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階の雰囲気計算で, 判明した薬や上位魔法書などが雰囲気に反映されないと
[hengband/hengband.git] / src / spells3.c
index 6267120..c918dd3 100644 (file)
 #define HURT_CHANCE 16
 
 
+static bool cave_monster_teleportable_bold(int m_idx, int y, int x, u32b mode)
+{
+       monster_type *m_ptr = &m_list[m_idx];
+       cave_type    *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
+       /* Require "teleportable" space */
+       if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
+
+       if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
+       if (player_bold(y, x)) return FALSE;
+
+       /* Hack -- no teleport onto glyph of warding */
+       if (is_glyph_grid(c_ptr)) return FALSE;
+       if (is_explosive_rune_grid(c_ptr)) return FALSE;
+
+       if (!(mode & TELEPORT_PASSIVE))
+       {
+               if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
+       }
+
+       return TRUE;
+}
+
+
 /*
  * Teleport a monster, normally up to "dis" grids away.
  *
@@ -26,7 +51,7 @@
  *
  * But allow variation to prevent infinite loops.
  */
-bool teleport_away(int m_idx, int dis, bool dec_valour)
+bool teleport_away(int m_idx, int dis, u32b mode)
 {
        int oy, ox, d, i, min;
        int tries = 0;
@@ -36,7 +61,6 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
 
        monster_type *m_ptr = &m_list[m_idx];
 
-
        /* Paranoia */
        if (!m_ptr->r_idx) return (FALSE);
 
@@ -47,10 +71,10 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
        /* Minimum distance */
        min = dis / 2;
 
-       if (dec_valour &&
+       if ((mode & TELEPORT_DEC_VALOUR) &&
            (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
                (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
-       {       
+       {
                chg_virtue(V_VALOUR, -1);
        }
 
@@ -77,16 +101,7 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
                        /* Ignore illegal locations */
                        if (!in_bounds(ny, nx)) continue;
 
-                       /* Require "empty" floor space */
-                       if (!cave_empty_bold(ny, nx)) continue;
-
-                       /* Hack -- no teleport onto glyph of warding */
-                       if (is_glyph_grid(&cave[ny][nx])) continue;
-                       if (is_explosive_rune_grid(&cave[ny][nx])) continue;
-
-                       /* ...nor onto the Pattern */
-                       if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
-                           (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+                       if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
 
                        /* No teleporting into vaults and such */
                        if (!(p_ptr->inside_quest || p_ptr->inside_arena))
@@ -112,12 +127,12 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
        /* Sound */
        sound(SOUND_TPOTHER);
 
-       /* Update the new location */
-       cave[ny][nx].m_idx = m_idx;
-
        /* Update the old location */
        cave[oy][ox].m_idx = 0;
 
+       /* Update the new location */
+       cave[ny][nx].m_idx = m_idx;
+
        /* Move the monster */
        m_ptr->fy = ny;
        m_ptr->fx = nx;
@@ -134,15 +149,18 @@ bool teleport_away(int m_idx, int dis, bool dec_valour)
        /* Redraw the new grid */
        lite_spot(ny, nx);
 
+       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+               p_ptr->update |= (PU_MON_LITE);
+
        return (TRUE);
 }
 
 
 
 /*
- * Teleport monster next to the player
+ * Teleport monster next to a grid near the given location
  */
-void teleport_to_player(int m_idx, int power)
+void teleport_monster_to(int m_idx, int ty, int tx, int power, u32b mode)
 {
        int ny, nx, oy, ox, d, i, min;
        int attempts = 500;
@@ -150,7 +168,6 @@ void teleport_to_player(int m_idx, int power)
        bool look = TRUE;
        monster_type *m_ptr = &m_list[m_idx];
 
-
        /* Paranoia */
        if (!m_ptr->r_idx) return;
 
@@ -180,25 +197,16 @@ void teleport_to_player(int m_idx, int power)
                        /* Pick a (possibly illegal) location */
                        while (1)
                        {
-                               ny = rand_spread(py, dis);
-                               nx = rand_spread(px, dis);
-                               d = distance(py, px, ny, nx);
+                               ny = rand_spread(ty, dis);
+                               nx = rand_spread(tx, dis);
+                               d = distance(ty, tx, ny, nx);
                                if ((d >= min) && (d <= dis)) break;
                        }
 
                        /* Ignore illegal locations */
                        if (!in_bounds(ny, nx)) continue;
 
-                       /* Require "empty" floor space */
-                       if (!cave_empty_bold(ny, nx)) continue;
-
-                       /* Hack -- no teleport onto glyph of warding */
-                       if (is_glyph_grid(&cave[ny][nx])) continue;
-                       if (is_explosive_rune_grid(&cave[ny][nx])) continue;
-
-                       /* ...nor onto the Pattern */
-                       if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
-                           (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+                       if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
 
                        /* No teleporting into vaults and such */
                        /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
@@ -222,12 +230,12 @@ void teleport_to_player(int m_idx, int power)
        /* Sound */
        sound(SOUND_TPOTHER);
 
-       /* Update the new location */
-       cave[ny][nx].m_idx = m_idx;
-
        /* Update the old location */
        cave[oy][ox].m_idx = 0;
 
+       /* Update the new location */
+       cave[ny][nx].m_idx = m_idx;
+
        /* Move the monster */
        m_ptr->fy = ny;
        m_ptr->fx = nx;
@@ -241,7 +249,49 @@ void teleport_to_player(int m_idx, int power)
        /* Redraw the new grid */
        lite_spot(ny, nx);
 
-       p_ptr->update |= (PU_MON_LITE);
+       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+               p_ptr->update |= (PU_MON_LITE);
+}
+
+
+bool cave_player_teleportable_bold(int y, int x, u32b mode)
+{
+       cave_type    *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
+       /* Require "teleportable" space */
+       if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
+
+       /* No magical teleporting into vaults and such */
+       if (!(mode & TELEPORT_NONMAGICAL) && (c_ptr->info & CAVE_ICKY)) return FALSE;
+
+       if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
+
+       if (!(mode & TELEPORT_PASSIVE))
+       {
+               if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
+
+               if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
+               {
+                       if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
+               }
+
+               if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
+               {
+                       /* Always forbid deep lava */
+                       if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
+
+                       /* Forbid shallow lava when the player don't have levitation */
+                       if (!p_ptr->levitation) return FALSE;
+               }
+
+               if (have_flag(f_ptr->flags, FF_HIT_TRAP))
+               {
+                       if (!is_known_trap(c_ptr) || !trap_can_be_ignored(c_ptr->feat)) return FALSE;
+               }
+       }
+
+       return TRUE;
 }
 
 
@@ -251,91 +301,120 @@ void teleport_to_player(int m_idx, int power)
  * If no such spaces are readily available, the distance may increase.
  * Try very hard to move the player at least a quarter that distance.
  *
- * When long-range teleport effects are considered, there is a nasty
- * tendency to "bounce" the player between two or three different spots
- * because these are the only spots that are "far enough" way to satisfy
- * the algorithm.  Therefore, if the teleport distance is more than 50,
- * we decrease the minimum acceptable distance to try to increase randomness.
- * -GJW
+ * There was a nasty tendency for a long time; which was causing the
+ * player to "bounce" between two or three different spots because
+ * these are the only spots that are "far enough" way to satisfy the
+ * algorithm.
+ *
+ * But this tendency is now removed; in the new algorithm, a list of
+ * candidates is selected first, which includes at least 50% of all
+ * floor grids within the distance, and any single grid in this list
+ * of candidates has equal possibility to be choosen as a destination.
  */
-void teleport_player(int dis)
-{
-       int d, i, min, ox, oy;
-       int tries = 0;
 
-       int xx, yy;
+#define MAX_TELEPORT_DISTANCE 200
 
-       /* Initialize */
-       int y = py;
-       int x = px;
+bool teleport_player_aux(int dis, u32b mode)
+{
+       int candidates_at[MAX_TELEPORT_DISTANCE + 1];
+       int total_candidates, cur_candidates;
+       int y = 0, x = 0, min, pick, i;
 
-       bool look = TRUE;
+       int left = MAX(1, px - dis);
+       int right = MIN(cur_wid - 2, px + dis);
+       int top = MAX(1, py - dis);
+       int bottom = MIN(cur_hgt - 2, py + dis);
 
-       if (p_ptr->wild_mode) return;
+       if (p_ptr->wild_mode) return FALSE;
 
-       if (p_ptr->anti_tele)
+       if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
        {
 #ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+               msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
 #else
                msg_print("A mysterious force prevents you from teleporting!");
 #endif
 
-               return;
+               return FALSE;
        }
 
-       if (dis > 200) dis = 200; /* To be on the safe side... */
+       /* Initialize counters */
+       total_candidates = 0;
+       for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
+               candidates_at[i] = 0;
 
-       /* Minimum distance */
-       min = dis / (dis > 50 ? 3 : 2);
+       /* Limit the distance */
+       if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
 
-       /* Look until done */
-       while (look)
+       /* Search valid locations */
+       for (y = top; y <= bottom; y++)
        {
-               tries++;
-
-               /* Verify max distance */
-               if (dis > 200) dis = 200;
-
-               /* Try several locations */
-               for (i = 0; i < 500; i++)
+               for (x = left; x <= right; x++)
                {
-                       /* Pick a (possibly illegal) location */
-                       while (1)
-                       {
-                               y = rand_spread(py, dis);
-                               x = rand_spread(px, dis);
-                               d = distance(py, px, y, x);
-                               if ((d >= min) && (d <= dis)) break;
-                       }
+                       int d;
 
