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[Refactor] #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / xtra1.c
1 /*!
2  * @file xtra1.c
3  * @brief プレイヤーのステータス処理 / status
4  * @date 2018/09/25
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 /*!
16  * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
17  * @param val 能力値
18  * @param out_val 出力先文字列ポインタ
19  * @return なし
20  */
21 void cnv_stat(int val, char *out_val)
22 {
23         /* Above 18 */
24         if (val > 18)
25         {
26                 int bonus = (val - 18);
27
28                 if (bonus >= 220)
29                 {
30                         sprintf(out_val, "18/%3s", "***");
31                 }
32                 else if (bonus >= 100)
33                 {
34                         sprintf(out_val, "18/%03d", bonus);
35                 }
36                 else
37                 {
38                         sprintf(out_val, " 18/%02d", bonus);
39                 }
40         }
41
42         /* From 3 to 18 */
43         else
44         {
45                 sprintf(out_val, "    %2d", val);
46         }
47 }
48
49 /*!
50  * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
51  * Modify a stat value by a "modifier", return new value
52  * @param value 現在値
53  * @param amount 加減算値
54  * @return 加減算後の値
55  * @details
56  * <pre>
57  * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
58  * Or even: 18/13, 18/23, 18/33, ..., 18/220
59  * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
60  * Or even: 18/13, 18/03, 18, 17, ..., 3
61  * </pre>
62  */
63 s16b modify_stat_value(int value, int amount)
64 {
65         int    i;
66
67         /* Reward */
68         if (amount > 0)
69         {
70                 /* Apply each point */
71                 for (i = 0; i < amount; i++)
72                 {
73                         /* One point at a time */
74                         if (value < 18) value++;
75
76                         /* Ten "points" at a time */
77                         else value += 10;
78                 }
79         }
80
81         /* Penalty */
82         else if (amount < 0)
83         {
84                 /* Apply each point */
85                 for (i = 0; i < (0 - amount); i++)
86                 {
87                         /* Ten points at a time */
88                         if (value >= 18+10) value -= 10;
89
90                         /* Hack -- prevent weirdness */
91                         else if (value > 18) value = 18;
92
93                         /* One point at a time */
94                         else if (value > 3) value--;
95                 }
96         }
97
98         /* Return new value */
99         return (s16b)(value);
100 }
101
102
103
104 /*!
105  * @brief 画面左の能力値表示を行うために指定位置から13キャラ分を空白消去後指定のメッセージを明るい青で描画する /
106  * Print character info at given row, column in a 13 char field
107  * @param info 表示文字列
108  * @param row 描画列
109  * @param col 描画行
110  * @return なし
111  */
112 static void prt_field(cptr info, int row, int col)
113 {
114         /* Dump 13 spaces to clear */
115         c_put_str(TERM_WHITE, "             ", row, col);
116
117         /* Dump the info itself */
118         c_put_str(TERM_L_BLUE, info, row, col);
119 }
120
121
122 /*!
123  * @brief ゲーム時間が日中かどうかを返す /
124  * Whether daytime or not
125  * @return 日中ならばTRUE、夜ならばFALSE
126  */
127 bool is_daytime(void)
128 {
129         s32b len = TURNS_PER_TICK * TOWN_DAWN;
130         if ((turn % len) < (len / 2))
131                 return TRUE;
132         else
133                 return FALSE;
134 }
135
136 /*!
137  * @brief 現在の日数、時刻を返す /
138  * Extract day, hour, min
139  * @param day 日数を返すための参照ポインタ
140  * @param hour 時数を返すための参照ポインタ
141  * @param min 分数を返すための参照ポインタ
142  */
143 void extract_day_hour_min(int *day, int *hour, int *min)
144 {
145         const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
146         s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
147
148         switch (p_ptr->start_race)
149         {
150         case RACE_VAMPIRE:
151         case RACE_SKELETON:
152         case RACE_ZOMBIE:
153         case RACE_SPECTRE:
154                 *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
155                 break;
156         default:
157                 *day = (turn + A_DAY / 4) / A_DAY + 1;
158                 break;
159         }
160         *hour = (24 * turn_in_today / A_DAY) % 24;
161         *min = (1440 * turn_in_today / A_DAY) % 60;
162 }
163
164 /*!
165  * @brief ゲーム時刻を表示する /
166  * Print time
167  * @return なし
168  */
169 void prt_time(void)
170 {
171         int day, hour, min;
172
173         /* Dump 13 spaces to clear */
174         c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
175
176         extract_day_hour_min(&day, &hour, &min);
177
178         /* Dump the info itself */
179         if (day < 1000) c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
180         else c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
181
182         c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
183 }
184
185 /*!
186  * @brief 現在のマップ名を返す /
187  * @return マップ名の文字列参照ポインタ
188  */
189 cptr map_name(void)
190 {
191         if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)
192             && (quest[p_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
193                 return _("クエスト", "Quest");
194         else if (p_ptr->wild_mode)
195                 return _("地上", "Surface");
196         else if (p_ptr->inside_arena)
197                 return _("アリーナ", "Arena");
198         else if (p_ptr->inside_battle)
199                 return _("闘技場", "Monster Arena");
200         else if (!dun_level && p_ptr->town_num)
201                 return town[p_ptr->town_num].name;
202         else
203                 return d_name+d_info[dungeon_type].name;
204 }
205
206 /*!
