/*      SCCS Id: @(#)objnam.c   3.2     96/11/01        */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"


/* "an uncursed greased partly eaten guardian naga hatchling [corpse]" */
#define PREFIX        80      /* (56) */
#define SCHAR_LIM 127

STATIC_DCL char *FDECL(strprepend,(char *,const char *));
#ifdef OVL0
static boolean FDECL(the_unique_obj, (struct obj *obj));
#endif

STATIC_DCL char *FDECL(xname2, (struct obj *));

struct Jitem {
	int item;
	const char *name;
};

/* true for gems/rocks that should have " stone" appended to their names */
#define GemStone(typ)   (typ == FLINT ||                                \
			 (objects[typ].oc_material == GEMSTONE &&       \
			  (typ != DILITHIUM_CRYSTAL && typ != RUBY &&   \
			   typ != DIAMOND && typ != SAPPHIRE &&         \
			   typ != EMERALD && typ != OPAL)))

#ifndef OVLB

STATIC_DCL struct Jitem Japanese_items[];

#else /* OVLB */

STATIC_OVL struct Jitem Japanese_items[] = {
	{ SHORT_SWORD, "wakizashi" },
	{ BROADSWORD, "ninja-to" },
	{ FLAIL, "nunchaku" },
	{ GLAIVE, "naginata" },
	{ LOCK_PICK, "osaku" },
	{ WOODEN_HARP, "koto" },
	{ KNIFE, "shito" },
	{ PLATE_MAIL, "tanko" },
	{ HELMET, "kabuto" },
	{ LEATHER_GLOVES, "yugake" },
	{ FOOD_RATION, "gunyoki" },
	{ POT_BOOZE, "sake" },
	{0, "" }
};

#endif /* OVLB */

STATIC_DCL const char *FDECL(Japanese_item_name,(int i));

#ifdef OVL1

STATIC_OVL char *
strprepend(s,pref)
register char *s;
register const char *pref;
{
        register int i = (int)strlen(pref);

	if(i > PREFIX) {
                impossible("PREFIX too short (for %d).", i);
		return(s);
	}
	s -= i;
	(void) strncpy(s, pref, i);     /* do not copy trailing 0 */
	return(s);
}

#endif /* OVL1 */
#ifdef OVLB

char *
obj_typename(otyp)
register int otyp;
{
#ifdef LINT     /* static char buf[BUFSZ]; */
	char buf[BUFSZ];
#else
	static char NEARDATA buf[BUFSZ];
#endif
	register struct objclass *ocl = &objects[otyp];
	register const char *actualn = OBJ_NAME(*ocl);
	register const char *dn = OBJ_DESCR(*ocl);
	register const char *un = ocl->oc_uname;
	register int nn = ocl->oc_name_known;


	if (Role_if(PM_SAMURAI) && Japanese_item_name(otyp))
		actualn = Japanese_item_name(otyp);
	switch(ocl->oc_class) {
	case GOLD_CLASS:
		Strcpy(buf, "coin");
		break;
	case POTION_CLASS:
		Strcpy(buf, "potion");
		break;
	case SCROLL_CLASS:
		Strcpy(buf, "scroll");
		break;
	case WAND_CLASS:
		Strcpy(buf, "wand");
		break;
	case SPBOOK_CLASS:
		Strcpy(buf, "spellbook");
		break;
	case RING_CLASS:
		Strcpy(buf, "ring");
		break;
	case AMULET_CLASS:
		if(nn)
			Strcpy(buf,actualn);
		else
			Strcpy(buf,"amulet");
		if(un)
			Sprintf(eos(buf)," called %s",un);
		if(dn)
			Sprintf(eos(buf)," (%s)",dn);
		return(buf);
	default:
		if(nn) {
			Strcpy(buf, actualn);
			if (GemStone(otyp))
				Strcat(buf, " stone");
			if(un)
				Sprintf(eos(buf), " called %s", un);
			if(dn)
				Sprintf(eos(buf), " (%s)", dn);
		} else {
			Strcpy(buf, dn ? dn : actualn);
			if(ocl->oc_class == GEM_CLASS)
				Strcat(buf, (ocl->oc_material == MINERAL) ?
						" stone" : " gem");
			if(un)
				Sprintf(eos(buf), " called %s", un);
		}
		return(buf);
	}
	/* here for ring/scroll/potion/wand */
	if(nn) {
		/* KMH -- "mood ring" instead of "ring of mood" */
		if (otyp == RIN_MOOD)
			Sprintf(buf, "%s ring", actualn);
		else
			Sprintf(eos(buf), " of %s", actualn);
	}
	if(un)
		Sprintf(eos(buf), " called %s", un);
	if(dn)
		Sprintf(eos(buf), " (%s)", dn);
	return(buf);
}

boolean
obj_is_pname(obj)
register struct obj *obj;
{
    return((boolean)(obj->dknown && obj->known && obj->onamelth &&
		     /* Since there aren't any objects which are both
			artifacts and unique, the last check is redundant. */
		     obj->oartifact && !objects[obj->otyp].oc_unique));
}

/* Give the name of an object seen at a distance.  Unlike xname/doname,
 * we don't want to set dknown if it's not set already.  The kludge used is
 * to temporarily set Blind so that xname() skips the dknown setting.  This
 * assumes that we don't want to do this too often; if this function becomes
 * frequently used, it'd probably be better to pass a parameter to xname()
 * or doname() instead.
 */
char *
distant_name(obj, func)
register struct obj *obj;
char *FDECL((*func), (OBJ_P));
{
	char *str;

	long save_Blinded = Blinded;
	Blinded = 1;
	str = (*func)(obj);
	Blinded = save_Blinded;
	return str;
}

#endif /* OVLB */
#ifdef OVL1

char *
xname2(obj)
register struct obj *obj;
{	/* Hallu */
#ifdef LINT     /* lint may handle static decl poorly -- static char bufr[]; */
	char bufr[BUFSZ];
#else
	static char bufr[BUFSZ];
#endif
	register char *buf = &(bufr[PREFIX]);   /* leave room for "17 -3 " */
	register int typ = obj->otyp;
	register struct objclass *ocl = &objects[typ];
	register int nn = ocl->oc_name_known;
	register const char *actualn = OBJ_NAME(*ocl);
	register const char *dn = OBJ_DESCR(*ocl);
	register const char *un = ocl->oc_uname;

	if (Role_if(PM_SAMURAI) && Japanese_item_name(typ))
		actualn = Japanese_item_name(typ);

	buf[0] = '\0';
	if (!Blind) obj->dknown = TRUE;
	if (Role_if(PM_PRIEST)) obj->bknown = TRUE;

	if (obj_is_pname(obj))
	    goto nameit;
	switch (obj->oclass) {
	    case AMULET_CLASS:
		if (!obj->dknown)
			Strcpy(buf, "amulet");
		else if (typ == FAKE_AMULET_OF_YENDOR)
			/* each must be identified individually */
			Strcpy(buf, obj->known ? actualn : dn);
		else if (nn) /* should be true for the Amulet of Yendor */
			Strcpy(buf, actualn);
		else if (un)
			Sprintf(buf,"amulet called %s", un);
		else
			Sprintf(buf,"%s amulet", dn);
		break;
	    case WEAPON_CLASS:
		if (is_poisonable(obj) && obj->opoisoned)
			Strcpy(buf, "poisoned ");
	    case VENOM_CLASS:
	    case TOOL_CLASS:
		if (!obj->dknown)
			Strcpy(buf, !dn ? actualn : dn);
		else if (nn)
			Strcat(buf, actualn);
		else if (un)
			Sprintf(buf, "%s called %s", !dn ? actualn : dn, un);
		else
			Strcat(buf, !dn ? actualn : dn);
		/* If we use an() here we'd have to remember never to use */
		/* it whenever calling doname() or xname(). */
		if (typ == FIGURINE)
		    Sprintf(eos(buf), " of a%s %s",
			index(vowels,*(mons[obj->corpsenm].mname)) ? "n" : "",
			mons[obj->corpsenm].mname);
		break;
	    case ARMOR_CLASS:
		/* depends on order of the dragon scales objects */
		if (typ >= GRAY_DRAGON_SCALES && typ <= YELLOW_DRAGON_SCALES) {
			Sprintf(buf, "set of %s", actualn);
			break;
		}
		if(is_boots(obj) || is_gloves(obj)) Strcpy(buf,"pair of ");

		if(obj->otyp >= ELVEN_SHIELD && obj->otyp <= ORCISH_SHIELD
				&& !obj->dknown) {
			Strcpy(buf, "shield");
			break;
		}
		if(obj->otyp == SHIELD_OF_REFLECTION && !obj->dknown) {
			Strcpy(buf, "smooth shield");
			break;
		}

		if(nn)  Strcat(buf, actualn);
		else if(un) {
			if(is_boots(obj))
				Strcat(buf,"boots");
			else if(is_gloves(obj))
				Strcat(buf,"gloves");
			else if(is_cloak(obj))
				Strcpy(buf,"cloak");
			else if(is_helmet(obj))
				Strcpy(buf,"helmet");
			else if(is_shield(obj))
				Strcpy(buf,"shield");
			else
				Strcpy(buf,"armor");
			Strcat(buf, " called ");
			Strcat(buf, un);
		} else  Strcat(buf, dn);
		break;
	    case FOOD_CLASS:
		if (typ == SLIME_MOLD) {
			register struct fruit *f;

			for(f=ffruit; f; f = f->nextf) {
				if(f->fid == obj->spe) {
					Strcpy(buf, f->fname);
					break;
				}
			}
			if (!f) impossible("Bad fruit #%d?", obj->spe);
			break;
		}

