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[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 (k_info[o_ptr->k_idx].level > 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 ((object_is_fixed_artifact(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 (object_is_fixed_artifact(o_ptr) && !object_is_known(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 static 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_is_aware(o_ptr);
768
769         /* Fully aware of the effects */
770         k_info[o_ptr->k_idx].aware = TRUE;
771
772         if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
773            !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
774         {
775                 object_type forge;
776                 object_type *q_ptr;
777                 char o_name[MAX_NLEN];
778
779                 q_ptr = &forge;
780                 object_copy(q_ptr, o_ptr);
781
782                 q_ptr->number = 1;
783                 object_desc(o_name, q_ptr, OD_NAME_ONLY);
784                 
785                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
786         }
787 }
788
789
790 /*
791  * Something has been "sampled"
792  */
793 void object_tried(object_type *o_ptr)
794 {
795         /* Mark it as tried (even if "aware") */
796         k_info[o_ptr->k_idx].tried = TRUE;
797 }
798
799
800 /*
801  * Return the "value" of an "unknown" item
802  * Make a guess at the value of non-aware items
803  */
804 static s32b object_value_base(object_type *o_ptr)
805 {
806         /* Aware item -- use template cost */
807         if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
808
809         /* Analyze the type */
810         switch (o_ptr->tval)
811         {
812
813                 /* Un-aware Food */
814                 case TV_FOOD: return (5L);
815
816                 /* Un-aware Potions */
817                 case TV_POTION: return (20L);
818
819                 /* Un-aware Scrolls */
820                 case TV_SCROLL: return (20L);
821
822                 /* Un-aware Staffs */
823                 case TV_STAFF: return (70L);
824
825                 /* Un-aware Wands */
826                 case TV_WAND: return (50L);
827
828                 /* Un-aware Rods */
829                 case TV_ROD: return (90L);
830
831                 /* Un-aware Rings */
832                 case TV_RING: return (45L);
833
834                 /* Un-aware Amulets */
835                 case TV_AMULET: return (45L);
836
837                 /* Figurines, relative to monster level */
838                 case TV_FIGURINE:
839                 {
840                         int level = r_info[o_ptr->pval].level;
841                         if (level < 20) return level*50L;
842                         else if (level < 30) return 1000+(level-20)*150L;
843                         else if (level < 40) return 2500+(level-30)*350L;
844                         else if (level < 50) return 6000+(level-40)*800L;
845                         else return 14000+(level-50)*2000L;
846                 }
847
848                 case TV_CAPTURE:
849                         if (!o_ptr->pval) return 1000L;
850                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
851         }
852
853         /* Paranoia -- Oops */
854         return (0L);
855 }
856
857
858 /* Return the value of the flags the object has... */
859 s32b flag_cost(object_type *o_ptr, int plusses)
860 {
861         s32b total = 0;
862         u32b flgs[TR_FLAG_SIZE];
863         s32b tmp_cost;
864         int count;
865         int i;
866         object_kind *k_ptr = &k_info[o_ptr->k_idx];
867
868         object_flags(o_ptr, flgs);
869
870         /*
871          * Exclude fixed flags of the base item.
872          * pval bonuses of base item will be treated later.
873          */
874         for (i = 0; i < TR_FLAG_SIZE; i++)
875                 flgs[i] &= ~(k_ptr->flags[i]);
876
877         /* Exclude fixed flags of the fixed artifact. */
878         if (object_is_fixed_artifact(o_ptr))
879         {
880                 artifact_type *a_ptr = &a_info[o_ptr->name1];
881
882                 for (i = 0; i < TR_FLAG_SIZE; i++)
883                         flgs[i] &= ~(a_ptr->flags[i]);
884         }
885
886         /* Exclude fixed flags of the ego-item. */
887         else if (object_is_ego(o_ptr))
888         {
889                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
890
891                 for (i = 0; i < TR_FLAG_SIZE; i++)
892                         flgs[i] &= ~(e_ptr->flags[i]);
893         }
894
895
896         /*
897          * Calucurate values of remaining flags
898          */
899         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
900         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
901         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
902         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
903         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
904         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
905         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
906         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
907         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
908         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
909         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
910         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
911                 total += (10000 + (2500 * plusses));
912         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
913                 total += (10000 + (2500 * plusses));
914
915         tmp_cost = 0;
916         count = 0;
917         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
918         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
919         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
920         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
921         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
922         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
923         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
924         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
925         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
926         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
927         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
928         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
929         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
930         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
931         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
932         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
933         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
934         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
935         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
936         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
937         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
938
939         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
940         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
941         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
942         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
943         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
944         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
945         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
946         total += (tmp_cost * count);
947
948         if (have_flag(flgs, TR_SUST_STR)) total += 850;
949         if (have_flag(flgs, TR_SUST_INT)) total += 850;
950         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
951         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
952         if (have_flag(flgs, TR_SUST_CON)) total += 850;
953         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
954         if (have_flag(flgs, TR_RIDING)) total += 0;
955         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
956         if (have_flag(flgs, TR_THROW)) total += 5000;
957         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
958         if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
959
960         tmp_cost = 0;
961         count = 0;
962         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
963         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
964         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
965         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
966         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
967         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
968         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
969         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
970         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
971         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
972         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
973         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
974         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
975         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
976         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
977         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
978         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
979         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
980         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
981         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
982         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
983         total += (tmp_cost * count);
984
985         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
986         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
987         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
988         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
989         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
990         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
991         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
992         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
993         if (have_flag(flgs, TR_LEVITATION)) total += 1250;
994         if (have_flag(flgs, TR_LITE)) total += 1250;
995         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
996         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
997         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
998         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
999         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1000         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1001         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1002         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1003         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1004         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1005         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1006         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1007         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1008         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1009         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1010         if (have_flag(flgs, TR_REGEN)) total += 2500;
1011         if (have_flag(flgs, TR_WARNING)) total += 2000;
1012         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1013         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1014         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1015         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1016         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1017         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1018         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1019         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1020         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1021         if (have_flag(flgs, TR_TELEPORT))
1022         {
1023                 if (object_is_cursed(o_ptr))
1024                         total -= 7500;
1025                 else
1026                         total += 250;
1027         }
1028         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1029         if (have_flag(flgs, TR_BLESSED)) total += 750;
1030         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1031         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1032         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1033
1034         /* Also, give some extra for activatable powers... */
1035         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1036         {
1037                 int type = o_ptr->xtra2;
1038
1039                 if (type == ACT_SUNLIGHT) total += 250;
1040                 else if (type == ACT_BO_MISS_1) total += 250;
1041                 else if (type == ACT_BA_POIS_1) total += 300;
1042                 else if (type == ACT_BO_ELEC_1) total += 250;
1043                 else if (type == ACT_BO_ACID_1) total += 250;
1044                 else if (type == ACT_BO_COLD_1) total += 250;
1045                 else if (type == ACT_BO_FIRE_1) total += 250;
1046                 else if (type == ACT_BA_COLD_1) total += 750;
1047                 else if (type == ACT_BA_FIRE_1) total += 1000;
1048                 else if (type == ACT_DRAIN_1) total += 500;
1049                 else if (type == ACT_BA_COLD_2) total += 1250;
1050                 else if (type == ACT_BA_ELEC_2) total += 1500;
1051                 else if (type == ACT_DRAIN_2) total += 750;
1052                 else if (type == ACT_VAMPIRE_1) total += 1000;
1053                 else if (type == ACT_BO_MISS_2) total += 1000;
1054                 else if (type == ACT_BA_FIRE_2) total += 1750;
1055                 else if (type == ACT_BA_COLD_3) total += 2500;
1056                 else if (type == ACT_BA_ELEC_3) total += 2500;
1057                 else if (type == ACT_WHIRLWIND) total += 7500;
1058                 else if (type == ACT_VAMPIRE_2) total += 2500;
1059                 else if (type == ACT_CALL_CHAOS) total += 5000;
1060                 else if (type == ACT_ROCKET) total += 5000;
1061                 else if (type == ACT_DISP_EVIL) total += 4000;
1062                 else if (type == ACT_DISP_GOOD) total += 3500;
1063                 else if (type == ACT_BA_MISS_3) total += 5000;
1064                 else if (type == ACT_CONFUSE) total += 500;
1065                 else if (type == ACT_SLEEP) total += 750;
1066                 else if (type == ACT_QUAKE) total += 600;
1067                 else if (type == ACT_TERROR) total += 2500;
1068                 else if (type == ACT_TELE_AWAY) total += 2000;
1069                 else if (type == ACT_BANISH_EVIL) total += 2000;
1070                 else if (type == ACT_GENOCIDE) total += 10000;
1071                 else if (type == ACT_MASS_GENO) total += 10000;
1072                 else if (type == ACT_CHARM_ANIMAL) total += 7500;
1073                 else if (type == ACT_CHARM_UNDEAD) total += 10000;
1074                 else if (type == ACT_CHARM_OTHER) total += 10000;
1075                 else if (type == ACT_CHARM_ANIMALS) total += 12500;
1076                 else if (type == ACT_CHARM_OTHERS) total += 17500;
1077                 else if (type == ACT_SUMMON_ANIMAL) total += 10000;
1078                 else if (type == ACT_SUMMON_PHANTOM) total += 12000;
1079                 else if (type == ACT_SUMMON_ELEMENTAL) total += 15000;
1080                 else if (type == ACT_SUMMON_DEMON) total += 20000;
1081                 else if (type == ACT_SUMMON_UNDEAD) total += 20000;
1082                 else if (type == ACT_CURE_LW) total += 500;
1083                 else if (type == ACT_CURE_MW) total += 750;
1084                 else if (type == ACT_CURE_POISON) total += 1000;
1085                 else if (type == ACT_REST_LIFE) total += 7500;
1086                 else if (type == ACT_REST_ALL) total += 15000;
1087                 else if (type == ACT_CURE_700) total += 10000;
1088                 else if (type == ACT_CURE_1000) total += 15000;
1089                 else if (type == ACT_ESP) total += 1500;
1090                 else if (type == ACT_BERSERK) total += 800;
1091                 else if (type == ACT_PROT_EVIL) total += 5000;
1092                 else if (type == ACT_RESIST_ALL) total += 5000;
1093                 else if (type == ACT_SPEED) total += 15000;
1094                 else if (type == ACT_XTRA_SPEED) total += 25000;
1095                 else if (type == ACT_WRAITH) total += 25000;
1096                 else if (type == ACT_INVULN) total += 25000;
1097                 else if (type == ACT_LIGHT) total += 150;
1098                 else if (type == ACT_MAP_LIGHT) total += 500;
1099                 else if (type == ACT_DETECT_ALL) total += 1000;
1100                 else if (type == ACT_DETECT_XTRA) total += 12500;
1101                 else if (type == ACT_ID_FULL) total += 10000;
1102                 else if (type == ACT_ID_PLAIN) total += 1250;
1103                 else if (type == ACT_RUNE_EXPLO) total += 4000;
1104                 else if (type == ACT_RUNE_PROT) total += 10000;
1105                 else if (type == ACT_SATIATE) total += 2000;
1106                 else if (type == ACT_DEST_DOOR) total += 100;
1107                 else if (type == ACT_STONE_MUD) total += 1000;
1108                 else if (type == ACT_RECHARGE) total += 1000;
1109                 else if (type == ACT_ALCHEMY) total += 10000;
1110                 else if (type == ACT_DIM_DOOR) total += 10000;
1111                 else if (type == ACT_TELEPORT) total += 2000;
1112                 else if (type == ACT_RECALL) total += 7500;
1113         }
1114
1115         return total;
1116 }
1117
1118
1119 /*
1120  * Return the "real" price of a "known" item, not including discounts
1121  *
1122  * Wand and staffs get cost for each charge
1123  *
1124  * Armor is worth an extra 100 gold per bonus point to armor class.
1125  *
1126  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).
1127  *
1128  * Missiles are only worth 5 gold per bonus point, since they
1129  * usually appear in groups of 20, and we want the player to get
1130  * the same amount of cash for any "equivalent" item.  Note that
1131  * missiles never have any of the "pval" flags, and in fact, they
1132  * only have a few of the available flags, primarily of the "slay"
1133  * and "brand" and "ignore" variety.
1134  *
1135  * Armor with a negative armor bonus is worthless.
1136  * Weapons with negative hit+damage bonuses are worthless.
1137  *
1138  * Every wearable item with a "pval" bonus is worth extra (see below).
1139  */
1140 s32b object_value_real(object_type *o_ptr)
1141 {
1142         s32b value;
1143
1144         u32b flgs[TR_FLAG_SIZE];
1145
1146         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1147
1148
1149         /* Hack -- "worthless" items */
1150         if (!k_info[o_ptr->k_idx].cost) return (0L);
1151
1152         /* Base cost */
1153         value = k_info[o_ptr->k_idx].cost;
1154
1155         /* Extract some flags */
1156         object_flags(o_ptr, flgs);
1157
1158         /* Artifact */
1159         if (object_is_fixed_artifact(o_ptr))
1160         {
1161                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1162
1163                 /* Hack -- "worthless" artifacts */
1164                 if (!a_ptr->cost) return (0L);
1165
1166                 /* Hack -- Use the artifact cost instead */
1167                 value = a_ptr->cost;
1168                 value += flag_cost(o_ptr, o_ptr->pval);
1169
1170                 /* Don't add pval bonuses etc. */
1171                 return (value);
1172         }
1173
1174         /* Ego-Item */
1175         else if (object_is_ego(o_ptr))
1176         {
1177                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1178
1179                 /* Hack -- "worthless" ego-items */
1180                 if (!e_ptr->cost) return (0L);
1181
1182                 /* Hack -- Reward the ego-item with a bonus */
1183                 value += e_ptr->cost;
1184                 value += flag_cost(o_ptr, o_ptr->pval);
1185         }
1186
1187         else
1188         {
1189                 int i;
1190                 bool flag = FALSE;
1191
1192                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1193                         if (o_ptr->art_flags[i]) flag = TRUE;
1194
1195                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1196         }
1197
1198         /* Analyze pval bonus for normal object */
1199         switch (o_ptr->tval)
1200         {
1201         case TV_SHOT:
1202         case TV_ARROW:
1203         case TV_BOLT:
1204         case TV_BOW:
1205         case TV_DIGGING:
1206         case TV_HAFTED:
1207         case TV_POLEARM:
1208         case TV_SWORD:
1209         case TV_BOOTS:
1210         case TV_GLOVES:
1211         case TV_HELM:
1212         case TV_CROWN:
1213         case TV_SHIELD:
1214         case TV_CLOAK:
1215         case TV_SOFT_ARMOR:
1216         case TV_HARD_ARMOR:
1217         case TV_DRAG_ARMOR:
1218         case TV_LITE:
1219         case TV_AMULET:
1220         case TV_RING:
1221                 /* No pval */
1222                 if (!o_ptr->pval) break;
1223
1224                 /* Hack -- Negative "pval" is always bad */
1225                 if (o_ptr->pval < 0) return (0L);
1226
1227                 /* Give credit for stat bonuses */
1228                 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1229                 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1230                 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1231                 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1232                 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1233                 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1234
1235                 /* Give credit for stealth and searching */
1236                 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1237                 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1238                 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1239
1240                 /* Give credit for infra-vision and tunneling */
1241                 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1242                 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1243
1244                 /* Give credit for extra attacks */
1245                 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1246
1247                 /* Give credit for speed bonus */
1248                 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1249
1250                 break;
1251         }
1252
1253
1254         /* Analyze the item */
1255         switch (o_ptr->tval)
1256         {
1257                 /* Wands/Staffs */
1258                 case TV_WAND:
1259                 {
1260                         /* Pay extra for charges, depending on standard number of
1261                          * charges.  Handle new-style wands correctly. -LM-
1262                          */
1263                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1264
1265                         /* Done */
1266                         break;
1267                 }
1268                 case TV_STAFF:
1269                 {
1270                         /* Pay extra for charges, depending on standard number of
1271                          * charges.  -LM-
1272                          */
1273                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1274
1275                         /* Done */
1276                         break;
1277                 }
1278
1279                 /* Rings/Amulets */
1280                 case TV_RING:
1281                 case TV_AMULET:
1282                 {
1283                         /* Hack -- negative bonuses are bad */
1284                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1285
1286                         /* Give credit for bonuses */
1287                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1288
1289                         /* Done */
1290                         break;
1291                 }
1292
1293                 /* Armor */
1294                 case TV_BOOTS:
1295                 case TV_GLOVES:
1296                 case TV_CLOAK:
1297                 case TV_CROWN:
1298                 case TV_HELM:
1299                 case TV_SHIELD:
1300                 case TV_SOFT_ARMOR:
1301                 case TV_HARD_ARMOR:
1302                 case TV_DRAG_ARMOR:
1303                 {
1304                         /* Hack -- negative armor bonus */
1305                         if (o_ptr->to_a < 0) return (0L);
1306
1307                         /* Give credit for bonuses */
1308                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1309
1310                         /* Done */
1311                         break;
1312                 }
1313
1314                 /* Bows/Weapons */
1315                 case TV_BOW:
1316                 case TV_DIGGING:
1317                 case TV_HAFTED:
1318                 case TV_SWORD:
1319                 case TV_POLEARM:
1320                 {
1321                         /* Hack -- negative hit/damage bonuses */
1322                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1323
1324                         /* Factor in the bonuses */
1325                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1326
1327                         /* Hack -- Factor in extra damage dice and sides */
1328                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1329                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1330
1331                         /* Done */
1332                         break;
1333                 }
1334
1335                 /* Ammo */
1336                 case TV_SHOT:
1337                 case TV_ARROW:
1338                 case TV_BOLT:
1339                 {
1340                         /* Hack -- negative hit/damage bonuses */
1341                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1342
1343                         /* Factor in the bonuses */
1344                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1345
1346                         /* Hack -- Factor in extra damage dice and sides */
1347                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1348                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1349
1350                         /* Done */
1351                         break;
1352                 }
1353
1354                 /* Figurines, relative to monster level */
1355                 case TV_FIGURINE:
1356                 {
1357                         int level = r_info[o_ptr->pval].level;
1358                         if (level < 20) value = level*50L;
1359                         else if (level < 30) value = 1000+(level-20)*150L;
1360                         else if (level < 40) value = 2500+(level-30)*350L;
1361                         else if (level < 50) value = 6000+(level-40)*800L;
1362                         else value = 14000+(level-50)*2000L;
1363                         break;
1364                 }
1365
1366                 case TV_CAPTURE:
1367                 {
1368                         if (!o_ptr->pval) value = 1000L;
1369                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1370                         break;
1371                 }
1372
1373                 case TV_CHEST:
1374                 {
1375                         if (!o_ptr->pval) value = 0L;
1376                         break;
1377                 }
1378         }
1379
1380         /* Worthless object */
1381         if (value < 0) return 0L;
1382
1383         /* Return the value */
1384         return (value);
1385 }
1386
1387
1388 /*
1389  * Return the price of an item including plusses (and charges)
1390  *
1391  * This function returns the "value" of the given item (qty one)
1392  *
1393  * Never notice "unknown" bonuses or properties, including "curses",
1394  * since that would give the player information he did not have.
1395  *
1396  * Note that discounted items stay discounted forever, even if
1397  * the discount is "forgotten" by the player via memory loss.
1398  */
1399 s32b object_value(object_type *o_ptr)
1400 {
1401         s32b value;
1402
1403
1404         /* Unknown items -- acquire a base value */
1405         if (object_is_known(o_ptr))
1406         {
1407                 /* Broken items -- worthless */
1408                 if (object_is_broken(o_ptr)) return (0L);
1409
1410                 /* Cursed items -- worthless */
1411                 if (object_is_cursed(o_ptr)) return (0L);
1412
1413                 /* Real value (see above) */
1414                 value = object_value_real(o_ptr);
1415         }
1416
1417         /* Known items -- acquire the actual value */
1418         else
1419         {
1420                 /* Hack -- Felt broken items */
1421                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1422
1423                 /* Hack -- Felt cursed items */
1424                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1425
1426                 /* Base value (see above) */
1427                 value = object_value_base(o_ptr);
1428         }
1429
1430
1431         /* Apply discount (if any) */
1432         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1433
1434
1435         /* Return the final value */
1436         return (value);
1437 }
1438
1439
1440 /*
1441  * Determines whether an object can be destroyed, and makes fake inscription.
1442  */
1443 bool can_player_destroy_object(object_type *o_ptr)
1444 {
1445         /* Artifacts cannot be destroyed */
1446         if (!object_is_artifact(o_ptr)) return TRUE;
1447
1448         /* If object is unidentified, makes fake inscription */
1449         if (!object_is_known(o_ptr))
1450         {
1451                 byte feel = FEEL_SPECIAL;
1452
1453                 /* Hack -- Handle icky artifacts */
1454                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1455
1456                 /* Hack -- inscribe the artifact */
1457                 o_ptr->feeling = feel;
1458
1459                 /* We have "felt" it (again) */
1460                 o_ptr->ident |= (IDENT_SENSE);
1461
1462                 /* Combine the pack */
1463                 p_ptr->notice |= (PN_COMBINE);
1464
1465                 /* Window stuff */
1466                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1467
1468                 /* Done */
1469                 return FALSE;
1470         }
1471
1472         /* Identified artifact -- Nothing to do */
1473         return FALSE;
1474 }
1475
1476
1477 /*
1478  * Distribute charges of rods or wands.
1479  *
1480  * o_ptr = source item
1481  * q_ptr = target item, must be of the same type as o_ptr
1482  * amt   = number of items that are transfered
1483  */
1484 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1485 {
1486         /*
1487          * Hack -- If rods or wands are dropped, the total maximum timeout or
1488          * charges need to be allocated between the two stacks.  If all the items
1489          * are being dropped, it makes for a neater message to leave the original
1490          * stack's pval alone. -LM-
1491          */
1492         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1493         {
1494                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1495                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1496
1497                 /* Hack -- Rods also need to have their timeouts distributed.  The
1498                  * dropped stack will accept all time remaining to charge up to its
1499                  * maximum.
1500                  */
1501                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1502                 {
1503                         if (q_ptr->pval > o_ptr->timeout)
1504                                 q_ptr->timeout = o_ptr->timeout;
1505                         else
1506                                 q_ptr->timeout = q_ptr->pval;
1507
1508                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1509                 }
1510         }
1511 }
1512
1513 void reduce_charges(object_type *o_ptr, int amt)
1514 {
1515         /*
1516          * Hack -- If rods or wand are destroyed, the total maximum timeout or
1517          * charges of the stack needs to be reduced, unless all the items are
1518          * being destroyed. -LM-
1519          */
1520         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1521                 (amt < o_ptr->number))
1522         {
1523                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1524         }
1525 }
1526
1527
1528 /*
1529  * Determine if an item can "absorb" a second item
1530  *
1531  * See "object_absorb()" for the actual "absorption" code.
1532  *
1533  * If permitted, we allow staffs (if they are known to have equal charges
1534  * and both are either known or confirmed empty) and wands (if both are
1535  * either known or confirmed empty) and rods (in all cases) to combine.
1536  * Staffs will unstack (if necessary) when they are used, but wands and
1537  * rods will only unstack if one is dropped. -LM-
1538  *
1539  * If permitted, we allow weapons/armor to stack, if fully "known".
1540  *
1541  * Missiles will combine if both stacks have the same "known" status.
1542  * This is done to make unidentified stacks of missiles useful.
1543  *
1544  * Food, potions, scrolls, and "easy know" items always stack.
1545  *
1546  * Chests, and activatable items, never stack (for various reasons).
1547  */
1548
1549 /*
1550  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1551  */
1552 #define MAX_STACK_SIZE 99
1553
1554
1555 /*
1556  *  Determine if an item can partly absorb a second item.
1557  *  Return maximum number of stack.
1558  */
1559 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1560 {
1561         int i;
1562
1563         /* Default maximum number of stack */
1564         int max_num = MAX_STACK_SIZE;
1565
1566         /* Require identical object types */
1567         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1568
1569
1570         /* Analyze the items */
1571         switch (o_ptr->tval)
1572         {
1573                 /* Chests and Statues*/
1574                 case TV_CHEST:
1575                 case TV_CARD:
1576                 case TV_CAPTURE:
1577                 {
1578                         /* Never okay */
1579                         return 0;
1580                 }
1581
1582                 case TV_STATUE:
1583                 {
1584                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1585                         if (o_ptr->pval != j_ptr->pval) return 0;
1586                         break;
1587                 }
1588
1589                 /* Figurines and Corpses*/
1590                 case TV_FIGURINE:
1591                 case TV_CORPSE:
1592                 {
1593                         /* Same monster */
1594                         if (o_ptr->pval != j_ptr->pval) return 0;
1595
1596                         /* Assume okay */
1597                         break;
1598                 }
1599
1600                 /* Food and Potions and Scrolls */
1601                 case TV_FOOD:
1602                 case TV_POTION:
1603                 case TV_SCROLL:
1604                 {
1605                         /* Assume okay */
1606                         break;
1607                 }
1608
1609                 /* Staffs */
1610                 case TV_STAFF:
1611                 {
1612                         /* Require either knowledge or known empty for both staffs. */
1613                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1614                                 !object_is_known(o_ptr)) ||
1615                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1616                                 !object_is_known(j_ptr))) return 0;
1617
1618                         /* Require identical charges, since staffs are bulky. */
1619                         if (o_ptr->pval != j_ptr->pval) return 0;
1620
1621                         /* Assume okay */
1622                         break;
1623                 }
1624
1625                 /* Wands */
1626                 case TV_WAND:
1627                 {
1628                         /* Require either knowledge or known empty for both wands. */
1629                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1630                                 !object_is_known(o_ptr)) ||
1631                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1632                                 !object_is_known(j_ptr))) return 0;
1633
1634                         /* Wand charges combine in O&ZAngband.  */
1635
1636                         /* Assume okay */
1637                         break;
1638                 }
1639
1640                 /* Staffs and Wands and Rods */
1641                 case TV_ROD:
1642                 {
1643                         /* Prevent overflaw of timeout */
1644                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1645
1646                         /* Assume okay */
1647                         break;
1648                 }
1649
1650                 /* Weapons and Armor */
1651                 case TV_BOW:
1652                 case TV_DIGGING:
1653                 case TV_HAFTED:
1654                 case TV_POLEARM:
1655                 case TV_SWORD:
1656                 case TV_BOOTS:
1657                 case TV_GLOVES:
1658                 case TV_HELM:
1659                 case TV_CROWN:
1660                 case TV_SHIELD:
1661                 case TV_CLOAK:
1662                 case TV_SOFT_ARMOR:
1663                 case TV_HARD_ARMOR:
1664                 case TV_DRAG_ARMOR:
1665
1666                 /* Rings, Amulets, Lites */
1667                 case TV_RING:
1668                 case TV_AMULET:
1669                 case TV_LITE:
1670                 case TV_WHISTLE:
1671                 {
1672                         /* Require full knowledge of both items */
1673                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1674
1675                         /* Fall through */
1676                 }
1677
1678                 /* Missiles */
1679                 case TV_BOLT:
1680                 case TV_ARROW:
1681                 case TV_SHOT:
1682                 {
1683                         /* Require identical knowledge of both items */
1684                         if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1685                         if (o_ptr->feeling != j_ptr->feeling) return 0;
1686
1687                         /* Require identical "bonuses" */
1688                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1689                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1690                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1691
1692                         /* Require identical "pval" code */
1693                         if (o_ptr->pval != j_ptr->pval) return 0;
1694
1695                         /* Artifacts never stack */
1696                         if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1697
1698                         /* Require identical "ego-item" names */
1699                         if (o_ptr->name2 != j_ptr->name2) return 0;
1700
1701                         /* Require identical added essence  */
1702                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1703                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1704
1705                         /* Hack -- Never stack "powerful" items */
1706                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1707
1708                         /* Hack -- Never stack recharging items */
1709                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1710
1711                         /* Require identical "values" */
1712                         if (o_ptr->ac != j_ptr->ac) return 0;
1713                         if (o_ptr->dd != j_ptr->dd) return 0;
1714                         if (o_ptr->ds != j_ptr->ds) return 0;
1715
1716                         /* Probably okay */
1717                         break;
1718                 }
1719
1720                 /* Various */
1721                 default:
1722                 {
1723                         /* Require knowledge */
1724                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1725
1726                         /* Probably okay */
1727                         break;
1728                 }
1729         }
1730
1731
1732         /* Hack -- Identical art_flags! */
1733         for (i = 0; i < TR_FLAG_SIZE; i++)
1734                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1735
1736         /* Hack -- Require identical "cursed" status */
1737         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1738
1739         /* Hack -- Require identical "broken" status */
1740         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1741
1742
1743         /* Hack -- require semi-matching "inscriptions" */
1744         if (o_ptr->inscription && j_ptr->inscription &&
1745             (o_ptr->inscription != j_ptr->inscription))
1746                 return 0;
1747
1748         /* Hack -- normally require matching "inscriptions" */
1749         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1750
1751         /* Hack -- normally require matching "discounts" */
1752         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1753
1754
1755         /* They match, so they must be similar */
1756         return max_num;
1757 }
1758
1759 /*
1760  *  Determine if an item can absorb a second item.