207  * @brief 現在のマップ名を描画する / Print dungeon
208  * @return なし
209  */
210 static void prt_dungeon(void)
211 {
212         cptr dungeon_name;
213         int col;
214
215         /* Dump 13 spaces to clear */
216         c_put_str(TERM_WHITE, "             ", ROW_DUNGEON, COL_DUNGEON);
217
218         dungeon_name = map_name();
219
220         col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
221         if (col < 0) col = 0;
222
223         /* Dump the info itself */
224         c_put_str(TERM_L_UMBER, format("%s",dungeon_name),
225                   ROW_DUNGEON, col);
226 }
227
228
229 /*!
230  * @brief プレイヤー能力値を描画する / Print character stat in given row, column
231  * @param stat 描画するステータスのID
232  * @return なし
233  */
234 static void prt_stat(int stat)
235 {
236         char tmp[32];
237
238         /* Display "injured" stat */
239         if (p_ptr->stat_cur[stat] < p_ptr->stat_max[stat])
240         {
241                 put_str(stat_names_reduced[stat], ROW_STAT + stat, 0);
242                 cnv_stat(p_ptr->stat_use[stat], tmp);
243                 c_put_str(TERM_YELLOW, tmp, ROW_STAT + stat, COL_STAT + 6);
244         }
245
246         /* Display "healthy" stat */
247         else
248         {
249                 put_str(stat_names[stat], ROW_STAT + stat, 0);
250                 cnv_stat(p_ptr->stat_use[stat], tmp);
251                 c_put_str(TERM_L_GREEN, tmp, ROW_STAT + stat, COL_STAT + 6);
252         }
253
254         /* Indicate natural maximum */
255         if (p_ptr->stat_max[stat] == p_ptr->stat_max_max[stat])
256         {
257 #ifdef JP
258                 /* 日本語にかぶらないように表示位置を変更 */
259                 put_str("!", ROW_STAT + stat, 5);
260 #else
261                 put_str("!", ROW_STAT + stat, 3);
262 #endif
263
264         }
265 }
266
267
268 /*
269  * 画面下部に表示する状態表示定義ID / Data structure for status bar
270  */
271 #define BAR_TSUYOSHI 0      /*!< 下部ステータス表示: オクレ兄さん状態 */
272 #define BAR_HALLUCINATION 1 /*!< 下部ステータス表示: 幻覚 */
273 #define BAR_BLINDNESS 2     /*!< 下部ステータス表示: 盲目 */
274 #define BAR_PARALYZE 3      /*!< 下部ステータス表示: 麻痺 */
275 #define BAR_CONFUSE 4       /*!< 下部ステータス表示: 混乱 */
276 #define BAR_POISONED 5      /*!< 下部ステータス表示: 毒 */
277 #define BAR_AFRAID 6        /*!< 下部ステータス表示: 恐怖 */
278 #define BAR_LEVITATE 7      /*!< 下部ステータス表示: 浮遊 */
279 #define BAR_REFLECTION 8    /*!< 下部ステータス表示: 反射 */
280 #define BAR_PASSWALL 9      /*!< 下部ステータス表示: 壁抜け */
281 #define BAR_WRAITH 10       /*!< 下部ステータス表示: 幽体化 */
282 #define BAR_PROTEVIL 11     /*!< 下部ステータス表示: 対邪悪結界 */
283 #define BAR_KAWARIMI 12     /*!< 下部ステータス表示: 変わり身 */
284 #define BAR_MAGICDEFENSE 13 /*!< 下部ステータス表示: 魔法の鎧 */
285 #define BAR_EXPAND 14       /*!< 下部ステータス表示: 横伸び */
286 #define BAR_STONESKIN 15    /*!< 下部ステータス表示: 石肌化 */
287 #define BAR_MULTISHADOW 16  /*!< 下部ステータス表示: 影分身 */
288 #define BAR_REGMAGIC 17     /*!< 下部ステータス表示: 魔法防御 */
289 #define BAR_ULTIMATE 18     /*!< 下部ステータス表示: 究極の耐性 */
290 #define BAR_INVULN 19       /*!< 下部ステータス表示: 無敵化 */
291 #define BAR_IMMACID 20      /*!< 下部ステータス表示: 酸免疫 */
292 #define BAR_RESACID 21      /*!< 下部ステータス表示: 酸耐性 */
293 #define BAR_IMMELEC 22      /*!< 下部ステータス表示: 電撃免疫 */
294 #define BAR_RESELEC 23      /*!< 下部ステータス表示: 電撃耐性 */
295 #define BAR_IMMFIRE 24      /*!< 下部ステータス表示: 火炎免疫 */
296 #define BAR_RESFIRE 25      /*!< 下部ステータス表示: 火炎耐性 */
297 #define BAR_IMMCOLD 26      /*!< 下部ステータス表示: 冷気免疫 */
298 #define BAR_RESCOLD 27      /*!< 下部ステータス表示: 冷気耐性 */
299 #define BAR_RESPOIS 28      /*!< 下部ステータス表示: 毒耐性 */
300 #define BAR_RESNETH 29      /*!< 下部ステータス表示: 地獄耐性 */
301 #define BAR_RESTIME 30      /*!< 下部ステータス表示: 時間逆転耐性 */
302 #define BAR_DUSTROBE 31     /*!< 下部ステータス表示: 破片オーラ */
303 #define BAR_SHFIRE 32       /*!< 下部ステータス表示: 火炎オーラ */
304 #define BAR_TOUKI 33        /*!< 下部ステータス表示: 闘気 */