		Strcpy(buf, actualn);
		if (typ == TIN && obj->known) {
		    if(obj->spe > 0)
			Strcat(buf, " of spinach");
		    else if (obj->corpsenm == NON_PM)
			Strcpy(buf, "empty tin");
		    else if (is_meaty(&mons[obj->corpsenm]))
			Sprintf(eos(buf), " of %s meat", mons[obj->corpsenm].mname);
		    else
			Sprintf(eos(buf), " of %s", mons[obj->corpsenm].mname);
		}
		break;
	    case GOLD_CLASS:
	    case CHAIN_CLASS:
		Strcpy(buf, actualn);
		break;
	    case ROCK_CLASS:
		if (typ == STATUE)
		    Sprintf(buf, "%s of %s%s", actualn,
			type_is_pname(&mons[obj->corpsenm]) ? "" :
			  (mons[obj->corpsenm].geno & G_UNIQ) ? "the " :
			    (index(vowels,*(mons[obj->corpsenm].mname)) ?
								"an " : "a "),
			mons[obj->corpsenm].mname);
		else Strcpy(buf, actualn);
		break;
	    case BALL_CLASS:
		Sprintf(buf, "%sheavy iron ball",
			(obj->owt > ocl->oc_weight) ? "very " : "");
		break;
	    case POTION_CLASS:
		if (obj->dknown && obj->odiluted)
			Strcpy(buf, "diluted ");
		if(nn || un || !obj->dknown) {
			Strcat(buf, "potion");
			if(!obj->dknown) break;
			if(nn) {
			    Strcat(buf, " of ");
			    if (typ == POT_WATER &&
				obj->bknown && (obj->blessed || obj->cursed)) {
				Strcat(buf, obj->blessed ? "holy " : "unholy ");
			    }
			    Strcat(buf, actualn);
			} else {
				Strcat(buf, " called ");
				Strcat(buf, un);
			}
		} else {
			Strcat(buf, dn);
			Strcat(buf, " potion");
		}
		break;
	case SCROLL_CLASS:
		Strcpy(buf, "scroll");
		if(!obj->dknown) break;
		if(nn) {
			Strcat(buf, " of ");
			Strcat(buf, actualn);
		} else if(un) {
			Strcat(buf, " called ");
			Strcat(buf, un);
		} else if (ocl->oc_magic) {
			Strcat(buf, " labeled ");
			Strcat(buf, dn);
		} else {
			Strcpy(buf, dn);
			Strcat(buf, " scroll");
		}
		break;
	case WAND_CLASS:
		if(!obj->dknown)
			Strcpy(buf, "wand");
		else if(nn)
			Sprintf(buf, "wand of %s", actualn);
		else if(un)
			Sprintf(buf, "wand called %s", un);
		else
			Sprintf(buf, "%s wand", dn);
		break;
	case SPBOOK_CLASS:
		if (!obj->dknown) {
			Strcpy(buf, "spellbook");
		} else if (nn) {
			if (typ != SPE_BOOK_OF_THE_DEAD)
			    Strcpy(buf, "spellbook of ");
			Strcat(buf, actualn);
		} else if (un) {
			Sprintf(buf, "spellbook called %s", un);
		} else
			Sprintf(buf, "%s spellbook", dn);
		break;
	case RING_CLASS:
		if(!obj->dknown)
			Strcpy(buf, "ring");
		else if(nn) {
			/* KMH -- "mood ring" instead of "ring of mood" */
			if (typ == RIN_MOOD)
				Sprintf(buf, "%s ring", actualn);
			else
				Sprintf(buf, "ring of %s", actualn);
		} else if(un)
			Sprintf(buf, "ring called %s", un);
		else
			Sprintf(buf, "%s ring", dn);
		break;
	case GEM_CLASS:
	    {
		const char *rock =
			    (ocl->oc_material == MINERAL) ? "stone" : "gem";
		if (!obj->dknown) {
		    Strcpy(buf, rock);
		} else if (!nn) {
		    if (un) Sprintf(buf,"%s called %s", rock, un);
		    else Sprintf(buf, "%s %s", dn, rock);
		} else {
		    Strcpy(buf, actualn);
		    if (GemStone(typ)) Strcat(buf, " stone");
		}
		break;
	    }
	default:
		Sprintf(buf,"glorkum %d %d %d", obj->oclass, typ, obj->spe);
	}
	if (obj->quan != 1L) Strcpy(buf, makeplural(buf));

	if (obj->onamelth && obj->dknown) {
		Strcat(buf, " named ");
nameit:
		Strcat(buf, ONAME(obj));
	}

	if (!strncmpi(buf, "the ", 4)) buf += 4;
	return(buf);
} /* end Hallu */

/* WAC calls the above xname2 */
char *
xname(obj)
register struct obj *obj;
{
/* WAC moved hallucination here */
	register struct obj *hobj;
#ifdef LINT     /* lint may handle static decl poorly -- static char bufr[]; */
	char bufr[BUFSZ];
#else
	static char bufr[BUFSZ];
#endif
	register char *buf = &(bufr[PREFIX]);   /* leave room for "17 -3 " */

	if (Hallucination) {
		hobj = mkobj(obj->oclass, 0);
		hobj->quan = obj->quan;
		/* WAC clean up */
		buf = xname2(hobj);
		if (Hallucination) {
		    obj_extract_self(hobj);                
		    dealloc_obj(hobj);
		}
		return (buf);
	} else return xname2(obj);
}

#endif /* OVL1 */
#ifdef OVL0

/* used for naming "the unique_item" instead of "a unique_item" */
static boolean
the_unique_obj(obj)
register struct obj *obj;
{
    if (!obj->dknown)
	return FALSE;
    else if (obj->otyp == FAKE_AMULET_OF_YENDOR && !obj->known)
	return TRUE;            /* lie */
    else
	return (boolean)(objects[obj->otyp].oc_unique &&
			 (obj->known || obj->otyp == AMULET_OF_YENDOR));
}

char *
doname(obj)
register struct obj *obj;
{
	boolean ispoisoned = FALSE;
	char prefix[PREFIX];
	char tmpbuf[PREFIX+1];
	/* when we have to add something at the start of prefix instead of the
	 * end (Strcat is used on the end)
	 */
	register char *bp = xname(obj);

	/* When using xname, we want "poisoned arrow", and when using
	 * doname, we want "poisoned +0 arrow".  This kludge is about the only
	 * way to do it, at least until someone overhauls xname() and doname(),
	 * combining both into one function taking a parameter.
	 */
	if (!strncmp(bp, "poisoned ", 9)) {
		bp += 9;
		ispoisoned = TRUE;
	}

	if(obj->quan != 1L)
		Sprintf(prefix, "%ld ", obj->quan);
	else if (obj_is_pname(obj) || the_unique_obj(obj)) {
		if (!strncmpi(bp, "the ", 4))
		    bp += 4;
		Strcpy(prefix, "the ");
	} else Strcpy(prefix, "a ");

#ifdef INVISIBLE_OBJECTS
	if (obj->oinvis) Strcat(prefix,"invisible ");
#endif

	if (obj->bknown &&
	    obj->oclass != GOLD_CLASS &&
	    (obj->otyp != POT_WATER || !objects[POT_WATER].oc_name_known
		|| (!obj->cursed && !obj->blessed))) {
	    /* allow 'blessed clear potion' if we don't know it's holy water;
	     * always allow "uncursed potion of water"
	     */
	    if (obj->cursed)
		Strcat(prefix, "cursed ");
	    else if (obj->blessed)
		Strcat(prefix, "blessed ");
	    else if ((!obj->known || !objects[obj->otyp].oc_charged ||
		      (obj->oclass == ARMOR_CLASS ||
		       obj->oclass == RING_CLASS))
		/* For most items with charges or +/-, if you know how many
		 * charges are left or what the +/- is, then you must have
		 * totally identified the item, so "uncursed" is unneccesary,
		 * because an identified object not described as "blessed" or
		 * "cursed" must be uncursed.
		 *
		 * If the charges or +/- is not known, "uncursed" must be
		 * printed to avoid ambiguity between an item whose curse
		 * status is unknown, and an item known to be uncursed.
		 */
#ifdef MAIL
			&& obj->otyp != SCR_MAIL
#endif
			&& obj->otyp != FAKE_AMULET_OF_YENDOR
			&& obj->otyp != AMULET_OF_YENDOR
			&& !Role_if(PM_PRIEST))
		Strcat(prefix, "uncursed ");
	}

	if (obj->greased) Strcat(prefix, "greased ");

	switch(obj->oclass) {
	case AMULET_CLASS:
		if(obj->owornmask & W_AMUL)
			Strcat(bp, " (being worn)");
		break;
	case WEAPON_CLASS:
		if(ispoisoned)
			Strcat(prefix, "poisoned ");
plus:
		if (obj->oeroded) {
			switch (obj->oeroded) {
				case 2: Strcat(prefix, "very "); break;
				case 3: Strcat(prefix, "thoroughly "); break;
			}                       
			Strcat(prefix,
			       is_rustprone(obj) ? "rusty " :
			       is_corrodeable(obj) ? "corroded " :
			    /* is_flammable(obj) ? "burnt " : "eroded " */
			       "damaged ");
		} else if (obj->rknown && obj->oerodeproof)
			Strcat(prefix,
			       (obj->otyp == CRYSKNIFE) ? "fixed " :
			       is_rustprone(obj) ? "rustproof " :
			       is_corrodeable(obj) ? "corrodeproof " :  /* "stainless"? */
			       is_flammable(obj) ? "fireproof " : "");
		if(obj->known) {
			Strcat(prefix, sitoa(obj->spe));
			Strcat(prefix, " ");
		}
		break;
	case ARMOR_CLASS:
		if(obj->owornmask & W_ARMOR)
			Strcat(bp, (obj == uskin) ? " (embedded in your skin)" :
				" (being worn)");
		goto plus;
	case TOOL_CLASS:
		if(obj->owornmask & W_TOOL) { /* blindfold */
			Strcat(bp, " (being worn)");
			break;
		}
		if ((obj->otyp == LEASH && obj->leashmon != 0)
#ifdef YEOMAN
				|| (obj->owornmask & W_SADDLE)
#endif
				) {
			Strcat(bp, " (in use)");
			break;
		}
		if (is_weptool(obj))
			goto plus;
		if (Is_candle(obj) &&
			/* WAC - catch magic candles...never "partly used" */
			obj->otyp != MAGIC_CANDLE &&
		    obj->age < 20L * (long)objects[obj->otyp].oc_cost)
			Strcat(prefix, "partly used ");
		if (obj->otyp == OIL_LAMP || obj->otyp == MAGIC_LAMP ||
			obj->otyp == BRASS_LANTERN ||
			obj->otyp == MAGIC_CANDLE ||                    
		    Is_candle(obj) || obj->otyp == CANDELABRUM_OF_INVOCATION) {
			if(obj->lamplit)
				Strcat(bp, " (lit)");
			break;
		}
		if(!objects[obj->otyp].oc_charged) break;
		/* if special tool, fall through to show charges */
	case SPBOOK_CLASS: /* WAC spellbooks have charges now */
	case WAND_CLASS:	
		if(obj->known)
			Sprintf(eos(bp), " (%d)", obj->spe);
		break;
	case POTION_CLASS:
		if (obj->otyp == POT_OIL && obj->lamplit)
		    Strcat(bp, " (lit)");
		break;
	case RING_CLASS:
		if(obj->owornmask & W_RINGR) Strcat(bp, " (on right ");
		if(obj->owornmask & W_RINGL) Strcat(bp, " (on left ");
		if(obj->owornmask & W_RING) {
		    Strcat(bp, body_part(HAND));
		    Strcat(bp, ")");
		}
		if(obj->known && objects[obj->otyp].oc_charged) {
			Strcat(prefix, sitoa(obj->spe));
			Strcat(prefix, " ");
		}
		break;
	case FOOD_CLASS:
		if (obj->oeaten)
		    Strcat(prefix, "partly eaten ");
		if (obj->otyp == CORPSE && !Hallucination) {
		    if (mons[obj->corpsenm].geno & G_UNIQ) {
			Sprintf(prefix, "%s%s ",
				(type_is_pname(&mons[obj->corpsenm]) ?
					"" : "the "),
				s_suffix(mons[obj->corpsenm].mname));
			if (obj->oeaten) Strcat(prefix, "partly eaten ");
		    } else {
			Strcat(prefix, mons[obj->corpsenm].mname);
			Strcat(prefix, " ");
		    }
		} else if (obj->otyp == EGG) {
#if 0   /* corpses don't tell if they're stale either */
		    if (obj->known && stale_egg(obj))
			Strcat(prefix, "stale ");
#endif
		    if (obj->corpsenm >= LOW_PM &&
			    (obj->known ||
			    mvitals[obj->corpsenm].mvflags & MV_KNOWS_EGG)) {
			Strcat(prefix, mons[obj->corpsenm].mname);
			Strcat(prefix, " ");
			if (obj->spe)
			    Strcat(bp, " (laid by you)");
		    }
		}
		break;
	case BALL_CLASS:
	case CHAIN_CLASS:
		if (obj->oeroded) {
		    switch(obj->oeroded) {
			case 2: Strcat(prefix, "very "); break;
			case 3: Strcat(prefix, "thoroughly "); break;
		    }
		    Strcat(prefix, "rusty ");
		}
		if(obj->owornmask & W_BALL)
			Strcat(bp, " (chained to you)");
			break;
	}
	if(obj->owornmask & W_QUIVER) Strcat(bp, " (in quiver)");
	if(obj->owornmask & W_SWAPWEP) {
#ifdef WEAPON_SKILLS
		if (u.twoweap) {
			Strcat(bp, " (wielded in other ");
			Strcat(bp, body_part(HAND));
			Strcat(bp, ")");
		} else
#endif
			Strcat(bp, " (secondary weapon)");
	}
	if((obj->owornmask & W_WEP) && !mrg_to_wielded) {
		if (obj->quan != 1L)
			Strcat(bp, " (wielded)");
		else {
			Strcat(bp, " (weapon in ");
			Strcat(bp, body_part(HAND));
			Strcat(bp, ")");
		}
	}
	if(obj->unpaid)
		Strcat(bp, " (unpaid)");
	if (!strncmp(prefix, "a ", 2) &&
			index(vowels, *(prefix+2) ? *(prefix+2) : *bp)
			&& (*(prefix+2) || (strncmp(bp, "uranium", 7)
				&& strncmp(bp, "unicorn", 7)))) {
		Strcpy(tmpbuf, prefix);
		Strcpy(prefix, "an ");
		Strcpy(prefix+3, tmpbuf+2);
	}

