843 /*
3844  * Apply magic to an item known to be "boring"
3845  *
3846  * Hack -- note the special code for various items
3847  */
3848 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3849 {
3850         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3851
3852         /* Unused */
3853         (void)level;
3854
3855         /* Apply magic (good or bad) according to type */
3856         switch (o_ptr->tval)
3857         {
3858                 case TV_WHISTLE:
3859                 {
3860 #if 0
3861                         /* Cursed */
3862                         if (power < 0)
3863                         {
3864                                 /* Broken */
3865                                 o_ptr->ident |= (IDENT_BROKEN);
3866
3867                                 /* Cursed */
3868                                 o_ptr->curse_flags |= (TRC_CURSED);
3869                         }
3870 #endif
3871                         break;
3872                 }
3873                 case TV_FLASK:
3874                 {
3875                         o_ptr->xtra4 = o_ptr->pval;
3876                         o_ptr->pval = 0;
3877                         break;
3878                 }
3879                 case TV_LITE:
3880                 {
3881                         /* Hack -- Torches -- random fuel */
3882                         if (o_ptr->sval == SV_LITE_TORCH)
3883                         {
3884                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3885                                 o_ptr->pval = 0;
3886                         }
3887
3888                         /* Hack -- Lanterns -- random fuel */
3889                         if (o_ptr->sval == SV_LITE_LANTERN)
3890                         {
3891                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3892                                 o_ptr->pval = 0;
3893                         }
3894
3895                         if (power > 2) /* power > 2 is debug only */
3896                         {
3897                                 create_artifact(o_ptr, FALSE);
3898                         }
3899                         else if ((power == 2) || ((power == 1) && one_in_(3)))
3900                         {
3901                                 while (!o_ptr->name2)
3902                                 {
3903                                         while (1)
3904                                         {
3905                                                 bool okay_flag = TRUE;
3906
3907                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3908
3909                                                 switch (o_ptr->name2)
3910                                                 {
3911                                                 case EGO_LITE_LONG:
3912                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3913                                                                 okay_flag = FALSE;
3914                                                 }
3915                                                 if (okay_flag)
3916                                                         break;
3917                                         }
3918                                 }
3919                         }
3920                         else if (power == -2)
3921                         {
3922                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3923
3924                                 switch (o_ptr->name2)
3925                                 {
3926                                 case EGO_LITE_DARKNESS:
3927                                         o_ptr->xtra4 = 0;
3928                                         break;
3929                                 }
3930                         }
3931
3932                         break;
3933                 }
3934
3935                 case TV_WAND:
3936                 case TV_STAFF:
3937                 {
3938                         /* The wand or staff gets a number of initial charges equal
3939                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3940                          */
3941                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3942                         break;
3943                 }
3944
3945                 case TV_ROD:
3946                 {
3947                         /* Transfer the pval. -LM- */
3948                         o_ptr->pval = k_ptr->pval;
3949                         break;
3950                 }
3951
3952                 case TV_CAPTURE:
3953                 {
3954                         o_ptr->pval = 0;
3955                         object_aware(o_ptr);
3956                         object_known(o_ptr);
3957                         break;
3958                 }
3959
3960                 case TV_FIGURINE:
3961                 {
3962                         int i = 1;
3963                         int check;
3964
3965                         monster_race *r_ptr;
3966
3967                         /* Pick a random non-unique monster race */
3968                         while (1)
3969                         {
3970                                 i = randint1(max_r_idx - 1);
3971
3972                                 if (!item_monster_okay(i)) continue;
3973                                 if (i == MON_TSUCHINOKO) continue;
3974
3975                                 r_ptr = &r_info[i];
3976
3977                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3978
3979                                 /* Ignore dead monsters */
3980                                 if (!r_ptr->rarity) continue;
3981
3982                                 /* Prefer less out-of-depth monsters */
3983                                 if (randint0(check)) continue;
3984
3985                                 break;
3986                         }
3987
3988                         o_ptr->pval = i;
3989
3990                         /* Some figurines are cursed */
3991                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3992
3993                         if (cheat_peek)
3994                         {
3995 #ifdef JP
3996                                 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3997 #else
3998                                 msg_format("Figurine of %s, depth +%d%s",
3999 #endif
4000
4001                                                           r_name + r_ptr->name, check - 1,
4002                                                           !cursed_p(o_ptr) ? "" : " {cursed}");
4003                         }
4004
4005                         break;
4006                 }
4007
4008                 case TV_CORPSE:
4009                 {
4010                         int i = 1;
4011                         int check;
4012
4013                         u32b match = 0;
4014
4015                         monster_race *r_ptr;
4016
4017                         if (o_ptr->sval == SV_SKELETON)
4018                         {
4019                                 match = RF9_DROP_SKELETON;
4020                         }
4021                         else if (o_ptr->sval == SV_CORPSE)
4022                         {
4023                                 match = RF9_DROP_CORPSE;
4024                         }
4025
4026                         /* Hack -- Remove the monster restriction */
4027                         get_mon_num_prep(item_monster_okay, NULL);
4028
4029                         /* Pick a random non-unique monster race */
4030                         while (1)
4031                         {
4032                                 i = get_mon_num(dun_level);
4033
4034                                 r_ptr = &r_info[i];
4035
4036                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4037
4038                                 /* Ignore dead monsters */
4039                                 if (!r_ptr->rarity) continue;
4040
4041                                 /* Ignore corpseless monsters */
4042                                 if (!(r_ptr->flags9 & match)) continue;
4043
4044                                 /* Prefer less out-of-depth monsters */
4045                                 if (randint0(check)) continue;
4046
4047                                 break;
4048                         }
4049
4050                         o_ptr->pval = i;
4051
4052                         if (cheat_peek)
4053                         {
4054 #ifdef JP
4055                                 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4056 #else
4057                                 msg_format("Corpse of %s, depth +%d",
4058 #endif
4059
4060                                                           r_name + r_ptr->name, check - 1);
4061                         }
4062
4063                         object_aware(o_ptr);
4064                         object_known(o_ptr);
4065                         break;
4066                 }
4067
4068                 case TV_STATUE:
4069                 {
4070                         int i = 1;
4071
4072                         monster_race *r_ptr;
4073
4074                         /* Pick a random monster race */
4075                         while (1)
4076                         {
4077                                 i = randint1(max_r_idx - 1);
4078
4079                                 r_ptr = &r_info[i];
4080
4081                                 /* Ignore dead monsters */
4082                                 if (!r_ptr->rarity) continue;
4083
4084                                 break;
4085                         }
4086
4087                         o_ptr->pval = i;
4088
4089                         if (cheat_peek)
4090                         {
4091 #ifdef JP
4092                                 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4093 #else
4094                                 msg_format("Statue of %s", r_name + r_ptr->name);
4095 #endif
4096
4097                         }
4098                         object_aware(o_ptr);
4099                         object_known(o_ptr);
4100
4101                         break;
4102                 }
4103
4104                 case TV_CHEST:
4105                 {
4106                         byte obj_level = get_object_level(o_ptr);
4107
4108                         /* Hack -- skip ruined chests */
4109                         if (obj_level <= 0) break;
4110
4111                         /* Hack -- pick a "difficulty" */
4112                         o_ptr->pval = randint1(obj_level);
4113                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4114
4115                         o_ptr->xtra3 = dun_level + 5;
4116
4117                         /* Never exceed "difficulty" of 55 to 59 */
4118                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4119
4120                         break;
4121                 }
4122         }
4123 }
4124
4125
4126 /*
4127  * Complete the "creation" of an object by applying "magic" to the item
4128  *
4129  * This includes not only rolling for random bonuses, but also putting the
4130  * finishing touches on ego-items and artifacts, giving charges to wands and
4131  * staffs, giving fuel to lites, and placing traps on chests.
4132  *
4133  * In particular, note that "Instant Artifacts", if "created" by an external
4134  * routine, must pass through this function to complete the actual creation.
4135  *
4136  * The base "chance" of the item being "good" increases with the "level"
4137  * parameter, which is usually derived from the dungeon level, being equal
4138  * to the level plus 10, up to a maximum of 75.  If "good" is true, then
4139  * the object is guaranteed to be "good".  If an object is "good", then
4140  * the chance that the object will be "great" (ego-item or artifact), also
4141  * increases with the "level", being equal to half the level, plus 5, up to
4142  * a maximum of 20.  If "great" is true, then the object is guaranteed to be
4143  * "great".  At dungeon level 65 and below, 15/100 objects are "great".
4144  *
4145  * If the object is not "good", there is a chance it will be "cursed", and
4146  * if it is "cursed", there is a chance it will be "broken".  These chances
4147  * are related to the "good" / "great" chances above.
4148  *
4149  * Otherwise "normal" rings and amulets will be "good" half the time and
4150  * "cursed" half the time, unless the ring/amulet is always good or cursed.
4151  *
4152  * If "okay" is true, and the object is going to be "great", then there is
4153  * a chance that an artifact will be created.  This is true even if both the
4154  * "good" and "great" arguments are false.  As a total hack, if "great" is
4155  * true, then the item gets 3 extra "attempts" to become an artifact.
4156  */
4157 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4158 {
4159         int i, rolls, f1, f2, power;
4160
4161         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4162
4163         /* Maximum "level" for various things */
4164         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4165
4166         /* Base chance of being "good" */
4167         f1 = lev + 10;
4168
4169         /* Maximal chance of being "good" */
4170         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4171
4172         /* Base chance of being "great" */
4173         f2 = f1 / 2;
4174
4175         /* Maximal chance of being "great" */
4176         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4177                 f2 = d_info[dungeon_type].obj_great;
4178
4179         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4180         {
4181                 f1 += 5;
4182                 f2 += 2;
4183         }
4184         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4185         {
4186                 f1 -= 5;
4187                 f2 -= 2;
4188         }
4189
4190         /* Assume normal */
4191         power = 0;
4192
4193         /* Roll for "good" */
4194         if ((mode & AM_GOOD) || magik(f1))
4195         {
4196                 /* Assume "good" */
4197                 power = 1;
4198
4199                 /* Roll for "great" */
4200                 if ((mode & AM_GREAT) || magik(f2))
4201                 {
4202                         power = 2;
4203
4204                         /* Roll for "special" */
4205                         if (mode & AM_SPECIAL) power = 3;
4206                 }
4207         }
4208
4209         /* Roll for "cursed" */
4210         else if (magik(f1))
4211         {
4212                 /* Assume "cursed" */
4213                 power = -1;
4214
4215                 /* Roll for "broken" */
4216                 if (magik(f2)) power = -2;
4217         }
4218
4219         /* Apply curse */
4220         if (mode & AM_CURSED)
4221         {
4222                 /* Assume 'cursed' */
4223                 if (power > 0)
4224                 {
4225                         power = 0 - power;
4226                 }
4227                 /* Everything else gets more badly cursed */
4228                 else
4229                 {
4230                         power--;
4231                 }
4232         }
4233
4234         /* Assume no rolls */
4235         rolls = 0;
4236
4237         /* Get one roll if excellent */
4238         if (power >= 2) rolls = 1;
4239
4240         /* Hack -- Get four rolls if forced great or special */
4241         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4242
4243         /* Hack -- Get no rolls if not allowed */
4244         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4245
4246         /* Roll for artifacts if allowed */
4247         for (i = 0; i < rolls; i++)
4248         {
4249                 /* Roll for an artifact */
4250                 if (make_artifact(o_ptr)) break;
4251                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4252                 {
4253                         if (make_artifact(o_ptr)) break;
4254                 }
4255         }
4256
4257
4258         /* Hack -- analyze artifacts */
4259         if (o_ptr->name1)
4260         {
4261                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4262
4263                 /* Hack -- Mark the artifact as "created" */
4264                 a_ptr->cur_num = 1;
4265
4266                 /* Hack -- Memorize location of artifact in saved floors */
4267                 if (character_dungeon)
4268                         a_ptr->floor_id = p_ptr->floor_id;
4269
4270                 /* Extract the other fields */
4271                 o_ptr->pval = a_ptr->pval;
4272                 o_ptr->ac = a_ptr->ac;
4273                 o_ptr->dd = a_ptr->dd;
4274                 o_ptr->ds = a_ptr->ds;
4275                 o_ptr->to_a = a_ptr->to_a;
4276                 o_ptr->to_h = a_ptr->to_h;
4277                 o_ptr->to_d = a_ptr->to_d;
4278                 o_ptr->weight = a_ptr->weight;
4279
4280                 /* Hack -- extract the "broken" flag */
4281                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4282
4283                 /* Hack -- extract the "cursed" flag */
4284                 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4285                 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4286                 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4287                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4288                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4289                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4290
4291                 /* Mega-Hack -- increase the rating */
4292                 rating += 10;
4293
4294                 /* Mega-Hack -- increase the rating again */
4295                 if (a_ptr->cost > 50000L) rating += 10;
4296
4297                 /* Mega-Hack -- increase the rating again */
4298                 if (a_ptr->cost > 100000L) rating += 10;
4299
4300                 /* Set the good item flag */
4301                 good_item_flag = TRUE;
4302
4303                 /* Cheat -- peek at the item */
4304                 if (cheat_peek) object_mention(o_ptr);
4305
4306                 /* Done */
4307                 return;
4308         }
4309
4310
4311         /* Apply magic */
4312         switch (o_ptr->tval)
4313         {
4314                 case TV_DIGGING:
4315                 case TV_HAFTED:
4316                 case TV_BOW:
4317                 case TV_SHOT:
4318                 case TV_ARROW:
4319                 case TV_BOLT:
4320                 {
4321                         if (power) a_m_aux_1(o_ptr, lev, power);
4322                         break;
4323                 }
4324
4325                 case TV_POLEARM:
4326                 {
4327                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4328                         break;
4329                 }
4330
4331                 case TV_SWORD:
4332                 {
4333                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4334                         break;
4335                 }
4336
4337                 case TV_DRAG_ARMOR:
4338                 case TV_HARD_ARMOR:
4339                 case TV_SOFT_ARMOR:
4340                 case TV_SHIELD:
4341                 case TV_HELM:
4342                 case TV_CROWN:
4343                 case TV_CLOAK:
4344                 case TV_GLOVES:
4345                 case TV_BOOTS:
4346                 {
4347                         /* Elven Cloak and Black Clothes ... */
4348                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4349                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4350                                 o_ptr->pval = randint1(4);
4351
4352 #if 1
4353                         if (power ||