1761  */
1762 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1763 {
1764         int total = o_ptr->number + j_ptr->number;
1765         int max_num;
1766
1767         /* Are these objects similar? */
1768         max_num = object_similar_part(o_ptr, j_ptr);
1769
1770         /* Return if not similar */
1771         if (!max_num) return FALSE;
1772
1773         /* Maximal "stacking" limit */
1774         if (total > max_num) return (0);
1775
1776
1777         /* They match, so they must be similar */
1778         return (TRUE);
1779 }
1780
1781
1782
1783 /*
1784  * Allow one item to "absorb" another, assuming they are similar
1785  */
1786 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1787 {
1788         int max_num = object_similar_part(o_ptr, j_ptr);
1789         int total = o_ptr->number + j_ptr->number;
1790         int diff = (total > max_num) ? total - max_num : 0;
1791
1792         /* Combine quantity, lose excess items */
1793         o_ptr->number = (total > max_num) ? max_num : total;
1794
1795         /* Hack -- blend "known" status */
1796         if (object_is_known(j_ptr)) object_known(o_ptr);
1797
1798         /* Hack -- clear "storebought" if only one has it */
1799         if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1800             (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1801         {
1802                 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1803                 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1804         }
1805
1806         /* Hack -- blend "mental" status */
1807         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1808
1809         /* Hack -- blend "inscriptions" */
1810         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1811
1812         /* Hack -- blend "feelings" */
1813         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1814
1815         /* Hack -- could average discounts XXX XXX XXX */
1816         /* Hack -- save largest discount XXX XXX XXX */
1817         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1818
1819         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1820         if (o_ptr->tval == TV_ROD)
1821         {
1822                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1823                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1824         }
1825
1826         /* Hack -- if wands are stacking, combine the charges. -LM- */
1827         if (o_ptr->tval == TV_WAND)
1828         {
1829                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1830         }
1831 }
1832
1833
1834 /*
1835  * Find the index of the object_kind with the given tval and sval
1836  */
1837 s16b lookup_kind(int tval, int sval)
1838 {
1839         int k;
1840         int num = 0;
1841         int bk = 0;
1842
1843         /* Look for it */
1844         for (k = 1; k < max_k_idx; k++)
1845         {
1846                 object_kind *k_ptr = &k_info[k];
1847
1848                 /* Require correct tval */
1849                 if (k_ptr->tval != tval) continue;
1850
1851                 /* Found a match */
1852                 if (k_ptr->sval == sval) return (k);
1853
1854                 /* Ignore illegal items */
1855                 if (sval != SV_ANY) continue;
1856
1857                 /* Apply the randomizer */
1858                 if (!one_in_(++num)) continue;
1859
1860                 /* Use this value */
1861                 bk = k;
1862         }
1863
1864         /* Return this choice */
1865         if (sval == SV_ANY)
1866         {
1867                 return bk;
1868         }
1869
1870 #if 0
1871         /* Oops */
1872 #ifdef JP
1873         msg_format("¥¢¥¤¥Æ¥à¤¬¤Ê¤¤ (%d,%d)", tval, sval);
1874 #else
1875         msg_format("No object (%d,%d)", tval, sval);
1876 #endif
1877 #endif
1878
1879
1880         /* Oops */
1881         return (0);
1882 }
1883
1884
1885 /*
1886  * Wipe an object clean.
1887  */
1888 void object_wipe(object_type *o_ptr)
1889 {
1890         /* Wipe the structure */
1891         (void)WIPE(o_ptr, object_type);
1892 }
1893
1894
1895 /*
1896  * Prepare an object based on an existing object
1897  */
1898 void object_copy(object_type *o_ptr, object_type *j_ptr)
1899 {
1900         /* Copy the structure */
1901         COPY(o_ptr, j_ptr, object_type);
1902 }
1903
1904
1905 /*
1906  * Prepare an object based on an object kind.
1907  */
1908 void object_prep(object_type *o_ptr, int k_idx)
1909 {
1910         object_kind *k_ptr = &k_info[k_idx];
1911
1912         /* Clear the record */
1913         object_wipe(o_ptr);
1914
1915         /* Save the kind index */
1916         o_ptr->k_idx = k_idx;
1917
1918         /* Efficiency -- tval/sval */
1919         o_ptr->tval = k_ptr->tval;
1920         o_ptr->sval = k_ptr->sval;
1921
1922         /* Default "pval" */
1923         o_ptr->pval = k_ptr->pval;
1924
1925         /* Default number */
1926         o_ptr->number = 1;
1927
1928         /* Default weight */
1929         o_ptr->weight = k_ptr->weight;
1930
1931         /* Default magic */
1932         o_ptr->to_h = k_ptr->to_h;
1933         o_ptr->to_d = k_ptr->to_d;
1934         o_ptr->to_a = k_ptr->to_a;
1935
1936         /* Default power */
1937         o_ptr->ac = k_ptr->ac;
1938         o_ptr->dd = k_ptr->dd;
1939         o_ptr->ds = k_ptr->ds;
1940
1941         /* Hack -- worthless items are always "broken" */
1942         if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1943
1944         /* Hack -- cursed items are always "cursed" */
1945         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1946         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1947         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1948         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1949         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1950         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1951 }
1952
1953
1954 /*
1955  * Help determine an "enchantment bonus" for an object.
1956  *
1957  * To avoid floating point but still provide a smooth distribution of bonuses,
1958  * we simply round the results of division in such a way as to "average" the
1959  * correct floating point value.
1960  *
1961  * This function has been changed.  It uses "randnor()" to choose values from
1962  * a normal distribution, whose mean moves from zero towards the max as the
1963  * level increases, and whose standard deviation is equal to 1/4 of the max,
1964  * and whose values are forced to lie between zero and the max, inclusive.
1965  *
1966  * Since the "level" rarely passes 100 before Morgoth is dead, it is very
1967  * rare to get the "full" enchantment on an object, even a deep levels.
1968  *
1969  * It is always possible (albeit unlikely) to get the "full" enchantment.
1970  *
1971  * A sample distribution of values from "m_bonus(10, N)" is shown below:
1972  *
1973  *   N       0     1     2     3     4     5     6     7     8     9    10
1974  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----
1975  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03
1976  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05
1977  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05
1978  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11
1979  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41
1980  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65
1981  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94
1982  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78
1983  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64
1984  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62
1985  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33
1986  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38
1987  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53
1988  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53
1989  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27
1990  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72
1991  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07
1992  */
1993 s16b m_bonus(int max, int level)
1994 {
1995         int bonus, stand, extra, value;
1996
1997
1998         /* Paranoia -- enforce maximal "level" */
1999         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2000
2001
2002         /* The "bonus" moves towards the max */
2003         bonus = ((max * level) / MAX_DEPTH);
2004
2005         /* Hack -- determine fraction of error */
2006         extra = ((max * level) % MAX_DEPTH);
2007
2008         /* Hack -- simulate floating point computations */
2009         if (randint0(MAX_DEPTH) < extra) bonus++;
2010
2011
2012         /* The "stand" is equal to one quarter of the max */
2013         stand = (max / 4);
2014
2015         /* Hack -- determine fraction of error */
2016         extra = (max % 4);
2017
2018         /* Hack -- simulate floating point computations */
2019         if (randint0(4) < extra) stand++;
2020
2021
2022         /* Choose an "interesting" value */
2023         value = randnor(bonus, stand);
2024
2025         /* Enforce the minimum value */
2026         if (value < 0) return (0);
2027
2028         /* Enforce the maximum value */
2029         if (value > max) return (max);
2030
2031         /* Result */
2032         return (value);
2033 }
2034
2035
2036 /*
2037  * Cheat -- describe a created object for the user
2038  */
2039 static void object_mention(object_type *o_ptr)
2040 {
2041         char o_name[MAX_NLEN];
2042
2043         /* Describe */
2044         object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
2045
2046         /* Artifact */
2047         if (object_is_fixed_artifact(o_ptr))
2048         {
2049                 /* Silly message */
2050 #ifdef JP
2051                 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s)", o_name);
2052 #else
2053                 msg_format("Artifact (%s)", o_name);
2054 #endif
2055
2056         }
2057
2058         /* Random Artifact */
2059         else if (o_ptr->art_name)
2060         {
2061 #ifdef JP
2062                 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È");
2063 #else
2064                 msg_print("Random artifact");
2065 #endif
2066
2067         }
2068
2069         /* Ego-item */
2070         else if (object_is_ego(o_ptr))
2071         {
2072                 /* Silly message */
2073 #ifdef JP
2074                 msg_format("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à (%s)", o_name);
2075 #else
2076                 msg_format("Ego-item (%s)", o_name);
2077 #endif
2078
2079         }
2080
2081         /* Normal item */
2082         else
2083         {
2084                 /* Silly message */
2085 #ifdef JP
2086                 msg_format("¥¢¥¤¥Æ¥à (%s)", o_name);
2087 #else
2088                 msg_format("Object (%s)", o_name);
2089 #endif
2090
2091         }
2092 }
2093
2094
2095 /*
2096  * Mega-Hack -- Attempt to create one of the "Special Objects"
2097  *
2098  * We are only called from "make_object()", and we assume that
2099  * "apply_magic()" is called immediately after we return.
2100  *
2101  * Note -- see "make_artifact()" and "apply_magic()"
2102  */
2103 static bool make_artifact_special(object_type *o_ptr)
2104 {
2105         int i;
2106         int k_idx = 0;
2107
2108
2109         /* No artifacts in the town */
2110         if (!dun_level) return (FALSE);
2111
2112         /* Themed object */
2113         if (get_obj_num_hook) return (FALSE);
2114
2115         /* Check the artifact list (just the "specials") */
2116         for (i = 0; i < max_a_idx; i++)
2117         {
2118                 artifact_type *a_ptr = &a_info[i];
2119
2120                 /* Skip "empty" artifacts */
2121                 if (!a_ptr->name) continue;
2122
2123                 /* Cannot make an artifact twice */
2124                 if (a_ptr->cur_num) continue;
2125
2126                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2127                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2128
2129                 /* XXX XXX Enforce minimum "depth" (loosely) */
2130                 if (a_ptr->level > dun_level)
2131                 {
2132                         /* Acquire the "out-of-depth factor" */
2133                         int d = (a_ptr->level - dun_level) * 2;
2134
2135                         /* Roll for out-of-depth creation */
2136                         if (!one_in_(d)) continue;
2137                 }
2138
2139                 /* Artifact "rarity roll" */
2140                 if (!one_in_(a_ptr->rarity)) continue;
2141
2142                 /* Find the base object */
2143                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2144
2145                 /* XXX XXX Enforce minimum "object" level (loosely) */
2146                 if (k_info[k_idx].level > object_level)
2147                 {
2148                         /* Acquire the "out-of-depth factor" */
2149                         int d = (k_info[k_idx].level - object_level) * 5;
2150
2151                         /* Roll for out-of-depth creation */
2152                         if (!one_in_(d)) continue;
2153                 }
2154
2155                 /* Assign the template */
2156                 object_prep(o_ptr, k_idx);
2157
2158                 /* Mega-Hack -- mark the item as an artifact */
2159                 o_ptr->name1 = i;
2160
2161                 /* Hack: Some artifacts get random extra powers */
2162                 random_artifact_resistance(o_ptr, a_ptr);
2163
2164                 /* Success */
2165                 return (TRUE);
2166         }
2167
2168         /* Failure */
2169         return (FALSE);
2170 }
2171
2172
2173 /*
2174  * Attempt to change an object into an artifact
2175  *
2176  * This routine should only be called by "apply_magic()"
2177  *
2178  * Note -- see "make_artifact_special()" and "apply_magic()"
2179  */
2180 static bool make_artifact(object_type *o_ptr)
2181 {
2182         int i;
2183
2184
2185         /* No artifacts in the town */
2186         if (!dun_level) return (FALSE);
2187
2188         /* Paranoia -- no "plural" artifacts */
2189         if (o_ptr->number != 1) return (FALSE);
2190
2191         /* Check the artifact list (skip the "specials") */
2192         for (i = 0; i < max_a_idx; i++)
2193         {
2194                 artifact_type *a_ptr = &a_info[i];
2195
2196                 /* Skip "empty" items */
2197                 if (!a_ptr->name) continue;
2198
2199                 /* Cannot make an artifact twice */
2200                 if (a_ptr->cur_num) continue;
2201
2202                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2203
2204                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2205
2206                 /* Must have the correct fields */
2207                 if (a_ptr->tval != o_ptr->tval) continue;
2208                 if (a_ptr->sval != o_ptr->sval) continue;
2209
2210                 /* XXX XXX Enforce minimum "depth" (loosely) */
2211                 if (a_ptr->level > dun_level)
2212                 {
2213                         /* Acquire the "out-of-depth factor" */
2214                         int d = (a_ptr->level - dun_level) * 2;
2215
2216                         /* Roll for out-of-depth creation */
2217                         if (!one_in_(d)) continue;
2218                 }
2219
2220                 /* We must make the "rarity roll" */
2221                 if (!one_in_(a_ptr->rarity)) continue;
2222
2223                 /* Hack -- mark the item as an artifact */
2224                 o_ptr->name1 = i;
2225
2226                 /* Hack: Some artifacts get random extra powers */
2227                 random_artifact_resistance(o_ptr, a_ptr);
2228
2229                 /* Success */
2230                 return (TRUE);
2231         }
2232
2233         /* Failure */
2234         return (FALSE);
2235 }
2236
2237
2238 /*
2239  *  Choose random ego type
2240  */
2241 static byte get_random_ego(byte slot, bool good)
2242 {
2243         int i, value;
2244         ego_item_type *e_ptr;
2245
2246         long total = 0L;
2247         
2248         for (i = 1; i < max_e_idx; i++)
2249         {
2250                 e_ptr = &e_info[i];
2251                 
2252                 if (e_ptr->slot == slot
2253                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2254                 {
2255                         if (e_ptr->rarity)
2256                                 total += (255 / e_ptr->rarity);
2257                 }
2258         }
2259
2260         value = randint1(total);
2261
2262         for (i = 1; i < max_e_idx; i++)
2263         {
2264                 e_ptr = &e_info[i];
2265                 
2266                 if (e_ptr->slot == slot
2267                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2268                 {
2269                         if (e_ptr->rarity)
2270                                 value -= (255 / e_ptr->rarity);
2271                         if (value <= 0L) break;
2272                 }
2273         }
2274         return (byte)i;
2275 }
2276
2277
2278 /*
2279  * Apply magic to an item known to be a "weapon"
2280  *
2281  * Hack -- note special base damage dice boosting
2282  * Hack -- note special processing for weapon/digger
2283  */
2284 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2285 {
2286         int tohit1 = randint1(5) + m_bonus(5, level);
2287         int todam1 = randint1(5) + m_bonus(5, level);
2288
2289         int tohit2 = m_bonus(10, level);
2290         int todam2 = m_bonus(10, level);
2291
2292         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2293         {
2294                 tohit2 = (tohit2+1)/2;
2295                 todam2 = (todam2+1)/2;
2296         }
2297
2298         /* Good */
2299         if (power > 0)
2300         {
2301                 /* Enchant */
2302                 o_ptr->to_h += tohit1;
2303                 o_ptr->to_d += todam1;
2304
2305                 /* Very good */
2306                 if (power > 1)
2307                 {
2308                         /* Enchant again */
2309                         o_ptr->to_h += tohit2;
2310                         o_ptr->to_d += todam2;
2311                 }
2312         }
2313
2314         /* Cursed */
2315         else if (power < 0)
2316         {
2317                 /* Penalize */
2318                 o_ptr->to_h -= tohit1;
2319                 o_ptr->to_d -= todam1;
2320
2321                 /* Very cursed */
2322                 if (power < -1)
2323                 {
2324                         /* Penalize again */
2325                         o_ptr->to_h -= tohit2;
2326                         o_ptr->to_d -= todam2;
2327                 }
2328
2329                 /* Cursed (if "bad") */
2330                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2331         }
2332
2333         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2334
2335         /* Analyze type */
2336         switch (o_ptr->tval)
2337         {
2338                 case TV_DIGGING:
2339                 {
2340                         /* Very good */
2341                         if (power > 1)
2342                         {
2343                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2344                                         create_artifact(o_ptr, FALSE);
2345                                 else
2346                                         /* Special Ego-item */
2347                                         o_ptr->name2 = EGO_DIGGING;
2348                         }
2349
2350                         /* Very bad */
2351                         else if (power < -1)
2352                         {
2353                                 /* Hack -- Horrible digging bonus */
2354                                 o_ptr->pval = 0 - (5 + randint1(5));
2355                         }
2356
2357                         /* Bad */
2358                         else if (power < 0)
2359                         {
2360                                 /* Hack -- Reverse digging bonus */
2361                                 o_ptr->pval = 0 - (o_ptr->pval);
2362                         }
2363
2364                         break;
2365                 }
2366
2367
2368                 case TV_HAFTED:
2369                 case TV_POLEARM:
2370                 case TV_SWORD:
2371                 {
2372                         /* Very Good */
2373                         if (power > 1)
2374                         {
2375                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2376                                 {
2377                                         create_artifact(o_ptr, FALSE);
2378                                         break;
2379                                 }
2380                                 while (1)
2381                                 {
2382                                         /* Roll for an ego-item */
2383                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2384                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2385                                                 continue;
2386                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2387                                                 continue;
2388                                         break;
2389                                 }
2390
2391                                 switch (o_ptr->name2)
2392                                 {
2393                                 case EGO_HA:
2394                                         if (one_in_(4) && (level > 40))
2395                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2396                                         break;
2397                                 case EGO_DF:
2398                                         if (one_in_(3))
2399                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2400                                         if (one_in_(3))
2401                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2402                                         break;
2403                                 case EGO_KILL_DRAGON:
2404                                         if (one_in_(3))
2405                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2406                                         break;
2407                                 case EGO_WEST:
2408                                         if (one_in_(3))
2409                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2410                                         break;
2411                                 case EGO_SLAYING_WEAPON:
2412                                         if (one_in_(3)) /* double damage */
2413                                                 o_ptr->dd *= 2;
2414                                         else
2415                                         {
2416                                                 do
2417                                                 {
2418                                                         o_ptr->dd++;
2419                                                 }
2420                                                 while (one_in_(o_ptr->dd));
2421                                                 
2422                                                 do
2423                                                 {
2424                                                         o_ptr->ds++;
2425                                                 }
2426                                                 while (one_in_(o_ptr->ds));
2427                                         }
2428                                         
2429                                         if (one_in_(5))
2430                                         {
2431                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2432                                         }
2433                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2434                                         {
2435                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2436                                         }
2437                                         break;
2438                                 case EGO_TRUMP:
2439                                         if (one_in_(5))
2440                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2441                                         if (one_in_(7))
2442                                                 one_ability(o_ptr);
2443                                         break;
2444                                 case EGO_PATTERN:
2445                                         if (one_in_(3))
2446                                                 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
2447                                         if (one_in_(3))
2448                                                 add_flag(o_ptr->art_flags, TR_DEX);
2449                                         if (one_in_(5))
2450                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2451                                         break;
2452                                 case EGO_SHARPNESS:
2453                                         o_ptr->pval = m_bonus(5, level) + 1;
2454                                         break;
2455                                 case EGO_EARTHQUAKES:
2456                                         if (one_in_(3) && (level > 60))
2457                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2458                                         else
2459                                                 o_ptr->pval = m_bonus(3, level);
2460                                         break;
2461                                 case EGO_VAMPIRIC:
2462                                         if (one_in_(5))
2463                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2464                                         break;
2465                                 }
2466
2467                                 if (!o_ptr->art_name)
2468                                 {
2469                                         /* Hack -- Super-charge the damage dice */
2470                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2471
2472                                         /* Hack -- Lower the damage dice */
2473                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2474                                 }
2475                         }
2476
2477                         /* Very cursed */
2478                         else if (power < -1)
2479                         {
2480                                 /* Roll for ego-item */
2481                                 if (randint0(MAX_DEPTH) < level)
2482                                 {
2483                                         o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2484                                         switch (o_ptr->name2)
2485                                         {
2486                                         case EGO_MORGUL:
2487                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2488                                         }
2489                                 }
2490                         }
2491
2492                         break;
2493                 }
2494
2495
2496                 case TV_BOW:
2497                 {
2498                         /* Very good */
2499                         if (power > 1)
2500                         {
2501                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2502                                 {
2503                                         create_artifact(o_ptr, FALSE);
2504                                         break;
2505                                 }
2506                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2507                         }
2508
2509                         break;
2510                 }
2511
2512
2513                 case TV_BOLT:
2514                 case TV_ARROW:
2515                 case TV_SHOT:
2516                 {
2517                         /* Very good */
2518                         if (power > 1)
2519                         {
2520                                 if (power > 2) /* power > 2 is debug only */
2521                                 {
2522                                         create_artifact(o_ptr, FALSE);
2523                                         break;
2524                                 }
2525
2526                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2527
2528                                 switch (o_ptr->name2)
2529                                 {
2530                                 case EGO_SLAYING_BOLT:
2531                                         o_ptr->dd++;
2532                                         break;
2533                                 }
2534
2535                                 /* Hack -- super-charge the damage dice */
2536                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2537
2538                                 /* Hack -- restrict the damage dice */
2539                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2540                         }
2541
2542                         /* Very cursed */
2543                         else if (power < -1)
2544                         {
2545                                 /* Roll for ego-item */
2546                                 if (randint0(MAX_DEPTH) < level)
2547                                 {
2548                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2549                                 }
2550                         }
2551
2552                         break;
2553                 }
2554         }
2555 }
2556
2557
2558 static void dragon_resist(object_type * o_ptr)
2559 {
2560         do
2561         {
2562                 if (one_in_(4))
2563                         one_dragon_ele_resistance(o_ptr);
2564                 else
2565                         one_high_resistance(o_ptr);
2566         }
2567         while (one_in_(2));
2568 }
2569
2570
2571 static bool add_esp_strong(object_type *o_ptr)
2572 {
2573         bool nonliv = FALSE;
2574
2575         switch (randint1(3))
2576         {
2577         case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2578         case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2579         case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2580         }
2581
2582         return nonliv;
2583 }
2584
2585
2586 #define MAX_ESP_WEAK 9
2587 static void add_esp_weak(object_type *o_ptr, bool extra)
2588 {
2589         int i = 0;
2590         int idx[MAX_ESP_WEAK];
2591         int flg[MAX_ESP_WEAK];
2592         int n = (extra) ? (3 + randint1(randint1(6))) : randint1(3);
2593         int left = MAX_ESP_WEAK;
2594
2595         for (i = 0; i < MAX_ESP_WEAK; i++) flg[i] = i + 1;
2596
2597         /* Shuffle esp flags */
2598         for (i = 0; i < n; i++)
2599         {
2600                 int k = randint0(left--);
2601
2602                 idx[i] = flg[k];
2603
2604                 while (k < left)
2605                 {
2606                         flg[k] = flg[k + 1];
2607                         k++;
2608                 }
2609         }
2610
2611         while (n--) switch (idx[n])
2612         {
2613         case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
2614         case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
2615         case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
2616         case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
2617         case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
2618         case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
2619         case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
2620         case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
2621         case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
2622         }
2623 }
2624
2625
2626 /*
2627  * Apply magic to an item known to be "armor"
2628  *
2629  * Hack -- note special processing for crown/helm
2630  * Hack -- note special processing for robe of permanence
2631  */
2632 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2633 {
2634         int toac1 = randint1(5) + m_bonus(5, level);
2635
2636         int toac2 = m_bonus(10, level);
2637
2638         /* Good */
2639         if (power > 0)
2640         {
2641                 /* Enchant */
2642                 o_ptr->to_a += toac1;
2643
2644                 /* Very good */
2645                 if (power > 1)
2646                 {
2647                         /* Enchant again */
2648                         o_ptr->to_a += toac2;
2649                 }
2650         }
2651
2652         /* Cursed */
2653         else if (power < 0)
2654         {
2655                 /* Penalize */
2656                 o_ptr->to_a -= toac1;
2657
2658                 /* Very cursed */
2659                 if (power < -1)
2660                 {
2661                         /* Penalize again */
2662                         o_ptr->to_a -= toac2;
2663                 }
2664
2665                 /* Cursed (if "bad") */
2666                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2667         }
2668
2669
2670         /* Analyze type */
2671         switch (o_ptr->tval)
2672         {
2673                 case TV_DRAG_ARMOR:
2674                 {
2675                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2676                                 create_artifact(o_ptr, FALSE);
2677
2678                         /* Mention the item */
2679                         if (cheat_peek) object_mention(o_ptr);
2680
2681                         break;
2682                 }
2683
2684                 case TV_HARD_ARMOR:
2685                 case TV_SOFT_ARMOR:
2686                 {
2687                         /* Very good */
2688                         if (power > 1)
2689                         {
2690                                 /* Hack -- Try for "Robes of the Magi" */
2691                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2692                                     (o_ptr->sval == SV_ROBE) &&
2693                                     (randint0(100) < 15))
2694                                 {
2695                                         if (one_in_(5))
2696                                         {
2697                                                 o_ptr->name2 = EGO_YOIYAMI;
2698                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2699                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2700                                                 o_ptr->ac = 0;
2701                                                 o_ptr->to_a = 0;
2702                                         }
2703                                         else
2704                                         {
2705                                                 o_ptr->name2 = EGO_PERMANENCE;
2706                                         }
2707                                         break;
2708                                 }
2709
2710                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2711                                 {
2712                                         create_artifact(o_ptr, FALSE);
2713                                         break;
2714                                 }
2715
2716                                 while (1)
2717                                 {
2718                                         bool okay_flag = TRUE;
2719
2720                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2721
2722                                         switch (o_ptr->name2)
2723                                         {
2724                                         case EGO_RESISTANCE:
2725                                                 if (one_in_(4))
2726                                                         add_flag(o_ptr->art_flags, TR_RES_POIS);
2727                                                 break;
2728                                         case EGO_ELVENKIND:
2729                                                 break;
2730                                         case EGO_DWARVEN:
2731                                                 if (o_ptr->tval != TV_HARD_ARMOR)
2732                                                 {
2733                                                         okay_flag = FALSE;
2734                                                         break;
2735                                                 }
2736                                                 else
2737                                                 {
2738                                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2739                                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2740                                                         if (one_in_(4))
2741                                                                 add_flag(o_ptr->art_flags, TR_CON);
2742                                                         break;
2743                                                 }
2744                                         }
2745
2746                                         if (okay_flag)
2747                                                 break;
2748                                 }
2749                         }
2750
2751                         break;
2752                 }
2753
2754                 case TV_SHIELD:
2755                 {
2756
2757                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2758                         {
2759                                 /* Mention the item */
2760                                 if (cheat_peek) object_mention(o_ptr);
2761                                 dragon_resist(o_ptr);
2762                                 if (!one_in_(3)) break;
2763                         }
2764
2765                         /* Very good */
2766                         if (power > 1)
2767                         {
2768                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2769                                 {
2770                                         create_artifact(o_ptr, FALSE);
2771                                         break;
2772                                 }
2773                                 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2774                                 
2775                                 switch (o_ptr->name2)
2776                                 {
2777                                 case EGO_ENDURANCE:
2778                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2779                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2780                                         break;
2781                                 case EGO_REFLECTION:
2782                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2783                                                 o_ptr->name2 = 0;
2784                                         break;
2785                                 }
2786                         }
2787                         break;
2788                 }
2789
2790                 case TV_GLOVES:
2791                 {
2792                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2793                         {
2794                                 /* Mention the item */
2795                                 if (cheat_peek) object_mention(o_ptr);
2796                                 dragon_resist(o_ptr);
2797                                 if (!one_in_(3)) break;
2798                         }
2799                         if (power > 1)
2800                         {
2801                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2802                                 {
2803                                         create_artifact(o_ptr, FALSE);
2804                                         break;
2805                                 }
2806                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2807                         }
2808                         
2809                         /* Very cursed */
2810                         else if (power < -1)
2811                         {
2812                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2813                         }
2814
2815                         break;
2816                 }
2817
2818                 case TV_BOOTS:
2819                 {
2820                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2821                         {
2822                                 /* Mention the item */
2823                                 if (cheat_peek) object_mention(o_ptr);
2824                                 dragon_resist(o_ptr);
2825                                 if (!one_in_(3)) break;
2826                         }
2827                         /* Very good */
2828                         if (power > 1)
2829                         {
2830                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2831                                 {
2832                                         create_artifact(o_ptr, FALSE);
2833                                         break;
2834                                 }
2835                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2836
2837                                 switch (o_ptr->name2)
2838                                 {
2839                                 case EGO_SLOW_DESCENT:
2840                                         if (one_in_(2))
2841                                         {
2842                                                 one_high_resistance(o_ptr);
2843                                         }
2844                                         break;
2845                                 }
2846                         }
2847                         /* Very cursed */
2848                         else if (power < -1)
2849                         {
2850                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2851                         }
2852
2853                         break;
2854                 }
2855
2856                 case TV_CROWN:
2857                 {
2858                         /* Very good */
2859                         if (power > 1)
2860                         {
2861                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2862                                 {
2863                                         create_artifact(o_ptr, FALSE);
2864                                         break;
2865                                 }
2866                                 while (1)
2867                                 {
2868                                         bool ok_flag = TRUE;
2869                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2870
2871                                         switch (o_ptr->name2)
2872                                         {
2873                                         case EGO_TELEPATHY:
2874                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2875                                                 else add_esp_weak(o_ptr, FALSE);
2876                                                 break;
2877                                         case EGO_MAGI:
2878                                         case EGO_MIGHT:
2879                                         case EGO_REGENERATION:
2880                                         case EGO_LORDLINESS:
2881                                                 break;
2882                                         case EGO_SEEING:
2883                                                 if (one_in_(3))
2884                                                 {
2885                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2886                                                         else add_esp_weak(o_ptr, FALSE);
2887                                                 }
2888                                                 break;
2889                                         default:/* not existing crown (wisdom,lite, etc...) */
2890                                                 ok_flag = FALSE;
2891                                         }
2892                                         if (ok_flag)
2893                                                 break; /* while (1) */
2894                                 }
2895                                 break;
2896                         }
2897
2898                         /* Very cursed */
2899                         else if (power < -1)
2900                         {
2901                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2902                         }
2903
2904                         break;
2905                 }
2906
2907                 case TV_HELM:
2908                 {
2909                         if (o_ptr->sval == SV_DRAGON_HELM)
2910                         {
2911                                 /* Mention the item */
2912                                 if (cheat_peek) object_mention(o_ptr);
2913                                 dragon_resist(o_ptr);
2914                                 if (!one_in_(3)) break;
2915                         }
2916
2917                         /* Very good */
2918                         if (power > 1)
2919                         {
2920                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2921                                 {
2922                                         create_artifact(o_ptr, FALSE);
2923                                         break;
2924                                 }
2925                                 while (1)
2926                                 {
2927                                         bool ok_flag = TRUE;
2928                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2929
2930                                         switch (o_ptr->name2)
2931                                         {
2932                                         case EGO_INTELLIGENCE:
2933                                         case EGO_WISDOM:
2934                                         case EGO_BEAUTY:
2935                                         case EGO_LITE:
2936                                         case EGO_DARK:
2937                                         case EGO_INFRAVISION:
2938                                                 break;
2939                                         case EGO_SEEING:
2940                                                 if (one_in_(7))
2941                                                 {
2942                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2943                                                         else add_esp_weak(o_ptr, FALSE);
2944                                                 }
2945                                                 break;
2946                                         default:/* not existing helm (Magi, Might, etc...)*/
2947                                                 ok_flag = FALSE;
2948                                         }
2949                                         if (ok_flag)
2950                                                 break; /* while (1) */
2951                                 }
2952                                 break;
2953                         }
2954                         /* Very cursed */
2955                         else if (power < -1)
2956                         {
2957                                 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2958                         }
2959                         break;
2960                 }
2961
2962                 case TV_CLOAK:
2963                 {
2964                         /* Very good */
2965                         if (power > 1)
2966                         {
2967                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2968                                 {
2969                                         create_artifact(o_ptr, FALSE);
2970                                         break;
2971                                 }
2972                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2973
2974                                 switch (o_ptr->name2)
2975                                 {
2976                                 case EGO_BAT:
2977                                         o_ptr->to_d -= 6;
2978                                         o_ptr->to_h -= 6;
2979                                         break;
2980                                 }
2981
2982                         }
2983
2984                         /* Very cursed */
2985                         else if (power < -1)
2986                         {
2987                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2988                         }
2989
2990                         break;
2991                 }
2992         }
2993 }
2994
2995
2996 /*
2997  * Apply magic to an item known to be a "ring" or "amulet"
2998  *
2999  * Hack -- note special "pval boost" code for ring of speed
3000  * Hack -- note that some items must be cursed (or blessed)
3001  */
3002 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3003 {
3004         /* Apply magic (good or bad) according to type */
3005         switch (o_ptr->tval)
3006         {
3007                 case TV_RING:
3008                 {
3009                         /* Analyze */
3010                         switch (o_ptr->sval)
3011                         {
3012                                 case SV_RING_ATTACKS:
3013                                 {
3014                                         /* Stat bonus */
3015                                         o_ptr->pval = m_bonus(2, level);
3016                                         if (one_in_(15)) o_ptr->pval++;
3017                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
3018
3019                                         /* Cursed */
3020                                         if (power < 0)
3021                                         {
3022                                                 /* Broken */
3023                                                 o_ptr->ident |= (IDENT_BROKEN);
3024
3025                                                 /* Cursed */
3026                                                 o_ptr->curse_flags |= TRC_CURSED;
3027
3028                                                 /* Reverse pval */
3029                                                 o_ptr->pval = 0 - (o_ptr->pval);
3030                                         }
3031
3032                                         break;
3033                                 }
3034
3035                                 case SV_RING_SHOTS:
3036                                 {
3037                                         break;
3038                                 }
3039
3040                                 /* Strength, Constitution, Dexterity, Intelligence */
3041                                 case SV_RING_STR:
3042                                 case SV_RING_CON:
3043                                 case SV_RING_DEX:
3044                                 {
3045                                         /* Stat bonus */
3046                                         o_ptr->pval = 1 + m_bonus(5, level);
3047
3048                                         /* Cursed */
3049                                         if (power < 0)
3050                                         {
3051                                                 /* Broken */
3052                                                 o_ptr->ident |= (IDENT_BROKEN);
3053
3054                                                 /* Cursed */
3055                                                 o_ptr->curse_flags |= TRC_CURSED;
3056
3057                                                 /* Reverse pval */
3058                                                 o_ptr->pval = 0 - (o_ptr->pval);
3059                                         }
3060
3061                                         break;
3062                                 }
3063
3064                                 /* Ring of Speed! */
3065                                 case SV_RING_SPEED:
3066                                 {
3067                                         /* Base speed (1 to 10) */
3068                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3069
3070                                         /* Super-charge the ring */
3071                                         while (randint0(100) < 50) o_ptr->pval++;
3072
3073                                         /* Cursed Ring */
3074                                         if (power < 0)
3075                                         {
3076                                                 /* Broken */
3077                                                 o_ptr->ident |= (IDENT_BROKEN);
3078
3079                                                 /* Cursed */
3080                                                 o_ptr->curse_flags |= TRC_CURSED;