#ifdef SHOW_WEIGHT
	  /* [max] weight inventory */
	if ((obj->otyp != BOULDER) || !throws_rocks (uasmon))
	  if ((obj->otyp < LUCKSTONE) && (obj->otyp != CHEST) && (obj->otyp != LARGE_BOX) &&
	      (obj->otyp != ICE_BOX) && (flags.showweight == TRUE))
		        Sprintf (eos(bp), " {%d}", weight(obj));
#endif

	bp = strprepend(bp, prefix);
	return(bp);
}

#endif /* OVL0 */
#ifdef OVLB

/* used from invent.c */
boolean
not_fully_identified(otmp)
register struct obj *otmp;
{
    /* check fundamental ID hallmarks first */
    if (!otmp->known || !otmp->dknown ||
#ifdef MAIL
	    (!otmp->bknown && otmp->otyp != SCR_MAIL) ||
#else
	    !otmp->bknown ||
#endif
	    !objects[otmp->otyp].oc_name_known) /* ?redundant? */
	return TRUE;
    /* otmp->rknown is the only item of interest if we reach here */
       /*
	*  Note:  if a revision ever allows scrolls to become fireproof or
	*  rings to become shockproof, this checking will need to be revised.
	*  `rknown' ID only matters if xname() will provide the info about it.
	*/
    if (otmp->rknown || (otmp->oclass != ARMOR_CLASS &&
			 otmp->oclass != WEAPON_CLASS &&
			 !is_weptool(otmp) &&               /* (redunant) */
			 otmp->oclass != BALL_CLASS))       /* (useless) */
	return FALSE;
    else        /* lack of `rknown' only matters for vulnerable objects */
	return (boolean)(is_rustprone(otmp) ||
			 is_corrodeable(otmp) ||
			 is_flammable(otmp));
}

/* The result is actually modifiable, but caller shouldn't rely on that
 * due to the small buffer size.
 */
const char *
corpse_xname(otmp, ignore_oquan)
struct obj *otmp;
boolean ignore_oquan;   /* to force singular */
{
	static char NEARDATA nambuf[40];

     /* assert( strlen(mons[otmp->corpsenm].mname) <= 32 ); */
	Sprintf(nambuf, "%s corpse", mons[otmp->corpsenm].mname);

	if (ignore_oquan || otmp->quan < 2)
	    return nambuf;
	else
	    return makeplural(nambuf);
}

/*
 * Used if only one of a collection of objects is named (e.g. in eat.c).
 */
const char *
singular(otmp, func)
register struct obj *otmp;
char *FDECL((*func), (OBJ_P));
{
	long savequan;
	char *nam;

	/* Note: using xname for corpses will not give the monster type */
	if (otmp->otyp == CORPSE && func == xname)
		return corpse_xname(otmp, TRUE);

	savequan = otmp->quan;
	otmp->quan = 1L;
	nam = (*func)(otmp);
	otmp->quan = savequan;
	return nam;
}

char *
an(str)
register const char *str;
{
	static char NEARDATA buf[BUFSZ];

	buf[0] = '\0';

	if (strncmpi(str, "the ", 4) &&
	    strcmp(str, "molten lava") &&
	    strcmp(str, "ice")) {
		if (index(vowels, *str) &&
		    strncmp(str, "useful", 6) &&
		    strncmp(str, "unicorn", 7) &&
		    strncmp(str, "uranium", 7))
			Strcpy(buf, "an ");
		else
			Strcpy(buf, "a ");
	}

	Strcat(buf, str);
	return buf;
}

char *
An(str)
const char *str;
{
	register char *tmp = an(str);
	*tmp = highc(*tmp);
	return tmp;
}

/*
 * Prepend "the" if necessary; assumes str is a subject derived from xname.
 * Use type_is_pname() for monster names, not the().  the() is idempotent.
 */
char *
the(str)
const char *str;
{
	static char NEARDATA buf[BUFSZ];
	boolean insert_the = FALSE;

	if (!strncmpi(str, "the ", 4)) {
	    buf[0] = lowc(*str);
	    Strcpy(&buf[1], str+1);
	    return buf;
	} else if (*str < 'A' || *str > 'Z') {
	    /* not a proper name, needs an article */
	    insert_the = TRUE;
	} else {
	    /* Probably a proper name, might not need an article */
	    register char *tmp, *named, *called;
	    int l;

	    /* some objects have capitalized adjectives in their names */
	    if(((tmp = rindex(str, ' ')) || (tmp = rindex(str, '-'))) &&
	       (tmp[1] < 'A' || tmp[1] > 'Z'))
		insert_the = TRUE;
	    else if (tmp && index(str, ' ') < tmp) {    /* has spaces */
		/* it needs an article if the name contains "of" */
		tmp = strstri(str, " of ");
		named = strstri(str, " named ");
		called = strstri(str, " called ");
		if (called && (!named || called < named)) named = called;

		if (tmp && (!named || tmp < named))     /* found an "of" */
		    insert_the = TRUE;
		/* stupid special case: lacks "of" but needs "the" */
		else if (!named && (l = strlen(str)) >= 31 &&
		      !strcmp(&str[l - 31], "Platinum Yendorian Express Card"))
		    insert_the = TRUE;
	    }
	}
	if (insert_the)
	    Strcpy(buf, "the ");
	else
	    buf[0] = '\0';
	Strcat(buf, str);

	return buf;
}

char *
The(str)
const char *str;
{
    register char *tmp = the(str);
    *tmp = highc(*tmp);
    return tmp;
}

char *
aobjnam(otmp,verb)
register struct obj *otmp;
register const char *verb;
{
	register char *bp = xname(otmp);
	char prefix[PREFIX];

	if(otmp->quan != 1L) {
		Sprintf(prefix, "%ld ", otmp->quan);
		bp = strprepend(bp, prefix);
	}

	if(verb) {
		/* verb is given in plural (without trailing s) */
		Strcat(bp, " ");
		if(otmp->quan != 1L)
			Strcat(bp, verb);
		else if(!strcmp(verb, "are"))
			Strcat(bp, "is");
		else {
			Strcat(bp, verb);
			Strcat(bp, "s");
		}
	}
	return(bp);
}

/* capitalized variant of doname() */
char *
Doname2(obj)
register struct obj *obj;
{
	register char *s = doname(obj);

	*s = highc(*s);
	return(s);
}

/* returns "your xname(obj)" or "Foobar's xname(obj)" or "the xname(obj)" */
char *
yname(obj)
struct obj *obj;
{
	static char outbuf[BUFSZ];
	char *s = shk_your(outbuf, obj);        /* assert( s == outbuf ); */
	int space_left = sizeof outbuf - strlen(s) - sizeof " ";

	return strncat(strcat(s, " "), xname(obj), space_left);
}
 
/* capitalized variant of yname() */
char *
Yname2(obj)
struct obj *obj;
{
	char *s = yname(obj);

	*s = highc(*s);
	return s;
}

static const char *wrp[] = {
	"wand", "ring", "potion", "scroll", "gem", "amulet",
	"spellbook", "spell book",
	/* for non-specific wishes */
	"weapon", "armor", "armour", "tool", "food", "comestible",
};
static const char wrpsym[] = {
	WAND_CLASS, RING_CLASS, POTION_CLASS, SCROLL_CLASS, GEM_CLASS,
	AMULET_CLASS, SPBOOK_CLASS, SPBOOK_CLASS,
	WEAPON_CLASS, ARMOR_CLASS, ARMOR_CLASS, TOOL_CLASS, FOOD_CLASS,
	FOOD_CLASS
};