305 #define BAR_SHHOLY 34       /*!< 下部ステータス表示: 聖なるオーラ */
306 #define BAR_EYEEYE 35       /*!< 下部ステータス表示: 目には目を */
307 #define BAR_BLESSED 36      /*!< 下部ステータス表示: 祝福 */
308 #define BAR_HEROISM 37      /*!< 下部ステータス表示: 士気高揚 */
309 #define BAR_BERSERK 38      /*!< 下部ステータス表示: 狂戦士化 */
310 #define BAR_ATTKFIRE 39     /*!< 下部ステータス表示: 焼棄スレイ */
311 #define BAR_ATTKCOLD 40     /*!< 下部ステータス表示: 冷凍スレイ */
312 #define BAR_ATTKELEC 41     /*!< 下部ステータス表示: 電撃スレイ */
313 #define BAR_ATTKACID 42     /*!< 下部ステータス表示: 溶解スレイ */
314 #define BAR_ATTKPOIS 43     /*!< 下部ステータス表示: 毒殺スレイ */
315 #define BAR_ATTKCONF 44     /*!< 下部ステータス表示: 混乱打撃 */
316 #define BAR_SENSEUNSEEN 45  /*!< 下部ステータス表示: 透明視 */
317 #define BAR_TELEPATHY 46    /*!< 下部ステータス表示: テレパシー */
318 #define BAR_REGENERATION 47 /*!< 下部ステータス表示: 急回復 */
319 #define BAR_INFRAVISION 48  /*!< 下部ステータス表示: 赤外線視力 */
320 #define BAR_STEALTH 49      /*!< 下部ステータス表示: 隠密 */
321 #define BAR_SUPERSTEALTH 50 /*!< 下部ステータス表示: 超隠密 */
322 #define BAR_RECALL 51       /*!< 下部ステータス表示: 帰還待ち */
323 #define BAR_ALTER 52        /*!< 下部ステータス表示: 現実変容待ち */
324 #define BAR_SHCOLD 53       /*!< 下部ステータス表示: 冷気オーラ */
325 #define BAR_SHELEC 54       /*!< 下部ステータス表示: 電撃オーラ */
326 #define BAR_SHSHADOW 55     /*!< 下部ステータス表示: 影のオーラ */
327 #define BAR_MIGHT 56        /*!< 下部ステータス表示: 腕力強化 */
328 #define BAR_BUILD 57        /*!< 下部ステータス表示: 肉体強化 */
329 #define BAR_ANTIMULTI 58    /*!< 下部ステータス表示: 反増殖 */
330 #define BAR_ANTITELE 59     /*!< 下部ステータス表示: 反テレポート */
331 #define BAR_ANTIMAGIC 60    /*!< 下部ステータス表示: 反魔法 */
332 #define BAR_PATIENCE 61     /*!< 下部ステータス表示: 我慢 */
333 #define BAR_REVENGE 62      /*!< 下部ステータス表示: 宣告 */
334 #define BAR_RUNESWORD 63    /*!< 下部ステータス表示: 魔剣化 */
335 #define BAR_VAMPILIC 64     /*!< 下部ステータス表示: 吸血 */
336 #define BAR_CURE 65         /*!< 下部ステータス表示: 回復 */
337 #define BAR_ESP_EVIL 66     /*!< 下部ステータス表示: 邪悪感知 */
338
339 static struct {
340         byte attr;
341         cptr sstr;
342         cptr lstr;
343 } bar[]
344 #ifdef JP
345 = {
346         {TERM_YELLOW, "つ", "つよし"},
347         {TERM_VIOLET, "幻", "幻覚"},
348         {TERM_L_DARK, "盲", "盲目"},
349         {TERM_RED, "痺", "麻痺"},
350         {TERM_VIOLET, "乱", "混乱"},
351         {TERM_GREEN, "毒", "毒"},
352         {TERM_BLUE, "恐", "恐怖"},
353         {TERM_L_BLUE, "浮", "浮遊"},
354         {TERM_SLATE, "反", "反射"},
355         {TERM_SLATE, "壁", "壁抜け"},
356         {TERM_L_DARK, "幽", "幽体"},
357         {TERM_SLATE, "邪", "防邪"},
358         {TERM_VIOLET, "変", "変わり身"},
359         {TERM_YELLOW, "魔", "魔法鎧"},
360         {TERM_L_UMBER, "伸", "伸び"},
361         {TERM_WHITE, "石", "石肌"},
362         {TERM_L_BLUE, "分", "分身"},
363         {TERM_SLATE, "防", "魔法防御"},
364         {TERM_YELLOW, "究", "究極"},
365         {TERM_YELLOW, "無", "無敵"},
366         {TERM_L_GREEN, "酸", "酸免疫"},
367         {TERM_GREEN, "酸", "耐酸"},
368         {TERM_L_BLUE, "電", "電免疫"},
369         {TERM_BLUE, "電", "耐電"},
370         {TERM_L_RED, "火", "火免疫"},
371         {TERM_RED, "火", "耐火"},
372         {TERM_WHITE, "冷", "冷免疫"},
373         {TERM_SLATE, "冷", "耐冷"},
374         {TERM_GREEN, "毒", "耐毒"},
375         {TERM_L_DARK, "獄", "耐地獄"},
376         {TERM_L_BLUE, "時", "耐時間"},
377         {TERM_L_DARK, "鏡", "鏡オーラ"},
378         {TERM_L_RED, "オ", "火オーラ"},
379         {TERM_WHITE, "闘", "闘気"},
380         {TERM_WHITE, "聖", "聖オーラ"},
381         {TERM_VIOLET, "目", "目には目"},
382         {TERM_WHITE, "祝", "祝福"},
383         {TERM_WHITE, "勇", "勇"},
384         {TERM_RED, "狂", "狂乱"},
385         {TERM_L_RED, "火", "魔剣火"},
386         {TERM_WHITE, "冷", "魔剣冷"},
387         {TERM_L_BLUE, "電", "魔剣電"},
388         {TERM_SLATE, "酸", "魔剣酸"},
389         {TERM_L_GREEN, "毒", "魔剣毒"},
390         {TERM_RED, "乱", "混乱打撃"},
391         {TERM_L_BLUE, "視", "透明視"},
392         {TERM_ORANGE, "テ", "テレパシ"},