4354                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4355                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4356                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4357                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4358                                 a_m_aux_2(o_ptr, lev, power);
4359 #else
4360                         if (power) a_m_aux_2(o_ptr, lev, power);
4361 #endif
4362                         break;
4363                 }
4364
4365                 case TV_RING:
4366                 case TV_AMULET:
4367                 {
4368                         if (!power && (randint0(100) < 50)) power = -1;
4369                         a_m_aux_3(o_ptr, lev, power);
4370                         break;
4371                 }
4372
4373                 default:
4374                 {
4375                         a_m_aux_4(o_ptr, lev, power);
4376                         break;
4377                 }
4378         }
4379
4380         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4381             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4382             (p_ptr->pseikaku == SEIKAKU_SEXY))
4383         {
4384                 o_ptr->pval = 3;
4385                 add_flag(o_ptr->art_flags, TR_STR);
4386                 add_flag(o_ptr->art_flags, TR_INT);
4387                 add_flag(o_ptr->art_flags, TR_WIS);
4388                 add_flag(o_ptr->art_flags, TR_DEX);
4389                 add_flag(o_ptr->art_flags, TR_CON);
4390                 add_flag(o_ptr->art_flags, TR_CHR);
4391         }
4392
4393         if (o_ptr->art_name) rating += 30;
4394
4395         /* Hack -- analyze ego-items */
4396         else if (o_ptr->name2)
4397         {
4398                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4399
4400                 /* Hack -- acquire "broken" flag */
4401                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4402
4403                 /* Hack -- acquire "cursed" flag */
4404                 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4405                 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4406                 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4407                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4408                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4409                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4410
4411                 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4412                 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4413                 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4414                 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4415                 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4416                 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4417                 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4418
4419                 /* Hack -- apply extra penalties if needed */
4420                 if (cursed_p(o_ptr) || broken_p(o_ptr))
4421                 {
4422                         /* Hack -- obtain bonuses */
4423                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4424                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4425                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4426
4427                         /* Hack -- obtain pval */
4428                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4429                 }
4430
4431                 /* Hack -- apply extra bonuses if needed */
4432                 else
4433                 {
4434                         /* Hack -- obtain bonuses */
4435                         if (e_ptr->max_to_h)
4436                         {
4437                                 if (e_ptr->max_to_h > 127)
4438                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4439                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4440                         }
4441                         if (e_ptr->max_to_d)
4442                         {
4443                                 if (e_ptr->max_to_d > 127)
4444                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4445                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4446                         }
4447                         if (e_ptr->max_to_a)
4448                         {
4449                                 if (e_ptr->max_to_a > 127)
4450                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4451                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4452                         }
4453
4454                         /* Hack -- obtain pval */
4455                         if (e_ptr->max_pval)
4456                         {
4457                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4458                                 {
4459                                         o_ptr->pval++;
4460                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4461                                 }
4462                                 else if (o_ptr->name2 == EGO_ATTACKS)
4463                                 {
4464                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4465                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4466                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4467                                                 o_ptr->pval += randint1(2);
4468                                 }
4469                                 else if (o_ptr->name2 == EGO_BAT)
4470                                 {
4471                                         o_ptr->pval = randint1(e_ptr->max_pval);
4472                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4473                                 }
4474                                 else
4475                                 {
4476                                         o_ptr->pval += randint1(e_ptr->max_pval);
4477                                 }
4478                         }
4479                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4480                         {
4481                                 o_ptr->pval = randint1(o_ptr->pval);
4482                         }
4483                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4484                                 o_ptr->pval = 2;
4485                 }
4486
4487                 /* Hack -- apply rating bonus */
4488                 rating += e_ptr->rating;
4489
4490                 /* Cheat -- describe the item */
4491                 if (cheat_peek) object_mention(o_ptr);
4492
4493                 /* Done */
4494                 return;
4495         }
4496
4497         /* Examine real objects */
4498         if (o_ptr->k_idx)
4499         {
4500                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4501
4502                 /* Hack -- acquire "broken" flag */
4503                 if (!get_object_cost(o_ptr)) o_ptr->ident |= (IDENT_BROKEN);
4504
4505                 /* Hack -- acquire "cursed" flag */
4506                 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4507                 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4508                 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4509                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4510                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4511                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4512         }
4513 }
4514
4515
4516 /*
4517  * Hack -- determine if a template is "good"
4518  */
4519 static bool kind_is_good(int k_idx)
4520 {
4521         object_kind *k_ptr = &k_info[k_idx];
4522
4523         /* Analyze the item type */
4524         switch (k_ptr->tval)
4525         {
4526                 /* Armor -- Good unless damaged */
4527                 case TV_HARD_ARMOR:
4528                 case TV_SOFT_ARMOR:
4529                 case TV_DRAG_ARMOR:
4530                 case TV_SHIELD:
4531                 case TV_CLOAK:
4532                 case TV_BOOTS:
4533                 case TV_GLOVES:
4534                 case TV_HELM:
4535                 case TV_CROWN:
4536                 {
4537                         if (k_ptr->to_a < 0) return (FALSE);
4538                         return (TRUE);
4539                 }
4540
4541                 /* Weapons -- Good unless damaged */
4542                 case TV_BOW:
4543                 case TV_SWORD:
4544                 case TV_HAFTED:
4545                 case TV_POLEARM:
4546                 case TV_DIGGING:
4547                 {
4548                         if (k_ptr->to_h < 0) return (FALSE);
4549                         if (k_ptr->to_d < 0) return (FALSE);
4550                         return (TRUE);
4551                 }
4552
4553                 /* Ammo -- Arrows/Bolts are good */
4554                 case TV_BOLT:
4555                 case TV_ARROW:
4556                 {
4557                         return (TRUE);
4558                 }
4559
4560                 /* Books -- High level books are good (except Arcane books) */
4561                 case TV_LIFE_BOOK:
4562                 case TV_SORCERY_BOOK:
4563                 case TV_NATURE_BOOK:
4564                 case TV_CHAOS_BOOK:
4565                 case TV_DEATH_BOOK:
4566                 case TV_TRUMP_BOOK:
4567                 case TV_ENCHANT_BOOK:
4568                 case TV_DAEMON_BOOK:
4569                 case TV_CRUSADE_BOOK:
4570                 case TV_MUSIC_BOOK:
4571                 case TV_HISSATSU_BOOK:
4572                 {
4573                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4574                         return (FALSE);
4575                 }
4576
4577                 /* Rings -- Rings of Speed are good */
4578                 case TV_RING:
4579                 {
4580                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4581                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4582                         return (FALSE);
4583                 }
4584
4585                 /* Amulets -- Amulets of the Magi and Resistance are good */
4586                 case TV_AMULET:
4587                 {
4588                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4589                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4590                         return (FALSE);
4591                 }
4592         }
4593
4594         /* Assume not good */
4595         return (FALSE);
4596 }
4597
4598
4599 /*
4600  * Attempt to make an object (normal or good/great)
4601  *
4602  * This routine plays nasty games to generate the "special artifacts".
4603  *
4604  * This routine uses "object_level" for the "generation level".
4605  *
4606  * We assume that the given object has been "wiped".
4607  */
4608 bool make_object(object_type *j_ptr, u32b mode)
4609 {
4610         int prob, base;
4611         byte obj_level;
4612
4613
4614         /* Chance of "special object" */
4615         prob = ((mode & AM_GOOD) ? 10 : 1000);
4616
4617         /* Base level for the object */
4618         base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4619
4620
4621         /* Generate a special object, or a normal object */
4622         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4623         {
4624                 int k_idx;
4625
4626                 /*
4627                  * Hack -- If restriction is already specified, allocation table is
4628                  * should be prepared by get_obj_num_prep().
4629                  * We rely previous preparation before reaching here.
4630                  */
4631                 /* Good objects */
4632                 if ((mode & AM_GOOD) && !get_obj_num_hook)
4633                 {
4634                         /* Activate restriction (if already specified, use it) */
4635                         get_obj_num_hook = kind_is_good;
4636
4637                         /* Prepare allocation table */
4638                         get_obj_num_prep();
4639                 }
4640
4641                 /* Pick a random object */
4642                 k_idx = get_obj_num(base);
4643
4644                 /* Good objects */
4645                 if (get_obj_num_hook)
4646                 {
4647                         /* Clear restriction */
4648                         get_obj_num_hook = NULL;
4649
4650                         /* Prepare allocation table */
4651                         get_obj_num_prep();
4652                 }
4653
4654                 /* Handle failure */
4655                 if (!k_idx) return (FALSE);
4656
4657                 /* Prepare the object */
4658                 object_prep(j_ptr, k_idx);
4659         }
4660
4661         /* Apply magic (allow artifacts) */
4662         apply_magic(j_ptr, object_level, mode);
4663
4664         /* Hack -- generate multiple spikes/missiles */
4665         switch (j_ptr->tval)
4666         {
4667                 case TV_SPIKE:
4668                 case TV_SHOT:
4669                 case TV_ARROW:
4670                 case TV_BOLT:
4671                 {
4672                         if (!j_ptr->name1)
4673                                 j_ptr->number = (byte)damroll(6, 7);
4674                 }
4675         }
4676
4677         obj_level = get_object_level(j_ptr);
4678         if (artifact_p(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4679
4680         /* Notice "okay" out-of-depth objects */
4681         if (!cursed_p(j_ptr) && !broken_p(j_ptr) &&
4682             (obj_level > dun_level))
4683         {
4684                 /* Rating increase */
4685                 rating += (obj_level - dun_level);
4686
4687                 /* Cheat -- peek at items */
4688                 if (cheat_peek) object_mention(j_ptr);
4689         }
4690
4691         /* Success */
4692         return (TRUE);
4693 }
4694
4695
4696 /*
4697  * Attempt to place an object (normal or good/great) at the given location.
4698  *
4699  * This routine plays nasty games to generate the "special artifacts".
4700  *
4701  * This routine uses "object_level" for the "generation level".
4702  *
4703  * This routine requires a clean floor grid destination.
4704  */
4705 void place_object(int y, int x, u32b mode)
4706 {
4707         s16b o_idx;
4708
4709         cave_type *c_ptr;
4710
4711         object_type forge;
4712         object_type *q_ptr;
4713
4714
4715         /* Paranoia -- check bounds */
4716         if (!in_bounds(y, x)) return;
4717
4718         /* Require clean floor space */
4719         if (!cave_clean_bold(y, x)) return;
4720
4721
4722         /* Get local object */
4723         q_ptr = &forge;
4724
4725         /* Wipe the object */
4726         object_wipe(q_ptr);
4727
4728         /* Make an object (if possible) */
4729         if (!make_object(q_ptr, mode)) return;
4730
4731
4732         /* Make an object */
4733         o_idx = o_pop();
4734
4735         /* Success */
4736         if (o_idx)
4737         {
4738                 object_type *o_ptr;
4739
4740                 /* Acquire object */
4741                 o_ptr = &o_list[o_idx];
4742
4743                 /* Structure Copy */
4744                 object_copy(o_ptr, q_ptr);
4745
4746                 /* Location */
4747                 o_ptr->iy = y;
4748                 o_ptr->ix = x;
4749
4750                 /* Acquire grid */
4751                 c_ptr = &cave[y][x];
4752
4753                 /* Build a stack */
4754                 o_ptr->next_o_idx = c_ptr->o_idx;
4755
4756                 /* Place the object */
4757                 c_ptr->o_idx = o_idx;
4758
4759                 /* Notice */
4760                 note_spot(y, x);
4761
4762                 /* Redraw */
4763                 lite_spot(y, x);
4764         }
4765         else
4766         {
4767                 /* Hack -- Preserve artifacts */
4768                 if (q_ptr->name1)
4769                 {
4770                         a_info[q_ptr->name1].cur_num = 0;
4771                 }
4772         }
4773 }
4774
4775
4776 /*
4777  * Make a treasure object
4778  *
4779  * The location must be a legal, clean, floor grid.
4780  */
4781 bool make_gold(object_type *j_ptr)
4782 {
4783         int i;
4784
4785         s32b base;
4786
4787
4788         /* Hack -- Pick a Treasure variety */
4789         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4790
4791         /* Apply "extra" magic */
4792         if (one_in_(GREAT_OBJ))
4793         {
4794                 i += randint1(object_level + 1);
4795         }
4796
4797         /* Hack -- Creeping Coins only generate "themselves" */
4798         if (coin_type) i = coin_type;
4799
4800         /* Do not create "illegal" Treasure Types */
4801         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4802
4803         /* Prepare a gold object */
4804         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4805
4806         /* Hack -- Base coin cost */
4807         base = k_info[OBJ_GOLD_LIST+i].cost;
4808
4809         /* Determine how much the treasure is "worth" */
4810         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4811
4812         /* Success */
4813         return (TRUE);
4814 }
4815
4816
4817 /*
4818  * Places a treasure (Gold or Gems) at given location
4819  *
4820  * The location must be a legal, clean, floor grid.
4821  */
4822 void place_gold(int y, int x)
4823 {
4824         s16b o_idx;
4825
4826         cave_type *c_ptr;
4827
4828         object_type forge;
4829         object_type *q_ptr;
4830
4831
4832         /* Paranoia -- check bounds */
4833         if (!in_bounds(y, x)) return;
4834
4835         /* Require clean floor space */
4836         if (!cave_clean_bold(y, x)) return;
4837
4838
4839         /* Get local object */
4840         q_ptr = &forge;
4841
4842         /* Wipe the object */
4843         object_wipe(q_ptr);
4844
4845         /* Make some gold */
4846         if (!make_gold(q_ptr)) return;
4847
4848
4849         /* Make an object */
4850         o_idx = o_pop();
4851
4852         /* Success */
4853         if (o_idx)
4854         {
4855                 object_type *o_ptr;
4856
4857                 /* Acquire object */
4858                 o_ptr = &o_list[o_idx];
4859
4860                 /* Copy the object */
4861                 object_copy(o_ptr, q_ptr);
4862
4863                 /* Save location */
4864                 o_ptr->iy = y;
4865                 o_ptr->ix = x;
4866
4867                 /* Acquire grid */
4868                 c_ptr = &cave[y][x];
4869
4870                 /* Build a stack */
4871                 o_ptr->next_o_idx = c_ptr->o_idx;
4872
4873                 /* Place the object */
4874                 c_ptr->o_idx = o_idx;
4875
4876                 /* Notice */
4877                 note_spot(y, x);
4878
4879                 /* Redraw */
4880                 lite_spot(y, x);
4881         }
4882 }
4883
4884
4885 /*
4886  * Let an object fall to the ground at or near a location.
4887  *
4888  * The initial location is assumed to be "in_bounds()".
4889  *
4890  * This function takes a parameter "chance".  This is the percentage
4891  * chance that the item will "disappear" instead of drop.  If the object
4892  * has been thrown, then this is the chance of disappearance on contact.
4893  *
4894  * Hack -- this function uses "chance" to determine if it should produce
4895  * some form of "description" of the drop event (under the player).
4896  *
4897  * We check several locations to see if we can find a location at which
4898  * the object can combine, stack, or be placed.  Artifacts will try very
4899  * hard to be placed, including "teleporting" to a useful grid if needed.