-                       /* Ignore illegal locations */
-                       if (!in_bounds(y, x)) continue;
+                       /* Skip illegal locations */
+                       if (!cave_player_teleportable_bold(y, x, mode)) continue;
 
-                       /* Require "naked" floor space or trees */
-                       if (!(cave_naked_bold(y, x) ||
-                           (cave[y][x].feat == FEAT_TREES))) continue;
+                       /* Calculate distance */
+                       d = distance(py, px, y, x);
 
-                       /* No teleporting into vaults and such */
-                       if (cave[y][x].info & CAVE_ICKY) continue;
+                       /* Skip too far locations */
+                       if (d > dis) continue;
 
-                       /* This grid looks good */
-                       look = FALSE;
+                       /* Count the total number of candidates */
+                       total_candidates++;
 
-                       /* Stop looking */
-                       break;
+                       /* Count the number of candidates in this circumference */
+                       candidates_at[d]++;
                }
+       }
 
-               /* Increase the maximum distance */
-               dis = dis * 2;
+       /* No valid location! */
+       if (0 == total_candidates) return FALSE;
 
-               /* Decrease the minimum distance */
-               min = min / 2;
+       /* Fix the minimum distance */
+       for (cur_candidates = 0, min = dis; min >= 0; min--)
+       {
+               cur_candidates += candidates_at[min];
 
-               /* Stop after MAX_TRIES tries */
-               if (tries > MAX_TRIES) return;
+               /* 50% of all candidates will have an equal chance to be choosen. */
+               if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
        }
 
+       /* Pick up a single location randomly */
+       pick = randint1(cur_candidates);
+
+       /* Search again the choosen location */
+       for (y = top; y <= bottom; y++)
+       {
+               for (x = left; x <= right; x++)
+               {
+                       int d;
+
+                       /* Skip illegal locations */
+                       if (!cave_player_teleportable_bold(y, x, mode)) continue;
+
+                       /* Calculate distance */
+                       d = distance(py, px, y, x);
+
+                       /* Skip too far locations */
+                       if (d > dis) continue;
+
+                       /* Skip too close locations */
+                       if (d < min) continue;
+
+                       /* This grid was picked up? */
+                       pick--;
+                       if (!pick) break;
+               }
+
+               /* Exit the loop */
+               if (!pick) break;
+       }
+
+       if (player_bold(y, x)) return FALSE;
+
        /* Sound */
        sound(SOUND_TELEPORT);
 
@@ -344,27 +423,21 @@ msg_print("
                msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
 #endif
 
-       /* Save the old location */
-       oy = py;
-       ox = px;
-
        /* Move the player */
-       py = y;
-       px = x;
+       (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
 
-       if (p_ptr->riding)
-       {
-               int tmp;
-               tmp = cave[py][px].m_idx;
-               cave[py][px].m_idx = cave[oy][ox].m_idx;
-               cave[oy][ox].m_idx = tmp;
-               m_list[p_ptr->riding].fy = py;
-               m_list[p_ptr->riding].fx = px;
-               update_mon(cave[py][px].m_idx, TRUE);
-       }
+       return TRUE;
+}
 
-       /* Redraw the old spot */
-       lite_spot(oy, ox);
+void teleport_player(int dis, u32b mode)
+{
+       int yy, xx;
+
+       /* Save the old location */
+       int oy = py;
+       int ox = px;
+
+       if (!teleport_player_aux(dis, mode)) return;
 
        /* Monsters with teleport ability may follow the player */
        for (xx = -1; xx < 2; xx++)
@@ -374,7 +447,7 @@ msg_print("
                        int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
 
                        /* A monster except your mount may follow */
-                       if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
+                       if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
                        {
                                monster_type *m_ptr = &m_list[tmp_m_idx];
                                monster_race *r_ptr = &r_info[m_ptr->r_idx];
@@ -386,49 +459,66 @@ msg_print("
                                if ((r_ptr->flags6 & RF6_TPORT) &&
                                    !(r_ptr->flagsr & RFR_RES_TELE))
                                {
-                                       if (!m_ptr->csleep) teleport_to_player(tmp_m_idx, r_ptr->level);
+                                       if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
                                }
                        }
                }
        }
+}
 
-       forget_flow();
 
-       /* Redraw the new spot */
-       lite_spot(py, px);
+void teleport_player_away(int m_idx, int dis)
+{
+       int yy, xx;
 
-       /* Check for new panel (redraw map) */
-       verify_panel();
+       /* Save the old location */
+       int oy = py;
+       int ox = px;
 
-       /* Update stuff */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+       if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
 
-       /* Update the monsters */
-       p_ptr->update |= (PU_DISTANCE);
+       /* Monsters with teleport ability may follow the player */
+       for (xx = -1; xx < 2; xx++)
+       {
+               for (yy = -1; yy < 2; yy++)
+               {
+                       int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
 
-       /* Window stuff */
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                       /* A monster except your mount or caster may follow */
+                       if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
+                       {
+                               monster_type *m_ptr = &m_list[tmp_m_idx];
+                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-       /* Handle stuff XXX XXX XXX */
-       handle_stuff();
+                               /*
+                                * The latter limitation is to avoid
+                                * totally unkillable suckers...
+                                */
+                               if ((r_ptr->flags6 & RF6_TPORT) &&
+                                   !(r_ptr->flagsr & RFR_RES_TELE))
+                               {
+                                       if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
+                               }
+                       }
+               }
+       }
 }
 
 
-
 /*
  * Teleport player to a grid near the given location
  *
  * This function is slightly obsessive about correctness.
  * This function allows teleporting into vaults (!)
  */
-void teleport_player_to(int ny, int nx, bool no_tele)
+void teleport_player_to(int ny, int nx, u32b mode)
 {
-       int y, x, oy, ox, dis = 0, ctr = 0;
+       int y, x, dis = 0, ctr = 0;
 
-       if (p_ptr->anti_tele && no_tele)
+       if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
        {
 #ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+               msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
 #else
                msg_print("A mysterious force prevents you from teleporting!");
 #endif
@@ -447,12 +537,11 @@ msg_print("
                        if (in_bounds(y, x)) break;
                }
 
-               /* Accept "naked" floor grids */
-               if (no_tele)
-               {
-                       if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
-               }
-               else if (cave_empty_bold(y, x) || player_bold(y, x)) break;
+               /* Accept any grid when wizard mode */
+               if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+
+               /* Accept teleportable floor grids */
+               if (cave_player_teleportable_bold(y, x, mode)) break;
 
                /* Occasionally advance the distance */
                if (++ctr > (4 * dis * dis + 4 * dis + 1))
@@ -465,79 +554,119 @@ msg_print("
        /* Sound */
        sound(SOUND_TELEPORT);
 
-       /* Save the old location */
-       oy = py;
-       ox = px;
-
        /* Move the player */
-       py = y;
-       px = x;
-
-       if (p_ptr->riding)
-       {
-               int tmp;
-               tmp = cave[py][px].m_idx;
-               cave[py][px].m_idx = cave[oy][ox].m_idx;
-               cave[oy][ox].m_idx = tmp;
-               m_list[p_ptr->riding].fy = py;
-               m_list[p_ptr->riding].fx = px;
-               update_mon(cave[py][px].m_idx, TRUE);
-       }
+       (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+}
 
-       forget_flow();
 
-       /* Redraw the old spot */
-       lite_spot(oy, ox);
-
-       /* Redraw the new spot */
-       lite_spot(py, px);
+void teleport_away_followable(int m_idx)
+{
+       monster_type *m_ptr = &m_list[m_idx];
+       int          oldfy = m_ptr->fy;
+       int          oldfx = m_ptr->fx;
+       bool         old_ml = m_ptr->ml;
+       int          old_cdis = m_ptr->cdis;
 
-       /* Check for new panel (redraw map) */
-       verify_panel();
+       teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
 
-       /* Update stuff */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+       if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(py, px, oldfy, oldfx))
+       {
+               bool follow = FALSE;
 
-       /* Update the monsters */
-       p_ptr->update |= (PU_DISTANCE);
+               if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
+               else
+               {
+                       u32b flgs[TR_FLAG_SIZE];
+                       object_type *o_ptr;
+                       int i;
 
-       /* Window stuff */
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                       for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+                       {
+                               o_ptr = &inventory[i];
+                               if (o_ptr->k_idx && !object_is_cursed(o_ptr))
+                               {
+                                       object_flags(o_ptr, flgs);
+                                       if (have_flag(flgs, TR_TELEPORT))
+                                       {
+                                               follow = TRUE;
+                                               break;
+                                       }
+                               }
+                       }
+               }
 
-       /* Handle stuff XXX XXX XXX */
-       handle_stuff();
+               if (follow)
+               {
+#ifdef JP
+                       if (get_check_strict("¤Ä¤¤¤Æ¤¤¤­¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+#else
+                       if (get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
+#endif
+                       {
+                               if (one_in_(3))
+                               {
+                                       teleport_player(200, TELEPORT_PASSIVE);
+#ifdef JP
+                                       msg_print("¼ºÇÔ¡ª");
+#else
+                                       msg_print("Failed!");
+#endif
+                               }
+                               else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
+                               p_ptr->energy_need += ENERGY_NEED();
+                       }
+               }
+       }
 }
 