3081
3082                                                 /* Reverse pval */
3083                                                 o_ptr->pval = 0 - (o_ptr->pval);
3084
3085                                                 break;
3086                                         }
3087
3088                                         /* Mention the item */
3089                                         if (cheat_peek) object_mention(o_ptr);
3090
3091                                         break;
3092                                 }
3093
3094                                 case SV_RING_LORDLY:
3095                                 {
3096                                         do
3097                                         {
3098                                                 one_lordly_high_resistance(o_ptr);
3099                                         }
3100                                         while (one_in_(4));
3101
3102                                         /* Bonus to armor class */
3103                                         o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3104                                 }
3105                                 break;
3106
3107                                 case SV_RING_WARNING:
3108                                 {
3109                                         if (one_in_(3)) one_low_esp(o_ptr);
3110                                         break;
3111                                 }
3112
3113                                 /* Searching */
3114                                 case SV_RING_SEARCHING:
3115                                 {
3116                                         /* Bonus to searching */
3117                                         o_ptr->pval = 1 + m_bonus(5, level);
3118
3119                                         /* Cursed */
3120                                         if (power < 0)
3121                                         {
3122                                                 /* Broken */
3123                                                 o_ptr->ident |= (IDENT_BROKEN);
3124
3125                                                 /* Cursed */
3126                                                 o_ptr->curse_flags |= TRC_CURSED;
3127
3128                                                 /* Reverse pval */
3129                                                 o_ptr->pval = 0 - (o_ptr->pval);
3130                                         }
3131
3132                                         break;
3133                                 }
3134
3135                                 /* Flames, Acid, Ice */
3136                                 case SV_RING_FLAMES:
3137                                 case SV_RING_ACID:
3138                                 case SV_RING_ICE:
3139                                 case SV_RING_ELEC:
3140                                 {
3141                                         /* Bonus to armor class */
3142                                         o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3143                                         break;
3144                                 }
3145
3146                                 /* Weakness, Stupidity */
3147                                 case SV_RING_WEAKNESS:
3148                                 case SV_RING_STUPIDITY:
3149                                 {
3150                                         /* Broken */
3151                                         o_ptr->ident |= (IDENT_BROKEN);
3152
3153                                         /* Cursed */
3154                                         o_ptr->curse_flags |= TRC_CURSED;
3155
3156                                         /* Penalize */
3157                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3158                                         if (power > 0) power = 0 - power;
3159
3160                                         break;
3161                                 }
3162
3163                                 /* WOE, Stupidity */
3164                                 case SV_RING_WOE:
3165                                 {
3166                                         /* Broken */
3167                                         o_ptr->ident |= (IDENT_BROKEN);
3168
3169                                         /* Cursed */
3170                                         o_ptr->curse_flags |= TRC_CURSED;
3171
3172                                         /* Penalize */
3173                                         o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3174                                         o_ptr->pval = 0 - (1 + m_bonus(5, level));
3175                                         if (power > 0) power = 0 - power;
3176
3177                                         break;
3178                                 }
3179
3180                                 /* Ring of damage */
3181                                 case SV_RING_DAMAGE:
3182                                 {
3183                                         /* Bonus to damage */
3184                                         o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3185
3186                                         /* Cursed */
3187                                         if (power < 0)
3188                                         {
3189                                                 /* Broken */
3190                                                 o_ptr->ident |= (IDENT_BROKEN);
3191
3192                                                 /* Cursed */
3193                                                 o_ptr->curse_flags |= TRC_CURSED;
3194
3195                                                 /* Reverse bonus */
3196                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3197                                         }
3198
3199                                         break;
3200                                 }
3201
3202                                 /* Ring of Accuracy */
3203                                 case SV_RING_ACCURACY:
3204                                 {
3205                                         /* Bonus to hit */
3206                                         o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3207
3208                                         /* Cursed */
3209                                         if (power < 0)
3210                                         {
3211                                                 /* Broken */
3212                                                 o_ptr->ident |= (IDENT_BROKEN);
3213
3214                                                 /* Cursed */
3215                                                 o_ptr->curse_flags |= TRC_CURSED;
3216
3217                                                 /* Reverse tohit */
3218                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3219                                         }
3220
3221                                         break;
3222                                 }
3223
3224                                 /* Ring of Protection */
3225                                 case SV_RING_PROTECTION:
3226                                 {
3227                                         /* Bonus to armor class */
3228                                         o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3229
3230                                         /* Cursed */
3231                                         if (power < 0)
3232                                         {
3233                                                 /* Broken */
3234                                                 o_ptr->ident |= (IDENT_BROKEN);
3235
3236                                                 /* Cursed */
3237                                                 o_ptr->curse_flags |= TRC_CURSED;
3238
3239                                                 /* Reverse toac */
3240                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3241                                         }
3242
3243                                         break;
3244                                 }
3245
3246                                 /* Ring of Slaying */
3247                                 case SV_RING_SLAYING:
3248                                 {
3249                                         /* Bonus to damage and to hit */
3250                                         o_ptr->to_d = randint1(5) + m_bonus(12, level);
3251                                         o_ptr->to_h = randint1(5) + m_bonus(12, level);
3252
3253                                         /* Cursed */
3254                                         if (power < 0)
3255                                         {
3256                                                 /* Broken */
3257                                                 o_ptr->ident |= (IDENT_BROKEN);
3258
3259                                                 /* Cursed */
3260                                                 o_ptr->curse_flags |= TRC_CURSED;
3261
3262                                                 /* Reverse bonuses */
3263                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3264                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3265                                         }
3266
3267                                         break;
3268                                 }
3269
3270                                 case SV_RING_MUSCLE:
3271                                 {
3272                                         o_ptr->pval = 1 + m_bonus(3, level);
3273                                         if (one_in_(4)) o_ptr->pval++;
3274
3275                                         /* Cursed */
3276                                         if (power < 0)
3277                                         {
3278                                                 /* Broken */
3279                                                 o_ptr->ident |= (IDENT_BROKEN);
3280
3281                                                 /* Cursed */
3282                                                 o_ptr->curse_flags |= TRC_CURSED;
3283
3284                                                 /* Reverse bonuses */
3285                                                 o_ptr->pval = 0 - o_ptr->pval;
3286                                         }
3287
3288                                         break;
3289                                 }
3290                                 case SV_RING_AGGRAVATION:
3291                                 {
3292                                         /* Broken */
3293                                         o_ptr->ident |= (IDENT_BROKEN);
3294
3295                                         /* Cursed */
3296                                         o_ptr->curse_flags |= TRC_CURSED;
3297
3298                                         if (power > 0) power = 0 - power;
3299                                         break;
3300                                 }
3301                         }
3302                         if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3303                             || (power > 2)) /* power > 2 is debug only */
3304                         {
3305                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3306                                 /* Randart amulet */
3307                                 create_artifact(o_ptr, FALSE);
3308                         }
3309                         else if ((power == 2) && one_in_(2))
3310                         {
3311                                 while(!o_ptr->name2)
3312                                 {
3313                                         int tmp = m_bonus(10, level);
3314                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3315                                         switch(randint1(28))
3316                                         {
3317                                         case 1: case 2:
3318                                                 o_ptr->name2 = EGO_RING_THROW;
3319                                                 break;
3320                                         case 3: case 4:
3321                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3322                                                 o_ptr->name2 = EGO_RING_REGEN;
3323                                                 break;
3324                                         case 5: case 6:
3325                                                 if (have_flag(k_ptr->flags, TR_LITE)) break;
3326                                                 o_ptr->name2 = EGO_RING_LITE;
3327                                                 break;
3328                                         case 7: case 8:
3329                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3330                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3331                                                 break;
3332                                         case 9: case 10:
3333                                                 if (o_ptr->to_h) break;
3334                                                 o_ptr->name2 = EGO_RING_TO_H;
3335                                                 break;
3336                                         case 11: case 12:
3337                                                 if (o_ptr->to_d) break;
3338                                                 o_ptr->name2 = EGO_RING_TO_D;
3339                                                 break;
3340                                         case 13:
3341                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3342                                                 o_ptr->name2 = EGO_RING_SLAY;
3343                                                 break;
3344                                         case 14:
3345                                                 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3346                                                 o_ptr->name2 = EGO_RING_WIZARD;
3347                                                 break;
3348                                         case 15:
3349                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3350                                                 o_ptr->name2 = EGO_RING_HERO;
3351                                                 break;
3352                                         case 16:
3353                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3354                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3355                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3356                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3357                                                 break;
3358                                         case 17:
3359                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3360                                                 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;
3361                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3362                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3363                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3364                                                 break;
3365                                         case 18:
3366                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3367                                                 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;
3368                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3369                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3370                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3371                                                 break;
3372                                         case 19:
3373                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3374                                                 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;
3375                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3376                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3377                                                 break;
3378                                         case 20:
3379                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3380                                                 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;
3381                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3382                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3383                                                 break;
3384                                         case 21: case 22: case 23: case 24: case 25: case 26:
3385                                                 switch (o_ptr->sval)
3386                                                 {
3387                                                 case SV_RING_SPEED:
3388                                                         if (!one_in_(3)) break;
3389                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3390                                                         break;
3391                                                 case SV_RING_DAMAGE:
3392                                                 case SV_RING_ACCURACY:
3393                                                 case SV_RING_SLAYING:
3394                                                         if (one_in_(2)) break;
3395                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3396                                                         else
3397                                                         {
3398                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3399                                                                 o_ptr->to_h -= 2+randint1(4);
3400                                                                 o_ptr->to_d += 2+randint1(4);
3401                                                         }
3402                                                         break;
3403                                                 case SV_RING_PROTECTION:
3404                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3405                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3406                                                         break;
3407                                                 case SV_RING_RES_FEAR:
3408                                                         o_ptr->name2 = EGO_RING_HERO;
3409                                                         break;
3410                                                 case SV_RING_SHOTS:
3411                                                         if (one_in_(2)) break;
3412                                                         o_ptr->name2 = EGO_RING_HUNTER;
3413                                                         break;
3414                                                 case SV_RING_SEARCHING:
3415                                                         o_ptr->name2 = EGO_RING_STEALTH;
3416                                                         break;
3417                                                 case SV_RING_TELEPORTATION:
3418                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3419                                                         break;
3420                                                 case SV_RING_RES_BLINDNESS:
3421                                                         if (one_in_(2))
3422                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3423                                                         else
3424                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3425                                                         break;
3426                                                 case SV_RING_LORDLY:
3427                                                         if (!one_in_(20)) break;
3428                                                         one_lordly_high_resistance(o_ptr);
3429                                                         one_lordly_high_resistance(o_ptr);
3430                                                         o_ptr->name2 = EGO_RING_TRUE;
3431                                                         break;
3432                                                 case SV_RING_SUSTAIN:
3433                                                         if (!one_in_(4)) break;
3434                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3435                                                         break;
3436                                                 case SV_RING_FLAMES:
3437                                                         if (!one_in_(2)) break;
3438                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3439                                                         break;
3440                                                 case SV_RING_ICE:
3441                                                         if (!one_in_(2)) break;
3442                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3443                                                         break;
3444                                                 case SV_RING_WARNING:
3445                                                         if (!one_in_(2)) break;
3446                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3447                                                         break;
3448                                                 default:
3449                                                         break;
3450                                                 }
3451                                                 break;
3452                                         }
3453                                 }
3454                                 /* Uncurse it */
3455                                 o_ptr->curse_flags = 0L;
3456                         }
3457                         else if ((power == -2) && one_in_(2))
3458                         {
3459                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3460                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3461                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3462                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3463                                 o_ptr->art_flags[0] = 0;
3464                                 o_ptr->art_flags[1] = 0;
3465                                 while(!o_ptr->name2)
3466                                 {
3467                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3468                                         switch(randint1(5))
3469                                         {
3470                                         case 1:
3471                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3472                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3473                                                 break;
3474                                         case 2:
3475                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3476                                                 break;
3477                                         case 3:
3478                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3479                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3480                                                 break;
3481                                         case 4:
3482                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3483                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3484                                                 break;
3485                                         case 5:
3486                                                 o_ptr->name2 = EGO_RING_ALBINO;
3487                                                 break;
3488                                         }
3489                                 }
3490                                 /* Broken */
3491                                 o_ptr->ident |= (IDENT_BROKEN);
3492
3493                                 /* Cursed */
3494                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3495                         }
3496                         break;
3497                 }
3498
3499                 case TV_AMULET:
3500                 {
3501                         /* Analyze */
3502                         switch (o_ptr->sval)
3503                         {
3504                                 /* Amulet of wisdom/charisma */
3505                                 case SV_AMULET_INTELLIGENCE:
3506                                 case SV_AMULET_WISDOM:
3507                                 case SV_AMULET_CHARISMA:
3508                                 {
3509                                         o_ptr->pval = 1 + m_bonus(5, level);
3510
3511                                         /* Cursed */
3512                                         if (power < 0)
3513                                         {
3514                                                 /* Broken */
3515                                                 o_ptr->ident |= (IDENT_BROKEN);
3516
3517                                                 /* Cursed */
3518                                                 o_ptr->curse_flags |= (TRC_CURSED);
3519
3520                                                 /* Reverse bonuses */
3521                                                 o_ptr->pval = 0 - o_ptr->pval;
3522                                         }
3523
3524                                         break;
3525                                 }
3526
3527                                 /* Amulet of brilliance */
3528                                 case SV_AMULET_BRILLIANCE:
3529                                 {
3530                                         o_ptr->pval = 1 + m_bonus(3, level);
3531                                         if (one_in_(4)) o_ptr->pval++;
3532
3533                                         /* Cursed */
3534                                         if (power < 0)
3535                                         {
3536                                                 /* Broken */
3537                                                 o_ptr->ident |= (IDENT_BROKEN);
3538
3539                                                 /* Cursed */
3540                                                 o_ptr->curse_flags |= (TRC_CURSED);
3541
3542                                                 /* Reverse bonuses */
3543                                                 o_ptr->pval = 0 - o_ptr->pval;
3544                                         }
3545
3546                                         break;
3547                                 }
3548
3549                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3550                                 {
3551                                         if (power < 0)
3552                                         {
3553                                                 o_ptr->curse_flags |= (TRC_CURSED);
3554                                         }
3555                                         break;
3556                                 }
3557
3558                                 case SV_AMULET_RESISTANCE:
3559                                 {
3560                                         if (one_in_(5)) one_high_resistance(o_ptr);
3561                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3562                                 }
3563                                 break;
3564
3565                                 /* Amulet of searching */
3566                                 case SV_AMULET_SEARCHING:
3567                                 {
3568                                         o_ptr->pval = randint1(2) + m_bonus(4, level);
3569
3570                                         /* Cursed */
3571                                         if (power < 0)
3572                                         {
3573                                                 /* Broken */
3574                                                 o_ptr->ident |= (IDENT_BROKEN);
3575
3576                                                 /* Cursed */
3577                                                 o_ptr->curse_flags |= (TRC_CURSED);
3578
3579                                                 /* Reverse bonuses */
3580                                                 o_ptr->pval = 0 - (o_ptr->pval);
3581                                         }
3582
3583                                         break;
3584                                 }
3585
3586                                 /* Amulet of the Magi -- never cursed */
3587                                 case SV_AMULET_THE_MAGI:
3588                                 {
3589                                         o_ptr->pval = randint1(5) + m_bonus(5, level);
3590                                         o_ptr->to_a = randint1(5) + m_bonus(5, level);
3591
3592                                         /* gain one low ESP */
3593                                         add_esp_weak(o_ptr, FALSE);
3594
3595                                         /* Mention the item */
3596                                         if (cheat_peek) object_mention(o_ptr);
3597
3598                                         break;
3599                                 }
3600
3601                                 /* Amulet of Doom -- always cursed */
3602                                 case SV_AMULET_DOOM:
3603                                 {
3604                                         /* Broken */
3605                                         o_ptr->ident |= (IDENT_BROKEN);
3606
3607                                         /* Cursed */
3608                                         o_ptr->curse_flags |= (TRC_CURSED);
3609
3610                                         /* Penalize */
3611                                         o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3612                                         o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3613                                         if (power > 0) power = 0 - power;
3614
3615                                         break;
3616                                 }
3617
3618                                 case SV_AMULET_MAGIC_MASTERY:
3619                                 {
3620                                         o_ptr->pval = 1 + m_bonus(4, level);
3621
3622                                         /* Cursed */
3623                                         if (power < 0)
3624                                         {
3625                                                 /* Broken */
3626                                                 o_ptr->ident |= (IDENT_BROKEN);
3627
3628                                                 /* Cursed */
3629                                                 o_ptr->curse_flags |= (TRC_CURSED);
3630
3631                                                 /* Reverse bonuses */
3632                                                 o_ptr->pval = 0 - o_ptr->pval;
3633                                         }
3634
3635                                         break;
3636                                 }
3637                         }
3638                         if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3639                             || (power > 2)) /* power > 2 is debug only */
3640                         {
3641                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3642                                 /* Randart amulet */
3643                                 create_artifact(o_ptr, FALSE);
3644                         }
3645                         else if ((power == 2) && one_in_(2))
3646                         {
3647                                 while(!o_ptr->name2)
3648                                 {
3649                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3650                                         switch(randint1(21))
3651                                         {
3652                                         case 1: case 2:
3653                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3654                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3655                                                 break;
3656                                         case 3: case 4:
3657                                                 if (o_ptr->pval) break;
3658                                                 o_ptr->name2 = EGO_AMU_INFRA;
3659                                                 break;
3660                                         case 5: case 6:
3661                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3662                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3663                                                 break;
3664                                         case 7: case 8:
3665                                                 if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
3666                                                 o_ptr->name2 = EGO_AMU_HOLD_LIFE;
3667                                                 break;
3668                                         case 9:
3669                                                 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3670                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3671                                                 break;
3672                                         case 10: case 11: case 21:
3673                                                 o_ptr->name2 = EGO_AMU_AC;
3674                                                 break;
3675                                         case 12:
3676                                                 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3677                                                 if (m_bonus(10, level) > 8)
3678                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3679                                                 else
3680                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3681                                                 break;
3682                                         case 13:
3683                                                 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3684                                                 if (m_bonus(10, level) > 8)
3685                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3686                                                 else
3687                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3688                                                 break;
3689                                         case 14:
3690                                                 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3691                                                 if (m_bonus(10, level) > 8)
3692                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3693                                                 else
3694                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3695                                                 break;
3696                                         case 15:
3697                                                 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3698                                                 if (m_bonus(10, level) > 8)
3699                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3700                                                 else
3701                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3702                                                 break;
3703                                         case 16: case 17: case 18: case 19: case 20:
3704                                                 switch (o_ptr->sval)
3705                                                 {
3706                                                 case SV_AMULET_TELEPORT:
3707                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3708                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3709                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3710                                                         break;
3711                                                 case SV_AMULET_RESIST_ACID:
3712                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3713                                                         break;
3714                                                 case SV_AMULET_SEARCHING:
3715                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3716                                                         break;
3717                                                 case SV_AMULET_BRILLIANCE:
3718                                                         if (!one_in_(3)) break;
3719                                                         o_ptr->name2 = EGO_AMU_IDENT;
3720                                                         break;
3721                                                 case SV_AMULET_CHARISMA:
3722                                                         if (!one_in_(3)) break;
3723                                                         o_ptr->name2 = EGO_AMU_CHARM;
3724                                                         break;
3725                                                 case SV_AMULET_THE_MAGI:
3726                                                         if (one_in_(2)) break;
3727                                                         o_ptr->name2 = EGO_AMU_GREAT;
3728                                                         break;
3729                                                 case SV_AMULET_RESISTANCE:
3730                                                         if (!one_in_(5)) break;
3731                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3732                                                         break;
3733                                                 case SV_AMULET_TELEPATHY:
3734                                                         if (!one_in_(3)) break;
3735                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3736                                                         break;
3737                                                 }
3738                                         }
3739                                 }
3740                                 /* Uncurse it */
3741                                 o_ptr->curse_flags = 0L;
3742                         }
3743                         else if ((power == -2) && one_in_(2))
3744                         {
3745                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3746                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3747                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3748                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3749                                 o_ptr->art_flags[0] = 0;
3750                                 o_ptr->art_flags[1] = 0;
3751                                 while(!o_ptr->name2)
3752                                 {
3753                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3754                                         switch(randint1(5))
3755                                         {
3756                                         case 1:
3757                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3758                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3759                                                 break;
3760                                         case 2:
3761                                                 o_ptr->name2 = EGO_AMU_FOOL;
3762                                                 break;
3763                                         case 3:
3764                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3765                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3766                                                 break;
3767                                         case 4:
3768                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3769                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3770                                                 break;
3771                                         case 5:
3772                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3773                                                 break;
3774                                         }
3775                                 }
3776                                 /* Broken */
3777                                 o_ptr->ident |= (IDENT_BROKEN);
3778
3779                                 /* Cursed */
3780                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3781                         }
3782                         break;
3783                 }
3784         }
3785 }
3786
3787
3788 /*
3789  * Hack -- help pick an item type
3790  */
3791 static bool item_monster_okay(int r_idx)
3792 {
3793         monster_race *r_ptr = &r_info[r_idx];
3794
3795         /* No uniques */
3796         if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3797         if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3798         if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3799         if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3800         if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3801         if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3802
3803         /* Okay */
3804         return (TRUE);
3805 }
3806
3807
3808 /*
3809  * Apply magic to an item known to be "boring"
3810  *
3811  * Hack -- note the special code for various items
3812  */
3813 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3814 {
3815         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3816
3817         /* Unused */
3818         (void)level;
3819
3820         /* Apply magic (good or bad) according to type */
3821         switch (o_ptr->tval)
3822         {
3823                 case TV_WHISTLE:
3824                 {
3825 #if 0
3826                         /* Cursed */
3827                         if (power < 0)
3828                         {
3829                                 /* Broken */
3830                                 o_ptr->ident |= (IDENT_BROKEN);
3831
3832                                 /* Cursed */
3833                                 o_ptr->curse_flags |= (TRC_CURSED);
3834                         }
3835 #endif
3836                         break;
3837                 }
3838                 case TV_FLASK:
3839                 {
3840                         o_ptr->xtra4 = o_ptr->pval;
3841                         o_ptr->pval = 0;
3842                         break;
3843                 }
3844                 case TV_LITE:
3845                 {
3846                         /* Hack -- Torches -- random fuel */
3847                         if (o_ptr->sval == SV_LITE_TORCH)
3848                         {
3849                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3850                                 o_ptr->pval = 0;
3851                         }
3852
3853                         /* Hack -- Lanterns -- random fuel */
3854                         if (o_ptr->sval == SV_LITE_LANTERN)
3855                         {
3856                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3857                                 o_ptr->pval = 0;
3858                         }
3859
3860                         if (power > 2) /* power > 2 is debug only */
3861                         {
3862                                 create_artifact(o_ptr, FALSE);
3863                         }
3864                         else if ((power == 2) || ((power == 1) && one_in_(3)))
3865                         {
3866                                 while (!o_ptr->name2)
3867                                 {
3868                                         while (1)
3869                                         {
3870                                                 bool okay_flag = TRUE;
3871
3872                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3873
3874                                                 switch (o_ptr->name2)
3875                                                 {
3876                                                 case EGO_LITE_LONG:
3877                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3878                                                                 okay_flag = FALSE;
3879                                                 }
3880                                                 if (okay_flag)
3881                                                         break;
3882                                         }
3883                                 }
3884                         }
3885                         else if (power == -2)
3886                         {
3887                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3888
3889                                 switch (o_ptr->name2)
3890                                 {
3891                                 case EGO_LITE_DARKNESS:
3892                                         o_ptr->xtra4 = 0;
3893                                         break;
3894                                 }
3895                         }
3896
3897                         break;
3898                 }
3899
3900                 case TV_WAND:
3901                 case TV_STAFF:
3902                 {
3903                         /* The wand or staff gets a number of initial charges equal
3904                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3905                          */
3906                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3907                         break;
3908                 }
3909
3910                 case TV_ROD:
3911                 {
3912                         /* Transfer the pval. -LM- */
3913                         o_ptr->pval = k_ptr->pval;
3914                         break;
3915                 }
3916
3917                 case TV_CAPTURE:
3918                 {
3919                         o_ptr->pval = 0;
3920                         object_aware(o_ptr);
3921                         object_known(o_ptr);
3922                         break;
3923                 }
3924
3925                 case TV_FIGURINE:
3926                 {
3927                         int i = 1;
3928                         int check;
3929
3930                         monster_race *r_ptr;
3931
3932                         /* Pick a random non-unique monster race */
3933                         while (1)
3934                         {
3935                                 i = randint1(max_r_idx - 1);
3936
3937                                 if (!item_monster_okay(i)) continue;
3938                                 if (i == MON_TSUCHINOKO) continue;
3939
3940                                 r_ptr = &r_info[i];
3941
3942                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
3943
3944                                 /* Ignore dead monsters */
3945                                 if (!r_ptr->rarity) continue;
3946
3947                                 /* Ignore uncommon monsters */
3948                                 if (r_ptr->rarity > 100) continue;
3949
3950                                 /* Prefer less out-of-depth monsters */
3951                                 if (randint0(check)) continue;
3952
3953                                 break;
3954                         }
3955
3956                         o_ptr->pval = i;
3957
3958                         /* Some figurines are cursed */
3959                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3960
3961                         if (cheat_peek)
3962                         {
3963 #ifdef JP
3964                                 msg_format("%s¤Î¿Í·Á, ¿¼¤µ +%d%s",
3965 #else
3966                                 msg_format("Figurine of %s, depth +%d%s",
3967 #endif
3968
3969                                                           r_name + r_ptr->name, check - 1,
3970                                                           !object_is_cursed(o_ptr) ? "" : " {cursed}");
3971                         }
3972
3973                         break;
3974                 }
3975
3976                 case TV_CORPSE:
3977                 {
3978                         int i = 1;
3979                         int check;
3980
3981                         u32b match = 0;
3982
3983                         monster_race *r_ptr;
3984
3985                         if (o_ptr->sval == SV_SKELETON)
3986                         {
3987                                 match = RF9_DROP_SKELETON;
3988                         }
3989                         else if (o_ptr->sval == SV_CORPSE)
3990                         {
3991                                 match = RF9_DROP_CORPSE;
3992                         }
3993
3994                         /* Hack -- Remove the monster restriction */
3995                         get_mon_num_prep(item_monster_okay, NULL);
3996
3997                         /* Pick a random non-unique monster race */
3998                         while (1)
3999                         {
4000                                 i = get_mon_num(dun_level);
4001
4002                                 r_ptr = &r_info[i];
4003
4004                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4005
4006                                 /* Ignore dead monsters */
4007                                 if (!r_ptr->rarity) continue;
4008
4009                                 /* Ignore corpseless monsters */
4010                                 if (!(r_ptr->flags9 & match)) continue;
4011
4012                                 /* Prefer less out-of-depth monsters */
4013                                 if (randint0(check)) continue;
4014
4015                                 break;
4016                         }
4017
4018                         o_ptr->pval = i;
4019
4020                         if (cheat_peek)
4021                         {
4022 #ifdef JP
4023                                 msg_format("%s¤Î»àÂÎ, ¿¼¤µ +%d",
4024 #else
4025                                 msg_format("Corpse of %s, depth +%d",
4026 #endif
4027
4028                                                           r_name + r_ptr->name, check - 1);
4029                         }
4030
4031                         object_aware(o_ptr);
4032                         object_known(o_ptr);
4033                         break;
4034                 }
4035
4036                 case TV_STATUE:
4037                 {
4038                         int i = 1;
4039
4040                         monster_race *r_ptr;
4041
4042                         /* Pick a random monster race */
4043                         while (1)
4044                         {
4045                                 i = randint1(max_r_idx - 1);
4046
4047                                 r_ptr = &r_info[i];
4048
4049                                 /* Ignore dead monsters */
4050                                 if (!r_ptr->rarity) continue;
4051
4052                                 break;
4053                         }
4054
4055                         o_ptr->pval = i;
4056
4057                         if (cheat_peek)
4058                         {
4059 #ifdef JP
4060                                 msg_format("%s¤ÎÁü", r_name + r_ptr->name);
4061 #else
4062                                 msg_format("Statue of %s", r_name + r_ptr->name);
4063 #endif
4064
4065                         }
4066                         object_aware(o_ptr);
4067                         object_known(o_ptr);
4068
4069                         break;
4070                 }
4071
4072                 case TV_CHEST:
4073                 {
4074                         byte obj_level = k_info[o_ptr->k_idx].level;
4075
4076                         /* Hack -- skip ruined chests */
4077                         if (obj_level <= 0) break;
4078
4079                         /* Hack -- pick a "difficulty" */
4080                         o_ptr->pval = randint1(obj_level);
4081                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4082
4083                         o_ptr->xtra3 = dun_level + 5;
4084
4085                         /* Never exceed "difficulty" of 55 to 59 */
4086                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4087
4088                         break;
4089                 }
4090         }
4091 }
4092
4093
4094 /*
4095  * Complete the "creation" of an object by applying "magic" to the item
4096  *
4097  * This includes not only rolling for random bonuses, but also putting the
4098  * finishing touches on ego-items and artifacts, giving charges to wands and
4099  * staffs, giving fuel to lites, and placing traps on chests.