4900  */
4901 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4902 {
4903         int i, k, d, s;
4904
4905         int bs, bn;
4906         int by, bx;
4907         int dy, dx;
4908         int ty, tx;
4909
4910         s16b o_idx = 0;
4911
4912         s16b this_o_idx, next_o_idx = 0;
4913
4914         cave_type *c_ptr;
4915
4916         char o_name[MAX_NLEN];
4917
4918         bool flag = FALSE;
4919         bool done = FALSE;
4920
4921 #ifndef JP
4922         /* Extract plural */
4923         bool plural = (j_ptr->number != 1);
4924 #endif
4925
4926         /* Describe object */
4927         object_desc(o_name, j_ptr, FALSE, 0);
4928
4929
4930         /* Handle normal "breakage" */
4931         if (!(j_ptr->art_name || artifact_p(j_ptr)) && (randint0(100) < chance))
4932         {
4933                 /* Message */
4934 #ifdef JP
4935                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4936 #else
4937                 msg_format("The %s disappear%s.",
4938                            o_name, (plural ? "" : "s"));
4939 #endif
4940
4941
4942                 /* Debug */
4943 #ifdef JP
4944                 if (p_ptr->wizard) msg_print("(ÇË»)");
4945 #else
4946                 if (p_ptr->wizard) msg_print("(breakage)");
4947 #endif
4948
4949
4950                 /* Failure */
4951                 return (0);
4952         }
4953
4954
4955         /* Score */
4956         bs = -1;
4957
4958         /* Picker */
4959         bn = 0;
4960
4961         /* Default */
4962         by = y;
4963         bx = x;
4964
4965         /* Scan local grids */
4966         for (dy = -3; dy <= 3; dy++)
4967         {
4968                 /* Scan local grids */
4969                 for (dx = -3; dx <= 3; dx++)
4970                 {
4971                         bool comb = FALSE;
4972
4973                         /* Calculate actual distance */
4974                         d = (dy * dy) + (dx * dx);
4975
4976                         /* Ignore distant grids */
4977                         if (d > 10) continue;
4978
4979                         /* Location */
4980                         ty = y + dy;
4981                         tx = x + dx;
4982
4983                         /* Skip illegal grids */
4984                         if (!in_bounds(ty, tx)) continue;
4985
4986                         /* Require line of sight */
4987                         if (!los(y, x, ty, tx)) continue;
4988
4989                         /* Obtain grid */
4990                         c_ptr = &cave[ty][tx];
4991
4992                         /* Require floor space */
4993                         if ((c_ptr->feat != FEAT_FLOOR) &&
4994                             (c_ptr->feat != FEAT_SHAL_WATER) &&
4995                             (c_ptr->feat != FEAT_GRASS) &&
4996                             (c_ptr->feat != FEAT_DIRT) &&
4997                             (c_ptr->feat != FEAT_FLOWER) &&
4998                             (c_ptr->feat != FEAT_DEEP_GRASS) &&
4999                             (c_ptr->feat != FEAT_SHAL_LAVA) &&
5000                             (c_ptr->feat != FEAT_TREES)) continue;
5001                         if (c_ptr->info & (CAVE_OBJECT)) continue;
5002
5003                         /* No objects */
5004                         k = 0;
5005
5006                         /* Scan objects in that grid */
5007                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5008                         {
5009                                 object_type *o_ptr;
5010
5011                                 /* Acquire object */
5012                                 o_ptr = &o_list[this_o_idx];
5013
5014                                 /* Acquire next object */
5015                                 next_o_idx = o_ptr->next_o_idx;
5016
5017                                 /* Check for possible combination */
5018                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5019
5020                                 /* Count objects */
5021                                 k++;
5022                         }
5023
5024                         /* Add new object */
5025                         if (!comb) k++;
5026
5027                         /* Paranoia */
5028                         if (k > 99) continue;
5029
5030                         /* Calculate score */
5031                         s = 1000 - (d + k * 5);
5032
5033                         /* Skip bad values */
5034                         if (s < bs) continue;
5035
5036                         /* New best value */
5037                         if (s > bs) bn = 0;
5038
5039                         /* Apply the randomizer to equivalent values */
5040                         if ((++bn >= 2) && !one_in_(bn)) continue;
5041
5042                         /* Keep score */
5043                         bs = s;
5044
5045                         /* Track it */
5046                         by = ty;
5047                         bx = tx;
5048
5049                         /* Okay */
5050                         flag = TRUE;
5051                 }
5052         }
5053
5054
5055         /* Handle lack of space */
5056         if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name))
5057         {
5058                 /* Message */
5059 #ifdef JP
5060                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5061 #else
5062                 msg_format("The %s disappear%s.",
5063                            o_name, (plural ? "" : "s"));
5064 #endif
5065
5066
5067                 /* Debug */
5068 #ifdef JP
5069                 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5070 #else
5071                 if (p_ptr->wizard) msg_print("(no floor space)");
5072 #endif
5073
5074
5075                 /* Failure */
5076                 return (0);
5077         }
5078
5079
5080         /* Find a grid */
5081         for (i = 0; !flag; i++)
5082         {
5083                 /* Bounce around */
5084                 if (i < 1000)
5085                 {
5086                         ty = rand_spread(by, 1);
5087                         tx = rand_spread(bx, 1);
5088                 }
5089
5090                 /* Random locations */
5091                 else
5092                 {
5093                         ty = randint0(cur_hgt);
5094                         tx = randint0(cur_wid);
5095                 }
5096
5097                 /* Grid */
5098                 c_ptr = &cave[ty][tx];
5099
5100                 /* Require floor space (or shallow terrain) -KMW- */
5101                 if ((c_ptr->feat != FEAT_FLOOR) &&
5102                     (c_ptr->feat != FEAT_SHAL_WATER) &&
5103                     (c_ptr->feat != FEAT_GRASS) &&
5104                     (c_ptr->feat != FEAT_DIRT) &&
5105                     (c_ptr->feat != FEAT_SHAL_LAVA)) continue;
5106
5107                 /* Bounce to that location */
5108                 by = ty;
5109                 bx = tx;
5110
5111                 /* Require floor space */
5112                 if (!cave_clean_bold(by, bx)) continue;
5113
5114                 /* Okay */
5115                 flag = TRUE;
5116         }
5117
5118
5119         /* Grid */
5120         c_ptr = &cave[by][bx];
5121
5122         /* Scan objects in that grid for combination */
5123         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5124         {
5125                 object_type *o_ptr;
5126
5127                 /* Acquire object */
5128                 o_ptr = &o_list[this_o_idx];
5129
5130                 /* Acquire next object */
5131                 next_o_idx = o_ptr->next_o_idx;
5132
5133                 /* Check for combination */
5134                 if (object_similar(o_ptr, j_ptr))
5135                 {
5136                         /* Combine the items */
5137                         object_absorb(o_ptr, j_ptr);
5138
5139                         /* Success */
5140                         done = TRUE;
5141
5142                         /* Done */
5143                         break;
5144                 }
5145         }
5146
5147         /* Get new object */
5148         if (!done) o_idx = o_pop();
5149
5150         /* Failure */
5151         if (!done && !o_idx)
5152         {
5153                 /* Message */
5154 #ifdef JP
5155                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5156 #else
5157                 msg_format("The %s disappear%s.",
5158                            o_name, (plural ? "" : "s"));
5159 #endif
5160
5161
5162                 /* Debug */
5163 #ifdef JP
5164                 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5165 #else
5166                 if (p_ptr->wizard) msg_print("(too many objects)");
5167 #endif
5168
5169
5170                 /* Hack -- Preserve artifacts */
5171                 if (j_ptr->name1)
5172                 {
5173                         a_info[j_ptr->name1].cur_num = 0;
5174                 }
5175
5176                 /* Failure */
5177                 return (0);
5178         }
5179
5180         /* Stack */
5181         if (!done)
5182         {
5183                 /* Structure copy */
5184                 object_copy(&o_list[o_idx], j_ptr);
5185
5186                 /* Access new object */
5187                 j_ptr = &o_list[o_idx];
5188
5189                 /* Locate */
5190                 j_ptr->iy = by;
5191                 j_ptr->ix = bx;
5192
5193                 /* No monster */
5194                 j_ptr->held_m_idx = 0;
5195
5196                 /* Build a stack */
5197                 j_ptr->next_o_idx = c_ptr->o_idx;
5198
5199                 /* Place the object */
5200                 c_ptr->o_idx = o_idx;
5201
5202                 /* Success */
5203                 done = TRUE;
5204         }
5205
5206         /* Note the spot */
5207         note_spot(by, bx);
5208
5209         /* Draw the spot */
5210         lite_spot(by, bx);
5211
5212         /* Sound */
5213         sound(SOUND_DROP);
5214
5215         /* Mega-Hack -- no message if "dropped" by player */
5216         /* Message when an object falls under the player */
5217         if (chance && player_bold(by, bx))
5218         {
5219 #ifdef JP
5220                 msg_print("²¿¤«¤¬Â­²¼¤Ëž¤¬¤Ã¤Æ¤­¤¿¡£");
5221 #else
5222                 msg_print("You feel something roll beneath your feet.");
5223 #endif
5224
5225         }
5226
5227         /* XXX XXX XXX */
5228
5229         /* Result */
5230         return (o_idx);
5231 }
5232
5233
5234 /*
5235  * Scatter some "great" objects near the player
5236  */
5237 void acquirement(int y1, int x1, int num, bool great, bool known)
5238 {
5239         object_type *i_ptr;
5240         object_type object_type_body;
5241         u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5242
5243         /* Acquirement */
5244         while (num--)
5245         {
5246                 /* Get local object */
5247                 i_ptr = &object_type_body;
5248
5249                 /* Wipe the object */
5250                 object_wipe(i_ptr);
5251
5252                 /* Make a good (or great) object (if possible) */
5253                 if (!make_object(i_ptr, mode)) continue;
5254
5255                 if (known)
5256                 {
5257                         object_aware(i_ptr);
5258                         object_known(i_ptr);
5259                 }
5260
5261                 /* Drop the object */
5262                 (void)drop_near(i_ptr, -1, y1, x1);
5263         }
5264 }
5265
5266
5267 #define MAX_TRAPS               18
5268
5269 static int trap_num[MAX_TRAPS] =
5270 {
5271         FEAT_TRAP_TRAPDOOR,
5272         FEAT_TRAP_PIT,
5273         FEAT_TRAP_SPIKED_PIT,
5274         FEAT_TRAP_POISON_PIT,
5275         FEAT_TRAP_TY_CURSE,
5276         FEAT_TRAP_TELEPORT,
5277         FEAT_TRAP_FIRE,
5278         FEAT_TRAP_ACID,
5279         FEAT_TRAP_SLOW,
5280         FEAT_TRAP_LOSE_STR,
5281         FEAT_TRAP_LOSE_DEX,
5282         FEAT_TRAP_LOSE_CON,
5283         FEAT_TRAP_BLIND,
5284         FEAT_TRAP_CONFUSE,
5285         FEAT_TRAP_POISON,
5286         FEAT_TRAP_SLEEP,
5287         FEAT_TRAP_TRAPS,
5288         FEAT_TRAP_ALARM,
5289 };
5290
5291
5292 /*
5293  * Get random trap
5294  *
5295  * XXX XXX XXX This routine should be redone to reflect trap "level".
5296  * That is, it does not make sense to have spiked pits at 50 feet.
5297  * Actually, it is not this routine, but the "trap instantiation"
5298  * code, which should also check for "trap doors" on quest levels.
5299  */
5300 byte choose_random_trap(void)
5301 {
5302         byte feat;
5303
5304         /* Pick a trap */
5305         while (1)
5306         {
5307                 /* Hack -- pick a trap */
5308                 feat = trap_num[randint0(MAX_TRAPS)];
5309
5310                 /* Accept non-trapdoors */
5311                 if (feat != FEAT_TRAP_TRAPDOOR) break;
5312
5313                 /* Hack -- no trap doors on special levels */
5314                 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5315
5316                 /* Hack -- no trap doors on the deepest level */
5317                 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5318
5319                 break;
5320         }
5321
5322         return feat;
5323 }
5324
5325 /*
5326  * Disclose an invisible trap
5327  */
5328 void disclose_grid(int y, int x)
5329 {
5330         cave_type *c_ptr = &cave[y][x];
5331
5332         /* Paranoia */
5333         if (!c_ptr->mimic) return;
5334
5335         /* No longer hidden */
5336         c_ptr->mimic = 0;
5337
5338         /* Notice */
5339         note_spot(y, x);
5340
5341         /* Redraw */
5342         lite_spot(y, x);
5343 }
5344
5345
5346 /*
5347  * Places a random trap at the given location.
5348  *
5349  * The location must be a legal, naked, floor grid.
5350  *
5351  * Note that all traps start out as "invisible" and "untyped", and then
5352  * when they are "discovered" (by detecting them or setting them off),
5353  * the trap is "instantiated" as a visible, "typed", trap.
5354  */
5355 void place_trap(int y, int x)
5356 {
5357         cave_type *c_ptr = &cave[y][x];
5358
5359         /* Paranoia -- verify location */
5360         if (!in_bounds(y, x)) return;
5361
5362         /* Require empty, clean, floor grid */
5363         if (!cave_naked_bold(y, x)) return;
5364
5365         /* Place an invisible trap */
5366         c_ptr->mimic = c_ptr->feat;
5367         c_ptr->feat = choose_random_trap();
5368 }
5369
5370
5371 /*
5372  * Describe the charges on an item in the inventory.
5373  */
5374 void inven_item_charges(int item)
5375 {
5376         object_type *o_ptr = &inventory[item];
5377
5378         /* Require staff/wand */
5379         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5380
5381         /* Require known item */
5382         if (!object_known_p(o_ptr)) return;
5383
5384 #ifdef JP
5385         if (o_ptr->pval <= 0)
5386         {
5387                 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5388         }
5389         else
5390         {
5391                 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5392         }
5393 #else
5394         /* Multiple charges */
5395         if (o_ptr->pval != 1)
5396         {
5397                 /* Print a message */
5398                 msg_format("You have %d charges remaining.", o_ptr->pval);
5399         }
5400
5401         /* Single charge */
5402         else
5403         {
5404                 /* Print a message */
5405                 msg_format("You have %d charge remaining.", o_ptr->pval);
5406         }
5407 #endif
5408
5409 }
5410
5411
5412 /*
5413  * Describe an item in the inventory.
5414  */
5415 void inven_item_describe(int item)
5416 {
5417         object_type *o_ptr = &inventory[item];
5418         char        o_name[MAX_NLEN];
5419
5420         /* Get a description */
5421         object_desc(o_name, o_ptr, TRUE, 3);
5422
5423         /* Print a message */
5424 #ifdef JP
5425         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5426         if (o_ptr->number <= 0)
5427         {
5428                 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5429                 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5430         }
5431         else
5432         {
5433                 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5434                 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5435         }
5436 #else
5437         msg_format("You have %s.", o_name);
5438 #endif
5439
5440 }
5441
5442
5443 /*
5444  * Increase the "number" of an item in the inventory
5445  */
5446 void inven_item_increase(int item, int num)
5447 {
5448         object_type *o_ptr = &inventory[item];
5449
5450         /* Apply */
5451         num += o_ptr->number;
5452
5453         /* Bounds check */
5454         if (num > 255) num = 255;
5455         else if (num < 0) num = 0;
5456
5457         /* Un-apply */
5458         num -= o_ptr->number;
5459
5460         /* Change the number and weight */
5461         if (num)
5462         {
5463                 /* Add the number */
5464                 o_ptr->number += num;
5465
5466                 /* Add the weight */
5467                 p_ptr->total_weight += (num * o_ptr->weight);
5468
5469                 /* Recalculate bonuses */
5470                 p_ptr->update |= (PU_BONUS);
5471
5472                 /* Recalculate mana XXX */
5473                 p_ptr->update |= (PU_MANA);
5474
5475                 /* Combine the pack */
5476                 p_ptr->notice |= (PN_COMBINE);
5477
5478                 /* Window stuff */
5479                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5480         }
5481 }
5482
5483
5484 /*
5485  * Erase an inventory slot if it has no more items
5486  */
5487 void inven_item_optimize(int item)
5488 {
5489         object_type *o_ptr = &inventory[item];
5490
5491         /* Only optimize real items */
5492         if (!o_ptr->k_idx) return;
5493
5494         /* Only optimize empty items */
5495         if (o_ptr->number) return;
5496
5497         /* The item is in the pack */
5498         if (item < INVEN_RARM)
5499         {
5500                 int i;
5501
5502                 /* One less item */
5503                 inven_cnt--;
5504
5505                 /* Slide everything down */
5506                 for (i = item; i < INVEN_PACK; i++)
5507                 {
5508                         /* Structure copy */
5509                         inventory[i] = inventory[i+1];
5510                 }
5511
5512                 /* Erase the "final" slot */
5513                 object_wipe(&inventory[i]);
5514
5515                 /* Window stuff */
5516                 p_ptr->window |= (PW_INVEN);
5517         }
5518
5519         /* The item is being wielded */
5520         else
5521         {
5522                 /* One less item */
5523                 equip_cnt--;
5524
5525                 /* Erase the empty slot */
5526                 object_wipe(&inventory[item]);
5527
5528                 /* Recalculate bonuses */
5529                 p_ptr->update |= (PU_BONUS);
5530
5531                 /* Recalculate torch */
5532                 p_ptr->update |= (PU_TORCH);
5533
5534                 /* Recalculate mana XXX */
5535                 p_ptr->update |= (PU_MANA);
5536
5537                 /* Window stuff */
5538                 p_ptr->window |= (PW_EQUIP);
5539         }
5540
5541         /* Window stuff */
5542         p_ptr->window |= (PW_SPELL);
5543 }
5544
5545
5546 /*
5547  * Describe the charges on an item on the floor.