393         {TERM_L_BLUE, "回", "回復"},
394         {TERM_L_RED, "赤", "赤外"},
395         {TERM_UMBER, "隠", "隠密"},
396         {TERM_YELLOW, "隠", "超隠密"},
397         {TERM_WHITE, "帰", "帰還"},
398         {TERM_WHITE, "現", "現実変容"},
399         /* Hex */
400         {TERM_WHITE, "オ", "氷オーラ"},
401         {TERM_BLUE, "オ", "電オーラ"},
402         {TERM_L_DARK, "オ", "影オーラ"},
403         {TERM_YELLOW, "腕", "腕力強化"},
404         {TERM_RED, "肉", "肉体強化"},
405         {TERM_L_DARK, "殖", "反増殖"},
406         {TERM_ORANGE, "テ", "反テレポ"},
407         {TERM_RED, "魔", "反魔法"},
408         {TERM_SLATE, "我", "我慢"},
409         {TERM_SLATE, "宣", "宣告"},
410         {TERM_L_DARK, "剣", "魔剣化"},
411         {TERM_RED, "吸", "吸血打撃"},
412         {TERM_WHITE, "回", "回復"},
413         {TERM_L_DARK, "感", "邪悪感知"},
414         {0, NULL, NULL}
415 };
416 #else
417 = {
418         {TERM_YELLOW, "Ts", "Tsuyoshi"},
419         {TERM_VIOLET, "Ha", "Halluc"},
420         {TERM_L_DARK, "Bl", "Blind"},
421         {TERM_RED, "Pa", "Paralyzed"},
422         {TERM_VIOLET, "Cf", "Confused"},
423         {TERM_GREEN, "Po", "Poisoned"},
424         {TERM_BLUE, "Af", "Afraid"},
425         {TERM_L_BLUE, "Lv", "Levit"},
426         {TERM_SLATE, "Rf", "Reflect"},
427         {TERM_SLATE, "Pw", "PassWall"},
428         {TERM_L_DARK, "Wr", "Wraith"},
429         {TERM_SLATE, "Ev", "PrtEvl"},
430         {TERM_VIOLET, "Kw", "Kawarimi"},
431         {TERM_YELLOW, "Md", "MgcArm"},
432         {TERM_L_UMBER, "Eh", "Expand"},
433         {TERM_WHITE, "Ss", "StnSkn"},
434         {TERM_L_BLUE, "Ms", "MltShdw"},
435         {TERM_SLATE, "Rm", "ResMag"},
436         {TERM_YELLOW, "Ul", "Ultima"},
437         {TERM_YELLOW, "Iv", "Invuln"},
438         {TERM_L_GREEN, "IAc", "ImmAcid"},
439         {TERM_GREEN, "Ac", "Acid"},
440         {TERM_L_BLUE, "IEl", "ImmElec"},
441         {TERM_BLUE, "El", "Elec"},
442         {TERM_L_RED, "IFi", "ImmFire"},
443         {TERM_RED, "Fi", "Fire"},
444         {TERM_WHITE, "ICo", "ImmCold"},
445         {TERM_SLATE, "Co", "Cold"},
446         {TERM_GREEN, "Po", "Pois"},
447         {TERM_L_DARK, "Nt", "Nthr"},
448         {TERM_L_BLUE, "Ti", "Time"},
449         {TERM_L_DARK, "Mr", "Mirr"},
450         {TERM_L_RED, "SFi", "SFire"},
451         {TERM_WHITE, "Fo", "Force"},
452         {TERM_WHITE, "Ho", "Holy"},
453         {TERM_VIOLET, "Ee", "EyeEye"},
454         {TERM_WHITE, "Bs", "Bless"},
455         {TERM_WHITE, "He", "Hero"},
456         {TERM_RED, "Br", "Berserk"},
457         {TERM_L_RED, "BFi", "BFire"},
458         {TERM_WHITE, "BCo", "BCold"},
459         {TERM_L_BLUE, "BEl", "BElec"},
460         {TERM_SLATE, "BAc", "BAcid"},
461         {TERM_L_GREEN, "BPo", "BPois"},
462         {TERM_RED, "TCf", "TchCnf"},
463         {TERM_L_BLUE, "Se", "SInv"},
464         {TERM_ORANGE, "Te", "Telepa"},
465         {TERM_L_BLUE, "Rg", "Regen"},
466         {TERM_L_RED, "If", "Infr"},
467         {TERM_UMBER, "Sl", "Stealth"},
468         {TERM_YELLOW, "Stlt", "Stealth"},
469         {TERM_WHITE, "Rc", "Recall"},
470         {TERM_WHITE, "Al", "Alter"},
471         /* Hex */
472         {TERM_WHITE, "SCo", "SCold"},
473         {TERM_BLUE, "SEl", "SElec"},
474         {TERM_L_DARK, "SSh", "SShadow"},
475         {TERM_YELLOW, "EMi", "ExMight"},
476         {TERM_RED, "Bu", "BuildUp"},
477         {TERM_L_DARK, "AMl", "AntiMulti"},
478         {TERM_ORANGE, "AT", "AntiTele"},
479         {TERM_RED, "AM", "AntiMagic"},
480         {TERM_SLATE, "Pa", "Patience"},
481         {TERM_SLATE, "Rv", "Revenge"},
482         {TERM_L_DARK, "Rs", "RuneSword"},
483         {TERM_RED, "Vm", "Vampiric"},
484         {TERM_WHITE, "Cu", "Cure"},
485         {TERM_L_DARK, "ET", "EvilTele"},
486         {0, NULL, NULL}
487 };
488 #endif
489
490 /*!