4100  *
4101  * In particular, note that "Instant Artifacts", if "created" by an external
4102  * routine, must pass through this function to complete the actual creation.
4103  *
4104  * The base "chance" of the item being "good" increases with the "level"
4105  * parameter, which is usually derived from the dungeon level, being equal
4106  * to the level plus 10, up to a maximum of 75.  If "good" is true, then
4107  * the object is guaranteed to be "good".  If an object is "good", then
4108  * the chance that the object will be "great" (ego-item or artifact), also
4109  * increases with the "level", being equal to half the level, plus 5, up to
4110  * a maximum of 20.  If "great" is true, then the object is guaranteed to be
4111  * "great".  At dungeon level 65 and below, 15/100 objects are "great".
4112  *
4113  * If the object is not "good", there is a chance it will be "cursed", and
4114  * if it is "cursed", there is a chance it will be "broken".  These chances
4115  * are related to the "good" / "great" chances above.
4116  *
4117  * Otherwise "normal" rings and amulets will be "good" half the time and
4118  * "cursed" half the time, unless the ring/amulet is always good or cursed.
4119  *
4120  * If "okay" is true, and the object is going to be "great", then there is
4121  * a chance that an artifact will be created.  This is true even if both the
4122  * "good" and "great" arguments are false.  As a total hack, if "great" is
4123  * true, then the item gets 3 extra "attempts" to become an artifact.
4124  */
4125 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4126 {
4127         int i, rolls, f1, f2, power;
4128
4129         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4130
4131         /* Maximum "level" for various things */
4132         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4133
4134         /* Base chance of being "good" */
4135         f1 = lev + 10;
4136
4137         /* Maximal chance of being "good" */
4138         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4139
4140         /* Base chance of being "great" */
4141         f2 = f1 * 2 / 3;
4142
4143         /* Maximal chance of being "great" */
4144         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4145                 f2 = d_info[dungeon_type].obj_great;
4146
4147         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4148         {
4149                 f1 += 5;
4150                 f2 += 2;
4151         }
4152         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4153         {
4154                 f1 -= 5;
4155                 f2 -= 2;
4156         }
4157
4158         /* Assume normal */
4159         power = 0;
4160
4161         /* Roll for "good" */
4162         if ((mode & AM_GOOD) || magik(f1))
4163         {
4164                 /* Assume "good" */
4165                 power = 1;
4166
4167                 /* Roll for "great" */
4168                 if ((mode & AM_GREAT) || magik(f2))
4169                 {
4170                         power = 2;
4171
4172                         /* Roll for "special" */
4173                         if (mode & AM_SPECIAL) power = 3;
4174                 }
4175         }
4176
4177         /* Roll for "cursed" */
4178         else if (magik(f1))
4179         {
4180                 /* Assume "cursed" */
4181                 power = -1;
4182
4183                 /* Roll for "broken" */
4184                 if (magik(f2)) power = -2;
4185         }
4186
4187         /* Apply curse */
4188         if (mode & AM_CURSED)
4189         {
4190                 /* Assume 'cursed' */
4191                 if (power > 0)
4192                 {
4193                         power = 0 - power;
4194                 }
4195                 /* Everything else gets more badly cursed */
4196                 else
4197                 {
4198                         power--;
4199                 }
4200         }
4201
4202         /* Assume no rolls */
4203         rolls = 0;
4204
4205         /* Get one roll if excellent */
4206         if (power >= 2) rolls = 1;
4207
4208         /* Hack -- Get four rolls if forced great or special */
4209         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4210
4211         /* Hack -- Get no rolls if not allowed */
4212         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4213
4214         /* Roll for artifacts if allowed */
4215         for (i = 0; i < rolls; i++)
4216         {
4217                 /* Roll for an artifact */
4218                 if (make_artifact(o_ptr)) break;
4219                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4220                 {
4221                         if (make_artifact(o_ptr)) break;
4222                 }
4223         }
4224
4225
4226         /* Hack -- analyze artifacts */
4227         if (object_is_fixed_artifact(o_ptr))
4228         {
4229                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4230
4231                 /* Hack -- Mark the artifact as "created" */
4232                 a_ptr->cur_num = 1;
4233
4234                 /* Hack -- Memorize location of artifact in saved floors */
4235                 if (character_dungeon)
4236                         a_ptr->floor_id = p_ptr->floor_id;
4237
4238                 /* Extract the other fields */
4239                 o_ptr->pval = a_ptr->pval;
4240                 o_ptr->ac = a_ptr->ac;
4241                 o_ptr->dd = a_ptr->dd;
4242                 o_ptr->ds = a_ptr->ds;
4243                 o_ptr->to_a = a_ptr->to_a;
4244                 o_ptr->to_h = a_ptr->to_h;
4245                 o_ptr->to_d = a_ptr->to_d;
4246                 o_ptr->weight = a_ptr->weight;
4247
4248                 /* Hack -- extract the "broken" flag */
4249                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4250
4251                 /* Hack -- extract the "cursed" flag */
4252                 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4253                 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4254                 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4255                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4256                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4257                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4258
4259
4260                 /* Cheat -- peek at the item */
4261                 if (cheat_peek) object_mention(o_ptr);
4262
4263                 /* Done */
4264                 return;
4265         }
4266
4267
4268         /* Apply magic */
4269         switch (o_ptr->tval)
4270         {
4271                 case TV_DIGGING:
4272                 case TV_HAFTED:
4273                 case TV_BOW:
4274                 case TV_SHOT:
4275                 case TV_ARROW:
4276                 case TV_BOLT:
4277                 {
4278                         if (power) a_m_aux_1(o_ptr, lev, power);
4279                         break;
4280                 }
4281
4282                 case TV_POLEARM:
4283                 {
4284                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4285                         break;
4286                 }
4287
4288                 case TV_SWORD:
4289                 {
4290                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4291                         break;
4292                 }
4293
4294                 case TV_DRAG_ARMOR:
4295                 case TV_HARD_ARMOR:
4296                 case TV_SOFT_ARMOR:
4297                 case TV_SHIELD:
4298                 case TV_HELM:
4299                 case TV_CROWN:
4300                 case TV_CLOAK:
4301                 case TV_GLOVES:
4302                 case TV_BOOTS:
4303                 {
4304                         /* Elven Cloak and Black Clothes ... */
4305                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4306                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4307                                 o_ptr->pval = randint1(4);
4308
4309 #if 1
4310                         if (power ||
4311                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4312                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4313                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4314                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4315                                 a_m_aux_2(o_ptr, lev, power);
4316 #else
4317                         if (power) a_m_aux_2(o_ptr, lev, power);
4318 #endif
4319                         break;
4320                 }
4321
4322                 case TV_RING:
4323                 case TV_AMULET:
4324                 {
4325                         if (!power && (randint0(100) < 50)) power = -1;
4326                         a_m_aux_3(o_ptr, lev, power);
4327                         break;
4328                 }
4329
4330                 default:
4331                 {
4332                         a_m_aux_4(o_ptr, lev, power);
4333                         break;
4334                 }
4335         }
4336
4337         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4338             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4339             (p_ptr->pseikaku == SEIKAKU_SEXY))
4340         {
4341                 o_ptr->pval = 3;
4342                 add_flag(o_ptr->art_flags, TR_STR);
4343                 add_flag(o_ptr->art_flags, TR_INT);
4344                 add_flag(o_ptr->art_flags, TR_WIS);
4345                 add_flag(o_ptr->art_flags, TR_DEX);
4346                 add_flag(o_ptr->art_flags, TR_CON);
4347                 add_flag(o_ptr->art_flags, TR_CHR);
4348         }
4349
4350         /* Hack -- analyze ego-items */
4351         else if (object_is_ego(o_ptr))
4352         {
4353                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4354
4355                 /* Hack -- acquire "broken" flag */
4356                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4357
4358                 /* Hack -- acquire "cursed" flag */
4359                 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4360                 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4361                 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4362                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4363                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4364                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4365
4366                 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4367                 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4368                 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4369                 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4370                 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4371                 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4372                 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4373
4374                 /* Hack -- apply extra penalties if needed */
4375                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
4376                 {
4377                         /* Hack -- obtain bonuses */
4378                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4379                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4380                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4381
4382                         /* Hack -- obtain pval */
4383                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4384                 }
4385
4386                 /* Hack -- apply extra bonuses if needed */
4387                 else
4388                 {
4389                         /* Hack -- obtain bonuses */
4390                         if (e_ptr->max_to_h)
4391                         {
4392                                 if (e_ptr->max_to_h > 127)
4393                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4394                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4395                         }
4396                         if (e_ptr->max_to_d)
4397                         {
4398                                 if (e_ptr->max_to_d > 127)
4399                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4400                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4401                         }
4402                         if (e_ptr->max_to_a)
4403                         {
4404                                 if (e_ptr->max_to_a > 127)
4405                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4406                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4407                         }
4408
4409                         /* Hack -- obtain pval */
4410                         if (e_ptr->max_pval)
4411                         {
4412                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4413                                 {
4414                                         o_ptr->pval++;
4415                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4416                                 }
4417                                 else if (o_ptr->name2 == EGO_ATTACKS)
4418                                 {
4419                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4420                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4421                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4422                                                 o_ptr->pval += randint1(2);
4423                                 }
4424                                 else if (o_ptr->name2 == EGO_BAT)
4425                                 {
4426                                         o_ptr->pval = randint1(e_ptr->max_pval);
4427                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4428                                 }
4429                                 else
4430                                 {
4431                                         o_ptr->pval += randint1(e_ptr->max_pval);
4432                                 }
4433                         }
4434                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4435                         {
4436                                 o_ptr->pval = randint1(o_ptr->pval);
4437                         }
4438                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4439                                 o_ptr->pval = 2;
4440                 }
4441
4442                 /* Cheat -- describe the item */
4443                 if (cheat_peek) object_mention(o_ptr);
4444
4445                 /* Done */
4446                 return;
4447         }
4448
4449         /* Examine real objects */
4450         if (o_ptr->k_idx)
4451         {
4452                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4453
4454                 /* Hack -- acquire "broken" flag */
4455                 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4456
4457                 /* Hack -- acquire "cursed" flag */
4458                 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4459                 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4460                 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4461                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4462                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4463                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4464         }
4465 }
4466
4467
4468 /*
4469  * Hack -- determine if a template is "good"
4470  */
4471 static bool kind_is_good(int k_idx)
4472 {
4473         object_kind *k_ptr = &k_info[k_idx];
4474
4475         /* Analyze the item type */
4476         switch (k_ptr->tval)
4477         {
4478                 /* Armor -- Good unless damaged */
4479                 case TV_HARD_ARMOR:
4480                 case TV_SOFT_ARMOR:
4481                 case TV_DRAG_ARMOR:
4482                 case TV_SHIELD:
4483                 case TV_CLOAK:
4484                 case TV_BOOTS:
4485                 case TV_GLOVES:
4486                 case TV_HELM:
4487                 case TV_CROWN:
4488                 {
4489                         if (k_ptr->to_a < 0) return (FALSE);
4490                         return (TRUE);
4491                 }
4492
4493                 /* Weapons -- Good unless damaged */
4494                 case TV_BOW:
4495                 case TV_SWORD:
4496                 case TV_HAFTED:
4497                 case TV_POLEARM:
4498                 case TV_DIGGING:
4499                 {
4500                         if (k_ptr->to_h < 0) return (FALSE);
4501                         if (k_ptr->to_d < 0) return (FALSE);
4502                         return (TRUE);
4503                 }
4504
4505                 /* Ammo -- Arrows/Bolts are good */
4506                 case TV_BOLT:
4507                 case TV_ARROW:
4508                 {
4509                         return (TRUE);
4510                 }
4511
4512                 /* Books -- High level books are good (except Arcane books) */
4513                 case TV_LIFE_BOOK:
4514                 case TV_SORCERY_BOOK:
4515                 case TV_NATURE_BOOK:
4516                 case TV_CHAOS_BOOK:
4517                 case TV_DEATH_BOOK:
4518                 case TV_TRUMP_BOOK:
4519                 case TV_CRAFT_BOOK:
4520                 case TV_DAEMON_BOOK:
4521                 case TV_CRUSADE_BOOK:
4522                 case TV_MUSIC_BOOK:
4523                 case TV_HISSATSU_BOOK:
4524                 {
4525                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4526                         return (FALSE);
4527                 }
4528
4529                 /* Rings -- Rings of Speed are good */
4530                 case TV_RING:
4531                 {
4532                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4533                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4534                         return (FALSE);
4535                 }
4536
4537                 /* Amulets -- Amulets of the Magi and Resistance are good */
4538                 case TV_AMULET:
4539                 {
4540                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4541                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4542                         return (FALSE);
4543                 }
4544         }
4545
4546         /* Assume not good */
4547         return (FALSE);
4548 }
4549
4550
4551 /*
4552  * Attempt to make an object (normal or good/great)
4553  *
4554  * This routine plays nasty games to generate the "special artifacts".
4555  *
4556  * This routine uses "object_level" for the "generation level".
4557  *
4558  * We assume that the given object has been "wiped".
4559  */
4560 bool make_object(object_type *j_ptr, u32b mode)
4561 {
4562         int prob, base;
4563         byte obj_level;
4564
4565
4566         /* Chance of "special object" */
4567         prob = ((mode & AM_GOOD) ? 10 : 1000);
4568
4569         /* Base level for the object */
4570         base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4571
4572
4573         /* Generate a special object, or a normal object */
4574         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4575         {
4576                 int k_idx;
4577
4578                 /* Good objects */
4579                 if ((mode & AM_GOOD) && !get_obj_num_hook)
4580                 {
4581                         /* Activate restriction (if already specified, use that) */
4582                         get_obj_num_hook = kind_is_good;
4583                 }
4584
4585                 /* Restricted objects - prepare allocation table */
4586                 if (get_obj_num_hook) get_obj_num_prep();
4587
4588                 /* Pick a random object */
4589                 k_idx = get_obj_num(base);
4590
4591                 /* Restricted objects */
4592                 if (get_obj_num_hook)
4593                 {
4594                         /* Clear restriction */
4595                         get_obj_num_hook = NULL;
4596
4597                         /* Reset allocation table to default */
4598                         get_obj_num_prep();
4599                 }
4600
4601                 /* Handle failure */
4602                 if (!k_idx) return (FALSE);
4603
4604                 /* Prepare the object */
4605                 object_prep(j_ptr, k_idx);
4606         }
4607
4608         /* Apply magic (allow artifacts) */
4609         apply_magic(j_ptr, object_level, mode);
4610
4611         /* Hack -- generate multiple spikes/missiles */
4612         switch (j_ptr->tval)
4613         {
4614                 case TV_SPIKE:
4615                 case TV_SHOT:
4616                 case TV_ARROW:
4617                 case TV_BOLT:
4618                 {
4619                         if (!j_ptr->name1)
4620                                 j_ptr->number = (byte)damroll(6, 7);
4621                 }
4622         }
4623
4624         obj_level = k_info[j_ptr->k_idx].level;
4625         if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4626
4627         /* Notice "okay" out-of-depth objects */
4628         if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
4629             (obj_level > dun_level))
4630         {
4631                 /* Cheat -- peek at items */
4632                 if (cheat_peek) object_mention(j_ptr);
4633         }
4634
4635         /* Success */
4636         return (TRUE);
4637 }
4638
4639
4640 /*
4641  * Attempt to place an object (normal or good/great) at the given location.
4642  *
4643  * This routine plays nasty games to generate the "special artifacts".
4644  *
4645  * This routine uses "object_level" for the "generation level".
4646  *
4647  * This routine requires a clean floor grid destination.
4648  */
4649 void place_object(int y, int x, u32b mode)
4650 {
4651         s16b o_idx;
4652
4653         /* Acquire grid */
4654         cave_type *c_ptr = &cave[y][x];
4655
4656         object_type forge;
4657         object_type *q_ptr;
4658
4659
4660         /* Paranoia -- check bounds */
4661         if (!in_bounds(y, x)) return;
4662
4663         /* Require floor space */
4664         if (!cave_drop_bold(y, x)) return;
4665
4666         /* Avoid stacking on other objects */
4667         if (c_ptr->o_idx) return;
4668
4669
4670         /* Get local object */
4671         q_ptr = &forge;
4672
4673         /* Wipe the object */
4674         object_wipe(q_ptr);
4675
4676         /* Make an object (if possible) */
4677         if (!make_object(q_ptr, mode)) return;
4678
4679
4680         /* Make an object */
4681         o_idx = o_pop();
4682
4683         /* Success */
4684         if (o_idx)
4685         {
4686                 object_type *o_ptr;
4687
4688                 /* Acquire object */
4689                 o_ptr = &o_list[o_idx];
4690
4691                 /* Structure Copy */
4692                 object_copy(o_ptr, q_ptr);
4693
4694                 /* Location */
4695                 o_ptr->iy = y;
4696                 o_ptr->ix = x;
4697
4698                 /* Build a stack */
4699                 o_ptr->next_o_idx = c_ptr->o_idx;
4700
4701                 /* Place the object */
4702                 c_ptr->o_idx = o_idx;
4703
4704                 /* Notice */
4705                 note_spot(y, x);
4706
4707                 /* Redraw */
4708                 lite_spot(y, x);
4709         }
4710         else
4711         {
4712                 /* Hack -- Preserve artifacts */
4713                 if (object_is_fixed_artifact(q_ptr))
4714                 {
4715                         a_info[q_ptr->name1].cur_num = 0;
4716                 }
4717         }
4718 }
4719
4720
4721 /*
4722  * Make a treasure object
4723  *
4724  * The location must be a legal, clean, floor grid.
4725  */
4726 bool make_gold(object_type *j_ptr)
4727 {
4728         int i;
4729
4730         s32b base;
4731
4732
4733         /* Hack -- Pick a Treasure variety */
4734         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4735
4736         /* Apply "extra" magic */
4737         if (one_in_(GREAT_OBJ))
4738         {
4739                 i += randint1(object_level + 1);
4740         }
4741
4742         /* Hack -- Creeping Coins only generate "themselves" */
4743         if (coin_type) i = coin_type;
4744
4745         /* Do not create "illegal" Treasure Types */
4746         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4747
4748         /* Prepare a gold object */
4749         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4750
4751         /* Hack -- Base coin cost */
4752         base = k_info[OBJ_GOLD_LIST+i].cost;
4753
4754         /* Determine how much the treasure is "worth" */
4755         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4756
4757         /* Success */
4758         return (TRUE);
4759 }
4760
4761
4762 /*
4763  * Places a treasure (Gold or Gems) at given location
4764  *
4765  * The location must be a legal, clean, floor grid.
4766  */
4767 void place_gold(int y, int x)
4768 {
4769         s16b o_idx;
4770
4771         /* Acquire grid */
4772         cave_type *c_ptr = &cave[y][x];
4773
4774
4775         object_type forge;
4776         object_type *q_ptr;
4777
4778
4779         /* Paranoia -- check bounds */
4780         if (!in_bounds(y, x)) return;
4781
4782         /* Require floor space */
4783         if (!cave_drop_bold(y, x)) return;
4784
4785         /* Avoid stacking on other objects */
4786         if (c_ptr->o_idx) return;
4787
4788
4789         /* Get local object */
4790         q_ptr = &forge;
4791
4792         /* Wipe the object */
4793         object_wipe(q_ptr);
4794
4795         /* Make some gold */
4796         if (!make_gold(q_ptr)) return;
4797
4798
4799         /* Make an object */
4800         o_idx = o_pop();
4801
4802         /* Success */
4803         if (o_idx)
4804         {
4805                 object_type *o_ptr;
4806
4807                 /* Acquire object */
4808                 o_ptr = &o_list[o_idx];
4809
4810                 /* Copy the object */
4811                 object_copy(o_ptr, q_ptr);
4812
4813                 /* Save location */
4814                 o_ptr->iy = y;
4815                 o_ptr->ix = x;
4816
4817                 /* Build a stack */
4818                 o_ptr->next_o_idx = c_ptr->o_idx;
4819
4820                 /* Place the object */
4821                 c_ptr->o_idx = o_idx;
4822
4823                 /* Notice */
4824                 note_spot(y, x);
4825
4826                 /* Redraw */
4827                 lite_spot(y, x);
4828         }
4829 }
4830
4831
4832 /*
4833  * Let an object fall to the ground at or near a location.
4834  *
4835  * The initial location is assumed to be "in_bounds()".
4836  *
4837  * This function takes a parameter "chance".  This is the percentage
4838  * chance that the item will "disappear" instead of drop.  If the object
4839  * has been thrown, then this is the chance of disappearance on contact.
4840  *
4841  * Hack -- this function uses "chance" to determine if it should produce
4842  * some form of "description" of the drop event (under the player).
4843  *
4844  * We check several locations to see if we can find a location at which
4845  * the object can combine, stack, or be placed.  Artifacts will try very
4846  * hard to be placed, including "teleporting" to a useful grid if needed.