5548  */
5549 void floor_item_charges(int item)
5550 {
5551         object_type *o_ptr = &o_list[item];
5552
5553         /* Require staff/wand */
5554         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5555
5556         /* Require known item */
5557         if (!object_known_p(o_ptr)) return;
5558
5559 #ifdef JP
5560         if (o_ptr->pval <= 0)
5561         {
5562                 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5563         }
5564         else
5565         {
5566                 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5567         }
5568 #else
5569         /* Multiple charges */
5570         if (o_ptr->pval != 1)
5571         {
5572                 /* Print a message */
5573                 msg_format("There are %d charges remaining.", o_ptr->pval);
5574         }
5575
5576         /* Single charge */
5577         else
5578         {
5579                 /* Print a message */
5580                 msg_format("There is %d charge remaining.", o_ptr->pval);
5581         }
5582 #endif
5583
5584 }
5585
5586
5587 /*
5588  * Describe an item in the inventory.
5589  */
5590 void floor_item_describe(int item)
5591 {
5592         object_type *o_ptr = &o_list[item];
5593         char        o_name[MAX_NLEN];
5594
5595         /* Get a description */
5596         object_desc(o_name, o_ptr, TRUE, 3);
5597
5598         /* Print a message */
5599 #ifdef JP
5600         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5601         if (o_ptr->number <= 0)
5602         {
5603                 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5604         }
5605         else
5606         {
5607                 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5608         }
5609 #else
5610         msg_format("You see %s.", o_name);
5611 #endif
5612
5613 }
5614
5615
5616 /*
5617  * Increase the "number" of an item on the floor
5618  */
5619 void floor_item_increase(int item, int num)
5620 {
5621         object_type *o_ptr = &o_list[item];
5622
5623         /* Apply */
5624         num += o_ptr->number;
5625
5626         /* Bounds check */
5627         if (num > 255) num = 255;
5628         else if (num < 0) num = 0;
5629
5630         /* Un-apply */
5631         num -= o_ptr->number;
5632
5633         /* Change the number */
5634         o_ptr->number += num;
5635 }
5636
5637
5638 /*
5639  * Optimize an item on the floor (destroy "empty" items)
5640  */
5641 void floor_item_optimize(int item)
5642 {
5643         object_type *o_ptr = &o_list[item];
5644
5645         /* Paranoia -- be sure it exists */
5646         if (!o_ptr->k_idx) return;
5647
5648         /* Only optimize empty items */
5649         if (o_ptr->number) return;
5650
5651         /* Delete the object */
5652         delete_object_idx(item);
5653 }
5654
5655
5656 /*
5657  * Check if we have space for an item in the pack without overflow
5658  */
5659 bool inven_carry_okay(object_type *o_ptr)
5660 {
5661         int j;
5662
5663         /* Empty slot? */
5664         if (inven_cnt < INVEN_PACK) return (TRUE);
5665
5666         /* Similar slot? */
5667         for (j = 0; j < INVEN_PACK; j++)
5668         {
5669                 object_type *j_ptr = &inventory[j];
5670
5671                 /* Skip non-objects */
5672                 if (!j_ptr->k_idx) continue;
5673
5674                 /* Check if the two items can be combined */
5675                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5676         }
5677
5678         /* Nope */
5679         return (FALSE);
5680 }
5681
5682
5683 /*
5684  * Add an item to the players inventory, and return the slot used.
5685  *
5686  * If the new item can combine with an existing item in the inventory,
5687  * it will do so, using "object_similar()" and "object_absorb()", else,
5688  * the item will be placed into the "proper" location in the inventory.
5689  *
5690  * This function can be used to "over-fill" the player's pack, but only
5691  * once, and such an action must trigger the "overflow" code immediately.
5692  * Note that when the pack is being "over-filled", the new item must be
5693  * placed into the "overflow" slot, and the "overflow" must take place
5694  * before the pack is reordered, but (optionally) after the pack is
5695  * combined.  This may be tricky.  See "dungeon.c" for info.
5696  *
5697  * Note that this code must remove any location/stack information
5698  * from the object once it is placed into the inventory.
5699  */
5700 s16b inven_carry(object_type *o_ptr)
5701 {
5702         int i, j, k;
5703         int n = -1;
5704
5705         object_type *j_ptr;
5706
5707
5708         /* Check for combining */
5709         for (j = 0; j < INVEN_PACK; j++)
5710         {
5711                 j_ptr = &inventory[j];
5712
5713                 /* Skip non-objects */
5714                 if (!j_ptr->k_idx) continue;
5715
5716                 /* Hack -- track last item */
5717                 n = j;
5718
5719                 /* Check if the two items can be combined */
5720                 if (object_similar(j_ptr, o_ptr))
5721                 {
5722                         /* Combine the items */
5723                         object_absorb(j_ptr, o_ptr);
5724
5725                         /* Increase the weight */
5726                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5727
5728                         /* Recalculate bonuses */
5729                         p_ptr->update |= (PU_BONUS);
5730
5731                         /* Window stuff */
5732                         p_ptr->window |= (PW_INVEN);
5733
5734                         /* Success */
5735                         return (j);
5736                 }
5737         }
5738
5739
5740         /* Paranoia */
5741         if (inven_cnt > INVEN_PACK) return (-1);
5742
5743         /* Find an empty slot */
5744         for (j = 0; j <= INVEN_PACK; j++)
5745         {
5746                 j_ptr = &inventory[j];
5747
5748                 /* Use it if found */
5749                 if (!j_ptr->k_idx) break;
5750         }
5751
5752         /* Use that slot */
5753         i = j;
5754
5755
5756         /* Reorder the pack */
5757         if (i < INVEN_PACK)
5758         {
5759                 s32b o_value, j_value;
5760
5761                 /* Get the "value" of the item */
5762                 o_value = object_value(o_ptr);
5763
5764                 /* Scan every occupied slot */
5765                 for (j = 0; j < INVEN_PACK; j++)
5766                 {
5767                         j_ptr = &inventory[j];
5768
5769                         /* Use empty slots */
5770                         if (!j_ptr->k_idx) break;
5771
5772                         /* Hack -- readable books always come first */
5773                         if ((o_ptr->tval == REALM1_BOOK) &&
5774                             (j_ptr->tval != REALM1_BOOK)) break;
5775                         if ((j_ptr->tval == REALM1_BOOK) &&
5776                             (o_ptr->tval != REALM1_BOOK)) continue;
5777
5778                         if ((o_ptr->tval == REALM2_BOOK) &&
5779                             (j_ptr->tval != REALM2_BOOK)) break;
5780                         if ((j_ptr->tval == REALM2_BOOK) &&
5781                             (o_ptr->tval != REALM2_BOOK)) continue;
5782
5783                         /* Objects sort by decreasing type */
5784                         if (o_ptr->tval > j_ptr->tval) break;
5785                         if (o_ptr->tval < j_ptr->tval) continue;
5786
5787                         /* Non-aware (flavored) items always come last */
5788                         if (!object_aware_p(o_ptr)) continue;
5789                         if (!object_aware_p(j_ptr)) break;
5790
5791                         /* Objects sort by increasing sval */
5792                         if (o_ptr->sval < j_ptr->sval) break;
5793                         if (o_ptr->sval > j_ptr->sval) continue;
5794
5795                         /* Unidentified objects always come last */
5796                         if (!object_known_p(o_ptr)) continue;
5797                         if (!object_known_p(j_ptr)) break;
5798
5799                         /* Hack:  otherwise identical rods sort by
5800                         increasing recharge time --dsb */
5801                         if (o_ptr->tval == TV_ROD)
5802                         {
5803                                 if (o_ptr->pval < j_ptr->pval) break;
5804                                 if (o_ptr->pval > j_ptr->pval) continue;
5805                         }
5806
5807                         /* Determine the "value" of the pack item */
5808                         j_value = object_value(j_ptr);
5809
5810                         /* Objects sort by decreasing value */
5811                         if (o_value > j_value) break;
5812                         if (o_value < j_value) continue;
5813                 }
5814
5815                 /* Use that slot */
5816                 i = j;
5817
5818                 /* Slide objects */
5819                 for (k = n; k >= i; k--)
5820                 {
5821                         /* Hack -- Slide the item */
5822                         object_copy(&inventory[k+1], &inventory[k]);
5823                 }
5824
5825                 /* Wipe the empty slot */
5826                 object_wipe(&inventory[i]);
5827         }
5828
5829
5830         /* Copy the item */
5831         object_copy(&inventory[i], o_ptr);
5832
5833         /* Access new object */
5834         j_ptr = &inventory[i];
5835
5836         /* Forget stack */
5837         j_ptr->next_o_idx = 0;
5838
5839         /* Forget monster */
5840         j_ptr->held_m_idx = 0;
5841
5842         /* Forget location */
5843         j_ptr->iy = j_ptr->ix = 0;
5844
5845         /* No longer marked */
5846         j_ptr->marked = 0;
5847
5848         /* Increase the weight */
5849         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5850
5851         /* Count the items */
5852         inven_cnt++;
5853
5854         /* Recalculate bonuses */
5855         p_ptr->update |= (PU_BONUS);
5856
5857         /* Combine and Reorder pack */
5858         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5859
5860         /* Window stuff */
5861         p_ptr->window |= (PW_INVEN);
5862
5863         /* Return the slot */
5864         return (i);
5865 }
5866
5867
5868 /*
5869  * Take off (some of) a non-cursed equipment item
5870  *
5871  * Note that only one item at a time can be wielded per slot.
5872  *
5873  * Note that taking off an item when "full" may cause that item
5874  * to fall to the ground.
5875  *
5876  * Return the inventory slot into which the item is placed.
5877  */
5878 s16b inven_takeoff(int item, int amt)
5879 {
5880         int slot;
5881
5882         object_type forge;
5883         object_type *q_ptr;
5884
5885         object_type *o_ptr;
5886
5887         cptr act;
5888
5889         char o_name[MAX_NLEN];
5890
5891
5892         /* Get the item to take off */
5893         o_ptr = &inventory[item];
5894
5895         /* Paranoia */
5896         if (amt <= 0) return (-1);
5897
5898         /* Verify */
5899         if (amt > o_ptr->number) amt = o_ptr->number;
5900
5901         /* Get local object */
5902         q_ptr = &forge;
5903
5904         /* Obtain a local object */
5905         object_copy(q_ptr, o_ptr);
5906
5907         /* Modify quantity */
5908         q_ptr->number = amt;
5909
5910         /* Describe the object */
5911         object_desc(o_name, q_ptr, TRUE, 3);
5912
5913         /* Took off weapon */
5914         if (item == INVEN_RARM)
5915         {
5916 #ifdef JP
5917                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5918 #else
5919                 act = "You were wielding";
5920 #endif
5921
5922         }
5923
5924         /* Took off bow */
5925         else if (item == INVEN_BOW)
5926         {
5927 #ifdef JP
5928                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5929 #else
5930                 act = "You were holding";
5931 #endif
5932
5933         }
5934
5935         /* Took off light */
5936         else if (item == INVEN_LITE)
5937         {
5938 #ifdef JP
5939                 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5940 #else
5941                 act = "You were holding";
5942 #endif
5943
5944         }
5945
5946         /* Took off something */
5947         else
5948         {
5949 #ifdef JP
5950                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5951 #else
5952                 act = "You were wearing";
5953 #endif
5954
5955         }
5956
5957         /* Modify, Optimize */
5958         inven_item_increase(item, -amt);
5959         inven_item_optimize(item);
5960
5961         /* Carry the object */
5962         slot = inven_carry(q_ptr);
5963
5964         /* Message */
5965 #ifdef JP
5966         msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
5967 #else
5968         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5969 #endif
5970
5971
5972         /* Return slot */
5973         return (slot);
5974 }
5975
5976
5977 /*
5978  * Drop (some of) a non-cursed inventory/equipment item
5979  *
5980  * The object will be dropped "near" the current location
5981  */
5982 void inven_drop(int item, int amt)
5983 {
5984         object_type forge;
5985         object_type *q_ptr;
5986
5987         object_type *o_ptr;
5988
5989         char o_name[MAX_NLEN];
5990
5991
5992         /* Access original object */
5993         o_ptr = &inventory[item];
5994
5995         /* Error check */
5996         if (amt <= 0) return;
5997
5998         /* Not too many */
5999         if (amt > o_ptr->number) amt = o_ptr->number;
6000
6001
6002         /* Take off equipment */
6003         if (item >= INVEN_RARM)
6004         {
6005                 /* Take off first */
6006                 item = inven_takeoff(item, amt);
6007
6008                 /* Access original object */
6009                 o_ptr = &inventory[item];
6010         }
6011
6012
6013         /* Get local object */
6014         q_ptr = &forge;
6015
6016         /* Obtain local object */
6017         object_copy(q_ptr, o_ptr);
6018
6019         /* Distribute charges of wands or rods */
6020         distribute_charges(o_ptr, q_ptr, amt);
6021
6022         /* Modify quantity */
6023         q_ptr->number = amt;
6024
6025         /* Describe local object */
6026         object_desc(o_name, q_ptr, TRUE, 3);
6027
6028         /* Message */
6029 #ifdef JP
6030         msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6031 #else
6032         msg_format("You drop %s (%c).", o_name, index_to_label(item));
6033 #endif
6034
6035
6036         /* Drop it near the player */
6037         (void)drop_near(q_ptr, 0, py, px);
6038
6039         /* Modify, Describe, Optimize */
6040         inven_item_increase(item, -amt);
6041         inven_item_describe(item);
6042         inven_item_optimize(item);
6043 }
6044
6045
6046 /*
6047  * Combine items in the pack
6048  *
6049  * Note special handling of the "overflow" slot
6050  */
6051 void combine_pack(void)
6052 {
6053         int             i, j, k;
6054         object_type     *o_ptr;
6055         object_type     *j_ptr;
6056         bool            flag = FALSE;
6057
6058
6059         /* Combine the pack (backwards) */
6060         for (i = INVEN_PACK; i > 0; i--)
6061         {
6062                 /* Get the item */
6063                 o_ptr = &inventory[i];
6064
6065                 /* Skip empty items */
6066                 if (!o_ptr->k_idx) continue;
6067
6068                 /* Scan the items above that item */
6069                 for (j = 0; j < i; j++)
6070                 {
6071                         int max_num;
6072
6073                         /* Get the item */
6074                         j_ptr = &inventory[j];
6075
6076                         /* Skip empty items */
6077                         if (!j_ptr->k_idx) continue;
6078
6079                         /*
6080                          * Get maximum number of the stack if these
6081                          * are similar, get zero otherwise.