#endif /* OVLB */
#ifdef OVL0

/* Plural routine; chiefly used for user-defined fruits.  We have to try to
 * account for everything reasonable the player has; something unreasonable
 * can still break the code.  However, it's still a lot more accurate than
 * "just add an s at the end", which Rogue uses...
 *
 * Also used for plural monster names ("Wiped out all homunculi.")
 * and body parts.
 *
 * Also misused by muse.c to convert 1st person present verbs to 2nd person.
 */
char *
makeplural(oldstr)
const char *oldstr;
{
	/* Note: cannot use strcmpi here -- it'd give MATZot, CAVEMeN,... */
	register char *spot;
	static char NEARDATA str[BUFSZ];
	const char *excess;
	int len;

	while (*oldstr==' ') oldstr++;
	if (!oldstr || !*oldstr) {
		impossible("plural of null?");
		Strcpy(str, "s");
		return str;
	}
	Strcpy(str, oldstr);

	/* Search for common compounds, ex. lump of royal jelly */
	for(excess=(char *)0, spot=str; *spot; spot++) {
		if (!strncmp(spot, " of ", 4)
				|| !strncmp(spot, " labeled ", 9)
				|| !strncmp(spot, " called ", 8)
				|| !strncmp(spot, " named ", 7)
				|| !strcmp(spot, " above") /* lurkers above */
				|| !strncmp(spot, " versus ", 8)
				|| !strncmp(spot, " from ", 6)
				|| !strncmp(spot, " in ", 4)
				|| !strncmp(spot, " on ", 4)
				|| !strncmp(spot, " a la ", 6)
				|| !strncmp(spot, " with", 5)   /* " with "? */
				|| !strncmp(spot, " de ", 4)
				|| !strncmp(spot, " d'", 3)
				|| !strncmp(spot, " du ", 4)) {
			excess = oldstr + (int) (spot - str);
			*spot = 0;
			break;
		}
	}
	spot--;
	while (*spot==' ') spot--; /* Strip blanks from end */
	*(spot+1) = 0;
	/* Now spot is the last character of the string */

	len = strlen(str);

	/* Single letters */
	if (len==1 || !letter(*spot)) {
		Strcpy(spot+1, "'s");
		goto bottom;
	}

	/* Same singular and plural; mostly Japanese words except for "manes" */
	if ((len == 2 && !strcmp(str, "ya")) ||
	    (len >= 2 && !strcmp(spot-1, "ai")) || /* samurai, Uruk-hai */
	    (len >= 3 && !strcmp(spot-2, " ya")) ||
	    (len >= 4 &&
	     (!strcmp(spot-3, "fish") || !strcmp(spot-3, "tuna") ||
	      !strcmp(spot-3, "deer"))) ||
	    (len >= 5 && (!strcmp(spot-4, "sheep") ||
			!strcmp(spot-4, "ninja") ||
			!strcmp(spot-4, "ronin") ||
			!strcmp(spot-4, "shito") ||
			!strcmp(spot-4, "tengu") ||
			!strcmp(spot-4, "manes"))) ||
	    (len >= 6 && !strcmp(spot-5, "ki-rin")) ||
	    (len >= 7 && !strcmp(spot-6, "gunyoki")))
		goto bottom;

	/* man/men ("Wiped out all cavemen.") */
	if (len >= 3 && !strcmp(spot-2, "man") &&
			(len<6 || strcmp(spot-5, "shaman")) &&
			(len<5 || strcmp(spot-4, "human"))) {
		*(spot-1) = 'e';
		goto bottom;
	}

	/* tooth/teeth */
	if (len >= 5 && !strcmp(spot-4, "tooth")) {
		Strcpy(spot-3, "eeth");
		goto bottom;
	}

	/* knife/knives, etc... */
	if (!strcmp(spot-1, "fe"))
		*(spot-1) = 'v';
	else if (*spot == 'f') {
		if (index("lr", *(spot-1)) || index(vowels, *(spot-1)))
			*spot = 'v';
		else if (len >= 5 && !strncmp(spot-4, "staf", 4))
			Strcpy(spot-1, "ve");
	}

	/* foot/feet (body part) */
	if (len >= 4 && !strcmp(spot-3, "foot")) {
		Strcpy(spot-2, "eet");
		goto bottom;
	}

	/* ium/ia (mycelia, baluchitheria) */
	if (len >= 3 && !strcmp(spot-2, "ium")) {
		*(spot--) = (char)0;
		*spot = 'a';
		goto bottom;
	}

	/* algae, larvae, hyphae (another fungus part) */
	if ((len >= 4 && !strcmp(spot-3, "alga")) ||
	    (len >= 5 &&
	     (!strcmp(spot-4, "hypha") || !strcmp(spot-4, "larva")))) {
		Strcpy(spot, "ae");
		goto bottom;
	}

	/* fungus/fungi, homunculus/homunculi, but wumpuses */
	if (!strcmp(spot-1, "us") && (len < 6 || strcmp(spot-5, "wumpus"))) {
		*(spot--) = (char)0;
		*spot = 'i';
		goto bottom;
	}

	/* vortex/vortices */
	if (len >= 6 && !strcmp(spot-3, "rtex")) {
		Strcpy(spot-1, "ices");
		goto bottom;
	}

	/* djinni/djinn (note: also efreeti/efreet) */
	if (len >= 6 && !strcmp(spot-5, "djinni")) {
		*spot = (char)0;
		goto bottom;
	}

	/* mumak/mumakil */
	if (len >= 5 && !strcmp(spot-4, "mumak")) {
		Strcpy(spot+1, "il");
		goto bottom;
	}

	/* sis/ses (nemesis) */
	if (len >= 3 && !strcmp(spot-2, "sis")) {
		*(spot-1) = 'e';
		goto bottom;
	}

	/* erinys/erinyes */
	if (len >= 6 && !strcmp(spot-5, "erinys")) {
		Strcpy(spot, "es");
		goto bottom;
	}

	/* mouse/mice,louse/lice (not a monster, but possible in food names) */
	if (len >= 5 && !strcmp(spot-3, "ouse") && index("MmLl", *(spot-4))) {
		Strcpy(spot-3, "ice");
		goto bottom;
	}

	/* matzoh/matzot, possible food name */
	if (len >= 6 && (!strcmp(spot-5, "matzoh")
					|| !strcmp(spot-5, "matzah"))) {
		Strcpy(spot-1, "ot");
		goto bottom;
	}
	if (len >= 5 && (!strcmp(spot-4, "matzo")
					|| !strcmp(spot-5, "matza"))) {
		Strcpy(spot, "ot");
		goto bottom;
	}

	/* child/children (for wise guys who give their food funny names) */
	if (len >= 5 && !strcmp(spot-4, "child")) {
		Strcpy(spot, "dren");
		goto bottom;
	}

	/* note: -eau/-eaux (gateau, bordeau...) */
	/* note: ox/oxen, VAX/VAXen, goose/geese */

	/* Ends in z, x, s, ch, sh; add an "es" */
	if (index("zxsv", *spot)
			|| (len >= 2 && *spot=='h' && index("cs", *(spot-1)))
	/* Kludge to get "tomatoes" and "potatoes" right */
			|| (len >= 4 && !strcmp(spot-2, "ato"))) {
		Strcpy(spot+1, "es");
		goto bottom;
	}

	/* Ends in y preceded by consonant (note: also "qu") change to "ies" */
	if (*spot == 'y' &&
	    (!index(vowels, *(spot-1)))) {
		Strcpy(spot, "ies");
		goto bottom;
	}

	/* Default: append an 's' */
	Strcpy(spot+1, "s");

bottom: if (excess) Strcpy(eos(str), excess);
	return str;
}

#endif /* OVL0 */

struct o_range {
	const char *name, oclass;
	int  f_o_range, l_o_range;
};

#ifndef OVLB

STATIC_DCL const struct o_range o_ranges[];

#else /* OVLB */

/* wishable subranges of objects */
/* KMH, balance patch -- fixed */
STATIC_OVL NEARDATA const struct o_range o_ranges[] = {
	{ "bag",        TOOL_CLASS,   SACK,           BAG_OF_TRICKS },
	{ "lamp",       TOOL_CLASS,   OIL_LAMP,       MAGIC_LAMP },
	{ "candle",     TOOL_CLASS,   TALLOW_CANDLE,  MAGIC_CANDLE },
	{ "horn",       TOOL_CLASS,   TOOLED_HORN,    HORN_OF_PLENTY },
	{ "shield",     ARMOR_CLASS,  SMALL_SHIELD,   SHIELD_OF_REFLECTION },
	{ "helm",       ARMOR_CLASS,  ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY },
	{ "gloves",     ARMOR_CLASS,  LEATHER_GLOVES, GAUNTLETS_OF_DEXTERITY },
	{ "gauntlets",  ARMOR_CLASS,  LEATHER_GLOVES, GAUNTLETS_OF_DEXTERITY },
	{ "boots",      ARMOR_CLASS,  LOW_BOOTS,      LEVITATION_BOOTS },
	{ "shoes",      ARMOR_CLASS,  LOW_BOOTS,      IRON_SHOES },
	{ "cloak",      ARMOR_CLASS,  MUMMY_WRAPPING, CLOAK_OF_DISPLACEMENT },
#ifdef TOURIST
	{ "shirt",      ARMOR_CLASS,  HAWAIIAN_SHIRT, T_SHIRT },
#endif
	{ "dragon scales",
			ARMOR_CLASS,  GRAY_DRAGON_SCALES, YELLOW_DRAGON_SCALES },
	{ "dragon scale mail",
			ARMOR_CLASS,  GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL },
	{ "sword",      WEAPON_CLASS, ORCISH_SHORT_SWORD,    TSURUGI },
#ifdef WIZARD
	{ "venom",      VENOM_CLASS,  BLINDING_VENOM, ACID_VENOM },
#endif
	{ "gray stone", GEM_CLASS,    LUCKSTONE,      FLINT },
	{ "grey stone", GEM_CLASS,    LUCKSTONE,      FLINT },
};

#define BSTRCMP(base,ptr,string) ((ptr) < base || strcmp((ptr),string))
#define BSTRCMPI(base,ptr,string) ((ptr) < base || strcmpi((ptr),string))
#define BSTRNCMP(base,ptr,string,num) ((ptr)<base || strncmp((ptr),string,num))

/*
 * Singularize a string the user typed in; this helps reduce the complexity
 * of readobjnam, and is also used in pager.c to singularize the string
 * for which help is sought.
 * WAC made most of the STRCMP ==> STRCMPI so that they are case insensitive
 * catching things like "bag of Tricks"
 */

char *
makesingular(oldstr)
const char *oldstr;
{
	register char *p, *bp;
	static char NEARDATA str[BUFSZ];

	if (!oldstr || !*oldstr) {
		impossible("singular of null?");
		str[0] = 0;
		return str;
	}
	Strcpy(str, oldstr);
	bp = str;

	while (*bp == ' ') bp++;
	/* find "cloves of garlic", "worthless pieces of blue glass" */
	if ((p = strstri(bp, "s of ")) != 0) {
	    /* but don't singularize "gauntlets" */
	    if (BSTRNCMP(bp, p-8, "gauntlet", 8))
		while ((*p = *(p+1)) != 0) p++;
	    return bp;
	}