 
-
 /*
  * Teleport the player one level up or down (random when legal)
+ * Note: If m_idx <= 0, target is player.
  */
-void teleport_player_level(void)
+void teleport_level(int m_idx)
 {
-       bool go_up;
+       bool         go_up;
+       char         m_name[160];
+       bool         see_m = TRUE;
+
+       if (m_idx <= 0) /* To player */
+       {
+#ifdef JP
+               strcpy(m_name, "¤¢¤Ê¤¿");
+#else
+               strcpy(m_name, "you");
+#endif
+       }
+       else /* To monster */
+       {
+               monster_type *m_ptr = &m_list[m_idx];
+
+               /* Get the monster name (or "it") */
+               monster_desc(m_name, m_ptr, 0);
+
+               see_m = is_seen(m_ptr);
+       }
 
-       /* No effect in arena or quest */
-       if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
-           ((quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && (dun_level > 1) && ironman_downward))
+       /* No effect in some case */
+       if (TELE_LEVEL_IS_INEFF(m_idx))
        {
 #ifdef JP
-msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
+               if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
 #else
-               msg_print("There is no effect.");
+               if (see_m) msg_print("There is no effect.");
 #endif
 
                return;
        }
 
-       if (p_ptr->anti_tele)
+       if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
        {
 #ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+               msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
 #else
                msg_print("A mysterious force prevents you from teleporting!");
 #endif
-
                return;
        }
 
@@ -545,104 +674,135 @@ msg_print("
        if (randint0(100) < 50) go_up = TRUE;
        else go_up = FALSE;
 
-       if (p_ptr->wizard)
+       if ((m_idx <= 0) && p_ptr->wizard)
        {
                if (get_check("Force to go up? ")) go_up = TRUE;
                else if (get_check("Force to go down? ")) go_up = FALSE;
        }
 
        /* Down only */ 
-       if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
+       if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
 #else
-               msg_print("You sink through the floor.");
+               if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
-               if (!dun_level)
+               if (m_idx <= 0) /* To player */
                {
-                       dungeon_type = p_ptr->recall_dungeon;
-                       p_ptr->oldpy = py;
-                       p_ptr->oldpx = px;
-               }
+                       if (!dun_level)
+                       {
+                               dungeon_type = p_ptr->recall_dungeon;
+                               p_ptr->oldpy = py;
+                               p_ptr->oldpx = px;
+                       }
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               if (!dun_level)
-               {
-                       dun_level = d_info[dungeon_type].mindepth;
-                       prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
-               }
-               else
-               {
-                       prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-               }
+                       if (!dun_level)
+                       {
+                               dun_level = d_info[dungeon_type].mindepth;
+                               prepare_change_floor_mode(CFM_RAND_PLACE);
+                       }
+                       else
+                       {
+                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       }
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->leaving = TRUE;
+               }
        }
 
        /* Up only */
        else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
 #else
-               msg_print("You rise up through the ceiling.");
+               if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
 
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+               if (m_idx <= 0) /* To player */
+               {
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
-               leave_quest_check();
+                       leave_quest_check();
 
-               /* Leaving */
-               p_ptr->inside_quest = 0;
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->inside_quest = 0;
+                       p_ptr->leaving = TRUE;
+               }
        }
        else if (go_up)
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
 #else
-               msg_print("You rise up through the ceiling.");
+               if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
 
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+               if (m_idx <= 0) /* To player */
+               {
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->leaving = TRUE;
+               }
        }
        else
        {
 #ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+               if (see_m) msg_format("%^s¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
 #else
-               msg_print("You sink through the floor.");
+               if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
 #endif
 
-               /* Never reach this code on the surface */
-               /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+               if (m_idx <= 0) /* To player */
+               {
+                       /* Never reach this code on the surface */
+                       /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
 
-               if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+                       if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
 
-               if (autosave_l) do_cmd_save_game(TRUE);
+                       if (autosave_l) do_cmd_save_game(TRUE);
 
-               prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
-               /* Leaving */
-               p_ptr->leaving = TRUE;
+                       /* Leaving */
+                       p_ptr->leaving = TRUE;
+               }
+       }
+
+       /* Monster level teleportation is simple deleting now */
+       if (m_idx > 0)
+       {
+               monster_type *m_ptr = &m_list[m_idx];
+
+               /* Check for quest completion */
+               check_quest_completion(m_ptr);
+
+               if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+               {
+                       char m2_name[80];
+
+                       monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+                       do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
+               }
+
+               delete_monster_idx(m_idx);
        }
 
        /* Sound */
@@ -651,12 +811,28 @@ msg_print("
 
 
 
-static int choose_dungeon(cptr note)
+int choose_dungeon(cptr note, int y, int x)
 {
        int select_dungeon;
        int i, num = 0;
        s16b *dun;
 
+       /* Hack -- No need to choose dungeon in some case */
+       if (lite_town || vanilla_town || ironman_downward)
+       {
+               if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
+               else
+               {
+#ifdef JP
+                       msg_format("¤Þ¤À%s¤ËÆþ¤Ã¤¿¤³¤È¤Ï¤Ê¤¤¡£", d_name + d_info[DUNGEON_ANGBAND].name);
+#else
+                       msg_format("You haven't entered %s yet.", d_name + d_info[DUNGEON_ANGBAND].name);
+#endif
+                       msg_print(NULL);
+                       return 0;
+               }
+       }
+
        /* Allocate the "dun" array */
        C_MAKE(dun, max_d_idx, s16b);
 
@@ -679,9 +855,19 @@ static int choose_dungeon(cptr note)
 #else
                sprintf(buf,"      %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
 #endif
-               prt(buf, 2+num, 14);
+               prt(buf, y + num, x);
                dun[num++] = i;
        }
+
+       if (!num)
+       {
+#ifdef JP
+               prt("      Áª¤Ù¤ë¥À¥ó¥¸¥ç¥ó¤¬¤Ê¤¤¡£", y, x);
+#else
+               prt("      No dungeon is available.", y, x);
+#endif
+       }
+
 #ifdef JP
        prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
 #else
@@ -690,7 +876,7 @@ static int choose_dungeon(cptr note)
        while(1)
        {
                i = inkey();
-               if (i == ESCAPE)
+               if ((i == ESCAPE) || !num)
                {
                        /* Free the "dun" array */
                        C_KILL(dun, max_d_idx, s16b);
@@ -745,7 +931,7 @@ if (get_check("
 #endif
                {
                        max_dlv[dungeon_type] = dun_level;
-                       if (record_maxdeapth)
+                       if (record_maxdepth)
 #ifdef JP
                                do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤­¤Ë");
 #else
@@ -760,9 +946,9 @@ if (get_check("
                {
                        int select_dungeon;
 #ifdef JP
-                       select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
+                       select_dungeon = choose_dungeon("¤Ëµ¢´Ô", 2, 14);
 #else
-                       select_dungeon = choose_dungeon("recall");
+                       select_dungeon = choose_dungeon("recall", 2, 14);
 #endif
                        if (!select_dungeon) return FALSE;
                        p_ptr->recall_dungeon = select_dungeon;
@@ -804,9 +990,9 @@ bool reset_recall(void)
        char tmp_val[160];
 
 #ifdef JP
-       select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
+       select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È", 2, 14);
 #else
-       select_dungeon = choose_dungeon("reset");
+       select_dungeon = choose_dungeon("reset", 2, 14);
 #endif
 
        /* Ironman option */
@@ -848,7 +1034,7 @@ sprintf(ppp, "
 
                max_dlv[select_dungeon] = dummy;
 
-               if (record_maxdeapth)
+               if (record_maxdepth)
 #ifdef JP
                        do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
 #else
@@ -903,6 +1089,9 @@ bool apply_disenchant(int mode)
        /* No item, nothing happens */
        if (!o_ptr->k_idx) return (FALSE);
 
+       /* Disenchant equipments only -- No disenchant on monster ball */
+       if (!object_is_weapon_armour_ammo(o_ptr))
+               return FALSE;
 
        /* Nothing to disenchant */
        if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
@@ -913,11 +1102,11 @@ bool apply_disenchant(int mode)
 
 
        /* Describe the object */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
 
        /* Artifacts have 71% chance to resist */
-       if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
+       if (object_is_artifact(o_ptr) && (randint0(100) < 71))
        {
                /* Message */
 #ifdef JP
@@ -1023,13 +1212,13 @@ void apply_nexus(monster_type *m_ptr)
        {
                case 1: case 2: case 3:
                {
-                       teleport_player(200);
+                       teleport_player(200, TELEPORT_PASSIVE);
                        break;
                }
 
                case 4: case 5:
                {
-                       teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
+                       teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
                        break;
                }
 
@@ -1047,7 +1236,7 @@ msg_print("
                        }
 
                        /* Teleport Level */
-                       teleport_player_level();
+                       teleport_level(0);
                        break;
                }
 
@@ -1148,25 +1337,6 @@ msg_print("
 }
 
 
-static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               {
-                       return (TRUE);
-               }
-               case TV_SWORD:
-               {
-                       if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
 /*
  * Brand the current weapon
  */
@@ -1178,7 +1348,7 @@ void brand_weapon(int brand_type)
 
 
        /* Assume enchant weapon */
-       item_tester_hook = item_tester_hook_weapon_nobow;
+       item_tester_hook = object_allow_enchant_melee_weapon;
        item_tester_no_ryoute = TRUE;
 
        /* Get an item */
@@ -1208,8 +1378,8 @@ s = "
        /* you can never modify artifacts / ego-items */
        /* you can never modify cursed items */
        /* TY: You _can_ modify broken items (if you're silly enough) */
-       if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
-           !o_ptr->art_name && !cursed_p(o_ptr) &&
+       if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+           !object_is_cursed(o_ptr) &&
            !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
            !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
            !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
@@ -1218,7 +1388,7 @@ s = "
 