4847  */
4848 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
4849 {
4850         int i, k, d, s;
4851
4852         int bs, bn;
4853         int by, bx;
4854         int dy, dx;
4855         int ty, tx = 0;
4856
4857         s16b o_idx = 0;
4858
4859         s16b this_o_idx, next_o_idx = 0;
4860
4861         cave_type *c_ptr;
4862
4863         char o_name[MAX_NLEN];
4864
4865         bool flag = FALSE;
4866         bool done = FALSE;
4867
4868 #ifndef JP
4869         /* Extract plural */
4870         bool plural = (j_ptr->number != 1);
4871 #endif
4872
4873         /* Describe object */
4874         object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4875
4876
4877         /* Handle normal "breakage" */
4878         if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4879         {
4880                 /* Message */
4881 #ifdef JP
4882                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
4883 #else
4884                 msg_format("The %s disappear%s.",
4885                            o_name, (plural ? "" : "s"));
4886 #endif
4887
4888
4889                 /* Debug */
4890 #ifdef JP
4891                 if (p_ptr->wizard) msg_print("(ÇË»)");
4892 #else
4893                 if (p_ptr->wizard) msg_print("(breakage)");
4894 #endif
4895
4896
4897                 /* Failure */
4898                 return (0);
4899         }
4900
4901
4902         /* Score */
4903         bs = -1;
4904
4905         /* Picker */
4906         bn = 0;
4907
4908         /* Default */
4909         by = y;
4910         bx = x;
4911
4912         /* Scan local grids */
4913         for (dy = -3; dy <= 3; dy++)
4914         {
4915                 /* Scan local grids */
4916                 for (dx = -3; dx <= 3; dx++)
4917                 {
4918                         bool comb = FALSE;
4919
4920                         /* Calculate actual distance */
4921                         d = (dy * dy) + (dx * dx);
4922
4923                         /* Ignore distant grids */
4924                         if (d > 10) continue;
4925
4926                         /* Location */
4927                         ty = y + dy;
4928                         tx = x + dx;
4929
4930                         /* Skip illegal grids */
4931                         if (!in_bounds(ty, tx)) continue;
4932
4933                         /* Require line of projection */
4934                         if (!projectable(y, x, ty, tx)) continue;
4935
4936                         /* Obtain grid */
4937                         c_ptr = &cave[ty][tx];
4938
4939                         /* Require floor space */
4940                         if (!cave_drop_bold(ty, tx)) continue;
4941
4942                         /* No objects */
4943                         k = 0;
4944
4945                         /* Scan objects in that grid */
4946                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4947                         {
4948                                 object_type *o_ptr;
4949
4950                                 /* Acquire object */
4951                                 o_ptr = &o_list[this_o_idx];
4952
4953                                 /* Acquire next object */
4954                                 next_o_idx = o_ptr->next_o_idx;
4955
4956                                 /* Check for possible combination */
4957                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4958
4959                                 /* Count objects */
4960                                 k++;
4961                         }
4962
4963                         /* Add new object */
4964                         if (!comb) k++;
4965
4966                         /* Paranoia */
4967                         if (k > 99) continue;
4968
4969                         /* Calculate score */
4970                         s = 1000 - (d + k * 5);
4971
4972                         /* Skip bad values */
4973                         if (s < bs) continue;
4974
4975                         /* New best value */
4976                         if (s > bs) bn = 0;
4977
4978                         /* Apply the randomizer to equivalent values */
4979                         if ((++bn >= 2) && !one_in_(bn)) continue;
4980
4981                         /* Keep score */
4982                         bs = s;
4983
4984                         /* Track it */
4985                         by = ty;
4986                         bx = tx;
4987
4988                         /* Okay */
4989                         flag = TRUE;
4990                 }
4991         }
4992
4993
4994         /* Handle lack of space */
4995         if (!flag && !object_is_artifact(j_ptr))
4996         {
4997                 /* Message */
4998 #ifdef JP
4999                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5000 #else
5001                 msg_format("The %s disappear%s.",
5002                            o_name, (plural ? "" : "s"));
5003 #endif
5004
5005
5006                 /* Debug */
5007 #ifdef JP
5008                 if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5009 #else
5010                 if (p_ptr->wizard) msg_print("(no floor space)");
5011 #endif
5012
5013
5014                 /* Failure */
5015                 return (0);
5016         }
5017
5018
5019         /* Find a grid */
5020         for (i = 0; !flag && (i < 1000); i++)
5021         {
5022                 /* Bounce around */
5023                 ty = rand_spread(by, 1);
5024                 tx = rand_spread(bx, 1);
5025
5026                 /* Verify location */
5027                 if (!in_bounds(ty, tx)) continue;
5028
5029                 /* Bounce to that location */
5030                 by = ty;
5031                 bx = tx;
5032
5033                 /* Require floor space */
5034                 if (!cave_drop_bold(by, bx)) continue;
5035
5036                 /* Okay */
5037                 flag = TRUE;
5038         }
5039
5040
5041         if (!flag)
5042         {
5043                 int candidates = 0, pick;
5044
5045                 for (ty = 1; ty < cur_hgt - 1; ty++)
5046                 {
5047                         for (tx = 1; tx < cur_wid - 1; tx++)
5048                         {
5049                                 /* A valid space found */
5050                                 if (cave_drop_bold(ty, tx)) candidates++;
5051                         }
5052                 }
5053
5054                 /* No valid place! */
5055                 if (!candidates)
5056                 {
5057                         /* Message */
5058 #ifdef JP
5059                         msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5060 #else
5061                         msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5062 #endif
5063
5064                         /* Debug */
5065 #ifdef JP
5066                         if (p_ptr->wizard) msg_print("(¾²¥¹¥Ú¡¼¥¹¤¬¤Ê¤¤)");
5067 #else
5068                         if (p_ptr->wizard) msg_print("(no floor space)");
5069 #endif
5070
5071                         /* Mega-Hack -- preserve artifacts */
5072                         if (preserve_mode)
5073                         {
5074                                 /* Hack -- Preserve unknown artifacts */
5075                                 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5076                                 {
5077                                         /* Mega-Hack -- Preserve the artifact */
5078                                         a_info[j_ptr->name1].cur_num = 0;
5079                                 }
5080                         }
5081
5082                         /* Failure */
5083                         return 0;
5084                 }
5085
5086                 /* Choose a random one */
5087                 pick = randint1(candidates);
5088
5089                 for (ty = 1; ty < cur_hgt - 1; ty++)
5090                 {
5091                         for (tx = 1; tx < cur_wid - 1; tx++)
5092                         {
5093                                 if (cave_drop_bold(ty, tx))
5094                                 {
5095                                         pick--;
5096
5097                                         /* Is this a picked one? */
5098                                         if (!pick) break;
5099                                 }
5100                         }
5101
5102                         if (!pick) break;
5103                 }
5104
5105                 by = ty;
5106                 bx = tx;
5107         }
5108
5109
5110         /* Grid */
5111         c_ptr = &cave[by][bx];
5112
5113         /* Scan objects in that grid for combination */
5114         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5115         {
5116                 object_type *o_ptr;
5117
5118                 /* Acquire object */
5119                 o_ptr = &o_list[this_o_idx];
5120
5121                 /* Acquire next object */
5122                 next_o_idx = o_ptr->next_o_idx;
5123
5124                 /* Check for combination */
5125                 if (object_similar(o_ptr, j_ptr))
5126                 {
5127                         /* Combine the items */
5128                         object_absorb(o_ptr, j_ptr);
5129
5130                         /* Success */
5131                         done = TRUE;
5132
5133                         /* Done */
5134                         break;
5135                 }
5136         }
5137
5138         /* Get new object */
5139         if (!done) o_idx = o_pop();
5140
5141         /* Failure */
5142         if (!done && !o_idx)
5143         {
5144                 /* Message */
5145 #ifdef JP
5146                 msg_format("%s¤Ï¾Ã¤¨¤¿¡£", o_name);
5147 #else
5148                 msg_format("The %s disappear%s.",
5149                            o_name, (plural ? "" : "s"));
5150 #endif
5151
5152
5153                 /* Debug */
5154 #ifdef JP
5155                 if (p_ptr->wizard) msg_print("(¥¢¥¤¥Æ¥à¤¬Â¿²á¤®¤ë)");
5156 #else
5157                 if (p_ptr->wizard) msg_print("(too many objects)");
5158 #endif
5159
5160
5161                 /* Hack -- Preserve artifacts */
5162                 if (object_is_fixed_artifact(j_ptr))
5163                 {
5164                         a_info[j_ptr->name1].cur_num = 0;
5165                 }
5166
5167                 /* Failure */
5168                 return (0);
5169         }
5170
5171         /* Stack */
5172         if (!done)
5173         {
5174                 /* Structure copy */
5175                 object_copy(&o_list[o_idx], j_ptr);
5176
5177                 /* Access new object */
5178                 j_ptr = &o_list[o_idx];
5179
5180                 /* Locate */
5181                 j_ptr->iy = by;
5182                 j_ptr->ix = bx;
5183
5184                 /* No monster */
5185                 j_ptr->held_m_idx = 0;
5186
5187                 /* Build a stack */
5188                 j_ptr->next_o_idx = c_ptr->o_idx;
5189
5190                 /* Place the object */
5191                 c_ptr->o_idx = o_idx;
5192
5193                 /* Success */
5194                 done = TRUE;
5195         }
5196
5197         /* Note the spot */
5198         note_spot(by, bx);
5199
5200         /* Draw the spot */
5201         lite_spot(by, bx);
5202
5203         /* Sound */
5204         sound(SOUND_DROP);
5205
5206         /* Mega-Hack -- no message if "dropped" by player */
5207         /* Message when an object falls under the player */
5208         if (chance && player_bold(by, bx))
5209         {
5210 #ifdef JP
5211                 msg_print("²¿¤«¤¬Â­²¼¤Ëž¤¬¤Ã¤Æ¤­¤¿¡£");
5212 #else
5213                 msg_print("You feel something roll beneath your feet.");
5214 #endif
5215
5216         }
5217
5218         /* XXX XXX XXX */
5219
5220         /* Result */
5221         return (o_idx);
5222 }
5223
5224
5225 /*
5226  * Scatter some "great" objects near the player
5227  */
5228 void acquirement(int y1, int x1, int num, bool great, bool known)
5229 {
5230         object_type *i_ptr;
5231         object_type object_type_body;
5232         u32b mode = AM_GOOD | (great ? AM_GREAT : 0L);
5233
5234         /* Acquirement */
5235         while (num--)
5236         {
5237                 /* Get local object */
5238                 i_ptr = &object_type_body;
5239
5240                 /* Wipe the object */
5241                 object_wipe(i_ptr);
5242
5243                 /* Make a good (or great) object (if possible) */
5244                 if (!make_object(i_ptr, mode)) continue;
5245
5246                 if (known)
5247                 {
5248                         object_aware(i_ptr);
5249                         object_known(i_ptr);
5250                 }
5251
5252                 /* Drop the object */
5253                 (void)drop_near(i_ptr, -1, y1, x1);
5254         }
5255 }
5256
5257
5258 #define MAX_NORMAL_TRAPS 18
5259
5260 /* See init_feat_variables() in init2.c */
5261 static s16b normal_traps[MAX_NORMAL_TRAPS];
5262
5263 /*
5264  * Initialize arrays for normal traps
5265  */
5266 void init_normal_traps(void)
5267 {
5268         int cur_trap = 0;
5269
5270         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5271         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5272         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5273         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5274         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5275         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5276         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5277         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5278         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5279         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5280         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5281         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5282         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5283         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5284         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5285         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5286         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5287         normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5288 }
5289
5290 /*
5291  * Get random trap
5292  *
5293  * XXX XXX XXX This routine should be redone to reflect trap "level".
5294  * That is, it does not make sense to have spiked pits at 50 feet.
5295  * Actually, it is not this routine, but the "trap instantiation"
5296  * code, which should also check for "trap doors" on quest levels.
5297  */
5298 s16b choose_random_trap(void)
5299 {
5300         s16b feat;
5301
5302         /* Pick a trap */
5303         while (1)
5304         {
5305                 /* Hack -- pick a trap */
5306                 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5307
5308                 /* Accept non-trapdoors */
5309                 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5310
5311                 /* Hack -- no trap doors on special levels */
5312                 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5313
5314                 /* Hack -- no trap doors on the deepest level */
5315                 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5316
5317                 break;
5318         }
5319
5320         return feat;
5321 }
5322
5323 /*
5324  * Disclose an invisible trap
5325  */
5326 void disclose_grid(int y, int x)
5327 {
5328         cave_type *c_ptr = &cave[y][x];
5329
5330         if (cave_have_flag_grid(c_ptr, FF_SECRET))
5331         {
5332                 /* No longer hidden */
5333                 cave_alter_feat(y, x, FF_SECRET);
5334         }
5335         else if (c_ptr->mimic)
5336         {
5337                 /* No longer hidden */
5338                 c_ptr->mimic = 0;
5339
5340                 /* Notice */
5341                 note_spot(y, x);
5342
5343                 /* Redraw */
5344                 lite_spot(y, x);
5345         }
5346 }
5347
5348
5349 /*
5350  * Places a random trap at the given location.
5351  *
5352  * The location must be a legal, naked, floor grid.
5353  *
5354  * Note that all traps start out as "invisible" and "untyped", and then
5355  * when they are "discovered" (by detecting them or setting them off),
5356  * the trap is "instantiated" as a visible, "typed", trap.
5357  */
5358 void place_trap(int y, int x)
5359 {
5360         cave_type *c_ptr = &cave[y][x];
5361
5362         /* Paranoia -- verify location */
5363         if (!in_bounds(y, x)) return;
5364
5365         /* Require empty, clean, floor grid */
5366         if (!cave_clean_bold(y, x)) return;
5367
5368         /* Place an invisible trap */
5369         c_ptr->mimic = c_ptr->feat;
5370         c_ptr->feat = choose_random_trap();
5371 }
5372
5373
5374 /*
5375  * Describe the charges on an item in the inventory.
5376  */
5377 void inven_item_charges(int item)
5378 {
5379         object_type *o_ptr = &inventory[item];
5380
5381         /* Require staff/wand */
5382         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5383
5384         /* Require known item */
5385         if (!object_is_known(o_ptr)) return;
5386
5387 #ifdef JP
5388         if (o_ptr->pval <= 0)
5389         {
5390                 msg_print("¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5391         }
5392         else
5393         {
5394                 msg_format("¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5395         }
5396 #else
5397         /* Multiple charges */
5398         if (o_ptr->pval != 1)
5399         {
5400                 /* Print a message */
5401                 msg_format("You have %d charges remaining.", o_ptr->pval);
5402         }
5403
5404         /* Single charge */
5405         else
5406         {
5407                 /* Print a message */
5408                 msg_format("You have %d charge remaining.", o_ptr->pval);
5409         }
5410 #endif
5411
5412 }
5413
5414
5415 /*
5416  * Describe an item in the inventory.
5417  */
5418 void inven_item_describe(int item)
5419 {
5420         object_type *o_ptr = &inventory[item];
5421         char        o_name[MAX_NLEN];
5422
5423         /* Get a description */
5424         object_desc(o_name, o_ptr, 0);
5425
5426         /* Print a message */
5427 #ifdef JP
5428         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤¹¤ë */
5429         if (o_ptr->number <= 0)
5430         {
5431                 /*FIRST*//*¤³¤³¤Ï¤â¤¦Ä̤é¤Ê¤¤¤«¤â */
5432                 msg_format("¤â¤¦%s¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£", o_name);
5433         }
5434         else
5435         {
5436                 /* ¥¢¥¤¥Æ¥à̾¤ò±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½Âбþ */
5437                 msg_format("¤Þ¤À %s¤ò»ý¤Ã¤Æ¤¤¤ë¡£", o_name);
5438         }
5439 #else
5440         msg_format("You have %s.", o_name);
5441 #endif
5442
5443 }
5444
5445
5446 /*
5447  * Increase the "number" of an item in the inventory
5448  */
5449 void inven_item_increase(int item, int num)
5450 {
5451         object_type *o_ptr = &inventory[item];
5452
5453         /* Apply */
5454         num += o_ptr->number;
5455
5456         /* Bounds check */
5457         if (num > 255) num = 255;
5458         else if (num < 0) num = 0;
5459
5460         /* Un-apply */
5461         num -= o_ptr->number;
5462
5463         /* Change the number and weight */
5464         if (num)
5465         {
5466                 /* Add the number */
5467                 o_ptr->number += num;
5468
5469                 /* Add the weight */
5470                 p_ptr->total_weight += (num * o_ptr->weight);
5471
5472                 /* Recalculate bonuses */
5473                 p_ptr->update |= (PU_BONUS);
5474
5475                 /* Recalculate mana XXX */
5476                 p_ptr->update |= (PU_MANA);
5477
5478                 /* Combine the pack */
5479                 p_ptr->notice |= (PN_COMBINE);
5480
5481                 /* Window stuff */
5482                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5483
5484                 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5485                 if (!o_ptr->number && p_ptr->ele_attack)
5486                 {
5487                         if ((item == INVEN_RARM) || (item == INVEN_LARM))
5488                         {
5489                                 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5490                                 {
5491                                         /* Clear all temporary elemental brands */
5492                                         set_ele_attack(0, 0);
5493                                 }
5494                         }
5495                 }
5496         }
5497 }
5498
5499
5500 /*
5501  * Erase an inventory slot if it has no more items
5502  */
5503 void inven_item_optimize(int item)
5504 {
5505         object_type *o_ptr = &inventory[item];
5506
5507         /* Only optimize real items */
5508         if (!o_ptr->k_idx) return;
5509
5510         /* Only optimize empty items */
5511         if (o_ptr->number) return;
5512
5513         /* The item is in the pack */
5514         if (item < INVEN_RARM)
5515         {
5516                 int i;
5517
5518                 /* One less item */
5519                 inven_cnt--;
5520
5521                 /* Slide everything down */
5522                 for (i = item; i < INVEN_PACK; i++)
5523                 {
5524                         /* Structure copy */
5525                         inventory[i] = inventory[i+1];
5526                 }
5527
5528                 /* Erase the "final" slot */
5529                 object_wipe(&inventory[i]);
5530
5531                 /* Window stuff */
5532                 p_ptr->window |= (PW_INVEN);
5533         }
5534
5535         /* The item is being wielded */
5536         else
5537         {
5538                 /* One less item */
5539                 equip_cnt--;
5540
5541                 /* Erase the empty slot */
5542                 object_wipe(&inventory[item]);
5543
5544                 /* Recalculate bonuses */
5545                 p_ptr->update |= (PU_BONUS);
5546
5547                 /* Recalculate torch */
5548                 p_ptr->update |= (PU_TORCH);
5549
5550                 /* Recalculate mana XXX */
5551                 p_ptr->update |= (PU_MANA);
5552
5553                 /* Window stuff */
5554                 p_ptr->window |= (PW_EQUIP);
5555         }
5556
5557         /* Window stuff */
5558         p_ptr->window |= (PW_SPELL);
5559 }
5560
5561
5562 /*
5563  * Describe the charges on an item on the floor.
5564  */
5565 void floor_item_charges(int item)
5566 {
5567         object_type *o_ptr = &o_list[item];
5568
5569         /* Require staff/wand */
5570         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5571
5572         /* Require known item */
5573         if (!object_is_known(o_ptr)) return;
5574
5575 #ifdef JP
5576         if (o_ptr->pval <= 0)
5577         {
5578                 msg_print("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
5579         }
5580         else
5581         {
5582                 msg_format("¤³¤Î¾²¾å¤Î¥¢¥¤¥Æ¥à¤Ï¡¢¤¢¤È %d ²óʬ¤ÎËâÎϤ¬»Ä¤Ã¤Æ¤¤¤ë¡£", o_ptr->pval);
5583         }
5584 #else
5585         /* Multiple charges */
5586         if (o_ptr->pval != 1)
5587         {
5588                 /* Print a message */
5589                 msg_format("There are %d charges remaining.", o_ptr->pval);
5590         }
5591
5592         /* Single charge */
5593         else
5594         {
5595                 /* Print a message */
5596                 msg_format("There is %d charge remaining.", o_ptr->pval);
5597         }
5598 #endif
5599
5600 }
5601
5602
5603 /*
5604  * Describe an item in the inventory.
5605  */
5606 void floor_item_describe(int item)
5607 {
5608         object_type *o_ptr = &o_list[item];
5609         char        o_name[MAX_NLEN];
5610
5611         /* Get a description */
5612         object_desc(o_name, o_ptr, 0);
5613
5614         /* Print a message */
5615 #ifdef JP
5616         /* "no more" ¤Î¾ì¹ç¤Ï¤³¤Á¤é¤Çɽ¼¨¤òʬ¤±¤ë */
5617         if (o_ptr->number <= 0)
5618         {
5619                 msg_format("¾²¾å¤Ë¤Ï¡¢¤â¤¦%s¤Ï¤Ê¤¤¡£", o_name);
5620         }
5621         else
5622         {
5623                 msg_format("¾²¾å¤Ë¤Ï¡¢¤Þ¤À %s¤¬¤¢¤ë¡£", o_name);
5624         }
5625 #else
5626         msg_format("You see %s.", o_name);
5627 #endif
5628
5629 }
5630
5631
5632 /*
5633  * Increase the "number" of an item on the floor
5634  */
5635 void floor_item_increase(int item, int num)
5636 {
5637         object_type *o_ptr = &o_list[item];
5638
5639         /* Apply */
5640         num += o_ptr->number;
5641
5642         /* Bounds check */
5643         if (num > 255) num = 255;
5644         else if (num < 0) num = 0;
5645
5646         /* Un-apply */
5647         num -= o_ptr->number;
5648
5649         /* Change the number */
5650         o_ptr->number += num;
5651 }
5652
5653
5654 /*
5655  * Optimize an item on the floor (destroy "empty" items)
5656  */
5657 void floor_item_optimize(int item)
5658 {
5659         object_type *o_ptr = &o_list[item];
5660
5661         /* Paranoia -- be sure it exists */
5662         if (!o_ptr->k_idx) return;
5663
5664         /* Only optimize empty items */
5665         if (o_ptr->number) return;
5666
5667         /* Delete the object */
5668         delete_object_idx(item);
5669 }
5670
5671
5672 /*
5673  * Check if we have space for an item in the pack without overflow
5674  */
5675 bool inven_carry_okay(object_type *o_ptr)
5676 {
5677         int j;
5678
5679         /* Empty slot? */
5680         if (inven_cnt < INVEN_PACK) return (TRUE);
5681
5682         /* Similar slot? */
5683         for (j = 0; j < INVEN_PACK; j++)
5684         {
5685                 object_type *j_ptr = &inventory[j];
5686
5687                 /* Skip non-objects */
5688                 if (!j_ptr->k_idx) continue;
5689
5690                 /* Check if the two items can be combined */
5691                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5692         }
5693
5694         /* Nope */
5695         return (FALSE);
5696 }
5697
5698
5699 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5700 {
5701         /* Use empty slots */
5702         if (!j_ptr->k_idx) return TRUE;
5703
5704         /* Hack -- readable books always come first */
5705         if ((o_ptr->tval == REALM1_BOOK) &&
5706             (j_ptr->tval != REALM1_BOOK)) return TRUE;
5707         if ((j_ptr->tval == REALM1_BOOK) &&
5708             (o_ptr->tval != REALM1_BOOK)) return FALSE;
5709
5710         if ((o_ptr->tval == REALM2_BOOK) &&
5711             (j_ptr->tval != REALM2_BOOK)) return TRUE;
5712         if ((j_ptr->tval == REALM2_BOOK) &&
5713             (o_ptr->tval != REALM2_BOOK)) return FALSE;
5714
5715         /* Objects sort by decreasing type */
5716         if (o_ptr->tval > j_ptr->tval) return TRUE;
5717         if (o_ptr->tval < j_ptr->tval) return FALSE;
5718
5719         /* Non-aware (flavored) items always come last */
5720         /* Can happen in the home */
5721         if (!object_is_aware(o_ptr)) return FALSE;
5722         if (!object_is_aware(j_ptr)) return TRUE;
5723
5724         /* Objects sort by increasing sval */
5725         if (o_ptr->sval < j_ptr->sval) return TRUE;
5726         if (o_ptr->sval > j_ptr->sval) return FALSE;
5727
5728         /* Unidentified objects always come last */
5729         /* Objects in the home can be unknown */
5730         if (!object_is_known(o_ptr)) return FALSE;
5731         if (!object_is_known(j_ptr)) return TRUE;
5732
5733         /* Fixed artifacts, random artifacts and ego items */
5734         if (!object_is_fixed_artifact(o_ptr) ^ !object_is_fixed_artifact(j_ptr)) return !object_is_fixed_artifact(j_ptr);
5735         if (!o_ptr->art_name ^ !j_ptr->art_name) return !j_ptr->art_name;
5736         if (!object_is_ego(o_ptr) ^ !object_is_ego(j_ptr)) return !object_is_ego(j_ptr);
5737
5738         switch (o_ptr->tval)
5739         {
5740         case TV_FIGURINE:
5741         case TV_STATUE:
5742         case TV_CORPSE:
5743         case TV_CAPTURE:
5744                 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5745                 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5746                 break;
5747
5748         case TV_SHOT:
5749         case TV_ARROW:
5750         case TV_BOLT:
5751                 /* Objects sort by increasing hit/damage bonuses */
5752                 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5753                 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5754                 break;
5755
5756         /* Hack:  otherwise identical rods sort by
5757         increasing recharge time --dsb */
5758         case TV_ROD:
5759                 if (o_ptr->pval < j_ptr->pval) return TRUE;
5760                 if (o_ptr->pval > j_ptr->pval) return FALSE;
5761                 break;
5762         }
5763
5764         /* Objects sort by decreasing value */
5765         return o_value > object_value(j_ptr);
5766 }
5767
5768
5769 /*
5770  * Add an item to the players inventory, and return the slot used.
5771  *
5772  * If the new item can combine with an existing item in the inventory,
5773  * it will do so, using "object_similar()" and "object_absorb()", else,
5774  * the item will be placed into the "proper" location in the inventory.
5775  *
5776  * This function can be used to "over-fill" the player's pack, but only
5777  * once, and such an action must trigger the "overflow" code immediately.
5778  * Note that when the pack is being "over-filled", the new item must be
5779  * placed into the "overflow" slot, and the "overflow" must take place
5780  * before the pack is reordered, but (optionally) after the pack is
5781  * combined.  This may be tricky.  See "dungeon.c" for info.
5782  *
5783  * Note that this code must remove any location/stack information
5784  * from the object once it is placed into the inventory.
5785  */
5786 s16b inven_carry(object_type *o_ptr)
5787 {
5788         int i, j, k;
5789         int n = -1;
5790
5791         object_type *j_ptr;
5792
5793
5794         /* Check for combining */
5795         for (j = 0; j < INVEN_PACK; j++)
5796         {
5797                 j_ptr = &inventory[j];
5798
5799                 /* Skip non-objects */
5800                 if (!j_ptr->k_idx) continue;
5801
5802                 /* Hack -- track last item */
5803                 n = j;
5804
5805                 /* Check if the two items can be combined */
5806                 if (object_similar(j_ptr, o_ptr))
5807                 {
5808                         /* Combine the items */
5809                         object_absorb(j_ptr, o_ptr);
5810
5811                         /* Increase the weight */
5812                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5813
5814                         /* Recalculate bonuses */
5815                         p_ptr->update |= (PU_BONUS);
5816
5817                         /* Window stuff */
5818                         p_ptr->window |= (PW_INVEN);
5819
5820                         /* Success */
5821                         return (j);
5822                 }
5823         }
5824
5825
5826         /* Paranoia */
5827         if (inven_cnt > INVEN_PACK) return (-1);
5828
5829         /* Find an empty slot */
5830         for (j = 0; j <= INVEN_PACK; j++)
5831         {
5832                 j_ptr = &inventory[j];
5833
5834                 /* Use it if found */
5835                 if (!j_ptr->k_idx) break;
5836         }
5837
5838         /* Use that slot */
5839         i = j;
5840
5841
5842         /* Reorder the pack */
5843         if (i < INVEN_PACK)
5844         {
5845                 /* Get the "value" of the item */
5846                 s32b o_value = object_value(o_ptr);
5847
5848                 /* Scan every occupied slot */
5849                 for (j = 0; j < INVEN_PACK; j++)
5850                 {
5851                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5852                 }
5853
5854                 /* Use that slot */
5855                 i = j;
5856
5857                 /* Slide objects */
5858                 for (k = n; k >= i; k--)
5859                 {
5860                         /* Hack -- Slide the item */
5861                         object_copy(&inventory[k+1], &inventory[k]);
5862                 }
5863
5864                 /* Wipe the empty slot */
5865                 object_wipe(&inventory[i]);
5866         }
5867
5868
5869         /* Copy the item */
5870         object_copy(&inventory[i], o_ptr);
5871
5872         /* Access new object */
5873         j_ptr = &inventory[i];
5874
5875         /* Forget stack */
5876         j_ptr->next_o_idx = 0;
5877
5878         /* Forget monster */
5879         j_ptr->held_m_idx = 0;
5880
5881         /* Forget location */
5882         j_ptr->iy = j_ptr->ix = 0;
5883
5884         /* No longer marked */
5885         j_ptr->marked = 0;
5886
5887         /* Increase the weight */
5888         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5889
5890         /* Count the items */
5891         inven_cnt++;
5892
5893         /* Recalculate bonuses */
5894         p_ptr->update |= (PU_BONUS);
5895
5896         /* Combine and Reorder pack */
5897         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5898
5899         /* Window stuff */
5900         p_ptr->window |= (PW_INVEN);
5901
5902         /* Return the slot */
5903         return (i);
5904 }
5905
5906
5907 /*
5908  * Take off (some of) a non-cursed equipment item
5909  *
5910  * Note that only one item at a time can be wielded per slot.