6082                          */
6083                         max_num = object_similar_part(j_ptr, o_ptr);
6084
6085                         /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6086                         if (max_num && j_ptr->number < max_num)
6087                         {
6088                                 if (o_ptr->number + j_ptr->number <= max_num)
6089                                 {
6090                                         /* Take note */
6091                                         flag = TRUE;
6092
6093                                         /* Add together the item counts */
6094                                         object_absorb(j_ptr, o_ptr);
6095
6096                                         /* One object is gone */
6097                                         inven_cnt--;
6098
6099                                         /* Slide everything down */
6100                                         for (k = i; k < INVEN_PACK; k++)
6101                                         {
6102                                                 /* Structure copy */
6103                                                 inventory[k] = inventory[k+1];
6104                                         }
6105                                         
6106                                         /* Erase the "final" slot */
6107                                         object_wipe(&inventory[k]);
6108                                 }
6109                                 else
6110                                 {
6111                                         int old_num = o_ptr->number;
6112                                         int remain = j_ptr->number + o_ptr->number - max_num;
6113 #if 0
6114                                         o_ptr->number -= remain;
6115 #endif
6116                                         /* Add together the item counts */
6117                                         object_absorb(j_ptr, o_ptr);
6118
6119                                         o_ptr->number = remain;
6120
6121                                         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6122                                         if (o_ptr->tval == TV_ROD)
6123                                         {
6124                                                 o_ptr->pval =  o_ptr->pval * remain / old_num;
6125                                                 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6126                                         }
6127
6128                                         /* Hack -- if wands are stacking, combine the charges. -LM- */
6129                                         if (o_ptr->tval == TV_WAND)
6130                                         {
6131                                                 o_ptr->pval = o_ptr->pval * remain / old_num;
6132                                         }
6133                                 }
6134
6135                                 /* Window stuff */
6136                                 p_ptr->window |= (PW_INVEN);
6137                                 
6138                                 /* Done */
6139                                 break;
6140                         }
6141                 }
6142         }
6143
6144         /* Message */
6145 #ifdef JP
6146         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6147 #else
6148         if (flag) msg_print("You combine some items in your pack.");
6149 #endif
6150 }
6151
6152
6153 /*
6154  * Reorder items in the pack
6155  *
6156  * Note special handling of the "overflow" slot
6157  */
6158 void reorder_pack(void)
6159 {
6160         int             i, j, k;
6161         s32b            o_value;
6162         s32b            j_value;
6163         object_type     forge;
6164         object_type     *q_ptr;
6165         object_type     *j_ptr;
6166         object_type     *o_ptr;
6167         bool            flag = FALSE;
6168
6169
6170         /* Re-order the pack (forwards) */
6171         for (i = 0; i < INVEN_PACK; i++)
6172         {
6173                 /* Mega-Hack -- allow "proper" over-flow */
6174                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6175
6176                 /* Get the item */
6177                 o_ptr = &inventory[i];
6178
6179                 /* Skip empty slots */
6180                 if (!o_ptr->k_idx) continue;
6181
6182                 /* Get the "value" of the item */
6183                 o_value = object_value(o_ptr);
6184
6185                 /* Scan every occupied slot */
6186                 for (j = 0; j < INVEN_PACK; j++)
6187                 {
6188                         /* Get the item already there */
6189                         j_ptr = &inventory[j];
6190
6191                         /* Use empty slots */
6192                         if (!j_ptr->k_idx) break;
6193
6194                         /* Hack -- readable books always come first */
6195                         if ((o_ptr->tval == REALM1_BOOK) &&
6196                             (j_ptr->tval != REALM1_BOOK)) break;
6197                         if ((j_ptr->tval == REALM1_BOOK) &&
6198                             (o_ptr->tval != REALM1_BOOK)) continue;
6199
6200                         if ((o_ptr->tval == REALM2_BOOK) &&
6201                             (j_ptr->tval != REALM2_BOOK)) break;
6202                         if ((j_ptr->tval == REALM2_BOOK) &&
6203                             (o_ptr->tval != REALM2_BOOK)) continue;
6204
6205                         /* Objects sort by decreasing type */
6206                         if (o_ptr->tval > j_ptr->tval) break;
6207                         if (o_ptr->tval < j_ptr->tval) continue;
6208
6209                         /* Non-aware (flavored) items always come last */
6210                         if (!object_aware_p(o_ptr)) continue;
6211                         if (!object_aware_p(j_ptr)) break;
6212
6213                         /* Objects sort by increasing sval */
6214                         if (o_ptr->sval < j_ptr->sval) break;
6215                         if (o_ptr->sval > j_ptr->sval) continue;
6216
6217                         /* Unidentified objects always come last */
6218                         if (!object_known_p(o_ptr)) continue;
6219                         if (!object_known_p(j_ptr)) break;
6220
6221                         /* Hack:  otherwise identical rods sort by
6222                         increasing recharge time --dsb */
6223                         if (o_ptr->tval == TV_ROD)
6224                         {
6225                                 if (o_ptr->pval < j_ptr->pval) break;
6226                                 if (o_ptr->pval > j_ptr->pval) continue;
6227                         }
6228
6229                         /* Determine the "value" of the pack item */
6230                         j_value = object_value(j_ptr);
6231
6232
6233
6234                         /* Objects sort by decreasing value */
6235                         if (o_value > j_value) break;
6236                         if (o_value < j_value) continue;
6237                 }
6238
6239                 /* Never move down */
6240                 if (j >= i) continue;
6241
6242                 /* Take note */
6243                 flag = TRUE;
6244
6245                 /* Get local object */
6246                 q_ptr = &forge;
6247
6248                 /* Save a copy of the moving item */
6249                 object_copy(q_ptr, &inventory[i]);
6250
6251                 /* Slide the objects */
6252                 for (k = i; k > j; k--)
6253                 {
6254                         /* Slide the item */
6255                         object_copy(&inventory[k], &inventory[k-1]);
6256                 }
6257
6258                 /* Insert the moving item */
6259                 object_copy(&inventory[j], q_ptr);
6260
6261                 /* Window stuff */
6262                 p_ptr->window |= (PW_INVEN);
6263         }
6264
6265         /* Message */
6266 #ifdef JP
6267         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6268 #else
6269         if (flag) msg_print("You reorder some items in your pack.");
6270 #endif
6271
6272 }
6273
6274
6275 /*
6276  * Hack -- display an object kind in the current window
6277  *
6278  * Include list of usable spells for readible books
6279  */
6280 void display_koff(int k_idx)
6281 {
6282         int y;
6283
6284         object_type forge;
6285         object_type *q_ptr;
6286         int         sval;
6287         int         use_realm;
6288
6289         char o_name[MAX_NLEN];
6290
6291
6292         /* Erase the window */
6293         for (y = 0; y < Term->hgt; y++)
6294         {
6295                 /* Erase the line */
6296                 Term_erase(0, y, 255);
6297         }
6298
6299         /* No info */
6300         if (!k_idx) return;
6301
6302         /* Get local object */
6303         q_ptr = &forge;
6304
6305         /* Prepare the object */
6306         object_prep(q_ptr, k_idx);
6307
6308         /* Describe */
6309         object_desc_store(o_name, q_ptr, FALSE, 0);
6310
6311         /* Mention the object name */
6312         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6313
6314         /* Access the item's sval */
6315         sval = q_ptr->sval;
6316         use_realm = tval2realm(q_ptr->tval);
6317
6318         /* Warriors are illiterate */
6319         if (p_ptr->realm1 || p_ptr->realm2)
6320         {
6321                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6322         }
6323         else
6324         {
6325                 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6326                 if (!is_magic(use_realm)) return;
6327                 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6328         }
6329
6330         /* Display spells in readible books */
6331         {
6332                 int     spell = -1;
6333                 int     num = 0;
6334                 byte    spells[64];
6335
6336                 /* Extract spells */
6337                 for (spell = 0; spell < 32; spell++)
6338                 {
6339                         /* Check for this spell */
6340                         if (fake_spell_flags[sval] & (1L << spell))
6341                         {
6342                                 /* Collect this spell */
6343                                 spells[num++] = spell;
6344                         }
6345                 }
6346
6347                 /* Print spells */
6348                 print_spells(0, spells, num, 2, 0, use_realm);
6349         }
6350 }
6351
6352 /* Choose one of items that have warning flag */
6353 object_type *choose_warning_item(void)
6354 {
6355         int i;
6356         int choices[INVEN_TOTAL - INVEN_RARM];
6357         int number = 0;
6358
6359         /* Paranoia -- Player has no warning ability */
6360         if (!p_ptr->warning) return NULL;
6361
6362         /* Search Inventory */
6363         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6364         {
6365                 u32b flgs[TR_FLAG_SIZE];
6366                 object_type *o_ptr = &inventory[i];
6367
6368                 object_flags(o_ptr, flgs);
6369                 if (have_flag(flgs, TR_WARNING))
6370                 {
6371                         choices[number] = i;
6372                         number++;
6373                 }
6374         }
6375
6376         /* Choice one of them */
6377         return number ? &inventory[choices[randint0(number)]] : NULL;
6378 }
6379
6380 /* Calculate spell damages */
6381 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6382 {
6383         monster_race *r_ptr = &r_info[m_ptr->r_idx];
6384         int          rlev = r_ptr->level;
6385         bool         ignore_wraith_form = FALSE;
6386
6387         if (limit) dam = (dam > limit) ? limit : dam;
6388
6389         /* Vulnerability, resistance and immunity */
6390         switch (typ)
6391         {
6392         case GF_ELEC:
6393                 if (p_ptr->immune_elec)
6394                 {
6395                         dam = 0;
6396                         ignore_wraith_form = TRUE;
6397                 }
6398                 else
6399                 {
6400                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6401                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6402                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6403                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6404                         if (IS_OPPOSE_ELEC())
6405                                 dam = (dam + 2) / 3;
6406                 }
6407                 break;
6408
6409         case GF_POIS:
6410                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6411                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6412                 break;
6413
6414         case GF_ACID:
6415                 if (p_ptr->immune_acid)
6416                 {
6417                         dam = 0;
6418                         ignore_wraith_form = TRUE;
6419                 }
6420                 else
6421                 {
6422                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6423                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6424                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6425                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6426                 }
6427                 break;
6428
6429         case GF_COLD:
6430         case GF_ICE:
6431                 if (p_ptr->immune_cold)
6432                 {
6433                         dam = 0;
6434                         ignore_wraith_form = TRUE;
6435                 }
6436                 else
6437                 {
6438                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6439                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6440                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6441                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6442                 }
6443                 break;
6444
6445         case GF_FIRE:
6446                 if (p_ptr->immune_fire)
6447                 {
6448                         dam = 0;
6449                         ignore_wraith_form = TRUE;
6450                 }
6451                 else
6452                 {
6453                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6454                         if (prace_is_(RACE_ENT)) dam += dam / 3;
6455                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6456                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6457                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6458                 }
6459                 break;
6460
6461         case GF_PSY_SPEAR:
6462                 ignore_wraith_form = TRUE;
6463                 break;
6464
6465         case GF_ARROW:
6466                 if (!p_ptr->blind &&
6467                     ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6468                      (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6469                 {
6470                         dam = 0;
6471                         ignore_wraith_form = TRUE;
6472                 }
6473                 break;
6474
6475         case GF_LITE:
6476                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6477                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6478                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6479
6480                 /*
6481                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6482                  * "dam *= 2;" for later "dam /= 2"
6483                  */
6484                 if (p_ptr->wraith_form) dam *= 2;
6485                 break;
6486
6487         case GF_DARK:
6488                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6489                 {
6490                         dam = 0;
6491                         ignore_wraith_form = TRUE;
6492                 }
6493                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6494                 break;
6495
6496         case GF_SHARDS:
6497                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6498                 break;
6499
6500         case GF_SOUND:
6501                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6502                 break;
6503
6504         case GF_CONFUSION:
6505                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6506                 break;
6507
6508         case GF_CHAOS:
6509                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6510                 break;
6511
6512         case GF_NETHER:
6513                 if (prace_is_(RACE_SPECTRE))
6514                 {
6515                         dam = 0;
6516                         ignore_wraith_form = TRUE;
6517                 }
6518                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6519                 break;
6520
6521         case GF_DISENCHANT:
6522                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6523                 break;
6524
6525         case GF_NEXUS:
6526                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6527                 break;
6528
6529         case GF_TIME:
6530                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6531                 break;
6532
6533         case GF_GRAVITY:
6534                 if (p_ptr->ffall) dam = (dam * 2) / 3;
6535                 break;
6536
6537         case GF_ROCKET:
6538                 if (p_ptr->resist_shard) dam /= 2;
6539                 break;
6540
6541         case GF_NUKE:
6542                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6543                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6544                 break;
6545
6546         case GF_DEATH_RAY:
6547                 if (p_ptr->mimic_form)
6548                 {
6549                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6550                         {
6551                                 dam = 0;
6552                                 ignore_wraith_form = TRUE;
6553                         }
6554                 }
6555                 else
6556                 {
6557                         switch (p_ptr->prace)
6558                         {
6559                         case RACE_GOLEM:
6560                         case RACE_SKELETON:
6561                         case RACE_ZOMBIE:
6562                         case RACE_VAMPIRE:
6563                         case RACE_DEMON:
6564                         case RACE_SPECTRE:
6565                                 dam = 0;
6566                                 ignore_wraith_form = TRUE;
6567                                 break;
6568                         }
6569                 }
6570                 break;
6571
6572         case GF_HOLY_FIRE:
6573                 if (p_ptr->align > 10) dam /= 2;
6574                 else if (p_ptr->align < -10) dam *= 2;
6575                 break;
6576
6577         case GF_HELL_FIRE:
6578                 if (p_ptr->align > 10) dam *= 2;
6579                 break;
6580
6581         case GF_MIND_BLAST:
6582         case GF_BRAIN_SMASH:
6583                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6584                 {
6585                         dam = 0;
6586                         ignore_wraith_form = TRUE;
6587                 }
6588                 break;
6589
6590         case GF_CAUSE_1:
6591         case GF_CAUSE_2:
6592         case GF_CAUSE_3:
6593         case GF_HAND_DOOM:
6594                 if (100 + rlev / 2 <= p_ptr->skill_sav)
6595                 {
6596                         dam = 0;
6597                         ignore_wraith_form = TRUE;
6598                 }
6599                 break;
6600
6601         case GF_CAUSE_4:
6602                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6603                 {
6604                         dam = 0;
6605                         ignore_wraith_form = TRUE;
6606                 }
6607                 break;
6608         }
6609
6610         if (p_ptr->wraith_form && !ignore_wraith_form)
6611         {
6612                 dam /= 2;
6613                 if (!dam) dam = 1;
6614         }
6615
6616         if (dam > *max) *max = dam;
6617 }
6618
6619 /* Calculate blow damages */
6620 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6621 {
6622         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
6623         int  dummy_max = 0;
6624         bool check_wraith_form = TRUE;
6625
6626         if (blow_ptr->method != RBM_EXPLODE)
6627         {
6628                 int ac = p_ptr->ac + p_ptr->to_a;
6629
6630                 switch (blow_ptr->effect)
6631                 {
6632                 case RBE_SUPERHURT:
6633                 {
6634                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6635                         dam = MAX(dam, tmp_dam * 2);
6636                         break;
6637                 }
6638
6639                 case RBE_HURT:
6640                 case RBE_SHATTER:
6641                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6642                         break;
6643
6644                 case RBE_ACID:
6645                         spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6646                         dam = dummy_max;
6647                         check_wraith_form = FALSE;
6648                         break;
6649
6650                 case RBE_ELEC:
6651                         spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6652                         dam = dummy_max;
6653                         check_wraith_form = FALSE;
6654                         break;
6655
6656                 case RBE_FIRE:
6657                         spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6658                         dam = dummy_max;
6659                         check_wraith_form = FALSE;
6660                         break;
6661
6662                 case RBE_COLD:
6663                         spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6664                         dam = dummy_max;
6665                         check_wraith_form = FALSE;
6666                         break;
6667
6668                 case RBE_DR_MANA:
6669                         dam = 0;
6670                         check_wraith_form = FALSE;
6671                         break;
6672                 }
6673
6674                 if (check_wraith_form && p_ptr->wraith_form)
6675                 {
6676                         dam /= 2;
6677                         if (!dam) dam = 1;
6678                 }
6679         }
6680         else
6681         {
6682                 dam = (dam + 1) / 2;
6683                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6684                 dam = dummy_max;
6685         }
6686
6687         return dam;
6688 }
6689
6690 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6691 bool process_warning(int xx, int yy)
6692 {
6693         int mx, my;
6694         cave_type *c_ptr;
6695         char o_name[MAX_NLEN];
6696
6697 #define WARNING_AWARE_RANGE 12
6698         int dam_max = 0;
6699         static int old_damage = 0;
6700
6701         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6702         {
6703                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6704                 {
6705                         int dam_max0 = 0;
6706                         monster_type *m_ptr;
6707                         monster_race *r_ptr;
6708
6709                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6710
6711                         c_ptr = &cave[my][mx];
6712
6713                         if (!c_ptr->m_idx) continue;
6714
6715                         m_ptr = &m_list[c_ptr->m_idx];
6716
6717                         if (m_ptr->csleep) continue;
6718                         if (!is_hostile(m_ptr)) continue;
6719
6720                         r_ptr = &r_info[m_ptr->r_idx];
6721
6722                         /* Monster spells (only powerful ones)*/
6723                         if (projectable(my, mx, yy, xx))
6724                         {
6725                                 int breath_dam_div3 = m_ptr->hp / 3;
6726                                 int breath_dam_div6 = m_ptr->hp / 6;
6727                                 u32b f4 = r_ptr->flags4;
6728                                 u32b f5 = r_ptr->flags5;
6729                                 u32b f6 = r_ptr->flags6;
6730
6731                                 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6732                                 {
6733                                         int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6734                                         int storm_dam = rlev * 4 + 150;
6735                                         bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6736