491  * @brief 32ビット変数配列の指定位置のビットフラグを1にする。
492  * @param FLG フラグ位置(ビット)
493  * @return なし
494  */
495 #define ADD_FLG(FLG) (bar_flags[FLG / 32] |= (1L << (FLG % 32)))
496
497 /*!
498  * @brief 32ビット変数配列の指定位置のビットフラグが1かどうかを返す。
499  * @param FLG フラグ位置(ビット)
500  * @return 1ならば0以外を返す
501  */
502 #define IS_FLG(FLG) (bar_flags[FLG / 32] & (1L << (FLG % 32)))
503
504
505 /*!
506  * @brief 下部に状態表示を行う / Show status bar
507  * @return なし
508  */
509 static void prt_status(void)
510 {
511         u32b bar_flags[3];
512         int wid, hgt, row_statbar, max_col_statbar;
513         int i, col = 0, num = 0;
514         int space = 2;
515
516         Term_get_size(&wid, &hgt);
517         row_statbar = hgt + ROW_STATBAR;
518         max_col_statbar = wid + MAX_COL_STATBAR;
519
520         Term_erase(0, row_statbar, max_col_statbar);
521
522         bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
523
524         /* Tsuyoshi  */
525         if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
526
527         /* Hallucinating */
528         if (p_ptr->image) ADD_FLG(BAR_HALLUCINATION);
529
530         /* Blindness */
531         if (p_ptr->blind) ADD_FLG(BAR_BLINDNESS);
532
533         /* Paralysis */
534         if (p_ptr->paralyzed) ADD_FLG(BAR_PARALYZE);
535
536         /* Confusion */
537         if (p_ptr->confused) ADD_FLG(BAR_CONFUSE);
538
539         /* Posioned */
540         if (p_ptr->poisoned) ADD_FLG(BAR_POISONED);
541
542         /* Times see-invisible */
543         if (p_ptr->tim_invis) ADD_FLG(BAR_SENSEUNSEEN);
544
545         /* Timed esp */
546         if (IS_TIM_ESP()) ADD_FLG(BAR_TELEPATHY);
547
548         /* Timed regenerate */
549         if (p_ptr->tim_regen) ADD_FLG(BAR_REGENERATION);
550
551         /* Timed infra-vision */
552         if (p_ptr->tim_infra) ADD_FLG(BAR_INFRAVISION);
553
554         /* Protection from evil */
555         if (p_ptr->protevil) ADD_FLG(BAR_PROTEVIL);
556
557         /* Invulnerability */
558         if (IS_INVULN()) ADD_FLG(BAR_INVULN);
559
560         /* Wraith form */
561         if (p_ptr->wraith_form) ADD_FLG(BAR_WRAITH);
562
563         /* Kabenuke */
564         if (p_ptr->kabenuke) ADD_FLG(BAR_PASSWALL);
565
566         if (p_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
567
568         /* Heroism */
569         if (IS_HERO()) ADD_FLG(BAR_HEROISM);
570
571         /* Super Heroism / berserk */
572         if (p_ptr->shero) ADD_FLG(BAR_BERSERK);
573
574         /* Blessed */
575         if (IS_BLESSED()) ADD_FLG(BAR_BLESSED);
576
577         /* Shield */
578         if (p_ptr->magicdef) ADD_FLG(BAR_MAGICDEFENSE);
579
580         if (p_ptr->tsubureru) ADD_FLG(BAR_EXPAND);
581
582         if (p_ptr->shield) ADD_FLG(BAR_STONESKIN);
583         
584         if (p_ptr->special_defense & NINJA_KAWARIMI) ADD_FLG(BAR_KAWARIMI);
585
586         /* Oppose Acid */
587         if (p_ptr->special_defense & DEFENSE_ACID) ADD_FLG(BAR_IMMACID);
588         if (IS_OPPOSE_ACID()) ADD_FLG(BAR_RESACID);
589
590         /* Oppose Lightning */
591         if (p_ptr->special_defense & DEFENSE_ELEC) ADD_FLG(BAR_IMMELEC);
592         if (IS_OPPOSE_ELEC()) ADD_FLG(BAR_RESELEC);
593
594         /* Oppose Fire */
595         if (p_ptr->special_defense & DEFENSE_FIRE) ADD_FLG(BAR_IMMFIRE);
596         if (IS_OPPOSE_FIRE()) ADD_FLG(BAR_RESFIRE);
597
598         /* Oppose Cold */
599         if (p_ptr->special_defense & DEFENSE_COLD) ADD_FLG(BAR_IMMCOLD);
600         if (IS_OPPOSE_COLD()) ADD_FLG(BAR_RESCOLD);
601
602         /* Oppose Poison */
603         if (IS_OPPOSE_POIS()) ADD_FLG(BAR_RESPOIS);
604
605         /* Word of Recall */
606         if (p_ptr->word_recall) ADD_FLG(BAR_RECALL);
607
608         /* Alter realiry */
609         if (p_ptr->alter_reality) ADD_FLG(BAR_ALTER);
610
611         /* Afraid */
612         if (p_ptr->afraid) ADD_FLG(BAR_AFRAID);
613
614         /* Resist time */
615         if (p_ptr->tim_res_time) ADD_FLG(BAR_RESTIME);
616
617         if (p_ptr->multishadow) ADD_FLG(BAR_MULTISHADOW);
618
619         /* Confusing Hands */
620         if (p_ptr->special_attack & ATTACK_CONFUSE) ADD_FLG(BAR_ATTKCONF);
621
622         if (p_ptr->resist_magic) ADD_FLG(BAR_REGMAGIC);
623
624         /* Ultimate-resistance */
625         if (p_ptr->ult_res) ADD_FLG(BAR_ULTIMATE);
626
627         /* tim levitation */
628         if (p_ptr->tim_levitation) ADD_FLG(BAR_LEVITATE);
629
630         if (p_ptr->tim_res_nether) ADD_FLG(BAR_RESNETH);
631
632         if (p_ptr->dustrobe) ADD_FLG(BAR_DUSTROBE);
633
634         /* Mahouken */
635         if (p_ptr->special_attack & ATTACK_FIRE) ADD_FLG(BAR_ATTKFIRE);
636         if (p_ptr->special_attack & ATTACK_COLD) ADD_FLG(BAR_ATTKCOLD);
637         if (p_ptr->special_attack & ATTACK_ELEC) ADD_FLG(BAR_ATTKELEC);
638         if (p_ptr->special_attack & ATTACK_ACID) ADD_FLG(BAR_ATTKACID);
639         if (p_ptr->special_attack & ATTACK_POIS) ADD_FLG(BAR_ATTKPOIS);
640         if (p_ptr->special_defense & NINJA_S_STEALTH) ADD_FLG(BAR_SUPERSTEALTH);
641
642         if (p_ptr->tim_sh_fire) ADD_FLG(BAR_SHFIRE);
643
644         /* tim stealth */