5911  *
5912  * Note that taking off an item when "full" may cause that item
5913  * to fall to the ground.
5914  *
5915  * Return the inventory slot into which the item is placed.
5916  */
5917 s16b inven_takeoff(int item, int amt)
5918 {
5919         int slot;
5920
5921         object_type forge;
5922         object_type *q_ptr;
5923
5924         object_type *o_ptr;
5925
5926         cptr act;
5927
5928         char o_name[MAX_NLEN];
5929
5930
5931         /* Get the item to take off */
5932         o_ptr = &inventory[item];
5933
5934         /* Paranoia */
5935         if (amt <= 0) return (-1);
5936
5937         /* Verify */
5938         if (amt > o_ptr->number) amt = o_ptr->number;
5939
5940         /* Get local object */
5941         q_ptr = &forge;
5942
5943         /* Obtain a local object */
5944         object_copy(q_ptr, o_ptr);
5945
5946         /* Modify quantity */
5947         q_ptr->number = amt;
5948
5949         /* Describe the object */
5950         object_desc(o_name, q_ptr, 0);
5951
5952         /* Took off weapon */
5953         if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5954             object_is_melee_weapon(o_ptr))
5955         {
5956 #ifdef JP
5957                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5958 #else
5959                 act = "You were wielding";
5960 #endif
5961
5962         }
5963
5964         /* Took off bow */
5965         else if (item == INVEN_BOW)
5966         {
5967 #ifdef JP
5968                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5969 #else
5970                 act = "You were holding";
5971 #endif
5972
5973         }
5974
5975         /* Took off light */
5976         else if (item == INVEN_LITE)
5977         {
5978 #ifdef JP
5979                 act = "¤ò¸÷¸»¤«¤é¤Ï¤º¤·¤¿";
5980 #else
5981                 act = "You were holding";
5982 #endif
5983
5984         }
5985
5986         /* Took off something */
5987         else
5988         {
5989 #ifdef JP
5990                 act = "¤òÁõÈ÷¤«¤é¤Ï¤º¤·¤¿";
5991 #else
5992                 act = "You were wearing";
5993 #endif
5994
5995         }
5996
5997         /* Modify, Optimize */
5998         inven_item_increase(item, -amt);
5999         inven_item_optimize(item);
6000
6001         /* Carry the object */
6002         slot = inven_carry(q_ptr);
6003
6004         /* Message */
6005 #ifdef JP
6006         msg_format("%s(%c)%s¡£", o_name, index_to_label(slot), act);
6007 #else
6008         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6009 #endif
6010
6011
6012         /* Return slot */
6013         return (slot);
6014 }
6015
6016
6017 /*
6018  * Drop (some of) a non-cursed inventory/equipment item
6019  *
6020  * The object will be dropped "near" the current location
6021  */
6022 void inven_drop(int item, int amt)
6023 {
6024         object_type forge;
6025         object_type *q_ptr;
6026
6027         object_type *o_ptr;
6028
6029         char o_name[MAX_NLEN];
6030
6031
6032         /* Access original object */
6033         o_ptr = &inventory[item];
6034
6035         /* Error check */
6036         if (amt <= 0) return;
6037
6038         /* Not too many */
6039         if (amt > o_ptr->number) amt = o_ptr->number;
6040
6041
6042         /* Take off equipment */
6043         if (item >= INVEN_RARM)
6044         {
6045                 /* Take off first */
6046                 item = inven_takeoff(item, amt);
6047
6048                 /* Access original object */
6049                 o_ptr = &inventory[item];
6050         }
6051
6052
6053         /* Get local object */
6054         q_ptr = &forge;
6055
6056         /* Obtain local object */
6057         object_copy(q_ptr, o_ptr);
6058
6059         /* Distribute charges of wands or rods */
6060         distribute_charges(o_ptr, q_ptr, amt);
6061
6062         /* Modify quantity */
6063         q_ptr->number = amt;
6064
6065         /* Describe local object */
6066         object_desc(o_name, q_ptr, 0);
6067
6068         /* Message */
6069 #ifdef JP
6070         msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
6071 #else
6072         msg_format("You drop %s (%c).", o_name, index_to_label(item));
6073 #endif
6074
6075
6076         /* Drop it near the player */
6077         (void)drop_near(q_ptr, 0, py, px);
6078
6079         /* Modify, Describe, Optimize */
6080         inven_item_increase(item, -amt);
6081         inven_item_describe(item);
6082         inven_item_optimize(item);
6083 }
6084
6085
6086 /*
6087  * Combine items in the pack
6088  *
6089  * Note special handling of the "overflow" slot
6090  */
6091 void combine_pack(void)
6092 {
6093         int             i, j, k;
6094         object_type     *o_ptr;
6095         object_type     *j_ptr;
6096         bool            flag = FALSE, combined;
6097
6098         do
6099         {
6100                 combined = FALSE;
6101
6102                 /* Combine the pack (backwards) */
6103                 for (i = INVEN_PACK; i > 0; i--)
6104                 {
6105                         /* Get the item */
6106                         o_ptr = &inventory[i];
6107
6108                         /* Skip empty items */
6109                         if (!o_ptr->k_idx) continue;
6110
6111                         /* Scan the items above that item */
6112                         for (j = 0; j < i; j++)
6113                         {
6114                                 int max_num;
6115
6116                                 /* Get the item */
6117                                 j_ptr = &inventory[j];
6118
6119                                 /* Skip empty items */
6120                                 if (!j_ptr->k_idx) continue;
6121
6122                                 /*
6123                                  * Get maximum number of the stack if these
6124                                  * are similar, get zero otherwise.
6125                                  */
6126                                 max_num = object_similar_part(j_ptr, o_ptr);
6127
6128                                 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6129                                 if (max_num && j_ptr->number < max_num)
6130                                 {
6131                                         if (o_ptr->number + j_ptr->number <= max_num)
6132                                         {
6133                                                 /* Take note */
6134                                                 flag = TRUE;
6135
6136                                                 /* Add together the item counts */
6137                                                 object_absorb(j_ptr, o_ptr);
6138
6139                                                 /* One object is gone */
6140                                                 inven_cnt--;
6141
6142                                                 /* Slide everything down */
6143                                                 for (k = i; k < INVEN_PACK; k++)
6144                                                 {
6145                                                         /* Structure copy */
6146                                                         inventory[k] = inventory[k+1];
6147                                                 }
6148
6149                                                 /* Erase the "final" slot */
6150                                                 object_wipe(&inventory[k]);
6151                                         }
6152                                         else
6153                                         {
6154                                                 int old_num = o_ptr->number;
6155                                                 int remain = j_ptr->number + o_ptr->number - max_num;
6156 #if 0
6157                                                 o_ptr->number -= remain;
6158 #endif
6159                                                 /* Add together the item counts */
6160                                                 object_absorb(j_ptr, o_ptr);
6161
6162                                                 o_ptr->number = remain;
6163
6164                                                 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6165                                                 if (o_ptr->tval == TV_ROD)
6166                                                 {
6167                                                         o_ptr->pval =  o_ptr->pval * remain / old_num;
6168                                                         o_ptr->timeout = o_ptr->timeout * remain / old_num;
6169                                                 }
6170
6171                                                 /* Hack -- if wands are stacking, combine the charges. -LM- */
6172                                                 if (o_ptr->tval == TV_WAND)
6173                                                 {
6174                                                         o_ptr->pval = o_ptr->pval * remain / old_num;
6175                                                 }
6176                                         }
6177
6178                                         /* Window stuff */
6179                                         p_ptr->window |= (PW_INVEN);
6180
6181                                         /* Take note */
6182                                         combined = TRUE;
6183
6184                                         /* Done */
6185                                         break;
6186                                 }
6187                         }
6188                 }
6189         }
6190         while (combined);
6191
6192         /* Message */
6193 #ifdef JP
6194         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤ò¤Þ¤È¤áľ¤·¤¿¡£");
6195 #else
6196         if (flag) msg_print("You combine some items in your pack.");
6197 #endif
6198 }
6199
6200
6201 /*
6202  * Reorder items in the pack
6203  *
6204  * Note special handling of the "overflow" slot
6205  */
6206 void reorder_pack(void)
6207 {
6208         int             i, j, k;
6209         s32b            o_value;
6210         object_type     forge;
6211         object_type     *q_ptr;
6212         object_type     *o_ptr;
6213         bool            flag = FALSE;
6214
6215
6216         /* Re-order the pack (forwards) */
6217         for (i = 0; i < INVEN_PACK; i++)
6218         {
6219                 /* Mega-Hack -- allow "proper" over-flow */
6220                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6221
6222                 /* Get the item */
6223                 o_ptr = &inventory[i];
6224
6225                 /* Skip empty slots */
6226                 if (!o_ptr->k_idx) continue;
6227
6228                 /* Get the "value" of the item */
6229                 o_value = object_value(o_ptr);
6230
6231                 /* Scan every occupied slot */
6232                 for (j = 0; j < INVEN_PACK; j++)
6233                 {
6234                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6235                 }
6236
6237                 /* Never move down */
6238                 if (j >= i) continue;
6239
6240                 /* Take note */
6241                 flag = TRUE;
6242
6243                 /* Get local object */
6244                 q_ptr = &forge;
6245
6246                 /* Save a copy of the moving item */
6247                 object_copy(q_ptr, &inventory[i]);
6248
6249                 /* Slide the objects */
6250                 for (k = i; k > j; k--)
6251                 {
6252                         /* Slide the item */
6253                         object_copy(&inventory[k], &inventory[k-1]);
6254                 }
6255
6256                 /* Insert the moving item */
6257                 object_copy(&inventory[j], q_ptr);
6258
6259                 /* Window stuff */
6260                 p_ptr->window |= (PW_INVEN);
6261         }
6262
6263         /* Message */
6264 #ifdef JP
6265         if (flag) msg_print("¥¶¥Ã¥¯¤ÎÃæ¤Î¥¢¥¤¥Æ¥à¤òÊ¤Ùľ¤·¤¿¡£");
6266 #else
6267         if (flag) msg_print("You reorder some items in your pack.");
6268 #endif
6269
6270 }
6271
6272
6273 /*
6274  * Hack -- display an object kind in the current window
6275  *
6276  * Include list of usable spells for readible books
6277  */
6278 void display_koff(int k_idx)
6279 {
6280         int y;
6281
6282         object_type forge;
6283         object_type *q_ptr;
6284         int         sval;
6285         int         use_realm;
6286
6287         char o_name[MAX_NLEN];
6288
6289
6290         /* Erase the window */
6291         for (y = 0; y < Term->hgt; y++)
6292         {
6293                 /* Erase the line */
6294                 Term_erase(0, y, 255);
6295         }
6296
6297         /* No info */
6298         if (!k_idx) return;
6299
6300         /* Get local object */
6301         q_ptr = &forge;
6302
6303         /* Prepare the object */
6304         object_prep(q_ptr, k_idx);
6305
6306         /* Describe */
6307         object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6308
6309         /* Mention the object name */
6310         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6311
6312         /* Access the item's sval */
6313         sval = q_ptr->sval;
6314         use_realm = tval2realm(q_ptr->tval);
6315
6316         /* Warriors are illiterate */
6317         if (p_ptr->realm1 || p_ptr->realm2)
6318         {
6319                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6320         }
6321         else
6322         {
6323                 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6324                 if (!is_magic(use_realm)) return;
6325                 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6326         }
6327
6328         /* Display spells in readible books */
6329         {
6330                 int     spell = -1;
6331                 int     num = 0;
6332                 byte    spells[64];
6333
6334                 /* Extract spells */
6335                 for (spell = 0; spell < 32; spell++)
6336                 {
6337                         /* Check for this spell */
6338                         if (fake_spell_flags[sval] & (1L << spell))
6339                         {
6340                                 /* Collect this spell */
6341                                 spells[num++] = spell;
6342                         }
6343                 }
6344
6345                 /* Print spells */
6346                 print_spells(0, spells, num, 2, 0, use_realm);
6347         }
6348 }
6349
6350 /* Choose one of items that have warning flag */
6351 object_type *choose_warning_item(void)
6352 {
6353         int i;
6354         int choices[INVEN_TOTAL - INVEN_RARM];
6355         int number = 0;
6356
6357         /* Paranoia -- Player has no warning ability */
6358         if (!p_ptr->warning) return NULL;
6359
6360         /* Search Inventory */
6361         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6362         {
6363                 u32b flgs[TR_FLAG_SIZE];
6364                 object_type *o_ptr = &inventory[i];
6365
6366                 object_flags(o_ptr, flgs);
6367                 if (have_flag(flgs, TR_WARNING))
6368                 {
6369                         choices[number] = i;
6370                         number++;
6371                 }
6372         }
6373
6374         /* Choice one of them */
6375         return number ? &inventory[choices[randint0(number)]] : NULL;
6376 }
6377
6378 /* Calculate spell damages */
6379 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int limit, int *max)
6380 {
6381         monster_race *r_ptr = &r_info[m_ptr->r_idx];
6382         int          rlev = r_ptr->level;
6383         bool         ignore_wraith_form = FALSE;
6384
6385         if (limit) dam = (dam > limit) ? limit : dam;
6386
6387         /* Vulnerability, resistance and immunity */
6388         switch (typ)
6389         {
6390         case GF_ELEC:
6391                 if (p_ptr->immune_elec)
6392                 {
6393                         dam = 0;
6394                         ignore_wraith_form = TRUE;
6395                 }
6396                 else
6397                 {
6398                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6399                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6400                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6401                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6402                         if (IS_OPPOSE_ELEC())
6403                                 dam = (dam + 2) / 3;
6404                 }
6405                 break;
6406
6407         case GF_POIS:
6408                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6409                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6410                 break;
6411
6412         case GF_ACID:
6413                 if (p_ptr->immune_acid)
6414                 {
6415                         dam = 0;
6416                         ignore_wraith_form = TRUE;
6417                 }
6418                 else
6419                 {
6420                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6421                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6422                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6423                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6424                 }
6425                 break;
6426
6427         case GF_COLD:
6428         case GF_ICE:
6429                 if (p_ptr->immune_cold)
6430                 {
6431                         dam = 0;
6432                         ignore_wraith_form = TRUE;
6433                 }
6434                 else
6435                 {
6436                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6437                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6438                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6439                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6440                 }
6441                 break;
6442
6443         case GF_FIRE:
6444                 if (p_ptr->immune_fire)
6445                 {
6446                         dam = 0;
6447                         ignore_wraith_form = TRUE;
6448                 }
6449                 else
6450                 {
6451                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6452                         if (prace_is_(RACE_ENT)) dam += dam / 3;
6453                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6454                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6455                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6456                 }
6457                 break;
6458
6459         case GF_PSY_SPEAR:
6460                 ignore_wraith_form = TRUE;
6461                 break;
6462
6463         case GF_ARROW:
6464                 if (!p_ptr->blind &&
6465                     ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6466                      (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6467                 {
6468                         dam = 0;
6469                         ignore_wraith_form = TRUE;
6470                 }
6471                 break;
6472
6473         case GF_LITE:
6474                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6475                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6476                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6477
6478                 /*
6479                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6480                  * "dam *= 2;" for later "dam /= 2"
6481                  */
6482                 if (p_ptr->wraith_form) dam *= 2;
6483                 break;
6484
6485         case GF_DARK:
6486                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6487                 {
6488                         dam = 0;
6489                         ignore_wraith_form = TRUE;
6490                 }
6491                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6492                 break;
6493
6494         case GF_SHARDS:
6495                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6496                 break;
6497
6498         case GF_SOUND:
6499                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6500                 break;
6501
6502         case GF_CONFUSION:
6503                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6504                 break;
6505
6506         case GF_CHAOS:
6507                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6508                 break;
6509
6510         case GF_NETHER:
6511                 if (prace_is_(RACE_SPECTRE))
6512                 {
6513                         dam = 0;
6514                         ignore_wraith_form = TRUE;
6515                 }
6516                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6517                 break;
6518
6519         case GF_DISENCHANT:
6520                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6521                 break;
6522
6523         case GF_NEXUS:
6524                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6525                 break;
6526
6527         case GF_TIME:
6528                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6529                 break;
6530
6531         case GF_GRAVITY:
6532                 if (p_ptr->levitation) dam = (dam * 2) / 3;
6533                 break;
6534
6535         case GF_ROCKET:
6536                 if (p_ptr->resist_shard) dam /= 2;
6537                 break;
6538
6539         case GF_NUKE:
6540                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6541                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6542                 break;
6543
6544         case GF_DEATH_RAY:
6545                 if (p_ptr->mimic_form)
6546                 {
6547                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6548                         {
6549                                 dam = 0;
6550                                 ignore_wraith_form = TRUE;
6551                         }
6552                 }
6553                 else
6554                 {
6555                         switch (p_ptr->prace)
6556                         {
6557                         case RACE_GOLEM:
6558                         case RACE_SKELETON:
6559                         case RACE_ZOMBIE:
6560                         case RACE_VAMPIRE:
6561                         case RACE_DEMON:
6562                         case RACE_SPECTRE:
6563                                 dam = 0;
6564                                 ignore_wraith_form = TRUE;
6565                                 break;
6566                         }
6567                 }
6568                 break;
6569
6570         case GF_HOLY_FIRE:
6571                 if (p_ptr->align > 10) dam /= 2;
6572                 else if (p_ptr->align < -10) dam *= 2;
6573                 break;
6574
6575         case GF_HELL_FIRE:
6576                 if (p_ptr->align > 10) dam *= 2;
6577                 break;
6578
6579         case GF_MIND_BLAST:
6580         case GF_BRAIN_SMASH:
6581                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6582                 {
6583                         dam = 0;
6584                         ignore_wraith_form = TRUE;
6585                 }
6586                 break;
6587
6588         case GF_CAUSE_1:
6589         case GF_CAUSE_2:
6590         case GF_CAUSE_3:
6591         case GF_HAND_DOOM:
6592                 if (100 + rlev / 2 <= p_ptr->skill_sav)
6593                 {
6594                         dam = 0;
6595                         ignore_wraith_form = TRUE;
6596                 }
6597                 break;
6598
6599         case GF_CAUSE_4:
6600                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6601                 {
6602                         dam = 0;
6603                         ignore_wraith_form = TRUE;
6604                 }
6605                 break;
6606         }
6607
6608         if (p_ptr->wraith_form && !ignore_wraith_form)
6609         {
6610                 dam /= 2;
6611                 if (!dam) dam = 1;
6612         }
6613
6614         if (dam > *max) *max = dam;
6615 }
6616
6617 /* Calculate blow damages */
6618 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6619 {
6620         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
6621         int  dummy_max = 0;
6622         bool check_wraith_form = TRUE;
6623
6624         if (blow_ptr->method != RBM_EXPLODE)
6625         {
6626                 int ac = p_ptr->ac + p_ptr->to_a;
6627
6628                 switch (blow_ptr->effect)
6629                 {
6630                 case RBE_SUPERHURT:
6631                 {
6632                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6633                         dam = MAX(dam, tmp_dam * 2);
6634                         break;
6635                 }
6636
6637                 case RBE_HURT:
6638                 case RBE_SHATTER:
6639                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6640                         break;
6641
6642                 case RBE_ACID:
6643                         spell_damcalc(m_ptr, GF_ACID, dam, 0, &dummy_max);
6644                         dam = dummy_max;
6645                         check_wraith_form = FALSE;
6646                         break;
6647
6648                 case RBE_ELEC:
6649                         spell_damcalc(m_ptr, GF_ELEC, dam, 0, &dummy_max);
6650                         dam = dummy_max;
6651                         check_wraith_form = FALSE;
6652                         break;
6653
6654                 case RBE_FIRE:
6655                         spell_damcalc(m_ptr, GF_FIRE, dam, 0, &dummy_max);
6656                         dam = dummy_max;
6657                         check_wraith_form = FALSE;
6658                         break;
6659
6660                 case RBE_COLD:
6661                         spell_damcalc(m_ptr, GF_COLD, dam, 0, &dummy_max);
6662                         dam = dummy_max;
6663                         check_wraith_form = FALSE;
6664                         break;
6665
6666                 case RBE_DR_MANA:
6667                         dam = 0;
6668                         check_wraith_form = FALSE;
6669                         break;
6670                 }
6671
6672                 if (check_wraith_form && p_ptr->wraith_form)
6673                 {
6674                         dam /= 2;
6675                         if (!dam) dam = 1;
6676                 }
6677         }
6678         else
6679         {
6680                 dam = (dam + 1) / 2;
6681                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, 0, &dummy_max);
6682                 dam = dummy_max;
6683         }
6684
6685         return dam;
6686 }
6687
6688 /* Examine the grid (xx,yy) and warn the player if there are any danger */
6689 bool process_warning(int xx, int yy)
6690 {
6691         int mx, my;
6692         cave_type *c_ptr;
6693         char o_name[MAX_NLEN];
6694
6695 #define WARNING_AWARE_RANGE 12
6696         int dam_max = 0;
6697         static int old_damage = 0;
6698
6699         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6700         {
6701                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6702                 {
6703                         int dam_max0 = 0;
6704                         monster_type *m_ptr;
6705                         monster_race *r_ptr;
6706
6707                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6708
6709                         c_ptr = &cave[my][mx];
6710
6711                         if (!c_ptr->m_idx) continue;
6712
6713                         m_ptr = &m_list[c_ptr->m_idx];
6714
6715                         if (MON_CSLEEP(m_ptr)) continue;
6716                         if (!is_hostile(m_ptr)) continue;
6717
6718                         r_ptr = &r_info[m_ptr->r_idx];
6719
6720                         /* Monster spells (only powerful ones)*/
6721                         if (projectable(my, mx, yy, xx))
6722                         {
6723                                 int breath_dam_div3 = m_ptr->hp / 3;
6724                                 int breath_dam_div6 = m_ptr->hp / 6;
6725                                 u32b f4 = r_ptr->flags4;
6726                                 u32b f5 = r_ptr->flags5;
6727                                 u32b f6 = r_ptr->flags6;
6728
6729                                 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6730                                 {
6731                                         int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
6732                                         int storm_dam = rlev * 4 + 150;
6733                                         bool powerful = (bool)(r_ptr->flags2 & RF2_POWERFUL);
6734
6735                                         if (f4 & RF4_BA_CHAO) spell_damcalc(m_ptr, GF_CHAOS, rlev * (powerful ? 3 : 2) + 100, 0, &dam_max0);
6736                                         if (f5 & RF5_BA_MANA) spell_damcalc(m_ptr, GF_MANA, storm_dam, 0, &dam_max0);
6737                                         if (f5 & RF5_BA_DARK) spell_damcalc(m_ptr, GF_DARK, storm_dam, 0, &dam_max0);
6738                                         if (f5 & RF5_BA_LITE) spell_damcalc(m_ptr, GF_LITE, storm_dam, 0, &dam_max0);
6739                                         if (f6 & RF6_HAND_DOOM) spell_damcalc(m_ptr, GF_HAND_DOOM, p_ptr->chp * 6 / 10, 0, &dam_max0);
6740                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc(m_ptr, GF_PSY_SPEAR, powerful ? (rlev * 2 + 150) : (rlev * 3 / 2 + 100), 0, &dam_max0);
6741                                 }
6742                                 if (f4 & RF4_ROCKET) spell_damcalc(m_ptr, GF_ROCKET, m_ptr->hp / 4, 800, &dam_max0);
6743                                 if (f4 & RF4_BR_ACID) spell_damcalc(m_ptr, GF_ACID, breath_dam_div3, 1600, &dam_max0);
6744                                 if (f4 & RF4_BR_ELEC) spell_damcalc(m_ptr, GF_ELEC, breath_dam_div3, 1600, &dam_max0);
6745                                 if (f4 & RF4_BR_FIRE) spell_damcalc(m_ptr, GF_FIRE, breath_dam_div3, 1600, &dam_max0);
6746                                 if (f4 & RF4_BR_COLD) spell_damcalc(m_ptr, GF_COLD, breath_dam_div3, 1600, &dam_max0);
6747                                 if (f4 & RF4_BR_POIS) spell_damcalc(m_ptr, GF_POIS, breath_dam_div3, 800, &dam_max0);
6748                                 if (f4 & RF4_BR_NETH) spell_damcalc(m_ptr, GF_NETHER, breath_dam_div6, 550, &dam_max0);
6749                                 if (f4 & RF4_BR_LITE) spell_damcalc(m_ptr, GF_LITE, breath_dam_div6, 400, &dam_max0);
6750                                 if (f4 & RF4_BR_DARK) spell_damcalc(m_ptr, GF_DARK, breath_dam_div6, 400, &dam_max0);
6751                                 if (f4 & RF4_BR_CONF) spell_damcalc(m_ptr, GF_CONFUSION, breath_dam_div6, 450, &dam_max0);
6752                                 if (f4 & RF4_BR_SOUN) spell_damcalc(m_ptr, GF_SOUND, breath_dam_div6, 450, &dam_max0);
6753                                 if (f4 & RF4_BR_CHAO) spell_damcalc(m_ptr, GF_CHAOS, breath_dam_div6, 600, &dam_max0);
6754                                 if (f4 & RF4_BR_DISE) spell_damcalc(m_ptr, GF_DISENCHANT, breath_dam_div6, 500, &dam_max0);
6755                                 if (f4 & RF4_BR_NEXU) spell_damcalc(m_ptr, GF_NEXUS, breath_dam_div3, 250, &dam_max0);
6756                                 if (f4 & RF4_BR_TIME) spell_damcalc(m_ptr, GF_TIME, breath_dam_div3, 150, &dam_max0);
6757                                 if (f4 & RF4_BR_INER) spell_damcalc(m_ptr, GF_INERTIA, breath_dam_div6, 200, &dam_max0);
6758                                 if (f4 & RF4_BR_GRAV) spell_damcalc(m_ptr, GF_GRAVITY, breath_dam_div3, 200, &dam_max0);
6759                                 if (f4 & RF4_BR_SHAR) spell_damcalc(m_ptr, GF_SHARDS, breath_dam_div6, 500, &dam_max0);
6760                                 if (f4 & RF4_BR_PLAS) spell_damcalc(m_ptr, GF_PLASMA, breath_dam_div6, 150, &dam_max0);
6761                                 if (f4 & RF4_BR_WALL) spell_damcalc(m_ptr, GF_FORCE, breath_dam_div6, 200, &dam_max0);
6762                                 if (f4 & RF4_BR_MANA) spell_damcalc(m_ptr, GF_MANA, breath_dam_div3, 250, &dam_max0);
6763                                 if (f4 & RF4_BR_NUKE) spell_damcalc(m_ptr, GF_NUKE, breath_dam_div3, 800, &dam_max0);
6764                                 if (f4 & RF4_BR_DISI) spell_damcalc(m_ptr, GF_DISINTEGRATE, breath_dam_div6, 150, &dam_max0);
6765                         }
6766
6767                         /* Monster melee attacks */
6768                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6769                         {
6770                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6771                                 {
6772                                         int m;
6773                                         int dam_melee = 0;
6774                                         for (m = 0; m < 4; m++)
6775                                         {
6776                                                 /* Skip non-attacks */
6777                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6778
6779                                                 /* Extract the attack info */
6780                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6781                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6782                                         }
6783                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
6784                                 }
6785                         }
6786
6787                         /* Contribution from this monster */
6788                         dam_max += dam_max0;
6789                 }
6790         }
6791
6792         /* Prevent excessive warning */
6793         if (dam_max > old_damage)
6794         {
6795                 old_damage = dam_max * 3 / 2;
6796
6797                 if (dam_max > p_ptr->chp / 2)
6798                 {
6799                         object_type *o_ptr = choose_warning_item();
6800
6801                         if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6802 #ifdef JP
6803                         else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6804                         msg_format("%s¤¬±Ô¤¯¿Ì¤¨¤¿¡ª", o_name);
6805 #else
6806                         else strcpy(o_name, "body"); /* Warning ability without item */
6807                         msg_format("Your %s pulsates sharply!", o_name);