                /* Let's get the name before it is changed... */
                char o_name[MAX_NLEN];
-               object_desc(o_name, o_ptr, FALSE, 0);
+               object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                switch (brand_type)
                {
@@ -1233,6 +1403,9 @@ act = "
 
                                o_ptr->name2 = EGO_SHARPNESS;
                                o_ptr->pval = m_bonus(5, dun_level) + 1;
+
+                               if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
+                                       o_ptr->pval = 2;
                        }
                        else
                        {
@@ -1430,21 +1603,169 @@ msg_print("°
 }
 
 
+/*
+ * Vanish all walls in this floor
+ */
+static bool vanish_dungeon(void)
+{
+       int          y, x;
+       cave_type    *c_ptr;
+       feature_type *f_ptr;
+       monster_type *m_ptr;
+       char         m_name[80];
+
+       /* Prevent vasishing of quest levels and town */
+       if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+       {
+               return FALSE;
+       }
+
+       /* Scan all normal grids */
+       for (y = 1; y < cur_hgt - 1; y++)
+       {
+               for (x = 1; x < cur_wid - 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+
+                       /* Seeing true feature code (ignore mimic) */
+                       f_ptr = &f_info[c_ptr->feat];
+
+                       /* Lose room and vault */
+                       c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+                       m_ptr = &m_list[c_ptr->m_idx];
+
+                       /* Awake monster */
+                       if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
+                       {
+                               /* Reset sleep counter */
+                               (void)set_monster_csleep(c_ptr->m_idx, 0);
+
+                               /* Notice the "waking up" */
+                               if (m_ptr->ml)
+                               {
+                                       /* Acquire the monster name */
+                                       monster_desc(m_name, m_ptr, 0);
+
+                                       /* Dump a message */
+#ifdef JP
+                                       msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+#else
+                                       msg_format("%^s wakes up.", m_name);
+#endif
+                               }
+                       }
+
+                       /* Process all walls, doors and patterns */
+                       if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
+               }
+       }
+
+       /* Special boundary walls -- Top and bottom */
+       for (x = 0; x < cur_wid; x++)
+       {
+               c_ptr = &cave[0][x];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+
+               c_ptr = &cave[cur_hgt - 1][x];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+       }
+
+       /* Special boundary walls -- Left and right */
+       for (y = 1; y < (cur_hgt - 1); y++)
+       {
+               c_ptr = &cave[y][0];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+
+               c_ptr = &cave[y][cur_wid - 1];
+               f_ptr = &f_info[c_ptr->mimic];
+
+               /* Lose room and vault */
+               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+               /* Set boundary mimic if needed */
+               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               {
+                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+                       /* Check for change to boring grid */
+                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+               }
+       }
+
+       /* Mega-Hack -- Forget the view and lite */
+       p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
+
+       /* Update stuff */
+       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+       /* Update the monsters */
+       p_ptr->update |= (PU_MONSTERS);
+
+       /* Redraw map */
+       p_ptr->redraw |= (PR_MAP);
+
+       /* Window stuff */
+       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+       return TRUE;
+}
+
+
 void call_the_(void)
 {
        int i;
-       int y, x;
+       cave_type *c_ptr;
        bool do_call = TRUE;
 
        for (i = 0; i < 9; i++)
        {
-               y = py + ddy_ddd[i];
-               x = px + ddx_ddd[i];
+               c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
 
-               if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
+               if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
                {
-                       do_call = FALSE;
-                       break;
+                       if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
+                           !permanent_wall(&f_info[c_ptr->feat]))
+                       {
+                               do_call = FALSE;
+                               break;
+                       }
                }
        }
 
@@ -1489,21 +1810,30 @@ void call_the_(void)
                msg_print("There is a loud explosion!");
 #endif
 
-
-               if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
+               if (one_in_(666))
+               {
 #ifdef JP
-                       msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
+                       if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
 #else
-                       msg_print("The dungeon collapses...");
+                       if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
 #endif
-
+               }
                else
+               {
+                       if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
 #ifdef JP
-                       msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礭¤¯Íɤ줿¡£");
+                               msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
 #else
-                       msg_print("The dungeon trembles.");
+                               msg_print("The dungeon collapses...");
 #endif
 
+                       else
+#ifdef JP
+                               msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礭¤¯Íɤ줿¡£");
+#else
+                               msg_print("The dungeon trembles.");
+#endif
+               }
 
 #ifdef JP
                take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
@@ -1580,15 +1910,28 @@ msg_print("
                }
 
                /* We need to see the item */
-               if (require_los && !player_has_los_bold(ty, tx))
+               if (require_los)
                {
+                       if (!player_has_los_bold(ty, tx))
+                       {
 #ifdef JP
-msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
+                               msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
 #else
-                       msg_print("You have no direct line of sight to that location.");
+                               msg_print("You have no direct line of sight to that location.");
 #endif
 
-                       return;
+                               return;
+                       }
+                       else if (!projectable(py, px, ty, tx))
+                       {
+#ifdef JP
+                               msg_print("¤½¤³¤ÏÊɤθþ¤³¤¦¤Ç¤¹¡£");
+#else
+                               msg_print("You have no direct line of sight to that location.");
+#endif
+
+                               return;
+                       }
                }
        }
        else
@@ -1604,7 +1947,7 @@ msg_print("
                        c_ptr = &cave[ty][tx];
 
                        if ((distance(py, px, ty, tx) > MAX_RANGE) ||
-                           !cave_floor_bold(ty, tx)) return;
+                               !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
                }
                while (!c_ptr->o_idx);
        }
@@ -1630,7 +1973,7 @@ msg_print("
        o_ptr->iy = (byte)py;
        o_ptr->ix = (byte)px;
 
-       object_desc(o_name, o_ptr, TRUE, 0);
+       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 #ifdef JP
 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î­¸µ¤ËÈô¤ó¤Ç¤­¤¿¡£", o_name);
 #else
@@ -1703,18 +2046,18 @@ msg_print("
 
        /* Create a glyph */
        cave[py][px].info |= CAVE_OBJECT;
-       cave[py][px].mimic = FEAT_GLYPH;
+       cave[py][px].mimic = feat_glyph;
 
        /* Notice */
        note_spot(py, px);
-       
+
        /* Redraw */
        lite_spot(py, px);
 
        return TRUE;
 }
 
-bool warding_mirror(void)
+bool place_mirror(void)
 {
        /* XXX XXX XXX */
        if (!cave_clean_bold(py, px))
@@ -1730,17 +2073,19 @@ msg_print("
 
        /* Create a mirror */
        cave[py][px].info |= CAVE_OBJECT;
-       cave[py][px].mimic = FEAT_MIRROR;
+       cave[py][px].mimic = feat_mirror;
 
        /* Turn on the light */
        cave[py][px].info |= CAVE_GLOW;
 
        /* Notice */
        note_spot(py, px);
-       
+
        /* Redraw */
        lite_spot(py, px);
 
+       update_local_illumination(py, px);
+
        return TRUE;
 }
 
@@ -1764,7 +2109,7 @@ msg_print("
 
        /* Create a glyph */
        cave[py][px].info |= CAVE_OBJECT;
-       cave[py][px].mimic = FEAT_MINOR_GLYPH;
+       cave[py][px].mimic = feat_explosive_rune;
 
        /* Notice */
        note_spot(py, px);
@@ -1794,6 +2139,9 @@ void identify_pack(void)
 
                /* Identify it */
                identify_item(o_ptr);
+
+               /* Auto-inscription */
+               autopick_alter_item(i, FALSE);
        }
 }
 
@@ -1834,7 +2182,7 @@ static int remove_curse_aux(int all)
                if (!o_ptr->k_idx) continue;
 
                /* Uncursed already */
-               if (!cursed_p(o_ptr)) continue;
+               if (!object_is_cursed(o_ptr)) continue;
 
                /* Heavily Cursed Items need a special spell */
                if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
@@ -1944,7 +2292,7 @@ s = "
        /* Describe the object */
        old_number = o_ptr->number;
        o_ptr->number = amt;
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
        o_ptr->number = old_number;
 
        /* Verify unless quantity given */
@@ -2010,166 +2358,25 @@ msg_format("%s
                /* Window stuff */
                p_ptr->window |= (PW_PLAYER);
 
-       }
-
-       /* Eliminate the item (from the pack) */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -amt);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Eliminate the item (from the floor) */
-       else
-       {
-               floor_item_increase(0 - item, -amt);
-               floor_item_describe(0 - item);
-               floor_item_optimize(0 - item);
-       }
-
-       return TRUE;
-}
-
-
-
-/*
- * Hook to specify "weapon"
- */
-bool item_tester_hook_weapon(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               {
-                       return (TRUE);
-               }
-               case TV_SWORD:
-               {
-                       if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-static bool item_tester_hook_weapon2(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_SWORD:
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * Hook to specify "armour"
- */
-bool item_tester_hook_armour(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_DRAG_ARMOR:
-               case TV_HARD_ARMOR:
-               case TV_SOFT_ARMOR:
-               case TV_SHIELD:
-               case TV_CLOAK:
-               case TV_CROWN:
-               case TV_HELM:
-               case TV_BOOTS:
-               case TV_GLOVES:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*
- * Check if an object is weapon or armour (but not arrow, bolt, or shot)
- */
-bool item_tester_hook_weapon_armour(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
-       {
-               case TV_SWORD:
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               case TV_DRAG_ARMOR:
-               case TV_HARD_ARMOR:
-               case TV_SOFT_ARMOR:
-               case TV_SHIELD:
-               case TV_CLOAK:
-               case TV_CROWN:
-               case TV_HELM:
-               case TV_BOOTS:
-               case TV_GLOVES:
-               {
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
+       }
 