645         if (IS_TIM_STEALTH()) ADD_FLG(BAR_STEALTH);
646
647         if (p_ptr->tim_sh_touki) ADD_FLG(BAR_TOUKI);
648
649         /* Holy aura */
650         if (p_ptr->tim_sh_holy) ADD_FLG(BAR_SHHOLY);
651
652         /* An Eye for an Eye */
653         if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
654
655         /* Hex spells */
656         if (p_ptr->realm1 == REALM_HEX)
657         {
658                 if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
659                 if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
660                 if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
661                 if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
662                 if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
663                 if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
664                 if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
665                 if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
666                 if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
667                 if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
668                 if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
669                 if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
670                 if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
671                 if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
672                 if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
673                 if (hex_spelling(HEX_CURE_LIGHT) ||
674                         hex_spelling(HEX_CURE_SERIOUS) ||
675                         hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
676
677                 if (HEX_REVENGE_TURN(p_ptr))
678                 {
679                         if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
680                         if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
681                 }
682         }
683
684         /* Calcurate length */
685         for (i = 0; bar[i].sstr; i++)
686         {
687                 if (IS_FLG(i))
688                 {
689                         col += strlen(bar[i].lstr) + 1;
690                         num++;
691                 }
692         }
693
694         /* If there are not excess spaces for long strings, use short one */
695         if (col - 1 > max_col_statbar)
696         {
697                 space = 0;
698                 col = 0;
699
700                 for (i = 0; bar[i].sstr; i++)
701                 {
702                         if (IS_FLG(i))
703                         {
704                                 col += strlen(bar[i].sstr);
705                         }
706                 }
707
708                 /* If there are excess spaces for short string, use more */
709                 if (col - 1 <= max_col_statbar - (num-1))
710                 {
711                         space = 1;
712                         col += num - 1;
713                 }
714         }
715
716
717         /* Centering display column */
718         col = (max_col_statbar - col) / 2;
719
720         /* Display status bar */
721         for (i = 0; bar[i].sstr; i++)
722         {
723                 if (IS_FLG(i))
724                 {
725                         cptr str;
726                         if (space == 2) str = bar[i].lstr;
727                         else str = bar[i].sstr;
728
729                         c_put_str(bar[i].attr, str, row_statbar, col);
730                         col += strlen(str);
731                         if (space > 0) col++;
732                         if (col > max_col_statbar) break;
733                 }
734         }
735 }
736
737
738 /*!
739  * @brief プレイヤーの称号を表示する / Prints "title", including "wizard" or "winner" as needed.
740  * @return なし
741  */
742 static void prt_title(void)
743 {
744         cptr p = "";
745         char str[14];
746
747         /* Wizard */
748         if (p_ptr->wizard)
749         {
750 #ifdef JP
751                 /* 英日切り替え機能 称号 */
752                 p = "[ウィザード]";
753 #else
754                 p = "[=-WIZARD-=]";
755 #endif
756
757         }
758
759         /* Winner */
760         else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
761         {
762                 if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
763                 {
764 #ifdef JP
765                         /* 英日切り替え機能 称号 */
766                         p = "*真・勝利者*";
767 #else
768                         p = "*TRUEWINNER*";
769 #endif
770                 }
771                 else
772                 {
773 #ifdef JP
774                         /* 英日切り替え機能 称号 */
775                         p = "***勝利者***";
776 #else
777                         p = "***WINNER***";
778 #endif
779                 }
780         }
781
782         /* Normal */
783         else
784         {
785                 my_strcpy(str, player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5], sizeof(str));
786                 p = str;
787         }
788
789         prt_field(p, ROW_TITLE, COL_TITLE);
790 }
791
792
793 /*!