	/* remove -s or -es (boxes) or -ies (rubies) */
	p = eos(bp);
	if (p >= bp+1 && p[-1] == 's') {
		if (p >= bp+2 && p[-2] == 'e') {
			if (p >= bp+3 && p[-3] == 'i') {
                if(!BSTRCMPI(bp, p-7, "cookies") ||
                   !BSTRCMPI(bp, p-4, "pies"))
					goto mins;
				Strcpy(p-3, "y");
				return bp;
			}

			/* note: cloves / knives from clove / knife */
            if(!BSTRCMPI(bp, p-6, "knives")) {
				Strcpy(p-3, "fe");
				return bp;
			}

            if(!BSTRCMPI(bp, p-6, "staves")) {
				Strcpy(p-3, "ff");
				return bp;
			}

			/* KMH, balance patch */
			if (!BSTRCMPI(bp, p-6, "leaves")) {
				Strcpy(p-3, "f");
				return bp;
			}

			/* note: nurses, axes but boxes */
            if(!BSTRCMPI(bp, p-5, "boxes")) {
				p[-2] = 0;
				return bp;
			}
            if (!BSTRCMPI(bp, p-6, "gloves") ||
                            !BSTRCMPI(bp, p-5, "shoes") ||
                            !BSTRCMPI(bp, p-6, "scales"))
                                return bp;
                } else if (!BSTRCMPI(bp, p-5, "boots") ||
                           !BSTRCMPI(bp, p-6, "tricks") ||
                           !BSTRCMPI(bp, p-9, "paralysis") ||
                           !BSTRCMPI(bp, p-5, "glass") ||
                           !BSTRCMPI(bp, p-4, "ness") ||
                           !BSTRCMPI(bp, p-14, "shape changers") ||
                           !BSTRCMPI(bp, p-15, "detect monsters") ||
                           !BSTRCMPI(bp, p-5, "aklys") || /* WAC added */
                           !BSTRCMPI(bp, p-21, "Medallion of Shifters") ||
                                /* WAC added */
#ifdef WALLET_O_P
                           !BSTRCMPI(bp, p-7, "Perseus") || /* WAC added */
#endif
                           !BSTRCMPI(bp, p-10, "eucalyptus") || /* KMH added */
                           !BSTRCMPI(bp, p-11, "Aesculapius"))  /* staff */
				return bp;
	mins:
		p[-1] = 0;
	} else {
                if(!BSTRCMPI(bp, p-5, "teeth")) {
			Strcpy(p-5, "tooth");
			return bp;
		}
		/* here we cannot find the plural suffix */
	}
	return bp;
}

/* alternate spellings: extra space, space instead of hyphen, etc */
struct alt_spellings {
	const char *sp;
	int ob;
} spellings[] = {
	{ "two handed sword", TWO_HANDED_SWORD },
	{ "battle axe", BATTLE_AXE },
	{ "lockpick", LOCK_PICK },
	{ "pick axe", PICK_AXE },
/* WAC the "right way" to spell pickaxe ;B */
    { "pickaxe", PICK_AXE },
    { "pickax", PICK_AXE },
	{ "luck stone", LUCKSTONE },
	{ "load stone", LOADSTONE },
	{ "broad sword", BROADSWORD },
	{ "elven broad sword", ELVEN_BROADSWORD },
	{ "longsword", LONG_SWORD },
	{ "shortsword", SHORT_SWORD },
	{ "elven shortsword", ELVEN_SHORT_SWORD },
	{ "dwarvish shortsword", DWARVISH_SHORT_SWORD },
	{ "orcish shortsword", ORCISH_SHORT_SWORD },
	{ "warhammer", WAR_HAMMER },
	{ "whip", BULLWHIP },
	{ "saber", SILVER_SABER },
	{ "silver sabre", SILVER_SABER },
	{ "grey dragon scale mail", GRAY_DRAGON_SCALE_MAIL },
	{ "grey dragon scales", GRAY_DRAGON_SCALES },
	{ "enchant armour", SCR_ENCHANT_ARMOR },
	{ "destroy armour", SCR_DESTROY_ARMOR },
	{ "smooth shield", SHIELD_OF_REFLECTION },
	{ "scroll of enchant armour", SCR_ENCHANT_ARMOR },
	{ "scroll of destroy armour", SCR_DESTROY_ARMOR },
	{ "leather armour", LEATHER_ARMOR },
	{ "studded leather armour", STUDDED_LEATHER_ARMOR },
	{ "iron ball", HEAVY_IRON_BALL },
	{ "lantern", BRASS_LANTERN },
	{ "amulet of poison resistance", AMULET_VERSUS_POISON },
	{ "amulet of lifesaving", AMULET_OF_LIFE_SAVING },
	{ "stone", ROCK },
/* KMH, balance patch -- new items */
	{ "amulet versus stoning", AMULET_VERSUS_STONE },
	{ "amulet of stone resistance", AMULET_VERSUS_STONE },
	{ "eucalyptus", EUCALYPTUS_LEAF },
	{ "health stone", HEALTHSTONE },
#ifdef FIREARMS
	{ "firearm", PISTOL },
	{ "handgun", PISTOL },
	{ "hand gun", PISTOL },
	{ "gun", PISTOL },
	{ "revolver", PISTOL },
#endif
#ifdef ZOUTHERN
	{ "kiwifruit", APPLE },
	{ "kiwi fruit", APPLE },
	{ "kiwi", APPLE }, /* Actually refers to the bird */
#endif
#ifdef WIZARD
/* KMH, balance patch -- How lazy are we going to let the players get? */
/* WAC Added Abbreviations */
/* Tools */
    { "BoH", BAG_OF_HOLDING },
    { "BoO", BELL_OF_OPENING },
    { "ML", MAGIC_LAMP },
    { "MM", MAGIC_MARKER },
    { "UH", UNICORN_HORN },
/* Rings */
    { "RoC", RIN_CONFLICT },
    { "RoPC", RIN_POLYMORPH_CONTROL },
    { "RoTC", RIN_TELEPORT_CONTROL },
/* Scrolls */
    { "SoC", SCR_CHARGING },
    { "SoEA", SCR_ENCHANT_ARMOR },
    { "SoEW", SCR_ENCHANT_WEAPON },
    { "SoG", SCR_GENOCIDE },
    { "SoI", SCR_IDENTIFY },
    { "SoRC", SCR_REMOVE_CURSE },
/* Potions */
    { "PoEH",  POT_EXTRA_HEALING},
    { "PoGL",  POT_GAIN_LEVEL},
    { "PoW",  POT_WATER},
/* Amulet */
    { "AoESP",  AMULET_OF_ESP},
    { "AoLS",  AMULET_OF_LIFE_SAVING},
    { "AoY",  AMULET_OF_YENDOR},
/* Wands */
    { "WoW",  WAN_WISHING},
    { "WoCM",  WAN_CREATE_MONSTER},
    { "WoT",  WAN_TELEPORTATION},
    { "WoUT",  WAN_UNDEAD_TURNING},
/* Armour */
    { "BoL",  LEVITATION_BOOTS},
    { "BoS",  SPEED_BOOTS},
    { "SB",  SPEED_BOOTS},
    { "BoWW",  WATER_WALKING_BOOTS},
    { "WWB",  WATER_WALKING_BOOTS},
    { "CoD",  CLOAK_OF_DISPLACEMENT},
    { "CoI",  CLOAK_OF_INVISIBILITY},
    { "CoMR",  CLOAK_OF_MAGIC_RESISTANCE},
    { "GoD",  GAUNTLETS_OF_DEXTERITY},
    { "GoP",  GAUNTLETS_OF_POWER},
    { "HoB",  HELM_OF_BRILLIANCE},
    { "HoOA",  HELM_OF_OPPOSITE_ALIGNMENT},
    { "HoT",  HELM_OF_TELEPATHY},
    { "SoR",  SHIELD_OF_REFLECTION},
#endif
#ifdef TOURIST
	{ "camera", EXPENSIVE_CAMERA },
	{ "T shirt", T_SHIRT },
	{ "tee shirt", T_SHIRT },
#endif
	{ (const char *)0, 0 },
};

/* Return something wished for.  If not an object, return &zeroobj; if an error
 * (no matching object), return (struct obj *)0.  Giving readobjnam() a null
 * pointer skips the error return and creates a random object instead.
 */
struct obj *
readobjnam(bp)
register char *bp;
{
	register char *p;
	register int i;
	register struct obj *otmp;
	int cnt, spe, spesgn, typ, very;
	int blessed, uncursed, iscursed, ispoisoned, isgreased;
	int eroded, erodeproof, isinvisible;
	int halfeaten, mntmp, contents;
	int islit, unlabeled;
	int isdiluted;
	struct fruit *f;
	int ftype = current_fruit;
	char fruitbuf[BUFSZ];
	/* We want to check for fruits last so that, for example, someone
	 * who names their fruit "katana" and wishes for a katana gets a real
	 * one.  But, we have to keep around the old buf since in the meantime
	 * we have deleted "empty", "+6", etc...
	 */

	char oclass;
	char *un, *dn, *actualn;
	const char *name=0;


	cnt = spe = spesgn = typ = very = isinvisible =
		blessed = uncursed = iscursed =
		ispoisoned = isgreased = eroded = erodeproof =
		halfeaten = islit = unlabeled = isdiluted = 0;
	mntmp = NON_PM;
#define UNDEFINED 0
#define EMPTY 1
#define SPINACH 2
	contents = UNDEFINED;
	oclass = 0;
	actualn = dn = un = 0;