6808 #endif
6809                         disturb(0, 0);
6810 #ifdef JP
6811                         return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6812 #else
6813                         return get_check("Really want to go ahead? ");
6814 #endif
6815                 }
6816         }
6817         else old_damage = old_damage / 2;
6818
6819         c_ptr = &cave[yy][xx];
6820         if (((!easy_disarm && is_trap(c_ptr->feat))
6821             || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6822         {
6823                 object_type *o_ptr = choose_warning_item();
6824
6825                 if (o_ptr) object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6826 #ifdef JP
6827                 else strcpy(o_name, "ÂÎ"); /* Warning ability without item */
6828                 msg_format("%s¤¬¿Ì¤¨¤¿¡ª", o_name);
6829 #else
6830                 else strcpy(o_name, "body"); /* Warning ability without item */
6831                 msg_format("Your %s pulsates!", o_name);
6832 #endif
6833                 disturb(0, 0);
6834 #ifdef JP
6835                 return get_check("ËÜÅö¤Ë¤³¤Î¤Þ¤Þ¿Ê¤à¤«¡©");
6836 #else
6837                 return get_check("Really want to go ahead? ");
6838 #endif
6839         }
6840
6841         return TRUE;
6842 }
6843
6844
6845 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
6846 {
6847         switch (o_ptr->tval)
6848         {
6849                 case TV_HAFTED:
6850                 case TV_POLEARM:
6851                 case TV_DIGGING:
6852                 case TV_BOLT:
6853                 case TV_ARROW:
6854                 case TV_SHOT:
6855                 {
6856                         return (TRUE);
6857                 }
6858                 case TV_SWORD:
6859                 {
6860                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
6861                 }
6862         }
6863
6864         return (FALSE);
6865 }
6866
6867
6868 /*
6869  *  A structure for smithing
6870  */
6871 typedef struct {
6872         int add;       /* TR flag number or special essence id */
6873         cptr add_name; /* Name of this ability */
6874         int type;      /* Menu number */
6875         int essence;   /* Index for carrying essences */
6876         int value;     /* Needed value to add this ability */
6877 } essence_type;
6878
6879
6880 /*
6881  *  Smithing type data for Weapon smith
6882  */
6883 #ifdef JP
6884 static essence_type essence_info[] = 
6885 {
6886         {TR_STR, "ÏÓÎÏ", 4, TR_STR, 20},
6887         {TR_INT, "ÃÎǽ", 4, TR_INT, 20},
6888         {TR_WIS, "¸­¤µ", 4, TR_WIS, 20},
6889         {TR_DEX, "´ïÍѤµ", 4, TR_DEX, 20},
6890         {TR_CON, "Âѵ×ÎÏ", 4, TR_CON, 20},
6891         {TR_CHR, "Ì¥ÎÏ", 4, TR_CHR, 20},
6892         {TR_MAGIC_MASTERY, "ËâÎÏ»ÙÇÛ", 4, TR_MAGIC_MASTERY, 20},
6893         {TR_STEALTH, "±£Ì©", 4, TR_STEALTH, 40},
6894         {TR_SEARCH, "õº÷", 4, TR_SEARCH, 15},
6895         {TR_INFRA, "ÀÖ³°Àþ»ëÎÏ", 4, TR_INFRA, 15},
6896         {TR_TUNNEL, "ºÎ·¡", 4, TR_TUNNEL, 15},
6897         {TR_SPEED, "¥¹¥Ô¡¼¥É", 4, TR_SPEED, 12},
6898         {TR_BLOWS, "Äɲù¶·â", 1, TR_BLOWS, 20},
6899         {TR_CHAOTIC, "¥«¥ª¥¹¹¶·â", 1, TR_CHAOTIC, 15},
6900         {TR_VAMPIRIC, "µÛ·ì¹¶·â", 1, TR_VAMPIRIC, 60},
6901         {TR_IMPACT, "ÃÏ¿Ìȯư", 7, TR_IMPACT, 15},
6902         {TR_BRAND_POIS, "ÆÇ»¦", 1, TR_BRAND_POIS, 20},
6903         {TR_BRAND_ACID, "Íϲò", 1, TR_BRAND_ACID, 20},
6904         {TR_BRAND_ELEC, "ÅÅ·â", 1, TR_BRAND_ELEC, 20},
6905         {TR_BRAND_FIRE, "¾Æ´þ", 1, TR_BRAND_FIRE, 20},
6906         {TR_BRAND_COLD, "Åà·ë", 1, TR_BRAND_COLD, 20},
6907         {TR_SUST_STR, "ÏÓÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6908         {TR_SUST_INT, "ÃÎǽ°Ý»ý", 3, TR_SUST_STR, 15},
6909         {TR_SUST_WIS, "¸­¤µ°Ý»ý", 3, TR_SUST_STR, 15},
6910         {TR_SUST_DEX, "´ïÍѤµ°Ý»ý", 3, TR_SUST_STR, 15},
6911         {TR_SUST_CON, "Âѵ×ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6912         {TR_SUST_CHR, "Ì¥ÎÏ°Ý»ý", 3, TR_SUST_STR, 15},
6913         {TR_IM_ACID, "»ÀÌȱÖ", 2, TR_IM_ACID, 20},
6914         {TR_IM_ELEC, "ÅÅ·âÌȱÖ", 2, TR_IM_ACID, 20},
6915         {TR_IM_FIRE, "²Ð±êÌȱÖ", 2, TR_IM_ACID, 20},
6916         {TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
6917         {TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
6918         {TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
6919         {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
6920         {TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
6921         {TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
6922         {TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
6923         {TR_RES_COLD, "ÂÑÎ䵤", 2, TR_RES_COLD, 15},
6924         {TR_RES_POIS, "ÂÑÆÇ", 2, TR_RES_POIS, 25},
6925         {TR_RES_FEAR, "ÂѶ²ÉÝ", 2, TR_RES_FEAR, 20},
6926         {TR_RES_LITE, "ÂÑÁ®¸÷", 2, TR_RES_LITE, 20},
6927         {TR_RES_DARK, "ÂѰŹõ", 2, TR_RES_DARK, 20},
6928         {TR_RES_BLIND, "ÂÑÌÕÌÜ", 2, TR_RES_BLIND, 20},
6929         {TR_RES_CONF, "ÂѺ®Íð", 2, TR_RES_CONF, 20},
6930         {TR_RES_SOUND, "Âѹ첻", 2, TR_RES_SOUND, 20},
6931         {TR_RES_SHARDS, "ÂÑÇËÊÒ", 2, TR_RES_SHARDS, 20},
6932         {TR_RES_NETHER, "ÂÑÃϹö", 2, TR_RES_NETHER, 20},
6933         {TR_RES_NEXUS, "ÂÑ°ø²Ìº®Íð", 2, TR_RES_NEXUS, 20},
6934         {TR_RES_CHAOS, "ÂÑ¥«¥ª¥¹", 2, TR_RES_CHAOS, 20},
6935         {TR_RES_DISEN, "ÂÑÎô²½", 2, TR_RES_DISEN, 20},
6936         {TR_SH_FIRE, "", 0, -2, 0},
6937         {TR_SH_ELEC, "", 0, -2, 0},
6938         {TR_SH_COLD, "", 0, -2, 0},
6939         {TR_NO_MAGIC, "È¿ËâË¡", 3, TR_NO_MAGIC, 15},
6940         {TR_WARNING, "·Ù¹ð", 3, TR_WARNING, 20},
6941         {TR_LEVITATION, "ÉâÍ·", 3, TR_LEVITATION, 20},
6942         {TR_LITE, "±Êµ×¸÷¸»", 3, TR_LITE, 15},
6943         {TR_SEE_INVIS, "²Ä»ëÆ©ÌÀ", 3, TR_SEE_INVIS, 20},
6944         {TR_TELEPATHY, "¥Æ¥ì¥Ñ¥·¡¼", 6, TR_TELEPATHY, 15},
6945         {TR_SLOW_DIGEST, "Ãپò½", 3, TR_SLOW_DIGEST, 15},
6946         {TR_REGEN, "µÞ®²óÉü", 3, TR_REGEN, 20},
6947         {TR_TELEPORT, "¥Æ¥ì¥Ý¡¼¥È", 3, TR_TELEPORT, 25},
6948
6949         {TR_SLAY_EVIL, "¼Ù°­ÇÜÂÇ", 5, TR_SLAY_EVIL, 100},
6950         {TR_KILL_EVIL, "¼Ù°­ÇÜÇÜÂÇ", 0, TR_SLAY_EVIL, 60},
6951         {TR_SLAY_ANIMAL, "ưʪÇÜÂÇ", 5, TR_SLAY_ANIMAL, 20},
6952         {TR_KILL_ANIMAL, "ưʪÇÜÇÜÂÇ", 5, TR_SLAY_ANIMAL, 60},
6953         {TR_SLAY_UNDEAD, "ÉÔ»àÇÜÂÇ", 5, TR_SLAY_UNDEAD, 20},
6954         {TR_KILL_UNDEAD, "ÉÔ»àÇÜÇÜÂÇ", 5, TR_SLAY_UNDEAD, 60},
6955         {TR_SLAY_DEMON, "°­ËâÇÜÂÇ", 5, TR_SLAY_DEMON, 20},
6956         {TR_KILL_DEMON, "°­ËâÇÜÇÜÂÇ", 5, TR_SLAY_DEMON, 60},
6957         {TR_SLAY_ORC, "¥ª¡¼¥¯ÇÜÂÇ", 5, TR_SLAY_ORC, 15},
6958         {TR_KILL_ORC, "¥ª¡¼¥¯ÇÜÇÜÂÇ", 5, TR_SLAY_ORC, 60},
6959         {TR_SLAY_TROLL, "¥È¥í¥ëÇÜÂÇ", 5, TR_SLAY_TROLL, 15},
6960         {TR_KILL_TROLL, "¥È¥í¥ëÇÜÇÜÂÇ", 5, TR_SLAY_TROLL, 60},
6961         {TR_SLAY_GIANT, "µð¿ÍÇÜÂÇ", 5, TR_SLAY_GIANT, 20},
6962         {TR_KILL_GIANT, "µð¿ÍÇÜÇÜÂÇ", 5, TR_SLAY_GIANT, 60},       
6963         {TR_SLAY_DRAGON, "εÇÜÂÇ", 5, TR_SLAY_DRAGON, 20},
6964         {TR_KILL_DRAGON, "εÇÜÇÜÂÇ", 5, TR_SLAY_DRAGON, 60},
6965         {TR_SLAY_HUMAN, "¿Í´ÖÇÜÂÇ", 5, TR_SLAY_HUMAN, 20},
6966         {TR_KILL_HUMAN, "¿Í´ÖÇÜÇÜÂÇ", 5, TR_SLAY_HUMAN, 60},
6967
6968         {TR_ESP_ANIMAL, "ưʪESP", 6, TR_SLAY_ANIMAL, 40},
6969         {TR_ESP_UNDEAD, "ÉÔ»àESP", 6, TR_SLAY_UNDEAD, 40}, 
6970         {TR_ESP_DEMON, "°­ËâESP", 6, TR_SLAY_DEMON, 40},       
6971         {TR_ESP_ORC, "¥ª¡¼¥¯ESP", 6, TR_SLAY_ORC, 40},     
6972         {TR_ESP_TROLL, "¥È¥í¥ëESP", 6, TR_SLAY_TROLL, 40},   
6973         {TR_ESP_GIANT, "µð¿ÍESP", 6, TR_SLAY_GIANT, 40},       
6974         {TR_ESP_DRAGON, "εESP", 6, TR_SLAY_DRAGON, 40},
6975         {TR_ESP_HUMAN, "¿Í´ÖESP", 6, TR_SLAY_HUMAN, 40},
6976
6977         {ESSENCE_ATTACK, "¹¶·â", 10, TR_ES_ATTACK, 30},
6978         {ESSENCE_AC, "Ëɸæ", 10, TR_ES_AC, 15},
6979         {ESSENCE_TMP_RES_ACID, "»ÀÂÑÀ­È¯Æ°", 7, TR_RES_ACID, 50},
6980         {ESSENCE_TMP_RES_ELEC, "ÅÅ·âÂÑÀ­È¯Æ°", 7, TR_RES_ELEC, 50},
6981         {ESSENCE_TMP_RES_FIRE, "²Ð±êÂÑÀ­È¯Æ°", 7, TR_RES_FIRE, 50},
6982         {ESSENCE_TMP_RES_COLD, "Î䵤ÂÑÀ­È¯Æ°", 7, TR_RES_COLD, 50},
6983         {ESSENCE_SH_FIRE, "²Ð±ê¥ª¡¼¥é", 7, -1, 50},
6984         {ESSENCE_SH_ELEC, "Åŷ⥪¡¼¥é", 7, -1, 50},
6985         {ESSENCE_SH_COLD, "Î䵤¥ª¡¼¥é", 7, -1, 50},
6986         {ESSENCE_RESISTANCE, "Á´ÂÑÀ­", 2, -1, 150},
6987         {ESSENCE_SUSTAIN, "ÁõÈ÷ÊÝ»ý", 10, -1, 10},
6988         {ESSENCE_SLAY_GLOVE, "»¦Ù¤¤Î¾®¼ê", 1, TR_ES_ATTACK, 200},
6989
6990         {-1, NULL, 0, -1, 0}
6991 };
6992 #else
6993 static essence_type essence_info[] = 
6994 {
6995         {TR_STR, "strength", 4, TR_STR, 20},
6996         {TR_INT, "intelligence", 4, TR_INT, 20},
6997         {TR_WIS, "wisdom", 4, TR_WIS, 20},
6998         {TR_DEX, "dexterity", 4, TR_DEX, 20},
6999         {TR_CON, "constitution", 4, TR_CON, 20},
7000         {TR_CHR, "charisma", 4, TR_CHR, 20},
7001         {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7002         {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7003         {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7004         {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7005         {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7006         {TR_SPEED, "speed", 4, TR_SPEED, 12},
7007         {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7008         {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7009         {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7010         {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7011         {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7012         {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7013         {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7014         {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7015         {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7016         {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7017         {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7018         {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7019         {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7020         {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7021         {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7022         {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7023         {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7024         {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7025         {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7026         {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7027         {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7028         {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
7029         {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7030         {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7031         {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7032         {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7033         {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7034         {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7035         {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7036         {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7037         {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7038         {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7039         {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7040         {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7041         {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7042         {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7043         {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7044         {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7045         {TR_SH_FIRE, "", 0, -2, 0},
7046         {TR_SH_ELEC, "", 0, -2, 0},
7047         {TR_SH_COLD, "", 0, -2, 0},
7048         {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7049         {TR_WARNING, "warning", 3, TR_WARNING, 20},
7050         {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7051         {TR_LITE, "permanent light", 3, TR_LITE, 15},
7052         {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7053         {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7054         {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7055         {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7056         {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7057
7058         {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7059         {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7060         {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7061         {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7062         {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7063         {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7064         {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7065         {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7066         {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7067         {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7068         {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7069         {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7070         {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7071         {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},       
7072         {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7073         {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7074         {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7075         {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7076
7077         {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7078         {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40}, 
7079         {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},       
7080         {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},     
7081         {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},   
7082         {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},       
7083         {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7084         {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7085
7086         {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7087         {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7088         {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7089         {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7090         {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7091         {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7092         {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7093         {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7094         {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7095         {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7096         {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7097         {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7098
7099         {-1, NULL, 0, -1, 0}
7100 };
7101 #endif
7102
7103
7104 /*
7105  *  Essense names for Weapon smith
7106  */
7107 #ifdef JP
7108 static cptr essence_name[] = 
7109 {
7110         "ÏÓÎÏ",
7111         "ÃÎǽ",
7112         "¸­¤µ",
7113         "´ïÍѤµ",
7114         "Âѵ×ÎÏ",
7115         "Ì¥ÎÏ",
7116         "ËâÎÏ»ÙÇÛ",
7117         "",
7118         "±£Ì©",
7119         "õº÷",
7120         "ÀÖ³°Àþ»ëÎÏ",
7121         "ºÎ·¡",
7122         "¥¹¥Ô¡¼¥É",
7123         "Äɲù¶·â",
7124         "¥«¥ª¥¹¹¶·â",
7125         "µÛ·ì¹¶·â",
7126         "ưʪÇÜÂÇ",
7127         "¼Ù°­ÇÜÂÇ",
7128         "ÉÔ»àÇÜÂÇ",
7129         "°­ËâÇÜÂÇ",
7130         "¥ª¡¼¥¯ÇÜÂÇ",
7131         "¥È¥í¥ëÇÜÂÇ",
7132         "µð¿ÍÇÜÂÇ",
7133         "εÇÜÂÇ",
7134         "",
7135         "",
7136         "ÃÏ¿Ì",
7137         "ÆÇ»¦",
7138         "Íϲò",
7139         "ÅÅ·â",
7140         "¾Æ´þ",
7141         "Åà·ë",
7142         "ǽÎÏ°Ý»ý",
7143         "",
7144         "",
7145         "",
7146         "",
7147         "",
7148         "",
7149         "",
7150         "ÌȱÖ",
7151         "",
7152         "",
7153         "",
7154         "",
7155         "È¿¼Í",
7156         "ËãáãÃΤ餺",
7157         "À¸Ì¿ÎÏ°Ý»ý",
7158         "ÂÑ»À",
7159         "ÂÑÅÅ·â",
7160         "ÂѲбê",
7161         "ÂÑÎ䵤",
7162         "ÂÑÆÇ",
7163         "ÂѶ²ÉÝ",
7164         "ÂÑÁ®¸÷",
7165         "ÂѰŹõ",
7166         "ÂÑÌÕÌÜ",
7167         "ÂѺ®Íð",
7168         "Âѹ첻",
7169         "ÂÑÇËÊÒ",
7170         "ÂÑÃϹö",
7171         "ÂÑ°ø²Ìº®Íð",
7172         "ÂÑ¥«¥ª¥¹",
7173         "ÂÑÎô²½",
7174         "",
7175         "",
7176         "¿Í´ÖÇÜÂÇ",
7177         "",
7178         "",
7179         "È¿ËâË¡",
7180         "",
7181         "",
7182         "·Ù¹ð",
7183         "",
7184         "",
7185         "",
7186         "ÉâÍ·",
7187         "±Êµ×¸÷¸»",
7188         "²Ä»ëÆ©ÌÀ",
7189         "¥Æ¥ì¥Ñ¥·¡¼",
7190         "Ãپò½",
7191         "µÞ®²óÉü",
7192         "",
7193         "",
7194         "",
7195         "",
7196         "",
7197         "",
7198         "",
7199         "",
7200         "¥Æ¥ì¥Ý¡¼¥È",
7201         "",
7202         "",
7203         "¹¶·â",
7204         "Ëɸæ",
7205
7206         NULL
7207 };
7208
7209 #else
7210
7211 static cptr essence_name[] = 
7212 {
7213         "strength",
7214         "intelligen.",
7215         "wisdom",
7216         "dexterity",
7217         "constitut.",
7218         "charisma",
7219         "magic mast.",
7220         "",
7221         "stealth",
7222         "serching",
7223         "infravision",
7224         "digging",
7225         "speed",
7226         "extra atk",
7227         "chaos brand",
7228         "vampiric",
7229         "slay animal",
7230         "slay evil",
7231         "slay undead",
7232         "slay demon",
7233         "slay orc",
7234         "slay troll",
7235         "slay giant",
7236         "slay dragon",
7237         "",
7238         "",
7239         "quake",
7240         "pois. brand",
7241         "acid brand",
7242         "elec. brand",
7243         "fire brand",
7244         "cold brand",
7245         "sustain",
7246         "",
7247         "",
7248         "",
7249         "",
7250         "",
7251         "",
7252         "",
7253         "immunity",
7254         "",
7255         "",
7256         "",
7257         "",
7258         "reflection",
7259         "free action",
7260         "hold life",
7261         "res. acid",
7262         "res. elec.",
7263         "res. fire",
7264         "res. cold",
7265         "res. poison",
7266         "res. fear",
7267         "res. light",
7268         "res. dark",
7269         "res. blind",
7270         "res.confuse",
7271         "res. sound",
7272         "res. shard",
7273         "res. nether",
7274         "res. nexus",
7275         "res. chaos",
7276         "res. disen.",
7277         "",
7278         "",
7279         "slay human",
7280         "",
7281         "",
7282         "anti magic",
7283         "",
7284         "",
7285         "warning",
7286         "",
7287         "",
7288         "",
7289         "levitation",
7290         "perm. light",
7291         "see invis.",
7292         "telepathy",
7293         "slow dige.",
7294         "regen.",
7295         "",
7296         "",
7297         "",
7298         "",
7299         "",
7300         "",
7301         "",
7302         "",
7303         "teleport",
7304         "",
7305         "",
7306         "weapon enc.",
7307         "armor enc.",
7308
7309         NULL
7310 };
7311 #endif
7312
7313
7314 static void display_essence(void)
7315 {
7316         int i, num = 0;
7317
7318         screen_save();
7319         for (i = 1; i < 22; i++)
7320         {
7321                 prt("",i,0);
7322         }
7323 #ifdef JP
7324         prt("¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô     ¥¨¥Ã¥»¥ó¥¹   ¸Ä¿ô", 1, 8);
7325 #else
7326         prt("Essence      Num      Essence      Num      Essence      Num ", 1, 8);
7327 #endif
7328         for (i = 0; essence_name[i]; i++)
7329         {
7330                 if (!essence_name[i][0]) continue;
7331                 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7332                 num++;
7333         }
7334 #ifdef JP
7335         prt("¸½ºß½ê»ý¤·¤Æ¤¤¤ë¥¨¥Ã¥»¥ó¥¹", 0, 0);
7336 #else
7337         prt("List of all essences you have.", 0, 0);
7338 #endif
7339         (void)inkey();
7340         screen_load();
7341         return;
7342 }
7343
7344 static void drain_essence(void)
7345 {
7346         int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7347         int i, item;
7348         int dec = 4;
7349         bool observe = FALSE;
7350         int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7351         u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7352         object_type *o_ptr;
7353         cptr            q, s;
7354         byte iy, ix, marked, number;
7355         s16b next_o_idx, weight;
7356
7357         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7358                 drain_value[i] = 0;
7359
7360         item_tester_hook = object_is_weapon_armour_ammo;
7361         item_tester_no_ryoute = TRUE;
7362
7363         /* Get an item */
7364 #ifdef JP
7365         q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éÃê½Ð¤·¤Þ¤¹¤«¡©";
7366         s = "Ãê½Ð¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
7367 #else
7368         q = "Extract from which item? ";
7369         s = "You have nothing you can extract from.";
7370 #endif
7371
7372         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7373
7374         /* Get the item (in the pack) */
7375         if (item >= 0)
7376         {
7377                 o_ptr = &inventory[item];
7378         }
7379
7380         /* Get the item (on the floor) */
7381         else
7382         {
7383                 o_ptr = &o_list[0 - item];
7384         }
7385
7386         if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7387         {
7388                 char o_name[MAX_NLEN];
7389                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7390 #ifdef JP
7391                 if (!get_check(format("ËÜÅö¤Ë%s¤«¤éÃê½Ð¤·¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©", o_name))) return;
7392 #else
7393                 if (!get_check(format("Really extract from %s? ", o_name))) return;
7394 #endif
7395         }
7396
7397         energy_use = 100;
7398
7399         object_flags(o_ptr, old_flgs);
7400         if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7401         if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7402         if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7403         if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7404         if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7405         if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7406         if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7407         if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7408         if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7409
7410         old_to_a = o_ptr->to_a;
7411         old_ac = o_ptr->ac;
7412         old_to_h = o_ptr->to_h;
7413         old_to_d = o_ptr->to_d;
7414         old_ds = o_ptr->ds;
7415         old_dd = o_ptr->dd;
7416         old_pval = o_ptr->pval;
7417         old_name2 = o_ptr->name2;
7418         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7419         if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7420         if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7421         if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7422         if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7423
7424         iy = o_ptr->iy;
7425         ix = o_ptr->ix;
7426         next_o_idx = o_ptr->next_o_idx;
7427         marked = o_ptr->marked;
7428         weight = o_ptr->weight;
7429         number = o_ptr->number;
7430
7431         object_prep(o_ptr, o_ptr->k_idx);
7432
7433         o_ptr->iy=iy;
7434         o_ptr->ix=ix;
7435         o_ptr->next_o_idx=next_o_idx;
7436         o_ptr->marked=marked;
7437         o_ptr->number = number;
7438         if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7439         o_ptr->ident |= (IDENT_MENTAL);
7440         object_aware(o_ptr);
7441         object_known(o_ptr);
7442
7443         object_flags(o_ptr, new_flgs);
7444
7445         for (i = 0; essence_info[i].add_name; i++)
7446         {
7447                 essence_type *es_ptr = &essence_info[i];
7448                 int pval = 0;
7449
7450                 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7451                         pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7452
7453                 if (es_ptr->add < TR_FLAG_MAX &&
7454                     (!have_flag(new_flgs, es_ptr->add) || pval) &&
7455                     have_flag(old_flgs, es_ptr->add))
7456                 {
7457                         if (pval)
7458                         {
7459                                 drain_value[es_ptr->essence] += 10 * pval;
7460                         }
7461                         else if (es_ptr->essence != -2)
7462                         {
7463                                 drain_value[es_ptr->essence] += 10;
7464                         }
7465                         else if (es_ptr->add == TR_SH_FIRE)
7466                         {
7467                                 drain_value[TR_BRAND_FIRE] += 10;
7468                                 drain_value[TR_RES_FIRE] += 10;
7469                         }
7470                         else if (es_ptr->add == TR_SH_ELEC)
7471                         {
7472                                 drain_value[TR_BRAND_ELEC] += 10;
7473                                 drain_value[TR_RES_ELEC] += 10;
7474                         }
7475                         else if (es_ptr->add == TR_SH_COLD)
7476                         {
7477                                 drain_value[TR_BRAND_COLD] += 10;
7478                                 drain_value[TR_RES_COLD] += 10;
7479                         }
7480                 }
7481         }
7482
7483         if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7484         {
7485                 drain_value[TR_INT] += 5;
7486                 drain_value[TR_WIS] += 5;
7487         }
7488         if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7489         {
7490                 drain_value[TR_BRAND_POIS] += 5;
7491                 drain_value[TR_BRAND_ACID] += 5;
7492                 drain_value[TR_BRAND_ELEC] += 5;
7493                 drain_value[TR_BRAND_FIRE] += 5;
7494                 drain_value[TR_BRAND_COLD] += 5;
7495         }
7496         if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7497         {
7498                 drain_value[TR_INT] += 10;
7499         }
7500         if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7501         {
7502                 drain_value[TR_STR] += 10;
7503         }
7504         if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7505         {
7506                 drain_value[TR_DEX] += 10;
7507         }
7508         if (old_name2 == EGO_2WEAPON)
7509         {
7510                 drain_value[TR_DEX] += 20;
7511         }
7512         if (object_is_weapon_ammo(o_ptr))
7513         {
7514                 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7515
7516                 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7517         }
7518         if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7519         if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7520         if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7521         if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7522
7523         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7524         {
7525                 drain_value[i] *= number;
7526                 drain_value[i] = drain_value[i] * dec / 4;
7527                 drain_value[i] = MAX(drain_value[i], 0);
7528                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7529                 if (drain_value[i])
7530                 {
7531                         observe = TRUE;
7532                 }
7533         }
7534         if (!observe)
7535         {
7536 #ifdef JP
7537                 msg_print("¥¨¥Ã¥»¥ó¥¹¤ÏÃê½Ð¤Ç¤­¤Þ¤»¤ó¤Ç¤·¤¿¡£");
7538 #else
7539                 msg_print("You were not able to extract any essence.");
7540 #endif
7541         }
7542         else
7543         {
7544 #ifdef JP
7545                 msg_print("Ãê½Ð¤·¤¿¥¨¥Ã¥»¥ó¥¹:");
7546 #else
7547                 msg_print("Extracted essences:");
7548 #endif
7549                 for (i = 0; essence_name[i]; i++)
7550                 {
7551                         if (!essence_name[i][0]) continue;
7552                         if (!drain_value[i]) continue;
7553
7554                         p_ptr->magic_num1[i] += drain_value[i];
7555                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7556                         msg_print(NULL);
7557                         msg_format("%s...%d", essence_name[i], drain_value[i]);
7558                 }
7559         }
7560
7561         /* Combine the pack */
7562         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7563
7564         /* Window stuff */
7565         p_ptr->window |= (PW_INVEN);
7566 }
7567
7568
7569
7570 static int choose_essence(void)
7571 {
7572         int mode = 0;
7573         char choice;
7574         int menu_line = (use_menu ? 1 : 0);
7575
7576 #ifdef JP
7577         cptr menu_name[] = {
7578                 "Éð´ï°À­", 
7579                 "ÂÑÀ­",
7580                 "ǽÎÏ",
7581                 "¿ôÃÍ",
7582                 "¥¹¥ì¥¤",
7583                 "ESP",
7584                 "¤½¤Î¾"
7585         };
7586 #else
7587         cptr menu_name[] = {
7588                 "Brand weapon",
7589                 "Resistance",
7590                 "Ability",
7591                 "Magic number", 
7592                 "Slay",
7593                 "ESP",
7594                 "Others"
7595         };
7596 #endif
7597         const int mode_max = 7;
7598
7599 #ifdef ALLOW_REPEAT
7600         if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7601                 return mode;
7602         mode = 0;
7603 #endif /* ALLOW_REPEAT */
7604
7605         if (use_menu)
7606         {
7607                 screen_save();
7608
7609                 while(!mode)
7610                 {
7611                         int i;
7612                         for (i = 0; i < mode_max; i++)
7613 #ifdef JP
7614                                 prt(format(" %s %s", (menu_line == 1+i) ? "¡Õ" : "  ", menu_name[i]), 2 + i, 14);
7615                         prt("¤É¤Î¼ïÎà¤Î¥¨¥Ã¥»¥ó¥¹Éղäò¹Ô¤¤¤Þ¤¹¤«¡©", 0, 0);
7616 #else
7617                                 prt(format(" %s %s", (menu_line == 1+i) ? "> " : "  ", menu_name[i]), 2 + i, 14);
7618                         prt("Choose from menu.", 0, 0);
7619 #endif
7620
7621                         choice = inkey();
7622                         switch(choice)
7623                         {
7624                         case ESCAPE:
7625                         case 'z':
7626                         case 'Z':
7627                                 screen_load();
7628                                 return 0;
7629                         case '2':
7630                         case 'j':
7631                         case 'J':
7632                                 menu_line++;
7633                                 break;
7634                         case '8':
7635                         case 'k':
7636                         case 'K':
7637                                 menu_line += mode_max - 1;
7638                                 break;
7639                         case '\r':
7640                         case '\n':
7641                         case 'x':
7642                         case 'X':
7643                                 mode = menu_line;
7644                                 break;
7645                         }
7646                         if (menu_line > mode_max) menu_line -= mode_max;
7647                 }
7648                 screen_load();
7649         }
7650         else
7651         {
7652                 screen_save();
7653                 while (!mode)
7654                 {
7655                         int i;
7656
7657                         for (i = 0; i < mode_max; i++)
7658                                 prt(format("  %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7659
7660 #ifdef JP
7661                         if (!get_com("²¿¤òÉղä·¤Þ¤¹¤«:", &choice, TRUE))
7662 #else
7663                         if (!get_com("Command :", &choice, TRUE))
7664 #endif
7665                         {
7666                                 screen_load();
7667                                 return 0;
7668                         }
7669
7670                         if (isupper(choice)) choice = tolower(choice);
7671
7672                         if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7673                                 mode = (int)choice - 'a' + 1;
7674                 }
7675                 screen_load();
7676         }
7677
7678 #ifdef ALLOW_REPEAT
7679         repeat_push(mode);
7680 #endif /* ALLOW_REPEAT */
7681         return mode;
7682 }
7683
7684 static void add_essence(int mode)
7685 {
7686         int item, max_num = 0;
7687         int i;
7688         bool flag,redraw;
7689         char choice;
7690         cptr            q, s;
7691         object_type *o_ptr;
7692         int ask = TRUE;
7693         char out_val[160];
7694         int num[22];
7695         char o_name[MAX_NLEN];
7696         int use_essence;
7697         essence_type *es_ptr;
7698
7699         int menu_line = (use_menu ? 1 : 0);
7700
7701         for (i = 0; essence_info[i].add_name; i++)
7702         {
7703                 es_ptr = &essence_info[i];
7704
7705                 if (es_ptr->type != mode) continue;
7706                 num[max_num++] = i;
7707         }
7708
7709 #ifdef ALLOW_REPEAT
7710         if (!repeat_pull(&i) || i<0 || i>=max_num)
7711         {
7712 #endif /* ALLOW_REPEAT */
7713
7714
7715         /* Nothing chosen yet */
7716         flag = FALSE;
7717
7718         /* No redraw yet */
7719         redraw = FALSE;
7720
7721         /* Build a prompt */
7722 #ifdef JP
7723         (void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎǽÎϤòÉղä·¤Þ¤¹¤«¡©");
7724 #else
7725         (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Add which ability? ");