-/*
- * Check if an object is nameless weapon or armour
- */
-static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
-{
-       switch (o_ptr->tval)
+       /* Eliminate the item (from the pack) */
+       if (item >= 0)
        {
-               case TV_SWORD:
-               case TV_HAFTED:
-               case TV_POLEARM:
-               case TV_DIGGING:
-               case TV_BOW:
-               case TV_BOLT:
-               case TV_ARROW:
-               case TV_SHOT:
-               case TV_DRAG_ARMOR:
-               case TV_HARD_ARMOR:
-               case TV_SOFT_ARMOR:
-               case TV_SHIELD:
-               case TV_CLOAK:
-               case TV_CROWN:
-               case TV_HELM:
-               case TV_BOOTS:
-               case TV_GLOVES:
-                       if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
-                       {
-                               if (object_known_p(o_ptr)) return FALSE;
-                       }
-                       return TRUE;
+               inven_item_increase(item, -amt);
+               inven_item_describe(item);
+               inven_item_optimize(item);
        }
 
-       return FALSE;
+       /* Eliminate the item (from the floor) */
+       else
+       {
+               floor_item_increase(0 - item, -amt);
+               floor_item_describe(0 - item);
+               floor_item_optimize(0 - item);
+       }
+
+       return TRUE;
 }
 
 
@@ -2178,7 +2385,7 @@ static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
  */
 static void break_curse(object_type *o_ptr)
 {
-       if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
+       if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
        {
 #ifdef JP
 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
@@ -2214,7 +2421,7 @@ bool enchant(object_type *o_ptr, int n, int eflag)
 {
        int     i, chance, prob;
        bool    res = FALSE;
-       bool    a = (artifact_p(o_ptr) || o_ptr->art_name);
+       bool    a = object_is_artifact(o_ptr);
        bool    force = (eflag & ENCH_FORCE);
 
 
@@ -2325,11 +2532,11 @@ bool enchant_spell(int num_hit, int num_dam, int num_ac)
 
 
        /* Assume enchant weapon */
-       item_tester_hook = item_tester_hook_weapon;
+       item_tester_hook = object_allow_enchant_weapon;
        item_tester_no_ryoute = TRUE;
 
        /* Enchant armor if requested */
-       if (num_ac) item_tester_hook = item_tester_hook_armour;
+       if (num_ac) item_tester_hook = object_is_armour;
 
        /* Get an item */
 #ifdef JP
@@ -2356,7 +2563,7 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Describe */
 #ifdef JP
@@ -2399,6 +2606,22 @@ msg_print("
 }
 
 
+/*
+ * Check if an object is nameless weapon or armour
+ */
+static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
+{
+       /* Require weapon or armour */
+       if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
+       
+       /* Require nameless object if the object is well known */
+       if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
+               return FALSE;
+
+       return TRUE;
+}
+
+
 bool artifact_scroll(void)
 {
        int             item;
@@ -2409,6 +2632,7 @@ bool artifact_scroll(void)
 
 
        item_tester_no_ryoute = TRUE;
+
        /* Enchant weapon/armour */
        item_tester_hook = item_tester_hook_nameless_weapon_armour;
 
@@ -2437,7 +2661,7 @@ bool artifact_scroll(void)
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Describe */
 #ifdef JP
@@ -2448,7 +2672,7 @@ bool artifact_scroll(void)
                  ((o_ptr->number > 1) ? "" : "s"));
 #endif
 
-       if (o_ptr->name1 || o_ptr->art_name)
+       if (object_is_artifact(o_ptr))
        {
 #ifdef JP
                msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name  );
@@ -2461,7 +2685,7 @@ bool artifact_scroll(void)
                okay = FALSE;
        }
 
-       else if (o_ptr->name2)
+       else if (object_is_ego(o_ptr))
        {
 #ifdef JP
                msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
@@ -2543,14 +2767,14 @@ bool identify_item(object_type *o_ptr)
        char o_name[MAX_NLEN];
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
 
        if (o_ptr->ident & IDENT_KNOWN)
                old_known = TRUE;
 
        if (!(o_ptr->ident & (IDENT_MENTAL)))
        {
-               if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
+               if (object_is_artifact(o_ptr) || one_in_(5))
                        chg_virtue(V_KNOWLEDGE, 1);
        }
 
@@ -2558,6 +2782,9 @@ bool identify_item(object_type *o_ptr)
        object_aware(o_ptr);
        object_known(o_ptr);
 
+       /* Player touches it */
+       o_ptr->marked |= OM_TOUCHED;
+
        /* Recalculate bonuses */
        p_ptr->update |= (PU_BONUS);
 
@@ -2571,9 +2798,9 @@ bool identify_item(object_type *o_ptr)
        record_turn = turn;
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 0);
+       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 
-       if(record_fix_art && !old_known && artifact_p(o_ptr))
+       if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
                do_cmd_write_nikki(NIKKI_ART, 0, o_name);
        if(record_rand_art && !old_known && o_ptr->art_name)
                do_cmd_write_nikki(NIKKI_ART, 0, o_name);
@@ -2584,14 +2811,14 @@ bool identify_item(object_type *o_ptr)
 
 static bool item_tester_hook_identify(object_type *o_ptr)
 {
-       return (bool)!object_known_p(o_ptr);
+       return (bool)!object_is_known(o_ptr);
 }
 
 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
 {
-       if (object_known_p(o_ptr))
+       if (object_is_known(o_ptr))
                return FALSE;
-       return item_tester_hook_weapon_armour(o_ptr);
+       return object_is_weapon_armour_ammo(o_ptr);
 }
 
 /*
@@ -2606,7 +2833,6 @@ bool ident_spell(bool only_equip)
        char            o_name[MAX_NLEN];
        cptr            q, s;
        bool old_known;
-       int idx;
 
        item_tester_no_ryoute = TRUE;
 
@@ -2615,24 +2841,32 @@ bool ident_spell(bool only_equip)
        else
                item_tester_hook = item_tester_hook_identify;
 
-       if (!can_get_item())
+       if (can_get_item())
+       {
+#ifdef JP
+               q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
+#else
+               q = "Identify which item? ";
+#endif
+       }
+       else
        {
                if (only_equip)
-               {
-                       item_tester_hook = item_tester_hook_weapon_armour;
-               }
+                       item_tester_hook = object_is_weapon_armour_ammo;
                else
-               {
                        item_tester_hook = NULL;
-               }
+
+#ifdef JP
+               q = "¤¹¤Ù¤Æ´ÕÄêºÑ¤ß¤Ç¤¹¡£ ";
+#else
+               q = "All items are identified. ";
+#endif
        }
 
        /* Get an item */
 #ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-s = "´ÕÄꤹ¤ë¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+       s = "´ÕÄꤹ¤ë¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
 #else
-       q = "Identify which item? ";
        s = "You have nothing to identify.";
 #endif
 
@@ -2654,7 +2888,7 @@ s = "
        old_known = identify_item(o_ptr);
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
 
        /* Describe */
        if (item >= INVEN_RARM)
@@ -2683,10 +2917,7 @@ s = "
        }
 
        /* Auto-inscription/destroy */
-       idx = is_autopick(o_ptr);
-       auto_inscribe_item(item, idx);
-       if (destroy_identify && !old_known)
-               auto_destroy_item(item, idx);
+       autopick_alter_item(item, (bool)(destroy_identify && !old_known));
 
        /* Something happened */
        return (TRUE);
@@ -2704,7 +2935,7 @@ bool mundane_spell(bool only_equip)
        object_type     *o_ptr;
        cptr            q, s;
 
-       if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
+       if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
        item_tester_no_ryoute = TRUE;
 
        /* Get an item */
@@ -2764,14 +2995,14 @@ s = "
 
 static bool item_tester_hook_identify_fully(object_type *o_ptr)
 {
-       return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
+       return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
 }
 
 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
 {
        if (!item_tester_hook_identify_fully(o_ptr))
                return FALSE;
-       return item_tester_hook_weapon_armour(o_ptr);
+       return object_is_weapon_armour_ammo(o_ptr);
 }
 
 /*
@@ -2785,7 +3016,6 @@ bool identify_fully(bool only_equip)
        char            o_name[MAX_NLEN];
        cptr            q, s;
        bool old_known;
-       int idx;
 
        item_tester_no_ryoute = TRUE;
        if (only_equip)
@@ -2793,21 +3023,33 @@ bool identify_fully(bool only_equip)
        else
                item_tester_hook = item_tester_hook_identify_fully;
 
-       if (!can_get_item())
+       if (can_get_item())
+       {
+#ifdef JP
+               q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò*´ÕÄê*¤·¤Þ¤¹¤«? ";
+#else
+               q = "*Identify* which item? ";
+#endif
+       }
+       else
        {
                if (only_equip)
-                       item_tester_hook = item_tester_hook_weapon_armour;
+                       item_tester_hook = object_is_weapon_armour_ammo;
                else
                        item_tester_hook = NULL;
+
+#ifdef JP
+               q = "¤¹¤Ù¤Æ*´ÕÄê*ºÑ¤ß¤Ç¤¹¡£ ";
+#else
+               q = "All items are *identified*. ";
+#endif
        }
 
        /* Get an item */
 #ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-s = "´ÕÄꤹ¤ë¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+       s = "*´ÕÄê*¤¹¤ë¤Ù¤­¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
 #else
-       q = "Identify which item? ";
-       s = "You have nothing to identify.";
+       s = "You have nothing to *identify*.";
 #endif
 
        if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
@@ -2834,7 +3076,7 @@ s = "
        handle_stuff();
 