794  * @brief プレイヤーのレベルを表示する / Prints level
795  * @return なし
796  */
797 static void prt_level(void)
798 {
799         char tmp[32];
800
801         sprintf(tmp, _("%5d", "%6d"), p_ptr->lev);
802
803         if (p_ptr->lev >= p_ptr->max_plv)
804         {
805 #ifdef JP
806                 put_str("レベル ", ROW_LEVEL, 0);
807                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
808 #else
809                 put_str("LEVEL ", ROW_LEVEL, 0);
810                 c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
811 #endif
812
813         }
814         else
815         {
816 #ifdef JP
817                 put_str("xレベル", ROW_LEVEL, 0);
818                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
819 #else
820                 put_str("Level ", ROW_LEVEL, 0);
821                 c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
822 #endif
823
824         }
825 }
826
827
828 /*!
829  * @brief プレイヤーの経験値を表示する / Display the experience
830  * @return なし
831  */
832 static void prt_exp(void)
833 {
834         char out_val[32];
835
836         if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
837         {
838                 (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
839         }
840         else
841         {
842                 if (p_ptr->lev >= PY_MAX_LEVEL)
843                 {
844                         (void)sprintf(out_val, "********");
845                 }
846                 else
847                 {
848 #ifdef JP
849                         (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
850 #else      
851                         (void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
852 #endif
853                 }
854         }
855
856         if (p_ptr->exp >= p_ptr->max_exp)
857         {
858 #ifdef JP
859                 if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
860                 else put_str("経験 ", ROW_EXP, 0);
861                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
862 #else
863                 if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
864                 else put_str("EXP ", ROW_EXP, 0);
865                 c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
866 #endif
867
868         }
869         else
870         {
871 #ifdef JP
872                 put_str("x経験", ROW_EXP, 0);
873                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
874 #else
875                 put_str("Exp ", ROW_EXP, 0);
876                 c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
877 #endif
878
879         }
880 }
881
882 /*!
883  * @brief プレイヤーの所持金を表示する / Prints current gold
884  * @return なし
885  */
886 static void prt_gold(void)
887 {
888         char tmp[32];
889         put_str(_("$ ", "AU "), ROW_GOLD, COL_GOLD);
890         sprintf(tmp, "%9ld", (long)p_ptr->au);
891         c_put_str(TERM_L_GREEN, tmp, ROW_GOLD, COL_GOLD + 3);
892 }
893
894
895 /*!
896  * @brief プレイヤーのACを表示する / Prints current AC
897  * @return なし
898  */
899 static void prt_ac(void)
900 {
901         char tmp[32];
902
903 #ifdef JP
904 /* AC の表示方式を変更している */
905         put_str(" AC(     )", ROW_AC, COL_AC);
906         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
907         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 6);
908 #else
909         put_str("Cur AC ", ROW_AC, COL_AC);
910         sprintf(tmp, "%5d", p_ptr->dis_ac + p_ptr->dis_to_a);
911         c_put_str(TERM_L_GREEN, tmp, ROW_AC, COL_AC + 7);
912 #endif
913
914 }
915
916
917 /*!
918  * @brief プレイヤーのHPを表示する / Prints Cur/Max hit points
919  * @return なし
920  */
921 static void prt_hp(void)
922 {
923 /* ヒットポイントの表示方法を変更 */
924         char tmp[32];
925   
926         byte color;
927   
928         /* タイトル */
929 /*      put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
930
931         put_str("HP", ROW_CURHP, COL_CURHP);
932
933         /* 現在のヒットポイント */
934         sprintf(tmp, "%4ld", (long int)p_ptr->chp);
935
936         if (p_ptr->chp >= p_ptr->mhp)
937         {
938                 color = TERM_L_GREEN;
939         }
940         else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
941         {
942                 color = TERM_YELLOW;
943         }
944         else
945         {
946                 color = TERM_RED;
947         }
948
949         c_put_str(color, tmp, ROW_CURHP, COL_CURHP+3);
950
951         /* 区切り */
952         put_str( "/", ROW_CURHP, COL_CURHP + 7 );
953
954         /* 最大ヒットポイント */
955         sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
956         color = TERM_L_GREEN;
957
958         c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
959 }
960
961
962 /*!
963  * @brief プレイヤーのMPを表示する / Prints players max/cur spell points
964  * @return なし
965  */
966 static void prt_sp(void)
967 {
968 /* マジックポイントの表示方法を変更している */
969         char tmp[32];
970         byte color;
971
972
973         /* Do not show mana unless it matters */
974         if (!mp_ptr->spell_book) return;
975
976         /* タイトル */
977 /*      put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
978         put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
979
980         /* 現在のマジックポイント */
981         sprintf(tmp, "%4ld", (long int)p_ptr->csp);
982
983         if (p_ptr->csp >= p_ptr->msp)
984         {
985                 color = TERM_L_GREEN;
986         }
987         else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
988         {
989                 color = TERM_YELLOW;
990         }
991         else
992         {
993                 color = TERM_RED;
994         }
995
996         c_put_str(color, tmp, ROW_CURSP, COL_CURSP+3);
997
998         /* 区切り */
999         put_str( "/", ROW_CURSP, COL_CURSP + 7 );
1000
1001         /* 最大マジックポイント */
1002         sprintf(tmp, "%4ld", (long int)p_ptr->msp);
1003         color = TERM_L_GREEN;
1004
1005         c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
1006 }
1007
1008
1009 /*!