6737                                         if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6738                                         if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6739                                         if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6740                                         if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6741                                         if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6742                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6743                                 }
6744                                 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6745                                 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6746                                 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6747                                 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6748                                 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6749                                 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6750                                 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6751                                 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6752                                 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6753                                 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6754                                 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6755                                 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6756                                 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6757                                 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6758                                 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6759                                 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6760                                 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6761                                 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6762                                 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6763                                 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6764                                 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6765                                 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6766                                 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6767                         }
6768
6769                         /* Monster melee attacks */
6770                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6771                         {
6772                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6773                                 {
6774                                         int m;
6775                                         int dam_melee = 0;
6776                                         for (m = 0; m < 4; m++)
6777                                         {
6778                                                 /* Skip non-attacks */
6779                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6780
6781                                                 /* Extract the attack info */
6782                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6783                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6784                                         }
6785                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
6786                                 }
6787                         }
6788
6789                         /* Contribution from this monster */
6790                         dam_max += dam_max0;
6791                 }
6792         }
6793
6794         /* Prevent excessive warning */
6795         if (dam_max > old_damage)
6796         {
6797                 old_damage = dam_max * 3 / 2;
6798
6799                 if (dam_max > p_ptr->chp / 2)
6800                 {
6801                         object_type *o_ptr = choose_warning_item();
6802
6803                         if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6804 #ifdef JP
6805                         else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6806                         msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6807 #else
6808                         else strcpy(o_name, "body"); /* Warning ability without item */
6809                         msg_format("Your %s pulsates sharply!", o_name);
6810 #endif
6811                         disturb(0, 0);
6812 #ifdef JP
6813                         return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6814 #else
6815                         return get_check("Really want to go ahead? ");
6816 #endif
6817                 }
6818         }
6819         else old_damage = old_damage / 2;
6820
6821         c_ptr = &cave[yy][xx];
6822         if (((!easy_disarm && (is_trap(c_ptr->feat) || c_ptr->feat == FEAT_INVIS))
6823             || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6824         {
6825                 object_type *o_ptr = choose_warning_item();
6826
6827                 if (o_ptr) object_desc(o_name, o_ptr, FALSE, 0);
6828 #ifdef JP
6829                 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6830                 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6831 #else
6832                 else strcpy(o_name, "body"); /* Warning ability without item */
6833                 msg_format("Your %s pulsates!", o_name);
6834 #endif
6835                 disturb(0, 0);
6836 #ifdef JP
6837                 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6838 #else
6839                 return get_check("Really want to go ahead? ");
6840 #endif
6841         }
6842
6843         return TRUE;
6844 }
6845
6846
6847 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6848 {
6849         switch (o_ptr->tval)
6850         {
6851                 case TV_HAFTED:
6852                 case TV_POLEARM:
6853                 case TV_DIGGING:
6854                 case TV_BOLT:
6855                 case TV_ARROW:
6856                 case TV_SHOT:
6857                 {
6858                         return (TRUE);
6859                 }
6860                 case TV_SWORD:
6861                 {
6862                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6863                 }
6864         }
6865
6866         return (FALSE);
6867 }
6868
6869
6870 /*
6871  *  A structure for smithing
6872  */
6873 typedef struct {
6874         int add;       /* TR flag number or special essence id */
6875         cptr add_name; /* Name of this ability */
6876         int type;      /* Menu number */
6877         int essence;   /* Index for carrying essences */
6878         int value;     /* Needed value to add this ability */
6879 } essence_type;
6880
6881
6882 /*
6883  *  Smithing type data for Weapon smith
6884  */
6885 #ifdef JP
6886 static essence_type essence_info[] = 
6887 {
6888         {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6889         {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6890         {TR_WIS, "¸­¤µ", 4, TR_WIS, 20},
6891         {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6892         {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6893         {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6894         {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6895         {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6896         {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6897         {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6898         {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6899         {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6900         {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6901         {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6902         {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6903         {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6904         {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6905         {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6906         {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6907         {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6908         {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6909         {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6910         {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6911         {TR_SUST_WIS, "¸­¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6912         {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6913         {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6914         {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6915         {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6916         {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6917         {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6918         {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6919         {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6920         {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6921         {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6922         {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6923         {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6924         {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6925         {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6926         {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6927         {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6928         {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6929         {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6930         {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6931         {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6932         {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6933         {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6934         {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6935         {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6936         {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6937         {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6938         {TR_SH_FIRE, "", 0, -2, 0},
6939         {TR_SH_ELEC, "", 0, -2, 0},
6940         {TR_SH_COLD, "", 0, -2, 0},
6941         {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6942         {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6943         {TR_FEATHER, "ÉâÍ·", 3, TR_FEATHER, 20},
6944         {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6945         {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6946         {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6947         {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6948         {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6949         {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6950
6951         {TR_SLAY_EVIL, "¼Ù°­ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6952         {TR_KILL_EVIL, "¼Ù°­ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6953         {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6954         {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6955         {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6956         {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6957         {TR_SLAY_DEMON, "°­ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6958         {TR_KILL_DEMON, "°­ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6959         {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6960         {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6961         {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6962         {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6963         {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6964         {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},       
6965         {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6966         {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6967         {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6968         {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6969
6970         {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6971         {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40}, 
6972         {TR_ESP_DEMON, "°­ËâESP", 6, TR_SLAY_DEMON, 40},       
6973         {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},     
6974         {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},   
6975         {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},       
6976         {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6977         {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6978
6979         {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6980         {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6981         {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀ­È¯Æ°", 7, TR_RES_ACID, 50},
6982         {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀ­È¯Æ°", 7, TR_RES_ELEC, 50},
6983         {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀ­È¯Æ°", 7, TR_RES_FIRE, 50},
6984         {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀ­È¯Æ°", 7, TR_RES_COLD, 50},
6985         {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6986         {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6987         {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6988         {ESSENCE_RESISTANCE, "Á´ÂÑÀ­", 2, -1, 150},
6989         {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6990         {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6991
6992         {-1, NULL, 0, -1, 0}
6993 };
6994 #else
6995 static essence_type essence_info[] = 
6996 {
6997         {TR_STR, "strength", 4, TR_STR, 20},
6998         {TR_INT, "intelligence", 4, TR_INT, 20},
6999         {TR_WIS, "wisdom", 4, TR_WIS, 20},
7000         {TR_DEX, "dexterity", 4, TR_DEX, 20},
7001         {TR_CON, "constitution", 4, TR_CON, 20},
7002         {TR_CHR, "charisma", 4, TR_CHR, 20},
7003         {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7004         {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7005         {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7006         {TR_INFRA, "inflavision", 4, TR_INFRA, 15},
7007         {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7008         {TR_SPEED, "speed", 4, TR_SPEED, 12},
7009         {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7010         {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7011         {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7012         {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7013         {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7014         {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7015         {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7016         {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7017         {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7018         {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7019         {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7020         {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7021         {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7022         {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7023         {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7024         {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7025         {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7026         {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7027         {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7028         {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7029         {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7030         {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7031         {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7032         {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7033         {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7034         {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7035         {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7036         {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7037         {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7038         {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7039         {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7040         {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7041         {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7042         {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7043         {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7044         {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7045         {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7046         {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7047         {TR_SH_FIRE, "", 0, -2, 0},
7048         {TR_SH_ELEC, "", 0, -2, 0},
7049         {TR_SH_COLD, "", 0, -2, 0},
7050         {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7051         {TR_WARNING, "warning", 3, TR_WARNING, 20},
7052         {TR_FEATHER, "levitation", 3, TR_FEATHER, 20},
7053         {TR_LITE, "permanent light", 3, TR_LITE, 15},
7054         {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7055         {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7056         {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7057         {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7058         {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7059
7060         {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7061         {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7062         {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7063         {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7064         {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7065         {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7066         {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7067         {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7068         {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7069         {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7070         {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7071         {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7072         {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7073         {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},       
7074         {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7075         {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7076         {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7077         {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7078
7079         {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7080         {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40}, 
7081         {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},       
7082         {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},     
7083         {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},   
7084         {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},       
7085         {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7086         {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7087
7088         {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7089         {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7090         {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7091         {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7092         {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7093         {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7094         {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7095         {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7096         {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7097         {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7098         {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7099         {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7100
7101         {-1, NULL, 0, -1, 0}
7102 };
7103 #endif
7104
7105
7106 /*
7107  *  Essense names for Weapon smith
7108  */
7109 #ifdef JP
7110 static cptr essence_name[] = 
7111 {
7112         "ÏÓÎÏ",
7113         "ÃÎǽ",
7114         "¸­¤µ",
7115         "´ïÍѤµ",
7116         "Âѵ×ÎÏ",
7117         "Ì¥ÎÏ",
7118         "ËâÎÏ»ÙÇÛ",
7119         "",
7120         "±£Ì©",
7121         "õº÷",
7122         "ÀÖ³°Àþ»ëÎÏ",
7123         "ºÎ·¡",
7124         "¥¹¥Ô¡¼¥É",
7125         "Äɲù¶·â",
7126         "¥«¥ª¥¹¹¶·â",
7127         "µÛ·ì¹¶·â",
7128         "ưʪÇÜÂÇ",
7129         "¼Ù°­ÇÜÂÇ",
7130         "ÉÔ»àÇÜÂÇ",
7131         "°­ËâÇÜÂÇ",
7132         "¥ª¡¼¥¯ÇÜÂÇ",
7133         "¥È¥í¥ëÇÜÂÇ",
7134         "µð¿ÍÇÜÂÇ",
7135         "εÇÜÂÇ",
7136         "",
7137         "",
7138         "ÃÏ¿Ì",
7139         "ÆÇ»¦",
7140         "Íϲò",
7141         "ÅÅ·â",
7142         "¾Æ´þ",
7143         "Åà·ë",
7144         "ǽÎÏ°Ý»ý",
7145         "",
7146         "",
7147         "",
7148         "",
7149         "",
7150         "",
7151         "",
7152         "ÌȱÖ",
7153         "",
7154         "",
7155         "",
7156         "",
7157         "È¿¼Í",
7158         "ËãáãÃΤ餺",
7159         "À¸Ì¿ÎÏ°Ý»ý",
7160         "ÂÑ»À",
7161         "ÂÑÅÅ·â",
7162         "ÂѲбê",
7163         "ÂÑÎ䵤",
7164         "ÂÑÆÇ",
7165         "ÂѶ²ÉÝ",
7166         "ÂÑÁ®¸÷",
7167         "ÂѰŹõ",
7168         "ÂÑÌÕÌÜ",
7169         "ÂѺ®Íð",
7170         "Âѹ첻",
7171         "ÂÑÇËÊÒ",
7172         "ÂÑÃϹö",
7173         "ÂÑ°ø²Ìº®Íð",
7174         "ÂÑ¥«¥ª¥¹",
7175         "ÂÑÎô²½",
7176         "",
7177         "",
7178         "¿Í´ÖÇÜÂÇ",
7179         "",
7180         "",
7181         "È¿ËâË¡",
7182         "",
7183         "",
7184         "·Ù¹ð",
7185         "",
7186         "",
7187         "",
7188         "ÉâÍ·",
7189         "±Êµ×¸÷¸»",
7190         "²Ä»ëÆ©ÌÀ",
7191         "¥Æ¥ì¥Ñ¥·¡¼",
7192         "Ãپò½",
7193         "µÞ®²óÉü",
7194         "",
7195         "",
7196         "",
7197         "",
7198         "",
7199         "",
7200         "",
7201         "",
7202         "¥Æ¥ì¥Ý¡¼¥È",
7203         "",
7204         "",
7205         "¹¶·â",
7206         "Ëɸæ",
7207
7208         NULL
7209 };
7210
7211 #else
7212
7213 static cptr essence_name[] = 
7214 {
7215         "strength",
7216         "intelligen.",
7217         "wisdom",
7218         "dexterity",
7219         "constitut.",
7220         "charisma",
7221         "magic mast.",
7222         "",
7223         "stealth",
7224         "serching",
7225         "inflavision",
7226         "digging",
7227         "speed",
7228         "extra atk",
7229         "chaos brand",
7230         "vampiric",
7231         "slay animal",
7232         "slay evil",
7233         "slay undead",
7234         "slay demon",
7235         "slay orc",
7236         "slay troll",
7237         "slay giant",
7238         "slay dragon",
7239         "",
7240         "",
7241         "quake",
7242         "pois. brand",
7243         "acid brand",
7244         "elec. brand",
7245         "fire brand",
7246         "cold brand",
7247         "sustain",
7248         "",
7249         "",
7250         "",
7251         "",
7252         "",
7253         "",
7254         "",
7255         "immunity",
7256         "",
7257         "",
7258         "",
7259         "",
7260         "reflection",
7261         "free action",
7262         "hold life",
7263         "res. acid",
7264         "res. elec.",
7265         "res. fire",
7266         "res. cold",
7267         "res. poison",
7268         "res. fear",
7269         "res. light",
7270         "res. dark",
7271         "res. blind",
7272         "res.confuse",
7273         "res. sound",
7274         "res. shard",
7275         "res. nether",
7276         "res. nexus",
7277         "res. chaos",
7278         "res. disen.",
7279         "",
7280         "",
7281         "slay human",
7282         "",
7283         "",
7284         "anti magic",
7285         "",
7286         "",
7287         "warning",
7288         "",
7289         "",
7290         "",
7291         "levitation",
7292         "perm. light",
7293         "see invis.",
7294         "telepathy",
7295         "slow dige.",
7296         "regen.",
7297         "",
7298         "",
7299         "",
7300         "",
7301         "",
7302         "",
7303         "",
7304         "",
7305         "teleport",
7306         "",
7307         "",
7308         "weapon enc.",
7309         "armor enc.",
7310
7311         NULL