        /* Description */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       object_desc(o_name, o_ptr, 0);
 
        /* Describe */
        if (item >= INVEN_RARM)
@@ -2865,13 +3107,10 @@ s = "
        }
 
        /* Describe it fully */
-       (void)screen_object(o_ptr, TRUE);
+       (void)screen_object(o_ptr, 0L);
 
        /* Auto-inscription/destroy */
-       idx = is_autopick(o_ptr);
-       auto_inscribe_item(item, idx);
-       if (destroy_identify && !old_known)
-               auto_destroy_item(item, idx);
+       autopick_alter_item(item, (bool)(destroy_identify && !old_known));
 
        /* Success */
        return (TRUE);
@@ -2960,7 +3199,7 @@ s = "
        k_ptr = &k_info[o_ptr->k_idx];
 
        /* Extract the object "level" */
-       lev = get_object_level(o_ptr);
+       lev = k_info[o_ptr->k_idx].level;
 
 
        /* Recharge a rod */
@@ -3057,9 +3296,9 @@ s = "
        if (fail)
        {
                /* Artifacts are never destroyed. */
-               if (artifact_p(o_ptr))
+               if (object_is_fixed_artifact(o_ptr))
                {
-                       object_desc(o_name, o_ptr, TRUE, 0);
+                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 #ifdef JP
 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
 #else
@@ -3078,7 +3317,7 @@ msg_format("
                else
                {
                        /* Get the object description */
-                       object_desc(o_name, o_ptr, FALSE, 0);
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                        /*** Determine Seriousness of Failure ***/
 
@@ -3256,8 +3495,9 @@ bool bless_weapon(void)
        cptr            q, s;
 
        item_tester_no_ryoute = TRUE;
-       /* Assume enchant weapon */
-       item_tester_hook = item_tester_hook_weapon2;
+
+       /* Bless only weapons */
+       item_tester_hook = object_is_weapon;
 
        /* Get an item */
 #ifdef JP
@@ -3285,12 +3525,12 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extract the flags */
        object_flags(o_ptr, flgs);
 
-       if (cursed_p(o_ptr))
+       if (object_is_cursed(o_ptr))
        {
                if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
                    (o_ptr->curse_flags & TRC_PERMA_CURSE))
@@ -3353,7 +3593,7 @@ msg_format("%s 
                return TRUE;
        }
 
-       if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
+       if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
        {
                /* Describe */
 #ifdef JP
@@ -3479,13 +3719,13 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extract the flags */
        object_flags(o_ptr, flgs);
 
-       if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
-           !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
+       if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+           !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
        {
 #ifdef JP
 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
@@ -3839,7 +4079,7 @@ put_str("Lv   MP 
                                s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
                        }
 
-                       strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
+                       strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
 
                        /* Illegible */
                        if (s_ptr->slevel >= 99)
@@ -3950,6 +4190,39 @@ int mod_need_mana(int need_mana, int spell, int realm)
 
 
 /*
+ * Modify spell fail rate
+ * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ */
+int mod_spell_chance_1(int chance)
+{
+       chance += p_ptr->to_m_chance;
+
+       if (p_ptr->heavy_spell) chance += 20;
+
+       if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
+       else if (p_ptr->easy_spell) chance -= 3;
+       else if (p_ptr->dec_mana) chance -= 2;
+
+       return chance;
+}
+
+
+/*
+ * Modify spell fail rate (as "suffix" process)
+ * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * Note: variable "chance" cannot be negative.
+ */
+int mod_spell_chance_2(int chance)
+{
+       if (p_ptr->dec_mana) chance--;
+
+       if (p_ptr->heavy_spell) chance += 5;
+
+       return MAX(chance, 0);
+}
+
+
+/*
  * Returns spell chance of failure for spell -RAK-
  */
 s16b spell_chance(int spell, int use_realm)
@@ -3996,7 +4269,6 @@ s16b spell_chance(int spell, int use_realm)
                chance += 5 * (need_mana - p_ptr->csp);
        }
 
-       chance += p_ptr->to_m_chance;
        if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
 
        /* Extract the minimum failure rate */
@@ -4015,10 +4287,7 @@ s16b spell_chance(int spell, int use_realm)
        if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
        if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
 
-       if (p_ptr->heavy_spell) chance += 20;
-       if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
-       else if (p_ptr->easy_spell) chance-=3;
-       else if (p_ptr->dec_mana) chance-=2;
+       chance = mod_spell_chance_1(chance);
 
        if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
        if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
@@ -4041,13 +4310,9 @@ s16b spell_chance(int spell, int use_realm)
                if (exp >= SPELL_EXP_EXPERT) chance--;
                if (exp >= SPELL_EXP_MASTER) chance--;
        }
-       if(p_ptr->dec_mana) chance--;
-       if (p_ptr->heavy_spell) chance += 5;
-
-       chance = MAX(chance,0);
 
        /* Return the chance */
-       return (chance);
+       return mod_spell_chance_2(chance);
 }
 
 
@@ -4100,338 +4365,6 @@ bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
 }
 