	/* first, remove extra whitespace they may have typed */
	if (bp) (void)mungspaces(bp);

	for(;;) {
		register int l;

		if (!bp || !*bp) goto any;
		if (!strncmpi(bp, "an ", l=3) ||
		    !strncmpi(bp, "a ", l=2)) {
			cnt = 1;
		} else if (!strncmpi(bp, "the ", l=4)) {
			;       /* just increment `bp' by `l' below */
		} else if (!cnt && digit(*bp)) {
			cnt = atoi(bp);
			while(digit(*bp)) bp++;
			while(*bp == ' ') bp++;
			l = 0;
		} else if (!strncmpi(bp, "blessed ", l=8)
/*WAC removed this.  Holy is in some artifact weapon names
                || !strncmpi(bp, "holy ", l=5)
*/
                           ) {
			blessed = 1;
		} else if (!strncmpi(bp, "cursed ", l=7) ||
			   !strncmpi(bp, "unholy ", l=7)) {
			iscursed = 1;
		} else if (!strncmpi(bp, "uncursed ", l=9)) {
			uncursed = 1;
		} else if (!strncmpi(bp, "invisible ", l=10)) {
			isinvisible = 1;
                } else if (!strncmpi(bp, "rustproof ", l=10) ||
                           !strncmpi(bp, "erodeproof ", l=11) ||
                           !strncmpi(bp, "corrodeproof ", l=13) ||
                           !strncmpi(bp, "fireproof ", l=10) ||
                           !strncmpi(bp, "fixed ", l=6)) {
			erodeproof = 1;
		} else if (!strncmpi(bp,"lit ", l=4) ||
			   !strncmpi(bp,"burning ", l=8)) {
			islit = 1;
		} else if (!strncmpi(bp,"unlit ", l=6) ||
			   !strncmpi(bp,"extinguished ", l=13)) {
			islit = 0;
		/* "unlabeled" and "blank" are synonymous */
		} else if (!strncmpi(bp,"unlabeled ", l=10) ||
			   !strncmpi(bp,"unlabelled ", l=11) ||
			   !strncmpi(bp,"blank ", l=6)) {
			unlabeled = 1;
		} else if(!strncmpi(bp, "poisoned ",l=9)
#ifdef WIZARD
			  || (wizard && !strncmpi(bp, "trapped ",l=8))
#endif
			  ) {
			ispoisoned=1;
		} else if(!strncmpi(bp, "greased ",l=8)) {
			isgreased=1;
		} else if (!strncmpi(bp, "very ", l=5)) {
			/* very rusted very heavy iron ball */
			very = 1;
		} else if (!strncmpi(bp, "thoroughly ", l=11)) {
			very = 2;
                } else if (!strncmpi(bp, "rusty ", l=6) ||
                           !strncmpi(bp, "rusted ", l=7) ||
                           !strncmpi(bp, "eroded ", l=7) ||
                           !strncmpi(bp, "corroded ", l=9) ||
                           !strncmpi(bp, "burnt ", l=6) ||
                           !strncmpi(bp, "burned ", l=7) ||
                           !strncmpi(bp, "rotted ", l=7) ||
                           !strncmpi(bp, "damaged ", l=8)) {
			eroded = 1 + very; very = 0;
		} else if (!strncmpi(bp, "partly eaten ", l=13)) {
			halfeaten = 1;
		} else if (!strncmpi(bp, "diluted ", l=8)) {
			isdiluted = 1;
		} else break;
		bp += l;
	}
	if(!cnt) cnt = 1;               /* %% what with "gems" etc. ? */
	Strcpy(fruitbuf, bp);
	if(!strncmpi(bp, "empty ", 6)) {
		contents = EMPTY;
		bp += 6;
	}
	if (strlen(bp) > 1) {
	    if (*bp == '+' || *bp == '-') {
		spesgn = (*bp++ == '+') ? 1 : -1;
		spe = atoi(bp);
		while(digit(*bp)) bp++;
		while(*bp == ' ') bp++;
	    } else if ((p = rindex(bp, '(')) != 0) {
		if (p > bp && p[-1] == ' ') p[-1] = 0;
		else *p = 0;
		p++;
		if (!strcmpi(p, "lit)"))
		    islit = 1;
		else {
		    spe = atoi(p);
		    while(digit(*p)) p++;
		    if (*p != ')') spe = 0;
		    else {
			spesgn = 1;
			p++;
			if (*p) Strcat(bp, p);
		    }
		}
	    }
	}
/*
   otmp->spe is type schar; so we don't want spe to be any bigger or smaller.
   also, spe should always be positive  -- some cheaters may try to confuse
   atoi()
*/
	if (spe < 0) {
		spesgn = -1;    /* cheaters get what they deserve */
		spe = abs(spe);
	}
	if (spe > SCHAR_LIM)
		spe = SCHAR_LIM;

	/* now we have the actual name, as delivered by xname, say
		green potions called whisky
		scrolls labeled "QWERTY"
		egg
		fortune cookies
		very heavy iron ball named hoei
		wand of wishing
		elven cloak
	*/
	if ((p = strstri(bp, " named ")) != 0) {
		*p = 0;
		name = p+7;
	}
	if ((p = strstri(bp, " called ")) != 0) {
		*p = 0;
		un = p+8;
		/* "helmet called telepathy" is not "helmet" (a specific type)
		 * "shield called reflection" is not "shield" (a general type)
		 */
		for(i = 0; i < SIZE(o_ranges); i++)
		    if(!strcmpi(bp, o_ranges[i].name)) {
			oclass = o_ranges[i].oclass;
			goto srch;
		    }
	}
	if ((p = strstri(bp, " labeled ")) != 0) {
		*p = 0;
		dn = p+9;
	} else if ((p = strstri(bp, " labelled ")) != 0) {
		*p = 0;
		dn = p+10;
	}
	if ((p = strstri(bp, " of spinach")) != 0) {
		*p = 0;
		contents = SPINACH;
	}

	/* Skip over "pair of ", then jump to the singular since we don't
	   need to convert "gloves" or "boots". */
	if(cnt == 1 && !strncmpi(bp, "pair of ",8)) {
		bp += 8;
		cnt = 2;
		goto sing;
		/* cnt is ignored for armor and other non-stackable objects;
		   DTRT for stackable objects */
	} else if(cnt > 1 && !strncmpi(bp, "pairs of ",9)) {
		bp += 9;
		cnt *= 2;
	} else if (!strncmpi(bp, "set of ",7)) {
		bp += 7;
	} else if (!strncmpi(bp, "sets of ",8)) {
		bp += 8;
	}

	/*
	 * Find corpse type using "of" (figurine of an orc, tin of orc meat)
	 * Don't check if it's a wand or spellbook.
	 * (avoid "wand/finger of death" confusion).
	 * (WAC avoid "hand/eye of vecna", "wallet of perseus" 
	 *  "medallion of shifters", "stake of van helsing" similarly
	 */
	if (!strstri(bp, "wand ")
	 && !strstri(bp, "spellbook ")
         && !strstri(bp, "hand ")
         && !strstri(bp, "eye ")
         && !strstri(bp, "medallion ")
         && !strstri(bp, "stake ")
	 && !strstri(bp, "finger ")) {
	    if ((p = strstri(bp, " of ")) != 0
		&& (mntmp = name_to_mon(p+4)) >= LOW_PM)
		*p = 0;
	}

	/* Find corpse type w/o "of" (red dragon scale mail, yeti corpse) */
        if (strncmpi(bp, "samurai sword", 13)) /* not the "samurai" monster! */
        if (strncmpi(bp, "wizard lock", 11)) /* not the "wizard" monster! */
        if (strncmpi(bp, "ninja-to", 8)) /* not the "ninja" rank */
        if (strncmpi(bp, "Thiefbane", 9)) /* not the "thief" rank */
	if (mntmp < LOW_PM && strlen(bp) > 2 &&
	    (mntmp = name_to_mon(bp)) >= LOW_PM) {
		int mntmptoo, mntmplen; /* double check for rank title */
		char *obp = bp;
		mntmptoo = title_to_mon(bp, (int *)0, &mntmplen);
		bp += mntmp != mntmptoo ? strlen(mons[mntmp].mname) : mntmplen;
		if (*bp == ' ') bp++;
		else if (!strncmpi(bp, "s ", 2)) bp += 2;
		else if (!strncmpi(bp, "es ", 3)) bp += 3;
		else if (!*bp && !actualn && !dn && !un && !oclass) {
		    /* no referent; they don't really mean a monster type */
		    bp = obp;
		    mntmp = NON_PM;
		}
	}

	/* first change to singular if necessary */
	if (*bp) {
		char *sng = makesingular(bp);
		if (strcmp(bp, sng)) {
			if (cnt == 1) cnt = 2;
			Strcpy(bp, sng);
		}
	}

sing:
	/* Alternate spellings (two-handed sword vs. two handed sword) */
	{struct alt_spellings *as = spellings;
		while(as->sp) {
			if (!strcmpi(bp, as->sp)) {
				typ = as->ob;
				goto typfnd;
			}
			as++;
		}
	}

	/* dragon scales - assumes order of dragons */
	if(!strcmpi(bp, "scales") &&
			mntmp >= PM_GRAY_DRAGON && mntmp <= PM_YELLOW_DRAGON) {
		typ = GRAY_DRAGON_SCALES + mntmp - PM_GRAY_DRAGON;
		mntmp = NON_PM; /* no monster */
		goto typfnd;
	}

	p = eos(bp);
	if(!BSTRCMPI(bp, p-10, "holy water")) {
		typ = POT_WATER;
		if ((p-bp) >= 12 && *(p-12) == 'u')
			iscursed = 1; /* unholy water */
		else blessed = 1;
		goto typfnd;
	}
	if(unlabeled && !BSTRCMPI(bp, p-6, "scroll")) {
		typ = SCR_BLANK_PAPER;
		goto typfnd;
	}
	if(unlabeled && !BSTRCMPI(bp, p-9, "spellbook")) {
		typ = SPE_BLANK_PAPER;
		goto typfnd;
	}
#if 0
#ifdef TOURIST
	if (!BSTRCMPI(bp, p-5, "shirt")) {
		typ = HAWAIIAN_SHIRT;
		goto typfnd;
	}
#endif
#endif

	/*
	 * NOTE: Gold pieces are handled as objects nowadays, and therefore
	 * this section should probably be reconsidered as well as the entire
	 * gold/money concept.  Maybe we want to add other monetary units as
	 * well in the future. (TH)
	 */
	if(!BSTRCMPI(bp, p-10, "gold piece") || !BSTRCMPI(bp, p-7, "zorkmid") ||
	   !strcmpi(bp, "gold") || !strcmpi(bp, "money") ||
	   !strcmpi(bp, "coin") || *bp == GOLD_SYM) {
			if (cnt > 5000
#ifdef WIZARD
					&& !wizard
#endif
						) cnt=5000;
		if (cnt < 1) cnt=1;
		pline("%d gold piece%s.", cnt, plur(cnt));
		u.ugold += cnt;
		flags.botl=1;
		return (&zeroobj);
	}
	if (strlen(bp) == 1 &&
	   (i = def_char_to_objclass(*bp)) < MAXOCLASSES && i > ILLOBJ_CLASS) {
		oclass = i;
		goto any;
	}