7312 };
7313 #endif
7314
7315
7316 static void display_essence(void)
7317 {
7318         int i, num = 0;
7319
7320         screen_save();
7321         for (i = 1; i < 22; i++)
7322         {
7323                 prt("",i,0);
7324         }
7325 #ifdef JP
7326         prt("¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô", 1, 8);
7327 #else
7328         prt("Essence      Num      Essence      Num      Essence      Num ", 1, 8);
7329 #endif
7330         for (i = 0; essence_name[i]; i++)
7331         {
7332                 if (!essence_name[i][0]) continue;
7333                 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7334                 num++;
7335         }
7336 #ifdef JP
7337         prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7338 #else
7339         prt("List of all essences you have.", 0, 0);
7340 #endif
7341         (void)inkey();
7342         screen_load();
7343         return;
7344 }
7345
7346 static void drain_essence(void)
7347 {
7348         int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7349         int i, item;
7350         int dec = 4;
7351         bool observe = FALSE;
7352         int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7353         u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7354         object_type *o_ptr;
7355         cptr            q, s;
7356         byte iy, ix, marked, number;
7357         s16b next_o_idx, weight;
7358
7359         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7360                 drain_value[i] = 0;
7361
7362         item_tester_hook = item_tester_hook_weapon_armour;
7363         item_tester_no_ryoute = TRUE;
7364
7365         /* Get an item */
7366 #ifdef JP
7367         q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7368         s = "Ãê½Ð¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7369 #else
7370         q = "Extract from which item? ";
7371         s = "You have nothing you can extract from.";
7372 #endif
7373
7374         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7375
7376         /* Get the item (in the pack) */
7377         if (item >= 0)
7378         {
7379                 o_ptr = &inventory[item];
7380         }
7381
7382         /* Get the item (on the floor) */
7383         else
7384         {
7385                 o_ptr = &o_list[0 - item];
7386         }
7387
7388         if (object_known_p(o_ptr) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name || o_ptr->xtra3)) {
7389                 char o_name[MAX_NLEN];
7390                 object_desc(o_name, o_ptr, FALSE, 0);
7391 #ifdef JP
7392                 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7393 #else
7394                 if (!get_check(format("Really extract from %s? ", o_name))) return;
7395 #endif
7396         }
7397
7398         energy_use = 100;
7399
7400         object_flags(o_ptr, old_flgs);
7401         if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7402         if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7403         if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7404         if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7405         if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7406         if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7407         if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7408         if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7409         if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7410
7411         old_to_a = o_ptr->to_a;
7412         old_ac = o_ptr->ac;
7413         old_to_h = o_ptr->to_h;
7414         old_to_d = o_ptr->to_d;
7415         old_ds = o_ptr->ds;
7416         old_dd = o_ptr->dd;
7417         old_pval = o_ptr->pval;
7418         old_name2 = o_ptr->name2;
7419         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7420         if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7421         if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7422         if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7423         if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7424
7425         iy = o_ptr->iy;
7426         ix = o_ptr->ix;
7427         next_o_idx = o_ptr->next_o_idx;
7428         marked = o_ptr->marked;
7429         weight = o_ptr->weight;
7430         number = o_ptr->number;
7431
7432         object_prep(o_ptr, o_ptr->k_idx);
7433
7434         o_ptr->iy=iy;
7435         o_ptr->ix=ix;
7436         o_ptr->next_o_idx=next_o_idx;
7437         o_ptr->marked=marked;
7438         o_ptr->number = number;
7439         if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7440         o_ptr->ident |= (IDENT_MENTAL);
7441         object_aware(o_ptr);
7442         object_known(o_ptr);
7443
7444         object_flags(o_ptr, new_flgs);
7445
7446         for (i = 0; essence_info[i].add_name; i++)
7447         {
7448                 essence_type *es_ptr = &essence_info[i];
7449                 int pval = 0;
7450
7451                 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7452                         pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7453
7454                 if (es_ptr->add < TR_FLAG_MAX &&
7455                     (!have_flag(new_flgs, es_ptr->add) || pval) &&
7456                     have_flag(old_flgs, es_ptr->add))
7457                 {
7458                         if (pval)
7459                         {
7460                                 drain_value[es_ptr->essence] += 10 * pval;
7461                         }
7462                         else if (es_ptr->essence != -2)
7463                         {
7464                                 drain_value[es_ptr->essence] += 10;
7465                         }
7466                         else if (es_ptr->add == TR_SH_FIRE)
7467                         {
7468                                 drain_value[TR_BRAND_FIRE] += 10;
7469                                 drain_value[TR_RES_FIRE] += 10;
7470                         }
7471                         else if (es_ptr->add == TR_SH_ELEC)
7472                         {
7473                                 drain_value[TR_BRAND_ELEC] += 10;
7474                                 drain_value[TR_RES_ELEC] += 10;
7475                         }
7476                         else if (es_ptr->add == TR_SH_COLD)
7477                         {
7478                                 drain_value[TR_BRAND_COLD] += 10;
7479                                 drain_value[TR_RES_COLD] += 10;
7480                         }
7481                 }
7482         }
7483
7484         if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7485         {
7486                 drain_value[TR_INT] += 5;
7487                 drain_value[TR_WIS] += 5;
7488         }
7489         if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7490         {
7491                 drain_value[TR_BRAND_POIS] += 5;
7492                 drain_value[TR_BRAND_ACID] += 5;
7493                 drain_value[TR_BRAND_ELEC] += 5;
7494                 drain_value[TR_BRAND_FIRE] += 5;
7495                 drain_value[TR_BRAND_COLD] += 5;
7496         }
7497         if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7498         {
7499                 drain_value[TR_INT] += 10;
7500         }
7501         if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7502         {
7503                 drain_value[TR_STR] += 10;
7504         }
7505         if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7506         {
7507                 drain_value[TR_DEX] += 10;
7508         }
7509         if (old_name2 == EGO_2WEAPON)
7510         {
7511                 drain_value[TR_DEX] += 20;
7512         }
7513         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_SWORD) && (o_ptr->tval != TV_BOW))
7514         {
7515                 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7516
7517                 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7518         }
7519         if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7520         if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7521         if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7522         if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7523
7524         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7525         {
7526                 drain_value[i] *= number;
7527                 drain_value[i] = drain_value[i] * dec / 4;
7528                 drain_value[i] = MAX(drain_value[i], 0);
7529                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7530                 if (drain_value[i])
7531                 {
7532                         observe = TRUE;
7533                 }
7534         }
7535         if (!observe)
7536         {
7537 #ifdef JP
7538                 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤­¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7539 #else
7540                 msg_print("You were not able to extract any essence.");
7541 #endif
7542         }
7543         else
7544         {
7545 #ifdef JP
7546                 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7547 #else
7548                 msg_print("Extracted essences:");
7549 #endif
7550                 for (i = 0; essence_name[i]; i++)
7551                 {
7552                         if (!essence_name[i][0]) continue;
7553                         if (!drain_value[i]) continue;
7554
7555                         p_ptr->magic_num1[i] += drain_value[i];
7556                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7557                         msg_print(NULL);
7558                         msg_format("%s...%d", essence_name[i], drain_value[i]);
7559                 }
7560         }
7561
7562         /* Combine the pack */
7563         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7564
7565         /* Window stuff */
7566         p_ptr->window |= (PW_INVEN);
7567 }
7568
7569
7570
7571 static int choose_essence(void)
7572 {
7573         int mode = 0;
7574         char choice;
7575         int menu_line = (use_menu ? 1 : 0);
7576
7577 #ifdef JP
7578         cptr menu_name[] = {
7579                 "Éð´ï°À­", 
7580                 "ÂÑÀ­",
7581                 "ǽÎÏ",
7582                 "¿ôÃÍ",
7583                 "¥¹¥ì¥¤",
7584                 "ESP",
7585                 "¤½¤Î¾"
7586         };
7587 #else
7588         cptr menu_name[] = {
7589                 "Brand weapon",
7590                 "Resistance",
7591                 "Ability",
7592                 "Magic number", 
7593                 "Slay",
7594                 "ESP",
7595                 "Others"
7596         };
7597 #endif
7598         const int mode_max = 7;
7599
7600 #ifdef ALLOW_REPEAT
7601         if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7602                 return mode;
7603         mode = 0;
7604 #endif /* ALLOW_REPEAT */
7605
7606         if (use_menu)
7607         {
7608                 screen_save();
7609
7610                 while(!mode)
7611                 {
7612                         int i;
7613                         for (i = 0; i < mode_max; i++)
7614 #ifdef JP
7615                                 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : "  ", menu_name[i]), 2 + i, 14);
7616                         prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7617 #else
7618                                 prt(format(" %s %s", (menu_line == 1+i) ? "> " : "  ", menu_name[i]), 2 + i, 14);
7619                         prt("Choose from menu.", 0, 0);
7620 #endif
7621
7622                         choice = inkey();
7623                         switch(choice)
7624                         {
7625                         case ESCAPE:
7626                         case 'z':
7627                         case 'Z':
7628                                 screen_load();
7629                                 return 0;
7630                         case '2':
7631                         case 'j':
7632                         case 'J':
7633                                 menu_line++;
7634                                 break;
7635                         case '8':
7636                         case 'k':
7637                         case 'K':
7638                                 menu_line += mode_max - 1;
7639                                 break;
7640                         case '\r':
7641                         case '\n':
7642                         case 'x':
7643                         case 'X':
7644                                 mode = menu_line;
7645                                 break;
7646                         }
7647                         if (menu_line > mode_max) menu_line -= mode_max;
7648                 }
7649                 screen_load();
7650         }
7651         else
7652         {
7653                 screen_save();
7654                 while (!mode)
7655                 {
7656                         int i;
7657
7658                         for (i = 0; i < mode_max; i++)
7659                                 prt(format("  %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7660
7661 #ifdef JP
7662                         if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7663 #else
7664                         if (!get_com("Command :", &choice, TRUE))
7665 #endif
7666                         {
7667                                 screen_load();
7668                                 return 0;
7669                         }
7670
7671                         if (isupper(choice)) choice = tolower(choice);
7672
7673                         if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7674                                 mode = (int)choice - 'a' + 1;
7675                 }
7676                 screen_load();
7677         }
7678
7679 #ifdef ALLOW_REPEAT
7680         repeat_push(mode);
7681 #endif /* ALLOW_REPEAT */
7682         return mode;
7683 }
7684
7685 static void add_essence(int mode)
7686 {
7687         int item, max_num = 0;
7688         int i;
7689         bool flag,redraw;
7690         char choice;
7691         cptr            q, s;
7692         object_type *o_ptr;
7693         int ask = TRUE;
7694         char out_val[160];
7695         int num[22];
7696         char o_name[MAX_NLEN];
7697         int use_essence;
7698         essence_type *es_ptr;
7699
7700         int menu_line = (use_menu ? 1 : 0);
7701
7702         for (i = 0; essence_info[i].add_name; i++)
7703         {
7704                 es_ptr = &essence_info[i];
7705
7706                 if (es_ptr->type != mode) continue;
7707                 num[max_num++] = i;
7708         }
7709
7710 #ifdef ALLOW_REPEAT
7711         if (!repeat_pull(&i) || i<0 || i>=max_num)
7712         {
7713 #endif /* ALLOW_REPEAT */
7714
7715
7716         /* Nothing chosen yet */
7717         flag = FALSE;
7718
7719         /* No redraw yet */
7720         redraw = FALSE;
7721
7722         /* Build a prompt */
7723 #ifdef JP
7724         (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7725 #else
7726         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7727 #endif
7728         if (use_menu) screen_save();
7729
7730         /* Get a spell from the user */
7731
7732         choice = (always_show_list || use_menu) ? ESCAPE:1;
7733         while (!flag)
7734         {
7735                 bool able[22];
7736                 if( choice==ESCAPE ) choice = ' '; 
7737                 else if( !get_com(out_val, &choice, FALSE) )break; 
7738
7739                 if (use_menu && choice != ' ')
7740                 {
7741                         switch(choice)
7742                         {
7743                                 case '0':
7744                                 {
7745                                         screen_load();
7746                                         return;
7747                                 }
7748
7749                                 case '8':
7750                                 case 'k':
7751                                 case 'K':
7752                                 {
7753                                         menu_line += (max_num-1);
7754                                         break;
7755                                 }
7756
7757                                 case '2':
7758                                 case 'j':
7759                                 case 'J':
7760                                 {
7761                                         menu_line++;
7762                                         break;
7763                                 }
7764
7765                                 case '4':
7766                                 case 'h':
7767                                 case 'H':
7768                                 {
7769                                         menu_line = 1;
7770                                         break;
7771                                 }
7772                                 case '6':
7773                                 case 'l':
7774                                 case 'L':
7775                                 {
7776                                         menu_line = max_num;
7777                                         break;
7778                                 }
7779
7780                                 case 'x':
7781                                 case 'X':
7782                                 case '\r':
7783                                 case '\n':
7784                                 {
7785                                         i = menu_line - 1;
7786                                         ask = FALSE;
7787                                         break;
7788                                 }
7789                         }
7790                         if (menu_line > max_num) menu_line -= max_num;
7791                 }
7792                 /* Request redraw */
7793                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7794                 {
7795                         /* Show the list */
7796                         if (!redraw || use_menu)
7797                         {
7798                                 byte y, x = 10;
7799                                 int ctr;
7800                                 char dummy[80], dummy2[80];
7801                                 byte col;
7802
7803                                 strcpy(dummy, "");
7804
7805                                 /* Show list */
7806                                 redraw = TRUE;
7807
7808                                 /* Save the screen */
7809                                 if (!use_menu) screen_save();
7810
7811                                 for (y = 1; y < 24; y++)
7812                                         prt("", y, x);
7813
7814                                 /* Print header(s) */
7815 #ifdef JP
7816                                 prt(format("   %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7817
7818 #else
7819                                 prt(format("   %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7820 #endif
7821                                 /* Print list */
7822                                 for (ctr = 0; ctr < max_num; ctr++)
7823                                 {
7824                                         es_ptr = &essence_info[num[ctr]];
7825
7826                                         if (use_menu)
7827                                         {
7828                                                 if (ctr == (menu_line-1))
7829 #ifdef JP
7830                                                         strcpy(dummy, "¡Õ ");
7831 #else
7832                                                         strcpy(dummy, ">  ");
7833 #endif
7834                                                 else strcpy(dummy, "   ");
7835                                                 
7836                                         }
7837                                         /* letter/number for power selection */
7838                                         else
7839                                         {
7840                                                 sprintf(dummy, "%c) ",I2A(ctr));
7841                                         }
7842
7843                                         strcat(dummy, es_ptr->add_name);
7844
7845                                         col = TERM_WHITE;
7846                                         able[ctr] = TRUE;
7847
7848                                         if (es_ptr->essence != -1)
7849                                         {
7850                                                 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7851                                                 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7852                                         }
7853                                         else
7854                                         {
7855                                                 switch(es_ptr->add)
7856                                                 {
7857                                                 case ESSENCE_SH_FIRE:
7858 #ifdef JP
7859                                                         strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7860 #else
7861                                                         strcat(dummy, "(brand fire + res.fire)");
7862 #endif
7863                                                         if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7864                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7865                                                         break;
7866                                                 case ESSENCE_SH_ELEC:
7867 #ifdef JP
7868                                                         strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7869 #else
7870                                                         strcat(dummy, "(brand elec. + res. elec.)");
7871 #endif
7872                                                         if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7873                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7874                                                         break;
7875                                                 case ESSENCE_SH_COLD:
7876 #ifdef JP
7877                                                         strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7878 #else
7879                                                         strcat(dummy, "(brand cold + res. cold)");
7880 #endif
7881                                                         if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7882                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7883                                                         break;
7884                                                 case ESSENCE_RESISTANCE:
7885 #ifdef JP
7886                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7887 #else
7888                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7889 #endif
7890                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7891                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7892                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7893                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7894                                                         break;
7895                                                 case ESSENCE_SUSTAIN:
7896 #ifdef JP
7897                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7898 #else
7899                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7900 #endif
7901                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7902                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7903                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7904                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7905                                                         break;
7906                                                 }
7907                                         }
7908
7909                                         if (!able[ctr]) col = TERM_RED;
7910
7911                                         if (es_ptr->essence != -1)
7912                                         {
7913                                                 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7914                                         }
7915                                         else
7916                                         {
7917                                                 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7918                                         }
7919
7920                                         c_prt(col, dummy2, ctr+2, x);
7921                                 }
7922                         }
7923
7924                         /* Hide the list */
7925                         else
7926                         {
7927                                 /* Hide list */
7928                                 redraw = FALSE;