 
-
-/*
- * Extra information on a spell -DRS-
- *
- * We can use up to 14 characters of the buffer 'p'
- *
- * The strings in this function were extracted from the code in the
- * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
- */
-static void spell_info(char *p, int spell, int use_realm)
-{
-       int plev = p_ptr->lev;
-
-       /* See below */
-       int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
-                           p_ptr->pclass == CLASS_HIGH_MAGE ||
-                           p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
-
-       int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
-                                    p_ptr->pclass == CLASS_HIGH_MAGE ||
-                                    p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
-#ifdef JP
-       cptr s_dam = "»½ý:";
-       cptr s_dur = "´ü´Ö:";
-       cptr s_range = "ÈÏ°Ï:";
-       cptr s_heal = "²óÉü:";
-       cptr s_random = "¥é¥ó¥À¥à";
-       cptr s_delay = "ÃÙ±ä:";
-#else
-       cptr s_dam = "dam ";
-       cptr s_dur = "dur ";
-       cptr s_range = "range ";
-       cptr s_heal = "heal ";
-       cptr s_random = "random";
-       cptr s_delay = "delay ";
-#endif
-       /* Default */
-       strcpy(p, "");
-
-       /* Analyze the spell */
-       switch (use_realm)
-       {
-       case REALM_LIFE: /* Life */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s2d10", s_heal); break;
-               case  1: sprintf(p, " %s12+d12", s_dur); break;
-               case  2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  5: sprintf(p, " %s4d10", s_heal); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
-               case 10: sprintf(p, " %s8d10", s_heal); break;
-               case 11: sprintf(p, " %s20+d20", s_dur); break;
-               case 14: sprintf(p, " %s300", s_heal); break;
-               case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
-               case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
-               case 21: sprintf(p, " %s15+d21", s_delay); break;
-               case 29: sprintf(p, " %s2000", s_heal); break;
-               case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
-               }
-               break;
-               
-       case REALM_SORCERY: /* Sorcery */
-               switch (spell)
-               {
-               case  1: sprintf(p, " %s10", s_range); break;
-               case  3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  5: sprintf(p, " %s%d", s_range, plev * 5); break;
-               case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
-               case 18: sprintf(p, " %s25+d30", s_dur); break;
-               case 22: sprintf(p, " %s15+d21", s_delay); break;
-               case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
-               case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
-#ifdef JP
-               case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
-#else
-               case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
-#endif
-               case 27: sprintf(p, " %s25+d30", s_dur); break;
-               case 31: sprintf(p, " %s4+d4", s_dur); break;
-               }
-               break;
-               
-       case REALM_NATURE: /* Nature */
-               switch (spell)
-               {
-#ifdef JP
-               case  1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
-#else
-               case  1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
-#endif
-               case  4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  6: sprintf(p, " %s20+d20", s_dur); break;
-               case  7: sprintf(p, " %s2d8", s_heal); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
-               case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
-               case 12: sprintf(p, " %s6d8", s_dam); break;
-               case 15: sprintf(p, " %s500", s_heal); break;
-               case 17: sprintf(p, " %s20+d30", s_dur); break;
-               case 18: sprintf(p, " %s20+d20", s_dur); break;
-#ifdef JP
-               case 24: sprintf(p, " È¾·Â:10"); break;
-#else
-               case 24: sprintf(p, " rad 10"); break;
-#endif
-               case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
-               case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
-               case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
-               case 29: sprintf(p, " %s75", s_dam); break;
-               case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
-               }
-               break;
-               
-       case REALM_CHAOS: /* Chaos */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
-               case  5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
-               case  6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
-               case  7: sprintf(p, " %s%d", s_range, plev * 5); break;
-               case  8: sprintf(p, " %s", s_random); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
-               case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
-               case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
-               case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
-               case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
-               case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
-               case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
-               case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
-               case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
-#ifdef JP
-               case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
-#else
-               case 25: sprintf(p, " dam %d each", plev * 2); break;
-#endif
-               case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
-               case 27: sprintf(p, " %s150 / 250", s_dam); break;
-               case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
-               case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
-               case 31: sprintf(p, " %s3 * 175", s_dam); break;
-               }
-               break;
-               
-       case REALM_DEATH: /* Death */
-               switch (spell)
-               {
-               case  1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
-               case  3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
-               case  5: sprintf(p, " %s20+d20", s_dur); break;
-               case  8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
-               case  9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
-               case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
-#ifdef JP
-               case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
-#else
-               case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
-#endif
-               case 16: sprintf(p, " %s25+d25", s_dur); break;
-               case 17: sprintf(p, " %s", s_random); break;
-               case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
-               case 19: sprintf(p, " %s25+d25", s_dur); break;
-               case 21: sprintf(p, " %s3*100", s_dam); break;
-               case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
-               case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
-               case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
-               case 30: sprintf(p, " %s666", s_dam); break;
-               case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
-               }
-               break;
-               
-       case REALM_TRUMP: /* Trump */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s10", s_range); break;
-               case  2: sprintf(p, " %s", s_random); break;
-               case  4: sprintf(p, " %s%d", s_range, plev * 4); break;
-               case  5: sprintf(p, " %s25+d30", s_dur); break;
-#ifdef JP
-               case  8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
-#else
-               case  8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
-#endif
-               case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
-               case 14: sprintf(p, " %s15+d21", s_delay); break;
-               case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
-#ifdef JP
-               case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
-#else
-               case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
-#endif
-               }
-               break;
-               
-       case REALM_ARCANE: /* Arcane */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  4: sprintf(p, " %s10", s_range); break;
-               case  5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
-               case  7: sprintf(p, " %s2d8", s_heal); break;
-               case 14:
-               case 15:
-               case 16:
-               case 17: sprintf(p, " %s20+d20", s_dur); break;
-               case 18: sprintf(p, " %s4d8", s_heal); break;
-               case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
-               case 21: sprintf(p, " %s6d8", s_dam); break;
-               case 24: sprintf(p, " %s24+d24", s_dur); break;
-               case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
-               case 30: sprintf(p, " %s15+d21", s_delay); break;
-               case 31: sprintf(p, " %s25+d30", s_dur); break;
-               }
-               break;
-               
-       case REALM_ENCHANT: /* Craft */
-               switch (spell)
-               {
-               case 0: sprintf(p, " %s100+d100", s_dur); break;
-               case 1: sprintf(p, " %s80+d80", s_dur); break;
-               case 3:
-               case 4:
-               case 6:
-               case 7:
-               case 10:
-               case 18: sprintf(p, " %s20+d20", s_dur); break;
-               case 5: sprintf(p, " %s25+d25", s_dur); break;
-               case 8: sprintf(p, " %s24+d24", s_dur); break;
-               case 11: sprintf(p, " %s25+d25", s_dur); break;
-               case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
-               case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
-               case 16: sprintf(p, " %s25+d30", s_dur); break;
-               case 17: sprintf(p, " %s30+d20", s_dur); break;
-               case 19: sprintf(p, " %s%d+d%d", s_dur, plev, plev+20); break;
-               case 20: sprintf(p, " %s50+d50", s_dur); break;
-               case 23: sprintf(p, " %s20+d20", s_dur); break;
-               case 31: sprintf(p, " %s13+d13", s_dur); break;
-               }
-               break;
-               
-       case REALM_DAEMON: /* Daemon */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  2: sprintf(p, " %s12+d12", s_dur); break;
-               case  3: sprintf(p, " %s20+d20", s_dur); break;
-               case  5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
-               case  7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
-               case 10: sprintf(p, " %s20+d20", s_dur); break;
-               case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
-               case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
-               case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
-               case 16: sprintf(p, " %s30+d25", s_dur); break;
-               case 17: sprintf(p, " %s20+d20", s_dur); break;
-               case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
-               case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
-               case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
-               case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
-               case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
-               case 24: sprintf(p, " %s25+d25", s_dur); break;
-               case 25: sprintf(p, " %s20+d20", s_dur); break;
-               case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
-               case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
-               case 30: sprintf(p, " %s600", s_dam); break;
-               case 31: sprintf(p, " %s15+d15", s_dur); break;
-               }
-               break;
-               
-       case REALM_CRUSADE: /* Crusade */
-               switch (spell)
-               {
-               case  0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
-               case  5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
-#ifdef JP
-               case  6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
-#else
-               case  6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
-#endif
-               case  9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
-               case 10: sprintf(p, " %sd%d", s_dam, plev); break;
-               case 12: sprintf(p, " %s24+d24", s_dur); break;
-               case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
-               case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
-#ifdef JP
-               case 15: sprintf(p, " Â»:d%d/²ó:100", 6 * plev); break;
-#else
-               case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
-#endif
-               case 18: sprintf(p, " %s18+d18", s_dur); break;
-               case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
-               case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
-               case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
-               case 24: sprintf(p, " %s25+d25", s_dur); break;
-               case 28: sprintf(p, " %s10+d10", s_dur); break;
-#ifdef JP
-               case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
-#else
-               case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
-#endif
-#ifdef JP
-               case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
-#else
-               case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
-#endif
-               }
-               break;
-
-       case REALM_MUSIC: /* Music */
-               switch (spell)
-               {
-               case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
-               case 4 : sprintf(p, " %s2d6", s_heal); break;
-               case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
-               case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
-               case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
-               case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
-               case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
-               case 28: sprintf(p, " %s15d10", s_heal); break;
-               case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
-               }
-               break;
-       default:
-#ifdef JP
-               sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
-#else
-               sprintf(p, "Unknown type: %d.", use_realm);
-#endif
-       }
-}
-
-
 /*
  * Print a list of spells (for browsing or casting or viewing)
  */
@@ -4551,7 +4484,7 @@ strcat(out_val, format("%-30s", "(Ƚ
                /* XXX XXX Could label spells above the players level */
 
                /* Get extra info */
-               spell_info(info, spell, use_realm);
+               strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
 
                /* Use that info */
                comment = info;
@@ -4565,9 +4498,9 @@ strcat(out_val, format("%-30s", "(Ƚ
                        if (s_ptr->slevel > p_ptr->max_plv)
                        {
 #ifdef JP
-comment = " Ì¤ÃÎ";
+comment = "̤ÃÎ";
 #else
-                               comment = " unknown";
+                               comment = "unknown";
 #endif
 
                                line_attr = TERM_L_BLUE;
@@ -4575,9 +4508,9 @@ comment = " ̤
                        else if (s_ptr->slevel > p_ptr->lev)
                        {
 #ifdef JP
-comment = " ËºµÑ";
+comment = "˺µÑ";
 #else
-                               comment = " forgotten";
+                               comment = "forgotten";
 #endif
 
                                line_attr = TERM_YELLOW;
@@ -4586,9 +4519,9 @@ comment = " ˺
                else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
                {
 #ifdef JP
-comment = " Ì¤ÃÎ";
+comment = "̤ÃÎ";
 #else
-                       comment = " unknown";
+                       comment = "unknown";
 #endif
 
                        line_attr = TERM_L_BLUE;
@@ -4598,9 +4531,9 @@ comment = " ̤
                    ((p_ptr->spell_forgotten2 & (1L << spell))))
                {
 #ifdef JP
-comment = " ËºµÑ";
+comment = "˺µÑ";
 #else
-                       comment = " forgotten";
+                       comment = "forgotten";
 #endif
 
                        line_attr = TERM_YELLOW;
@@ -4610,9 +4543,9 @@ comment = " ˺
                    (p_ptr->spell_learned2 & (1L << spell))))
                {
 #ifdef JP
-comment = " Ì¤ÃÎ";
+comment = "̤ÃÎ";
 #else
-                       comment = " unknown";
+                       comment = "unknown";
 #endif
 
                        line_attr = TERM_L_BLUE;
@@ -4622,9 +4555,9 @@ comment = " ̤
                    (p_ptr->spell_worked2 & (1L << spell))))
                {
 #ifdef JP
-comment = " Ì¤·Ð¸³";
+comment = "̤·Ð¸³";
 #else
-                       comment = " untried";
+                       comment = "untried";
 #endif
 
                        line_attr = TERM_L_GREEN;
@@ -4634,13 +4567,13 @@ comment = " ̤
                if (use_realm == REALM_HISSATSU)
                {
                        strcat(out_val, format("%-25s %2d %4d",
-                           spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
+                           do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
                            s_ptr->slevel, need_mana));
                }
                else
                {
-                       strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
-                           spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
+                       strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
+                           do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
                            (max ? '!' : ' '), ryakuji,
                            s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
                }
@@ -4763,7 +4696,7 @@ bool hates_fire(object_type *o_ptr)
                case TV_DEATH_BOOK:
                case TV_TRUMP_BOOK:
                case TV_ARCANE_BOOK:
-               case TV_ENCHANT_BOOK:
+               case TV_CRAFT_BOOK:
                case TV_DAEMON_BOOK:
                case TV_CRUSADE_BOOK:
                case TV_MUSIC_BOOK:
@@ -4874,8 +4807,7 @@ int inven_damage(inven_func typ, int perc)
        object_type *o_ptr;
        char        o_name[MAX_NLEN];
 
-       /* Multishadow effects is determined by turn */
-       if( p_ptr->multishadow && (turn & 1) )return 0;
+       if (CHECK_MULTISHADOW()) return 0;
 
        if (p_ptr->inside_arena) return 0;
 
@@ -4891,7 +4823,7 @@ int inven_damage(inven_func typ, int perc)
                if (!o_ptr->k_idx) continue;
 
                /* Hack -- for now, skip artifacts */
-               if (artifact_p(o_ptr) || o_ptr->art_name) continue;
+               if (object_is_artifact(o_ptr)) continue;
 
                /* Give this item slot a shot at death */
                if ((*typ)(o_ptr))
@@ -4906,7 +4838,7 @@ int inven_damage(inven_func typ, int perc)
                        if (amt)
                        {
                                /* Get a description */
-                               object_desc(o_name, o_ptr, FALSE, 3);
+                               object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
                                /* Message */
 #ifdef JP
@@ -4986,14 +4918,14 @@ static int minus_ac(void)
        /* Nothing to damage */
        if (!o_ptr->k_idx) return (FALSE);
 