	/* Search for class names: XXXXX potion, scroll of XXXXX.  Avoid */
	/* false hits on, e.g., rings for "ring mail". */
    /* false hits on "GrayWAND", "Staff of WitheRING"  -- WAC */
	if(strncmpi(bp, "enchant ", 8) &&
	   strncmpi(bp, "destroy ", 8) &&
	   strncmpi(bp, "food detection", 14) &&
	   strncmpi(bp, "ring mail", 9) &&
	   strncmpi(bp, "studded leather arm", 19) &&
	   strncmpi(bp, "leather arm", 11) &&
	   strncmpi(bp, "tooled horn", 11) &&
       strncmpi(bp, "graywand", 8) &&
       strncmpi(bp, "staff of withering", 18) &&
       strncmpi(bp, "one ring", 8) &&
	   strncmpi(bp, "food ration", 11)
	)
	for (i = 0; i < (int)(sizeof wrpsym); i++) {
		register int j = strlen(wrp[i]);
		if(!strncmpi(bp, wrp[i], j)){
			oclass = wrpsym[i];
			if(oclass != AMULET_CLASS) {
			    bp += j;
			    if(!strncmpi(bp, " of ", 4)) actualn = bp+4;
			    /* else if(*bp) ?? */
			} else
			    actualn = bp;
			goto srch;
		}
		if(!BSTRCMPI(bp, p-j, wrp[i])){
			oclass = wrpsym[i];
			p -= j;
			*p = 0;
			if(p > bp && p[-1] == ' ') p[-1] = 0;
			actualn = dn = bp;
			goto srch;
		}
	}

	/* "grey stone" check must be before general "stone" */
	for (i = 0; i < SIZE(o_ranges); i++)
	    if(!strcmpi(bp, o_ranges[i].name)) {
		typ = rnd_class(o_ranges[i].f_o_range, o_ranges[i].l_o_range);
		goto typfnd;
	    }

	if (!BSTRCMPI(bp, p-6, " stone")) {
		p[-6] = 0;
		oclass = GEM_CLASS;
		dn = actualn = bp;
		goto srch;
	} else if (!BSTRCMPI(bp, p-6, " glass") || !strcmpi(bp, "glass")) {
		register char *g = bp;
		if (strstri(g, "broken")) return (struct obj *)0;
		if (!strncmpi(g, "worthless ", 10)) g += 10;
		if (!strncmpi(g, "piece of ", 9)) g += 9;
		if (!strncmpi(g, "colored ", 8)) g += 8;
		else if (!strncmpi(g, "coloured ", 9)) g += 9;
		if (!strcmpi(g, "glass")) {     /* choose random color */
			/* white, blue, red, yellowish brown, green, violet */
			typ = LAST_GEM + rnd(6);
			if (objects[typ].oc_class == GEM_CLASS) goto typfnd;
			else typ = 0;   /* somebody changed objects[]? punt */
		} else if (g > bp) {    /* try to construct canonical form */
			char tbuf[BUFSZ];
			Strcpy(tbuf, "worthless piece of ");
			Strcat(tbuf, g);  /* assume it starts with the color */
			Strcpy(bp, tbuf);
		}
	}

	actualn = bp;
	if (!dn) dn = actualn; /* ex. "skull cap" */
srch:
	/* check real names of gems first */
	if(!oclass && actualn) {
	    for(i = bases[GEM_CLASS]; i <= LAST_GEM; i++) {
		register const char *zn;

		if((zn = OBJ_NAME(objects[i])) && !strcmpi(actualn, zn)) {
		    typ = i;
		    goto typfnd;
		}
	    }
	}
	i = oclass ? bases[(int)oclass] : 1;
	while(i < NUM_OBJECTS && (!oclass || objects[i].oc_class == oclass)){
		register const char *zn;

		if(actualn && (zn = OBJ_NAME(objects[i])) && !strcmpi(actualn, zn)) {
			typ = i;
			goto typfnd;
		}
		if(dn && (zn = OBJ_DESCR(objects[i])) && !strcmpi(dn, zn)) {
			/* don't match extra descriptions (w/o real name) */
			if (!OBJ_NAME(objects[i])) return (struct obj *)0;
			typ = i;
			goto typfnd;
		}
		if(un && (zn = objects[i].oc_uname) && !strcmpi(un, zn)) {
			typ = i;
			goto typfnd;
		}
		i++;
	}
	if (actualn) {
                        struct Jitem *j = Japanese_items;
		while(j->item) {
			if (actualn && !strcmpi(actualn, j->name)) {
				typ = j->item;
				goto typfnd;
			}
			j++;
		}
	}
	/* Note: not strncmpi.  2 fruits, one capital, one not, is possible. */
	for(f=ffruit; f; f = f->nextf) {
		char *f1 = f->fname, *f2 = makeplural(f->fname);

		if(!strncmp(fruitbuf, f1, strlen(f1)) ||
					!strncmp(fruitbuf, f2, strlen(f2))) {
			typ = SLIME_MOLD;
			ftype = f->fid;
			goto typfnd;
		}
	}
	if (!strcmpi(bp, "spinach")) {
		contents = SPINACH;
		typ = TIN;
		goto typfnd;
	}

	if(!oclass && actualn) {
	    short objtyp;

        /* Perhaps it's an artifact specified by name, not type */
	    name = artifact_name(actualn, &objtyp);
	    if(name) {
		typ = objtyp;
		goto typfnd;
	    }
	}
#ifdef WIZARD
	/* Let wizards wish for traps --KAA */
	/* must come after objects check so wizards can still wish for
	 * trap objects like beartraps
	 */
	if (wizard) {
		int trap;

		for (trap = NO_TRAP+1; trap < TRAPNUM; trap++) {
			const char *tname;

			tname = defsyms[trap_to_defsym(trap)].explanation;
			if (!strncmpi(tname, bp, strlen(tname))) {
				/* avoid stupid mistakes */
				if((trap == TRAPDOOR || trap == HOLE)
				      && !Can_fall_thru(&u.uz)) trap = ROCKTRAP;
				(void) maketrap(u.ux, u.uy, trap);
				pline("%s.", An(tname));
				return(&zeroobj);
			}
		}
		/* or some other dungeon features -dlc */
		p = eos(bp);
		if(!BSTRCMP(bp, p-8, "fountain")) {
			levl[u.ux][u.uy].typ = FOUNTAIN;
			level.flags.nfountains++;
			if(!strncmpi(bp, "magic ", 6))
				levl[u.ux][u.uy].blessedftn = 1;
			pline("A %sfountain.",
			      levl[u.ux][u.uy].blessedftn ? "magic " : "");
			newsym(u.ux, u.uy);
			return(&zeroobj);
		}
		if(!BSTRCMP(bp, p-6, "throne")) {
			levl[u.ux][u.uy].typ = THRONE;
			pline("A throne.");
			newsym(u.ux, u.uy);
			return(&zeroobj);
		}
		if(!BSTRCMP(bp, p-9, "headstone") || !BSTRCMP(bp, p-5, "grave")) {
			levl[u.ux][u.uy].typ = GRAVE;
			pline("A grave.");
			newsym(u.ux, u.uy);
			return(&zeroobj);
		}
		if(!BSTRCMP(bp, p-4, "tree")) {
			levl[u.ux][u.uy].typ = TREE;
			pline("A tree.");
			newsym(u.ux, u.uy);
			return &zeroobj;
		}
# ifdef SINKS
		if(!BSTRCMP(bp, p-4, "sink")) {
			levl[u.ux][u.uy].typ = SINK;
			level.flags.nsinks++;
			pline("A sink.");
			newsym(u.ux, u.uy);
			return &zeroobj;
		}
		if(!BSTRCMP(bp, p-6, "toilet")) {
			levl[u.ux][u.uy].typ = TOILET;
			level.flags.nsinks++;
			pline("A toilet.");
			newsym(u.ux, u.uy);
			return &zeroobj;
		}
# endif
		if(!BSTRCMP(bp, p-4, "pool")) {
			levl[u.ux][u.uy].typ = POOL;
			del_engr_at(u.ux, u.uy);
			pline("A pool.");
			water_damage(level.objects[u.ux][u.uy], FALSE, TRUE);
			newsym(u.ux, u.uy);
			return &zeroobj;
		}

		if(!BSTRCMP(bp, p-5, "altar")) {
		    aligntyp al;

		    levl[u.ux][u.uy].typ = ALTAR;
		    if(!strncmpi(bp, "chaotic ", 8))
			al = A_CHAOTIC;
		    else if(!strncmpi(bp, "neutral ", 8))
			al = A_NEUTRAL;
		    else if(!strncmpi(bp, "lawful ", 7))
			al = A_LAWFUL;
		    else if(!strncmpi(bp, "unaligned ", 10))
			al = A_NONE;
		    else /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
			al = (!rn2(6)) ? A_NONE : rn2((int)A_LAWFUL+2) - 1;
		    levl[u.ux][u.uy].altarmask = Align2amask( al );
		    pline("%s altar.", An(align_str(al)));
		    newsym(u.ux, u.uy);
		    return(&zeroobj);
		}
	}
#endif
	if(!oclass) return((struct obj *)0);
any:
	if(!oclass) oclass = wrpsym[rn2((int)sizeof(wrpsym))];
typfnd:
	if (typ) oclass = objects[typ].oc_class;

	/* check for some objects that are not allowed */
	if (typ && objects[typ].oc_unique
#ifdef WIZARD
	    && !wizard
	    /* should check flags.made_amulet, but it's not set anywhere */
#endif
	   )
	    switch (typ) {
		case AMULET_OF_YENDOR:
		    typ = FAKE_AMULET_OF_YENDOR;
		    break;
		case CANDELABRUM_OF_INVOCATION:
		    typ = rnd_class(TALLOW_CANDLE, WAX_CANDLE);
		    break;
		case BELL_OF_OPENING:
		    typ = BELL;
		    break;
		case SPE_BOOK_OF_THE_DEAD:
		    typ = SPE_BLANK_PAPER;
		    break;
	    }
	/* catch any other non-wishable objects */
	if (objects[typ].oc_nowish
#ifdef WIZARD
	    && !wizard
#endif
	    )
	    return((struct obj *)0);

	if(typ) {
		otmp = mksobj(typ, TRUE, FALSE);
	} else {
		otmp = mkobj(oclass, FALSE);
		if (otmp) typ = otmp->otyp;
	}

	if (islit &&
		(typ == OIL_LAMP || typ == MAGIC_LAMP || typ == BRASS_LANTERN ||
		 Is_candle(otmp) || typ == POT_OIL)) {
	    place_object(otmp, u.ux, u.uy);  /* make it viable light source */
	    begin_burn(otmp, FALSE);
	    obj_extract_self(otmp);      /* now release it for caller's use */
	}

	if(cnt > 0 && objects[typ].oc_merge && oclass != SPBOOK_CLASS &&
		(cnt < rnd(6) ||
#ifdef WIZARD
		wizard ||
#endif
		 (cnt <= 7 && Is_candle(otmp)) ||
		 (cnt <= 20 &&
		  /* KMH, balance patch -- now uses skills */
		  (is_ammo(otmp) || is_missile(otmp) || (typ == ROCK)))))
			otmp->quan = (long) cnt;