7929
7930                                 /* Restore the screen */
7931                                 screen_load();
7932                         }
7933
7934                         /* Redo asking */
7935                         continue;
7936                 }
7937
7938                 if (!use_menu)
7939                 {
7940                         /* Note verify */
7941                         ask = (isupper(choice));
7942
7943                         /* Lowercase */
7944                         if (ask) choice = tolower(choice);
7945
7946                         /* Extract request */
7947                         i = (islower(choice) ? A2I(choice) : -1);
7948                 }
7949
7950                 /* Totally Illegal */
7951                 if ((i < 0) || (i >= max_num) || !able[i])
7952                 {
7953                         bell();
7954                         continue;
7955                 }
7956
7957                 /* Verify it */
7958                 if (ask)
7959                 {
7960                         char tmp_val[160];
7961
7962                         /* Prompt */
7963 #ifdef JP
7964                         (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7965 #else
7966                         (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7967 #endif
7968
7969                         /* Belay that order */
7970                         if (!get_check(tmp_val)) continue;
7971                 }
7972
7973                 /* Stop the loop */
7974                 flag = TRUE;
7975         }
7976
7977         /* Restore the screen */
7978         if (redraw) screen_load();
7979
7980         if (!flag) return;
7981
7982 #ifdef ALLOW_REPEAT
7983         repeat_push(i);
7984         }
7985 #endif /* ALLOW_REPEAT */
7986
7987         es_ptr = &essence_info[num[i]];
7988
7989         if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7990                 item_tester_tval = TV_GLOVES;
7991         else if (mode == 1 || mode == 5)
7992                 item_tester_hook = item_tester_hook_melee_ammo;
7993         else if (es_ptr->add == ESSENCE_ATTACK)
7994                 item_tester_hook = item_tester_hook_weapon;
7995         else if (es_ptr->add == ESSENCE_AC)
7996                 item_tester_hook = item_tester_hook_armour;
7997         else
7998                 item_tester_hook = item_tester_hook_weapon_armour;
7999         item_tester_no_ryoute = TRUE;
8000
8001         /* Get an item */
8002 #ifdef JP
8003         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8004         s = "²þÎɤǤ­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8005 #else
8006         q = "Improve which item? ";
8007         s = "You have nothing to improve.";
8008 #endif
8009
8010         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8011
8012         /* Get the item (in the pack) */
8013         if (item >= 0)
8014         {
8015                 o_ptr = &inventory[item];
8016         }
8017
8018         /* Get the item (on the floor) */
8019         else
8020         {
8021                 o_ptr = &o_list[0 - item];
8022         }
8023
8024         if ((mode != 10) && (o_ptr->name1 || o_ptr->art_name || o_ptr->xtra3))
8025         {
8026 #ifdef JP
8027                 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ­¤Ê¤¤¡£");
8028 #else
8029                 msg_print("This item is no more able to be improved.");
8030 #endif
8031                 return;
8032         }
8033
8034         object_desc(o_name, o_ptr, FALSE, 0);
8035
8036         use_essence = es_ptr->value;
8037         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8038         if (o_ptr->number > 1)
8039         {
8040                 use_essence *= o_ptr->number;
8041 #ifdef JP
8042                 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8043 #else
8044                 msg_format("It will take %d essences.",use_essence);
8045 #endif
8046
8047         }
8048
8049         if (es_ptr->essence != -1)
8050         {
8051                 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8052                 {
8053 #ifdef JP
8054                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8055 #else
8056                         msg_print("You don't have enough essences.");
8057 #endif
8058                         return;
8059                 }
8060                 if (is_pval_flag(es_ptr->add))
8061                 {
8062                         if (o_ptr->pval < 0)
8063                         {
8064 #ifdef JP
8065                                 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤­¤Ê¤¤¡£");
8066 #else
8067                                 msg_print("You cannot increase magic number of this item.");
8068 #endif
8069                                 return;
8070                         }
8071                         else if (es_ptr->add == TR_BLOWS)
8072                         {
8073                                 if (o_ptr->pval > 1)
8074                                 {
8075 #ifdef JP
8076                                         if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8077 #else
8078                                         if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8079 #endif
8080                                 }
8081
8082                                 o_ptr->pval = 1;
8083 #ifdef JP
8084                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8085 #else
8086                                 msg_format("It will take %d essences.", use_essence);
8087 #endif
8088                         }
8089                         else if (o_ptr->pval > 0)
8090                         {
8091                                 use_essence *= o_ptr->pval;
8092 #ifdef JP
8093                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8094 #else
8095                                 msg_format("It will take %d essences.", use_essence);
8096 #endif
8097                         }
8098                         else
8099                         {
8100                                 char tmp[80];
8101                                 char tmp_val[160];
8102                                 int pval;
8103                                 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8104
8105 #ifdef JP
8106                                 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8107 #else
8108                                 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8109 #endif
8110                                 strcpy(tmp_val, "1");
8111
8112                                 if (!get_string(tmp, tmp_val, 1)) return;
8113                                 pval = atoi(tmp_val);
8114                                 if (pval > limit) pval = limit;
8115                                 else if (pval < 1) pval = 1;
8116                                 o_ptr->pval += pval;
8117                                 use_essence *= pval;
8118 #ifdef JP
8119                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8120 #else
8121                                 msg_format("It will take %d essences.", use_essence);
8122 #endif
8123                         }
8124
8125                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8126                         {
8127 #ifdef JP
8128                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8129 #else
8130                                 msg_print("You don't have enough essences.");
8131 #endif
8132                                 return;
8133                         }
8134                 }
8135                 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8136                 {
8137                         char tmp_val[160];
8138                         int val;
8139                         int get_to_h, get_to_d;
8140
8141                         strcpy(tmp_val, "1");
8142 #ifdef JP
8143                         if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8144 #else
8145                         if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8146 #endif
8147                         val = atoi(tmp_val);
8148                         if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8149                         else if (val < 1) val = 1;
8150                         use_essence *= val;
8151 #ifdef JP
8152                         msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8153 #else
8154                         msg_format("It will take %d essences.", use_essence);
8155 #endif
8156                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8157                         {
8158 #ifdef JP
8159                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8160 #else
8161                                 msg_print("You don't have enough essences.");
8162 #endif
8163                                 return;
8164                         }
8165                         get_to_h = ((val+1)/2+randint0(val/2+1));
8166                         get_to_d = ((val+1)/2+randint0(val/2+1));
8167                         o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8168                         o_ptr->to_h += get_to_h;
8169                         o_ptr->to_d += get_to_d;
8170                 }
8171                 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8172                 if (es_ptr->add == ESSENCE_ATTACK)
8173                 {
8174                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8175                         {
8176 #ifdef JP
8177                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8178 #else
8179                                 msg_print("You failed to enchant.");
8180 #endif
8181                                 energy_use = 100;
8182                                 return;
8183                         }
8184                         else
8185                         {
8186                                 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8187                                 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8188                         }
8189                 }
8190                 else if (es_ptr->add == ESSENCE_AC)
8191                 {
8192                         if (o_ptr->to_a >= p_ptr->lev/5+5)
8193                         {
8194 #ifdef JP
8195                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8196 #else
8197                                 msg_print("You failed to enchant.");
8198 #endif
8199                                 energy_use = 100;
8200                                 return;
8201                         }
8202                         else
8203                         {
8204                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8205                         }
8206                 }
8207                 else
8208                 {
8209                         o_ptr->xtra3 = es_ptr->add + 1;
8210                 }
8211         }
8212         else
8213         {
8214                 bool success = TRUE;
8215
8216                 switch(es_ptr->add)
8217                 {
8218                 case ESSENCE_SH_FIRE:
8219                         if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8220                         {
8221                                 success = FALSE;
8222                                 break;
8223                         }
8224                         p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8225                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8226                         break;
8227                 case ESSENCE_SH_ELEC:
8228                         if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8229                         {
8230                                 success = FALSE;
8231                                 break;
8232                         }
8233                         p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8234                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8235                         break;
8236                 case ESSENCE_SH_COLD:
8237                         if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8238                         {
8239                                 success = FALSE;
8240                                 break;
8241                         }
8242                         p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8243                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8244                         break;
8245                 case ESSENCE_RESISTANCE:
8246                 case ESSENCE_SUSTAIN:
8247                         if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8248                         {
8249                                 success = FALSE;
8250                                 break;
8251                         }
8252                         p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8253                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8254                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8255                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8256                         break;
8257                 }
8258                 if (!success)
8259                 {
8260 #ifdef JP
8261                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8262 #else
8263                         msg_print("You don't have enough essences.");
8264 #endif
8265                         return;
8266                 }
8267                 if (es_ptr->add == ESSENCE_SUSTAIN)
8268                 {
8269                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8270                         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8271                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8272                         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8273                 }
8274                 else
8275                 {
8276                         o_ptr->xtra3 = es_ptr->add + 1;
8277                 }
8278         }
8279
8280         energy_use = 100;
8281
8282 #ifdef JP
8283         msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8284 #else
8285         msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8286 #endif
8287
8288         /* Combine the pack */
8289         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8290
8291         /* Window stuff */
8292         p_ptr->window |= (PW_INVEN);
8293 }
8294
8295
8296 bool item_tester_hook_smith(object_type *o_ptr)
8297 {
8298         switch (o_ptr->tval)
8299         {
8300                 case TV_SWORD:
8301                 case TV_HAFTED:
8302                 case TV_POLEARM:
8303                 case TV_DIGGING:
8304                 case TV_BOW:
8305                 case TV_BOLT:
8306                 case TV_ARROW:
8307                 case TV_SHOT:
8308                 case TV_DRAG_ARMOR:
8309                 case TV_HARD_ARMOR:
8310                 case TV_SOFT_ARMOR:
8311                 case TV_SHIELD:
8312                 case TV_CLOAK:
8313                 case TV_CROWN:
8314                 case TV_HELM:
8315                 case TV_BOOTS:
8316                 case TV_GLOVES:
8317                 {
8318                         if (o_ptr->xtra3) return (TRUE);
8319                 }
8320         }
8321
8322         return (FALSE);
8323 }
8324
8325
8326 static void erase_essence(void)
8327 {
8328         int item;
8329         cptr q, s;
8330         object_type *o_ptr;
8331         char o_name[MAX_NLEN];
8332         u32b flgs[TR_FLAG_SIZE];
8333
8334         item_tester_hook = item_tester_hook_smith;
8335
8336         /* Get an item */
8337 #ifdef JP
8338         q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8339         s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8340 #else
8341         q = "Remove from which item? ";
8342         s = "You have nothing to remove essence.";
8343 #endif
8344
8345         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8346
8347         /* Get the item (in the pack) */
8348         if (item >= 0)
8349         {
8350                 o_ptr = &inventory[item];
8351         }
8352
8353         /* Get the item (on the floor) */
8354         else
8355         {
8356                 o_ptr = &o_list[0 - item];
8357         }
8358
8359         object_desc(o_name, o_ptr, FALSE, 0);
8360 #ifdef JP
8361         if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8362 #else
8363         if (!get_check(format("Are you sure? [%s]", o_name))) return;
8364 #endif
8365
8366         energy_use = 100;
8367
8368         if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8369         {
8370                 o_ptr->to_h -= (o_ptr->xtra4>>8);
8371                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8372                 o_ptr->xtra4 = 0;
8373                 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8374                 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8375         }
8376         o_ptr->xtra3 = 0;
8377         object_flags(o_ptr, flgs);
8378         if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8379 #ifdef JP
8380         msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8381 #else
8382         msg_print("You removed all essence you have added.");
8383 #endif
8384
8385         /* Combine the pack */
8386         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8387
8388         /* Window stuff */
8389         p_ptr->window |= (PW_INVEN);
8390 }
8391
8392 void do_cmd_kaji(bool only_browse)
8393 {
8394         int mode = 0;
8395         char choice;
8396
8397         int menu_line = (use_menu ? 1 : 0);
8398
8399         if (!only_browse)
8400         {
8401                 if (p_ptr->confused)
8402                 {
8403 #ifdef JP
8404                         msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8405 #else
8406                         msg_print("You are too confused!");
8407 #endif
8408
8409                         return;
8410                 }
8411                 if (p_ptr->blind)
8412                 {
8413 #ifdef JP
8414                         msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8415 #else
8416                         msg_print("You are blind!");
8417 #endif
8418
8419                         return;
8420                 }
8421                 if (p_ptr->image)
8422                 {
8423 #ifdef JP
8424                         msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8425 #else
8426                         msg_print("You are hullcinating!");
8427 #endif
8428
8429                         return;
8430                 }
8431         }
8432
8433 #ifdef ALLOW_REPEAT
8434         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8435         {
8436 #endif /* ALLOW_REPEAT */
8437
8438         if (only_browse) screen_save();
8439         do {
8440         if (!only_browse) screen_save();
8441         if (use_menu)
8442         {
8443                 while(!mode)
8444                 {
8445 #ifdef JP
8446                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
8447                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
8448                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
8449                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
8450                         prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
8451                         prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8452 #else
8453                         prt(format(" %s List essences", (menu_line == 1) ? "> " : "  "), 2, 14);
8454                         prt(format(" %s Extract essence", (menu_line == 2) ? "> " : "  "), 3, 14);
8455                         prt(format(" %s Remove essence", (menu_line == 3) ? "> " : "  "), 4, 14);
8456                         prt(format(" %s Add essence", (menu_line == 4) ? "> " : "  "), 5, 14);
8457                         prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : "  "), 6, 14);
8458                         prt(format("Choose command from menu."), 0, 0);
8459 #endif
8460                         choice = inkey();
8461                         switch(choice)
8462                         {
8463                         case ESCAPE:
8464                         case 'z':
8465                         case 'Z':
8466                                 screen_load();
8467                                 return;
8468                         case '2':
8469                         case 'j':
8470                         case 'J':
8471                                 menu_line++;
8472                                 break;
8473                         case '8':
8474                         case 'k':
8475                         case 'K':
8476                                 menu_line+= 4;
8477                                 break;
8478                         case '\r':
8479                         case '\n':
8480                         case 'x':
8481                         case 'X':
8482                                 mode = menu_line;
8483                                 break;
8484                         }
8485                         if (menu_line > 5) menu_line -= 5;
8486                 }
8487         }
8488
8489         else
8490         {
8491                 while (!mode)
8492                 {
8493 #ifdef JP
8494                         prt("  a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8495                         prt("  b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8496                         prt("  c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8497                         prt("  d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8498                         prt("  e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8499                         if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8500 #else
8501                         prt("  a) List essences", 2, 14);
8502                         prt("  b) Extract essence", 3, 14);
8503                         prt("  c) Remove essence", 4, 14);
8504                         prt("  d) Add essence", 5, 14);
8505                         prt("  e) Enchant weapon/armor", 6, 14);
8506                         if (!get_com("Command :", &choice, TRUE))
8507 #endif
8508                         {
8509                                 screen_load();
8510                                 return;
8511                         }
8512                         switch (choice)
8513                         {
8514                         case 'A':
8515                         case 'a':
8516                                 mode = 1;
8517                                 break;
8518                         case 'B':
8519                         case 'b':
8520                                 mode = 2;
8521                                 break;
8522                         case 'C':
8523                         case 'c':
8524                                 mode = 3;
8525                                 break;
8526                         case 'D':
8527                         case 'd':
8528                                 mode = 4;
8529                                 break;
8530                         case 'E':
8531                         case 'e':
8532                                 mode = 5;
8533                                 break;
8534                         }
8535                 }
8536         }
8537
8538         if (only_browse)
8539         {
8540                 char temp[62*5];
8541                 int line, j;
8542
8543                 /* Clear lines, position cursor  (really should use strlen here) */
8544                 Term_erase(14, 21, 255);
8545                 Term_erase(14, 20, 255);
8546                 Term_erase(14, 19, 255);
8547                 Term_erase(14, 18, 255);
8548                 Term_erase(14, 17, 255);
8549                 Term_erase(14, 16, 255);
8550
8551                 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8552                 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8553                 {
8554                         prt(&temp[j], line, 15);
8555                         line++;
8556                 }
8557                 mode = 0;
8558         }
8559         if (!only_browse) screen_load();
8560         } while (only_browse);
8561 #ifdef ALLOW_REPEAT
8562         repeat_push(mode);
8563         }
8564 #endif /* ALLOW_REPEAT */
8565
8566         switch(mode)
8567         {
8568                 case 1: display_essence();break;
8569                 case 2: drain_essence();break;
8570                 case 3: erase_essence();break;
8571                 case 4:
8572                         mode = choose_essence();
8573                         if (mode == 0)
8574                                 break;
8575                         add_essence(mode);
8576                         break;
8577                 case 5: add_essence(10);break;
8578         }
8579 }