-       if (o_ptr->tval < TV_BOOTS) return (FALSE);
+       if (!object_is_armour(o_ptr)) return (FALSE);
 
        /* No damage left to be done */
        if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
 
 
        /* Describe */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        /* Extract the flags */
        object_flags(o_ptr, flgs);
@@ -5059,15 +4991,18 @@ int acid_dam(int dam, cptr kb_str, int monspell)
        if (p_ptr->resist_acid) dam = (dam + 2) / 3;
        if (double_resist) dam = (dam + 2) / 3;
 
-       if ((!(double_resist || p_ptr->resist_acid)) &&
-           one_in_(HURT_CHANCE))
-               (void)do_dec_stat(A_CHR);
+       if (!CHECK_MULTISHADOW())
+       {
+               if ((!(double_resist || p_ptr->resist_acid)) &&
+                   one_in_(HURT_CHANCE))
+                       (void)do_dec_stat(A_CHR);
 
-       /* If any armor gets hit, defend the player */
-       if (minus_ac()) dam = (dam + 1) / 2;
+               /* If any armor gets hit, defend the player */
+               if (minus_ac()) dam = (dam + 1) / 2;
+       }
 
        /* Take damage */
-       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_acid))
@@ -5102,11 +5037,11 @@ int elec_dam(int dam, cptr kb_str, int monspell)
        if (double_resist) dam = (dam + 2) / 3;
 
        if ((!(double_resist || p_ptr->resist_elec)) &&
-           one_in_(HURT_CHANCE))
+           one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
                (void)do_dec_stat(A_DEX);
 
        /* Take damage */
-       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_elec))
@@ -5142,11 +5077,11 @@ int fire_dam(int dam, cptr kb_str, int monspell)
        if (double_resist) dam = (dam + 2) / 3;
 
        if ((!(double_resist || p_ptr->resist_fire)) &&
-           one_in_(HURT_CHANCE))
+           one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
                (void)do_dec_stat(A_STR);
 
        /* Take damage */
-       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_fire))
@@ -5181,11 +5116,11 @@ int cold_dam(int dam, cptr kb_str, int monspell)
        if (double_resist) dam = (dam + 2) / 3;
 
        if ((!(double_resist || p_ptr->resist_cold)) &&
-           one_in_(HURT_CHANCE))
+           one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
                (void)do_dec_stat(A_STR);
 
        /* Take damage */
-       get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+       get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
 
        /* Inventory damage */
        if (!(double_resist && p_ptr->resist_cold))
@@ -5204,7 +5139,7 @@ bool rustproof(void)
 
        item_tester_no_ryoute = TRUE;
        /* Select a piece of armour */
-       item_tester_hook = item_tester_hook_armour;
+       item_tester_hook = object_is_armour;
 
        /* Get an item */
 #ifdef JP
@@ -5231,11 +5166,11 @@ s = "
 
 
        /* Description */
-       object_desc(o_name, o_ptr, FALSE, 0);
+       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
        add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
 
-       if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
+       if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
        {
 #ifdef JP
 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
@@ -5282,10 +5217,10 @@ bool curse_armor(void)
 
 
        /* Describe */
-       object_desc(o_name, o_ptr, FALSE, 3);
+       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
        /* Attempt a saving throw for artifacts */
-       if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
+       if (object_is_artifact(o_ptr) && (randint0(100) < 50))
        {
                /* Cool */
 #ifdef JP
@@ -5363,10 +5298,10 @@ bool curse_weapon(bool force, int slot)
 
 
        /* Describe */
-       object_desc(o_name, o_ptr, FALSE, 3);
+       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
        /* Attempt a saving throw */
-       if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
+       if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
        {
                /* Cool */
 #ifdef JP
@@ -5442,11 +5377,11 @@ bool brand_bolts(void)
                if (o_ptr->tval != TV_BOLT) continue;
 
                /* Skip artifacts and ego-items */
-               if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
+               if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
                        continue;
 
                /* Skip cursed/broken items */
-               if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
+               if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
 
                /* Randomize */
                if (randint0(100) < 75) continue;
@@ -5560,18 +5495,27 @@ bool polymorph_monster(int y, int x)
        if (new_r_idx != old_r_idx)
        {
                u32b mode = 0L;
+               bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
+               s16b this_o_idx, next_o_idx = 0;
 
                /* Get the monsters attitude */
                if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
                if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
                if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
 
+               /* Mega-hack -- ignore held objects */
+               m_ptr->hold_o_idx = 0;
+
                /* "Kill" the "old" monster */
                delete_monster_idx(c_ptr->m_idx);
 
                /* Create a new monster (no groups) */
                if (place_monster_aux(0, y, x, new_r_idx, mode))
                {
+                       m_list[hack_m_idx_ii].nickname = back_m.nickname;
+                       m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+                       m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+
                        /* Success */
                        polymorphed = TRUE;
                }
@@ -5579,7 +5523,41 @@ bool polymorph_monster(int y, int x)
                {
                        /* Placing the new monster failed */
                        if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
+                       {
                                m_list[hack_m_idx_ii] = back_m;
+
+                               /* Re-initialize monster process */
+                               mproc_init();
+                       }
+                       else preserve_hold_objects = FALSE;
+               }
+
+               /* Mega-hack -- preserve held objects */
+               if (preserve_hold_objects)
+               {
+                       for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+                       {
+                               /* Acquire object */
+                               object_type *o_ptr = &o_list[this_o_idx];
+
+                               /* Acquire next object */
+                               next_o_idx = o_ptr->next_o_idx;
+
+                               /* Held by new monster */
+                               o_ptr->held_m_idx = hack_m_idx_ii;
+                       }
+               }
+               else if (back_m.hold_o_idx) /* Failed (paranoia) */
+               {
+                       /* Delete objects */
+                       for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+                       {
+                               /* Acquire next object */
+                               next_o_idx = o_list[this_o_idx].next_o_idx;
+
+                               /* Delete the object */
+                               delete_object_idx(this_o_idx);
+                       }
                }
 
                if (targeted) target_who = hack_m_idx_ii;
@@ -5593,41 +5571,73 @@ bool polymorph_monster(int y, int x)
 /*
  * Dimension Door
  */
-bool dimension_door(void)
+static bool dimension_door_aux(int x, int y)
 {
        int     plev = p_ptr->lev;
-       int     x = 0, y = 0;
-
-       if (!tgt_pt(&x, &y)) return FALSE;
 
        p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
 
-       if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
-               (distance(y, x, py, px) > plev / 2 + 10) ||
-               (!randint0(plev / 10 + 10)))
+       if (!cave_player_teleportable_bold(y, x, 0L) ||
+           (distance(y, x, py, px) > plev / 2 + 10) ||
+           (!randint0(plev / 10 + 10)))
+       {
+               p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
+               teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
+
+               /* Failed */
+               return FALSE;
+       }
+       else
        {
-               if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
+               teleport_player_to(y, x, 0L);
+
+               /* Success */
+               return TRUE;
+       }
+}
+
+
+/*
+ * Dimension Door
+ */
+bool dimension_door(void)
+{
+       int x = 0, y = 0;
+
+       /* Rerutn FALSE if cancelled */
+       if (!tgt_pt(&x, &y)) return FALSE;
+
+       if (dimension_door_aux(x, y)) return TRUE;
+
 #ifdef JP
-                       msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
+       msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
 #else
-                       msg_print("You fail to exit the astral plane correctly!");
+       msg_print("You fail to exit the astral plane correctly!");
 #endif
-               }
-               else
-               {
+
+       return TRUE;
+}
+
+
+/*
+ * Mirror Master's Dimension Door
+ */
+bool mirror_tunnel(void)
+{
+       int x = 0, y = 0;
+
+       /* Rerutn FALSE if cancelled */
+       if (!tgt_pt(&x, &y)) return FALSE;
+
+       if (dimension_door_aux(x, y)) return TRUE;
+
 #ifdef JP
-                       msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
+       msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
 #else
-                       msg_print("You fail to exit the astral plane correctly!");
+       msg_print("You fail to pass the mirror plane correctly!");
 #endif
-               }
-               p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
-               teleport_player((plev+2)*2);
-       }
-       else
-               teleport_player_to(y, x, TRUE);
 
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -5667,7 +5677,7 @@ s = "
        }
 
        k_ptr = &k_info[o_ptr->k_idx];
-       lev = get_object_level(o_ptr);
+       lev = k_info[o_ptr->k_idx].level;
 
        if (o_ptr->tval == TV_ROD)
        {
@@ -5767,9 +5777,9 @@ msg_print("
        if (fail)
        {
                /* Artifacts are never destroyed. */
-               if (artifact_p(o_ptr))
+               if (object_is_fixed_artifact(o_ptr))
                {
-                       object_desc(o_name, o_ptr, TRUE, 0);
+                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
 #ifdef JP
 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
 #else
@@ -5788,7 +5798,7 @@ msg_format("
                else
                {
                        /* Get the object description */
-                       object_desc(o_name, o_ptr, FALSE, 0);
+                       object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                        /*** Determine Seriousness of Failure ***/
 
@@ -5948,6 +5958,9 @@ msg_format("
                p_ptr->csp = p_ptr->msp;
        }
 
+       /* Redraw mana and hp */
+       p_ptr->redraw |= (PR_MANA);
+
        p_ptr->notice |= (PN_COMBINE | PN_REORDER);
        p_ptr->window |= (PW_INVEN);