#ifdef WIZARD
	if (oclass == VENOM_CLASS) otmp->spe = 1;
#endif

	if (spesgn == 0) spe = otmp->spe;
#ifdef WIZARD
	else if (wizard) /* no alteration to spe */ ;
#endif
	else if (oclass == ARMOR_CLASS || oclass == WEAPON_CLASS ||
		 is_weptool(otmp) ||
			(oclass==RING_CLASS && objects[typ].oc_charged)) {
		if(spe > rnd(5) && spe > otmp->spe) spe = 0;
		if(spe > 2 && Luck < 0) spesgn = -1;
	} else {
		if (oclass == WAND_CLASS) {
			if (spe > 1 && spesgn == -1) spe = 1;
		} else {
			if (spe > 0 && spesgn == -1) spe = 0;
		}
		if (spe > otmp->spe) spe = otmp->spe;
	}

	if (spesgn == -1) spe = -spe;

	/* set otmp->spe.  This may, or may not, use spe... */
	switch (typ) {
		case TIN: if (contents==EMPTY) {
				otmp->corpsenm = NON_PM;
				otmp->spe = 0;
			} else if (contents==SPINACH) {
				otmp->corpsenm = NON_PM;
				otmp->spe = 1;
			}
			break;
		case SLIME_MOLD: otmp->spe = ftype;
			/* Fall through */
		case SKELETON_KEY: case CHEST: case LARGE_BOX:
		case HEAVY_IRON_BALL: case IRON_CHAIN: case STATUE:
			/* otmp->cobj already done in mksobj() */
				break;
#ifdef MAIL
		case SCR_MAIL: otmp->spe = 1; break;
#endif
		case WAN_WISHING:
#ifdef WIZARD
			if (!wizard) {
#endif
				otmp->spe = (rn2(10) ? -1 : 0);
				break;
#ifdef WIZARD
			}
			/* fall through (twice), if wizard */
#endif
		case MAGIC_LAMP:
#ifdef WIZARD
			if (!wizard) {
#endif
				otmp->spe = 0;
				break;
#ifdef WIZARD
			}
			/* fall through, if wizard */
#endif
		default: otmp->spe = spe;
	}

	/* set otmp->corpsenm or dragon scale [mail] */
	if (mntmp >= LOW_PM) switch(typ) {
		case TIN:
			otmp->spe = 0; /* No spinach */
			if (dead_species(mntmp, FALSE)) {
			    otmp->corpsenm = NON_PM;    /* it's empty */
                        } else if
# ifdef WIZARD
                                ((wizard) ||
# endif /* WIZARD */
                                (!(mons[mntmp].geno & G_UNIQ) &&
				   !(mvitals[mntmp].mvflags & G_NOCORPSE))
# ifdef WIZARD
                                )
# endif /* WIZARD */
			    otmp->corpsenm = mntmp;
			break;
		case CORPSE:
                        if
# ifdef WIZARD
                                ((wizard) ||
# endif /* WIZARD */
                                (!(mons[mntmp].geno & G_UNIQ) &&
                                !(mvitals[mntmp].mvflags & G_NOCORPSE))
# ifdef WIZARD
                                )
# endif /* WIZARD */
                                {
			    /* beware of random troll or lizard corpse,
			       or of ordinary one being forced to such */
			    if (otmp->timed) obj_stop_timers(otmp);
			    otmp->corpsenm = mntmp;
			    start_corpse_timeout(otmp);
			}
			break;
		case FIGURINE:
                        if
# ifdef WIZARD
                                ((wizard) ||
# endif /* WIZARD */
                                ((!(mons[mntmp].geno & G_UNIQ)
			    && !is_human(&mons[mntmp])
# ifdef WIZARD
                                )
# endif /* WIZARD */
#ifdef MAIL
			    && mntmp != PM_MAIL_DAEMON
#endif
							))
				otmp->corpsenm = mntmp;
			break;
		case EGG:
			mntmp = can_be_hatched(mntmp);
			if (mntmp != NON_PM && !dead_species(mntmp, TRUE)) {
			    otmp->corpsenm = mntmp;
			    /* replace timeout (if any) */
			    attach_egg_hatch_timeout(otmp);
			}
			break;
		case STATUE: otmp->corpsenm = mntmp;
			if (Has_contents(otmp) && verysmall(&mons[mntmp]))
			    delete_contents(otmp);      /* no spellbook */
			break;
		case SCALE_MAIL:
			/* Dragon mail - depends on the order of objects */
			/*               & dragons.                      */
			if (mntmp >= PM_GRAY_DRAGON &&
						mntmp <= PM_YELLOW_DRAGON)
			    otmp->otyp = GRAY_DRAGON_SCALE_MAIL +
						    mntmp - PM_GRAY_DRAGON;
			break;
	}

	/* set blessed/cursed -- setting the fields directly is safe
	 * since weight() is called below and addinv() will take care
	 * of luck */
	if (iscursed) {
		curse(otmp);
	} else if (uncursed) {
		otmp->blessed = 0;
		otmp->cursed = (Luck < 0
#ifdef WIZARD
					 && !wizard
#endif
							);
	} else if (blessed) {
		otmp->blessed = (Luck >= 0
#ifdef WIZARD
					 || wizard
#endif
							);
		otmp->cursed = (Luck < 0
#ifdef WIZARD
					 && !wizard
#endif
							);
	} else if (spesgn < 0) {
		curse(otmp);
	}

	if (isinvisible) otmp->oinvis = 1;

	/* set eroded */
	if (eroded)
		otmp->oeroded = eroded;

	/* set erodeproof */
	else if (erodeproof)
		otmp->oerodeproof = (Luck >= 0
#ifdef WIZARD
					 || wizard
#endif
				    );

	/* prevent wishing abuse */
	if (
#ifdef WIZARD
		!wizard &&
#endif
			otmp->otyp == WAN_WISHING)
		otmp->recharged = 1;

	/* set poisoned */
	if (ispoisoned) {
		/* KMH, balance patch -- new macro */
	    if (is_poisonable(otmp))
		otmp->opoisoned = (Luck >= 0);
	    else if (Is_box(otmp) || typ == TIN)
		otmp->otrapped = 1;
	    else if (oclass == FOOD_CLASS)
		/* try to taint by making it as old as possible */
		otmp->age = 1L;
	}

	if (isgreased) otmp->greased = 1;

	if (isdiluted && otmp->oclass == POTION_CLASS &&
			otmp->otyp != POT_WATER)
		otmp->odiluted = 1;

	if (name) {
		const char *aname;
		short objtyp;
		char nname[256];
		strcpy(nname,name);

		/* an artifact name might need capitalization fixing */
		aname = artifact_name(name, &objtyp);
		if (aname && objtyp == otmp->otyp) name = aname;

# ifdef NOARTIFACTWISH
		/* Tom -- not always getting what you're wishing for... */                
		if (restrict_name(otmp, nname) && !rn2(3) && !wizard) {
		    int n = rn2((int)strlen(nname));
		    register char c1, c2;
		    c1 = lowc(nname[n]);
		    do c2 = 'a' + rn2('z'-'a'); while (c1 == c2);
		    nname[n] = (nname[n] == c1) ? c2 : highc(c2);  /* keep same case */
		}
# endif
		otmp = oname(otmp, nname);
		if (otmp->oartifact) {
			otmp->quan = 1L;
			u.uethics.wisharti++;	/* KMH, ethics */
		}
	}

	/* more wishing abuse: don't allow wishing for certain artifacts */
	/* and make them pay; charge them for the wish anyway! */
	if ((is_quest_artifact(otmp) ||
# ifdef NOARTIFACTWISH
/* Wishing for a "weak" artifact is easier than for a stronger one */
	(otmp->oartifact &&
	       (otmp->oartifact != ART_STING &&
		otmp->oartifact != ART_ELFRIST &&
		otmp->oartifact != ART_ORCRIST &&
		otmp->oartifact != ART_WEREBANE &&
		otmp->oartifact != ART_GRIMTOOTH &&
		otmp->oartifact != ART_DISRUPTER &&
		otmp->oartifact != ART_DEMONBANE &&
		otmp->oartifact != ART_DRAGONBANE &&
		otmp->oartifact != ART_TROLLSBANE &&
		otmp->oartifact != ART_GIANTKILLER &&
		otmp->oartifact != ART_OGRESMASHER &&
		otmp->oartifact != ART_SWORD_OF_BALANCE)) ||
# endif
		(otmp->oartifact && rn2(nartifact_exist()) > 1))
#ifdef WIZARD
	    && !wizard
#endif
	    ) {
	    artifact_exists(otmp, ONAME(otmp), FALSE);
	    obfree(otmp, (struct obj *) 0);
	    otmp = &zeroobj;
	    pline(
	     "For a moment, you feel %s in your %s, but it disappears!",
		  something,
		  makeplural(body_part(HAND)));
	}

	otmp->owt = weight(otmp);
	if (very && otmp->otyp == HEAVY_IRON_BALL) otmp->owt += 160;
	if (halfeaten && otmp->oclass == FOOD_CLASS) {
		if (otmp->otyp == CORPSE)
			otmp->oeaten = mons[otmp->corpsenm].cnutrit;
		else otmp->oeaten = objects[otmp->otyp].oc_nutrition;
		otmp->owt /= 2;
		otmp->oeaten /= 2;
		if (!otmp->owt) otmp->owt = 1;
		if (!otmp->oeaten) otmp->oeaten = 1;
	}
	return(otmp);
}

int
rnd_class(first,last)
int first,last;
{
	int i, x, sum=0;
	for(i=first; i<=last; i++)
		sum += objects[i].oc_prob;
	if (!sum) /* all zero */
		return first + rn2(last-first+1);
	x = rnd(sum);
	for(i=first; i<=last; i++)
		if (objects[i].oc_prob && (x -= objects[i].oc_prob) <= 0)
			return i;
	return 0;
}

STATIC_OVL const char *
Japanese_item_name(i)
int i;
{
	struct Jitem *j = Japanese_items;

	while(j->item) {
		if (i == j->item)
			return j->name;
		j++;
	}
	return (const char *)0;
}
#endif /* OVLB */

/*objnam.c*/