7726 #endif
7727         if (use_menu) screen_save();
7728
7729         /* Get a spell from the user */
7730
7731         choice = (always_show_list || use_menu) ? ESCAPE:1;
7732         while (!flag)
7733         {
7734                 bool able[22];
7735                 if( choice==ESCAPE ) choice = ' '; 
7736                 else if( !get_com(out_val, &choice, FALSE) )break; 
7737
7738                 if (use_menu && choice != ' ')
7739                 {
7740                         switch(choice)
7741                         {
7742                                 case '0':
7743                                 {
7744                                         screen_load();
7745                                         return;
7746                                 }
7747
7748                                 case '8':
7749                                 case 'k':
7750                                 case 'K':
7751                                 {
7752                                         menu_line += (max_num-1);
7753                                         break;
7754                                 }
7755
7756                                 case '2':
7757                                 case 'j':
7758                                 case 'J':
7759                                 {
7760                                         menu_line++;
7761                                         break;
7762                                 }
7763
7764                                 case '4':
7765                                 case 'h':
7766                                 case 'H':
7767                                 {
7768                                         menu_line = 1;
7769                                         break;
7770                                 }
7771                                 case '6':
7772                                 case 'l':
7773                                 case 'L':
7774                                 {
7775                                         menu_line = max_num;
7776                                         break;
7777                                 }
7778
7779                                 case 'x':
7780                                 case 'X':
7781                                 case '\r':
7782                                 case '\n':
7783                                 {
7784                                         i = menu_line - 1;
7785                                         ask = FALSE;
7786                                         break;
7787                                 }
7788                         }
7789                         if (menu_line > max_num) menu_line -= max_num;
7790                 }
7791                 /* Request redraw */
7792                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7793                 {
7794                         /* Show the list */
7795                         if (!redraw || use_menu)
7796                         {
7797                                 byte y, x = 10;
7798                                 int ctr;
7799                                 char dummy[80], dummy2[80];
7800                                 byte col;
7801
7802                                 strcpy(dummy, "");
7803
7804                                 /* Show list */
7805                                 redraw = TRUE;
7806
7807                                 /* Save the screen */
7808                                 if (!use_menu) screen_save();
7809
7810                                 for (y = 1; y < 24; y++)
7811                                         prt("", y, x);
7812
7813                                 /* Print header(s) */
7814 #ifdef JP
7815                                 prt(format("   %-43s %6s/%s", "ǽÎÏ(ɬÍ×¥¨¥Ã¥»¥ó¥¹)", "ɬÍ׿ô", "½ê»ý¿ô"), 1, x);
7816
7817 #else
7818                                 prt(format("   %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7819 #endif
7820                                 /* Print list */
7821                                 for (ctr = 0; ctr < max_num; ctr++)
7822                                 {
7823                                         es_ptr = &essence_info[num[ctr]];
7824
7825                                         if (use_menu)
7826                                         {
7827                                                 if (ctr == (menu_line-1))
7828 #ifdef JP
7829                                                         strcpy(dummy, "¡Õ ");
7830 #else
7831                                                         strcpy(dummy, ">  ");
7832 #endif
7833                                                 else strcpy(dummy, "   ");
7834                                                 
7835                                         }
7836                                         /* letter/number for power selection */
7837                                         else
7838                                         {
7839                                                 sprintf(dummy, "%c) ",I2A(ctr));
7840                                         }
7841
7842                                         strcat(dummy, es_ptr->add_name);
7843
7844                                         col = TERM_WHITE;
7845                                         able[ctr] = TRUE;
7846
7847                                         if (es_ptr->essence != -1)
7848                                         {
7849                                                 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7850                                                 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7851                                         }
7852                                         else
7853                                         {
7854                                                 switch(es_ptr->add)
7855                                                 {
7856                                                 case ESSENCE_SH_FIRE:
7857 #ifdef JP
7858                                                         strcat(dummy, "(¾Æ´þ+ÂѲбê)");
7859 #else
7860                                                         strcat(dummy, "(brand fire + res.fire)");
7861 #endif
7862                                                         if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7863                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7864                                                         break;
7865                                                 case ESSENCE_SH_ELEC:
7866 #ifdef JP
7867                                                         strcat(dummy, "(ÅÅ·â+ÂÑÅÅ·â)");
7868 #else
7869                                                         strcat(dummy, "(brand elec. + res. elec.)");
7870 #endif
7871                                                         if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7872                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7873                                                         break;
7874                                                 case ESSENCE_SH_COLD:
7875 #ifdef JP
7876                                                         strcat(dummy, "(Åà·ë+ÂÑÎ䵤)");
7877 #else
7878                                                         strcat(dummy, "(brand cold + res. cold)");
7879 #endif
7880                                                         if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7881                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7882                                                         break;
7883                                                 case ESSENCE_RESISTANCE:
7884 #ifdef JP
7885                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7886 #else
7887                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7888 #endif
7889                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7890                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7891                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7892                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7893                                                         break;
7894                                                 case ESSENCE_SUSTAIN:
7895 #ifdef JP
7896                                                         strcat(dummy, "(ÂѲбê+ÂÑÎ䵤+ÂÑÅÅ·â+ÂÑ»À)");
7897 #else
7898                                                         strcat(dummy, "(r.fire+r.cold+r.elec+r.acid)");
7899 #endif
7900                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7901                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7902                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7903                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7904                                                         break;
7905                                                 }
7906                                         }
7907
7908                                         if (!able[ctr]) col = TERM_RED;
7909
7910                                         if (es_ptr->essence != -1)
7911                                         {
7912                                                 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7913                                         }
7914                                         else
7915                                         {
7916                                                 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7917                                         }
7918
7919                                         c_prt(col, dummy2, ctr+2, x);
7920                                 }
7921                         }
7922
7923                         /* Hide the list */
7924                         else
7925                         {
7926                                 /* Hide list */
7927                                 redraw = FALSE;
7928
7929                                 /* Restore the screen */
7930                                 screen_load();
7931                         }
7932
7933                         /* Redo asking */
7934                         continue;
7935                 }
7936
7937                 if (!use_menu)
7938                 {
7939                         /* Note verify */
7940                         ask = (isupper(choice));
7941
7942                         /* Lowercase */
7943                         if (ask) choice = tolower(choice);
7944
7945                         /* Extract request */
7946                         i = (islower(choice) ? A2I(choice) : -1);
7947                 }
7948
7949                 /* Totally Illegal */
7950                 if ((i < 0) || (i >= max_num) || !able[i])
7951                 {
7952                         bell();
7953                         continue;
7954                 }
7955
7956                 /* Verify it */
7957                 if (ask)
7958                 {
7959                         char tmp_val[160];
7960
7961                         /* Prompt */
7962 #ifdef JP
7963                         (void) strnfmt(tmp_val, 78, "%s¤òÉղä·¤Þ¤¹¤«¡© ", essence_info[num[i]].add_name);
7964 #else
7965                         (void) strnfmt(tmp_val, 78, "Add the abilitiy of %s? ", essence_info[num[i]].add_name);
7966 #endif
7967
7968                         /* Belay that order */
7969                         if (!get_check(tmp_val)) continue;
7970                 }
7971
7972                 /* Stop the loop */
7973                 flag = TRUE;
7974         }
7975
7976         /* Restore the screen */
7977         if (redraw) screen_load();
7978
7979         if (!flag) return;
7980
7981 #ifdef ALLOW_REPEAT
7982         repeat_push(i);
7983         }
7984 #endif /* ALLOW_REPEAT */
7985
7986         es_ptr = &essence_info[num[i]];
7987
7988         if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7989                 item_tester_tval = TV_GLOVES;
7990         else if (mode == 1 || mode == 5)
7991                 item_tester_hook = item_tester_hook_melee_ammo;
7992         else if (es_ptr->add == ESSENCE_ATTACK)
7993                 item_tester_hook = object_allow_enchant_weapon;
7994         else if (es_ptr->add == ESSENCE_AC)
7995                 item_tester_hook = object_is_armour;
7996         else
7997                 item_tester_hook = object_is_weapon_armour_ammo;
7998         item_tester_no_ryoute = TRUE;
7999
8000         /* Get an item */
8001 #ifdef JP
8002         q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
8003         s = "²þÎɤǤ­¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8004 #else
8005         q = "Improve which item? ";
8006         s = "You have nothing to improve.";
8007 #endif
8008
8009         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8010
8011         /* Get the item (in the pack) */
8012         if (item >= 0)
8013         {
8014                 o_ptr = &inventory[item];
8015         }
8016
8017         /* Get the item (on the floor) */
8018         else
8019         {
8020                 o_ptr = &o_list[0 - item];
8021         }
8022
8023         if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8024         {
8025 #ifdef JP
8026                 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï¤³¤ì°Ê¾å²þÎɤǤ­¤Ê¤¤¡£");
8027 #else
8028                 msg_print("This item is no more able to be improved.");
8029 #endif
8030                 return;
8031         }
8032
8033         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8034
8035         use_essence = es_ptr->value;
8036         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8037         if (o_ptr->number > 1)
8038         {
8039                 use_essence *= o_ptr->number;
8040 #ifdef JP
8041                 msg_format("%d¸Ä¤¢¤ë¤Î¤Ç¥¨¥Ã¥»¥ó¥¹¤Ï%dɬÍפǤ¹¡£", o_ptr->number, use_essence);
8042 #else
8043                 msg_format("It will take %d essences.",use_essence);
8044 #endif
8045
8046         }
8047
8048         if (es_ptr->essence != -1)
8049         {
8050                 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8051                 {
8052 #ifdef JP
8053                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8054 #else
8055                         msg_print("You don't have enough essences.");
8056 #endif
8057                         return;
8058                 }
8059                 if (is_pval_flag(es_ptr->add))
8060                 {
8061                         if (o_ptr->pval < 0)
8062                         {
8063 #ifdef JP
8064                                 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤ÎǽÎϽ¤Àµ¤ò¶¯²½¤¹¤ë¤³¤È¤Ï¤Ç¤­¤Ê¤¤¡£");
8065 #else
8066                                 msg_print("You cannot increase magic number of this item.");
8067 #endif
8068                                 return;
8069                         }
8070                         else if (es_ptr->add == TR_BLOWS)
8071                         {
8072                                 if (o_ptr->pval > 1)
8073                                 {
8074 #ifdef JP
8075                                         if (!get_check("½¤ÀµÃͤÏ1¤Ë¤Ê¤ê¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return;
8076 #else
8077                                         if (!get_check("The magic number of this weapon will become 1. Are you sure? ")) return;
8078 #endif
8079                                 }
8080
8081                                 o_ptr->pval = 1;
8082 #ifdef JP
8083                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8084 #else
8085                                 msg_format("It will take %d essences.", use_essence);
8086 #endif
8087                         }
8088                         else if (o_ptr->pval > 0)
8089                         {
8090                                 use_essence *= o_ptr->pval;
8091 #ifdef JP
8092                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8093 #else
8094                                 msg_format("It will take %d essences.", use_essence);
8095 #endif
8096                         }
8097                         else
8098                         {
8099                                 char tmp[80];
8100                                 char tmp_val[160];
8101                                 int pval;
8102                                 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8103
8104 #ifdef JP
8105                                 sprintf(tmp, "¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d): ", limit);
8106 #else
8107                                 sprintf(tmp, "Enchant how many? (1-%d): ", limit);
8108 #endif
8109                                 strcpy(tmp_val, "1");
8110
8111                                 if (!get_string(tmp, tmp_val, 1)) return;
8112                                 pval = atoi(tmp_val);
8113                                 if (pval > limit) pval = limit;
8114                                 else if (pval < 1) pval = 1;
8115                                 o_ptr->pval += pval;
8116                                 use_essence *= pval;
8117 #ifdef JP
8118                                 msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8119 #else
8120                                 msg_format("It will take %d essences.", use_essence);
8121 #endif
8122                         }
8123
8124                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8125                         {
8126 #ifdef JP
8127                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8128 #else
8129                                 msg_print("You don't have enough essences.");
8130 #endif
8131                                 return;
8132                         }
8133                 }
8134                 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8135                 {
8136                         char tmp_val[160];
8137                         int val;
8138                         int get_to_h, get_to_d;
8139
8140                         strcpy(tmp_val, "1");
8141 #ifdef JP
8142                         if (!get_string(format("¤¤¤¯¤ÄÉղä·¤Þ¤¹¤«¡© (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8143 #else
8144                         if (!get_string(format("Enchant how many? (1-%d):", p_ptr->lev/7+3), tmp_val, 2)) return;
8145 #endif
8146                         val = atoi(tmp_val);
8147                         if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8148                         else if (val < 1) val = 1;
8149                         use_essence *= val;
8150 #ifdef JP
8151                         msg_format("¥¨¥Ã¥»¥ó¥¹¤ò%d¸Ä»ÈÍѤ·¤Þ¤¹¡£", use_essence);
8152 #else
8153                         msg_format("It will take %d essences.", use_essence);
8154 #endif
8155                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8156                         {
8157 #ifdef JP
8158                                 msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8159 #else
8160                                 msg_print("You don't have enough essences.");
8161 #endif
8162                                 return;
8163                         }
8164                         get_to_h = ((val+1)/2+randint0(val/2+1));
8165                         get_to_d = ((val+1)/2+randint0(val/2+1));
8166                         o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8167                         o_ptr->to_h += get_to_h;
8168                         o_ptr->to_d += get_to_d;
8169                 }
8170                 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8171                 if (es_ptr->add == ESSENCE_ATTACK)
8172                 {
8173                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8174                         {
8175 #ifdef JP
8176                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8177 #else
8178                                 msg_print("You failed to enchant.");
8179 #endif
8180                                 energy_use = 100;
8181                                 return;
8182                         }
8183                         else
8184                         {
8185                                 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8186                                 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8187                         }
8188                 }
8189                 else if (es_ptr->add == ESSENCE_AC)
8190                 {
8191                         if (o_ptr->to_a >= p_ptr->lev/5+5)
8192                         {
8193 #ifdef JP
8194                                 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
8195 #else
8196                                 msg_print("You failed to enchant.");
8197 #endif
8198                                 energy_use = 100;
8199                                 return;
8200                         }
8201                         else
8202                         {
8203                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8204                         }
8205                 }
8206                 else
8207                 {
8208                         o_ptr->xtra3 = es_ptr->add + 1;
8209                 }
8210         }
8211         else
8212         {
8213                 bool success = TRUE;
8214
8215                 switch(es_ptr->add)
8216                 {
8217                 case ESSENCE_SH_FIRE:
8218                         if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8219                         {
8220                                 success = FALSE;
8221                                 break;
8222                         }
8223                         p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8224                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8225                         break;
8226                 case ESSENCE_SH_ELEC:
8227                         if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8228                         {
8229                                 success = FALSE;
8230                                 break;
8231                         }
8232                         p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8233                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8234                         break;
8235                 case ESSENCE_SH_COLD:
8236                         if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8237                         {
8238                                 success = FALSE;
8239                                 break;
8240                         }
8241                         p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8242                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8243                         break;
8244                 case ESSENCE_RESISTANCE:
8245                 case ESSENCE_SUSTAIN:
8246                         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))
8247                         {
8248                                 success = FALSE;
8249                                 break;
8250                         }
8251                         p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8252                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8253                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8254                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8255                         break;
8256                 }
8257                 if (!success)
8258                 {
8259 #ifdef JP
8260                         msg_print("¥¨¥Ã¥»¥ó¥¹¤¬Â­¤ê¤Ê¤¤¡£");
8261 #else
8262                         msg_print("You don't have enough essences.");
8263 #endif
8264                         return;
8265                 }
8266                 if (es_ptr->add == ESSENCE_SUSTAIN)
8267                 {
8268                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8269                         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8270                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8271                         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8272                 }
8273                 else
8274                 {
8275                         o_ptr->xtra3 = es_ptr->add + 1;
8276                 }
8277         }
8278
8279         energy_use = 100;
8280
8281 #ifdef JP
8282         msg_format("%s¤Ë%s¤ÎǽÎϤòÉղä·¤Þ¤·¤¿¡£", o_name, es_ptr->add_name);
8283 #else
8284         msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8285 #endif
8286
8287         /* Combine the pack */
8288         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8289
8290         /* Window stuff */
8291         p_ptr->window |= (PW_INVEN);
8292 }
8293
8294
8295 static void erase_essence(void)
8296 {
8297         int item;
8298         cptr q, s;
8299         object_type *o_ptr;
8300         char o_name[MAX_NLEN];
8301         u32b flgs[TR_FLAG_SIZE];
8302
8303         item_tester_hook = object_is_smith;
8304
8305         /* Get an item */
8306 #ifdef JP
8307         q = "¤É¤Î¥¢¥¤¥Æ¥à¤Î¥¨¥Ã¥»¥ó¥¹¤ò¾Ãµî¤·¤Þ¤¹¤«¡©";
8308         s = "¥¨¥Ã¥»¥ó¥¹¤òÉղä·¤¿¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
8309 #else
8310         q = "Remove from which item? ";
8311         s = "You have nothing to remove essence.";
8312 #endif
8313
8314         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8315
8316         /* Get the item (in the pack) */
8317         if (item >= 0)
8318         {
8319                 o_ptr = &inventory[item];
8320         }
8321
8322         /* Get the item (on the floor) */
8323         else
8324         {
8325                 o_ptr = &o_list[0 - item];
8326         }
8327
8328         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8329 #ifdef JP
8330         if (!get_check(format("¤è¤í¤·¤¤¤Ç¤¹¤«¡© [%s]", o_name))) return;
8331 #else
8332         if (!get_check(format("Are you sure? [%s]", o_name))) return;
8333 #endif
8334
8335         energy_use = 100;
8336
8337         if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8338         {
8339                 o_ptr->to_h -= (o_ptr->xtra4>>8);
8340                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8341                 o_ptr->xtra4 = 0;
8342                 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8343                 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8344         }
8345         o_ptr->xtra3 = 0;
8346         object_flags(o_ptr, flgs);
8347         if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8348 #ifdef JP
8349         msg_print("¥¨¥Ã¥»¥ó¥¹¤ò¼è¤êµî¤Ã¤¿¡£");
8350 #else
8351         msg_print("You removed all essence you have added.");
8352 #endif
8353
8354         /* Combine the pack */
8355         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8356
8357         /* Window stuff */
8358         p_ptr->window |= (PW_INVEN);
8359 }
8360
8361 void do_cmd_kaji(bool only_browse)
8362 {
8363         int mode = 0;
8364         char choice;
8365
8366         int menu_line = (use_menu ? 1 : 0);
8367
8368         if (!only_browse)
8369         {
8370                 if (p_ptr->confused)
8371                 {
8372 #ifdef JP
8373                         msg_print("º®Í𤷤Ƥ¤¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8374 #else
8375                         msg_print("You are too confused!");
8376 #endif
8377
8378                         return;
8379                 }
8380                 if (p_ptr->blind)
8381                 {
8382 #ifdef JP
8383                         msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8384 #else
8385                         msg_print("You are blind!");
8386 #endif
8387
8388                         return;
8389                 }
8390                 if (p_ptr->image)
8391                 {
8392 #ifdef JP
8393                         msg_print("¤¦¤Þ¤¯¸«¤¨¤Ê¤¯¤Æºî¶È¤Ç¤­¤Ê¤¤¡ª");
8394 #else
8395                         msg_print("You are hallucinating!");
8396 #endif
8397
8398                         return;
8399                 }
8400         }
8401
8402 #ifdef ALLOW_REPEAT
8403         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8404         {
8405 #endif /* ALLOW_REPEAT */
8406
8407         if (only_browse) screen_save();
8408         do {
8409         if (!only_browse) screen_save();
8410         if (use_menu)
8411         {
8412                 while(!mode)
8413                 {
8414 #ifdef JP
8415                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", (menu_line == 1) ? "¡Õ" : "  "), 2, 14);
8416                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", (menu_line == 2) ? "¡Õ" : "  "), 3, 14);
8417                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹¾Ãµî", (menu_line == 3) ? "¡Õ" : "  "), 4, 14);
8418                         prt(format(" %s ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", (menu_line == 4) ? "¡Õ" : "  "), 5, 14);
8419                         prt(format(" %s Éð´ï/Ëɶñ¶¯²½", (menu_line == 5) ? "¡Õ" : "  "), 6, 14);
8420                         prt(format("¤É¤Î¼ïÎà¤Îµ»½Ñ¤ò%s¤Þ¤¹¤«¡©", only_browse ? "Ä´¤Ù" : "»È¤¤"), 0, 0);
8421 #else
8422                         prt(format(" %s List essences", (menu_line == 1) ? "> " : "  "), 2, 14);
8423                         prt(format(" %s Extract essence", (menu_line == 2) ? "> " : "  "), 3, 14);
8424                         prt(format(" %s Remove essence", (menu_line == 3) ? "> " : "  "), 4, 14);
8425                         prt(format(" %s Add essence", (menu_line == 4) ? "> " : "  "), 5, 14);
8426                         prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : "  "), 6, 14);
8427                         prt(format("Choose command from menu."), 0, 0);
8428 #endif
8429                         choice = inkey();
8430                         switch(choice)
8431                         {
8432                         case ESCAPE:
8433                         case 'z':
8434                         case 'Z':
8435                                 screen_load();
8436                                 return;
8437                         case '2':
8438                         case 'j':
8439                         case 'J':
8440                                 menu_line++;
8441                                 break;
8442                         case '8':
8443                         case 'k':
8444                         case 'K':
8445                                 menu_line+= 4;
8446                                 break;
8447                         case '\r':
8448                         case '\n':
8449                         case 'x':
8450                         case 'X':
8451                                 mode = menu_line;
8452                                 break;
8453                         }
8454                         if (menu_line > 5) menu_line -= 5;
8455                 }
8456         }
8457
8458         else
8459         {
8460                 while (!mode)
8461                 {
8462 #ifdef JP
8463                         prt("  a) ¥¨¥Ã¥»¥ó¥¹°ìÍ÷", 2, 14);
8464                         prt("  b) ¥¨¥Ã¥»¥ó¥¹Ãê½Ð", 3, 14);
8465                         prt("  c) ¥¨¥Ã¥»¥ó¥¹¾Ãµî", 4, 14);
8466                         prt("  d) ¥¨¥Ã¥»¥ó¥¹ÉÕ²Ã", 5, 14);
8467                         prt("  e) Éð´ï/Ëɶñ¶¯²½", 6, 14);
8468                         if (!get_com(format("¤É¤ÎǽÎϤò%s¤Þ¤¹¤«:", only_browse ? "Ä´¤Ù" : "»È¤¤"), &choice, TRUE))
8469 #else
8470                         prt("  a) List essences", 2, 14);
8471                         prt("  b) Extract essence", 3, 14);
8472                         prt("  c) Remove essence", 4, 14);
8473                         prt("  d) Add essence", 5, 14);
8474                         prt("  e) Enchant weapon/armor", 6, 14);
8475                         if (!get_com("Command :", &choice, TRUE))
8476 #endif
8477                         {
8478                                 screen_load();
8479                                 return;
8480                         }
8481                         switch (choice)
8482                         {
8483                         case 'A':
8484                         case 'a':
8485                                 mode = 1;
8486                                 break;
8487                         case 'B':
8488                         case 'b':
8489                                 mode = 2;
8490                                 break;
8491                         case 'C':
8492                         case 'c':
8493                                 mode = 3;
8494                                 break;
8495                         case 'D':
8496                         case 'd':
8497                                 mode = 4;
8498                                 break;
8499                         case 'E':
8500                         case 'e':
8501                                 mode = 5;
8502                                 break;
8503                         }
8504                 }
8505         }
8506
8507         if (only_browse)
8508         {
8509                 char temp[62*5];
8510                 int line, j;
8511
8512                 /* Clear lines, position cursor  (really should use strlen here) */
8513                 Term_erase(14, 21, 255);
8514                 Term_erase(14, 20, 255);
8515                 Term_erase(14, 19, 255);
8516                 Term_erase(14, 18, 255);
8517                 Term_erase(14, 17, 255);
8518                 Term_erase(14, 16, 255);
8519
8520                 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8521                 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8522                 {
8523                         prt(&temp[j], line, 15);
8524                         line++;
8525                 }
8526                 mode = 0;
8527         }
8528         if (!only_browse) screen_load();
8529         } while (only_browse);
8530 #ifdef ALLOW_REPEAT
8531         repeat_push(mode);
8532         }
8533 #endif /* ALLOW_REPEAT */
8534
8535         switch(mode)
8536         {
8537                 case 1: display_essence();break;
8538                 case 2: drain_essence();break;
8539                 case 3: erase_essence();break;
8540                 case 4:
8541                         mode = choose_essence();
8542                         if (mode == 0)
8543                                 break;
8544                         add_essence(mode);
8545                         break;
8546                 case 5: add_essence(10);break;
8547         }
8548 }