1010  * @brief 現在のフロアの深さを表示する / Prints depth in stat area
1011  * @return なし
1012  */
1013 static void prt_depth(void)
1014 {
1015         char depths[32];
1016         int wid, hgt, row_depth, col_depth;
1017         byte attr = TERM_WHITE;
1018
1019         Term_get_size(&wid, &hgt);
1020         col_depth = wid + COL_DEPTH;
1021         row_depth = hgt + ROW_DEPTH;
1022
1023         if (!dun_level)
1024         {
1025                 strcpy(depths, _("地上", "Surf."));
1026         }
1027         else if (p_ptr->inside_quest && !dungeon_type)
1028         {
1029                 strcpy(depths, _("地上", "Quest"));
1030         }
1031         else
1032         {
1033                 if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
1034                 else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
1035
1036                 /* Get color of level based on feeling  -JSV- */
1037                 switch (p_ptr->feeling)
1038                 {
1039                 case  0: attr = TERM_SLATE;   break; /* Unknown */
1040                 case  1: attr = TERM_L_BLUE;  break; /* Special */
1041                 case  2: attr = TERM_VIOLET;  break; /* Horrible visions */
1042                 case  3: attr = TERM_RED;     break; /* Very dangerous */
1043                 case  4: attr = TERM_L_RED;   break; /* Very bad feeling */
1044                 case  5: attr = TERM_ORANGE;  break; /* Bad feeling */
1045                 case  6: attr = TERM_YELLOW;  break; /* Nervous */
1046                 case  7: attr = TERM_L_UMBER; break; /* Luck is turning */
1047                 case  8: attr = TERM_L_WHITE; break; /* Don't like */
1048                 case  9: attr = TERM_WHITE;   break; /* Reasonably safe */
1049                 case 10: attr = TERM_WHITE;   break; /* Boring place */
1050                 }
1051         }
1052
1053         /* Right-Adjust the "depth", and clear old values */
1054         c_prt(attr, format("%7s", depths), row_depth, col_depth);
1055 }
1056
1057
1058 /*!
1059  * @brief プレイヤーの空腹状態を表示する / Prints status of hunger
1060  * @return なし
1061  */
1062 static void prt_hunger(void)
1063 {
1064         if(p_ptr->wizard && p_ptr->inside_arena) return;
1065
1066         /* Fainting / Starving */
1067         if (p_ptr->food < PY_FOOD_FAINT)
1068         {
1069                 c_put_str(TERM_RED, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1070         }
1071
1072         /* Weak */
1073         else if (p_ptr->food < PY_FOOD_WEAK)
1074         {
1075                 c_put_str(TERM_ORANGE, _("衰弱  ", "Weak  "), ROW_HUNGRY, COL_HUNGRY);
1076         }
1077
1078         /* Hungry */
1079         else if (p_ptr->food < PY_FOOD_ALERT)
1080         {
1081                 c_put_str(TERM_YELLOW, _("空腹  ", "Hungry"), ROW_HUNGRY, COL_HUNGRY);
1082         }
1083
1084         /* Normal */
1085         else if (p_ptr->food < PY_FOOD_FULL)
1086         {
1087                 c_put_str(TERM_L_GREEN, "      ", ROW_HUNGRY, COL_HUNGRY);
1088         }
1089
1090         /* Full */
1091         else if (p_ptr->food < PY_FOOD_MAX)
1092         {
1093                 c_put_str(TERM_L_GREEN, _("満腹  ", "Full  "), ROW_HUNGRY, COL_HUNGRY);
1094         }
1095
1096         /* Gorged */
1097         else
1098         {
1099                 c_put_str(TERM_GREEN, _("食過ぎ", "Gorged"), ROW_HUNGRY, COL_HUNGRY);
1100         }
1101 }
1102
1103
1104 /*!
1105  * @brief プレイヤーの行動状態を表示する / Prints Searching, Resting, Paralysis, or 'count' status
1106  * @return なし
1107  * @details
1108  * Display is always exactly 10 characters wide (see below)
1109  * This function was a major bottleneck when resting, so a lot of
1110  * the text formatting code was optimized in place below.
1111  */
1112 static void prt_state(void)
1113 {
1114         byte attr = TERM_WHITE;
1115
1116         char text[16];
1117
1118         /* Repeating */
1119         if (command_rep)
1120         {
1121                 if (command_rep > 999)
1122                 {
1123                         (void)sprintf(text, "%2d00", command_rep / 100);
1124                 }
1125                 else
1126                 {
1127                         (void)sprintf(text, "  %2d", command_rep);
1128                 }
1129         }
1130
1131         /* Action */
1132         else
1133         {
1134                 switch(p_ptr->action)
1135                 {
1136                         case ACTION_SEARCH:
1137                         {
1138                                 strcpy(text, _("探索", "Sear"));
1139                                 break;
1140                         }
1141                         case ACTION_REST:
1142                         {
1143                                 int i;
1144
1145                                 /* Start with "Rest" */
1146                                 strcpy(text, _("    ", "    "));
1147
1148                                 /* Extensive (timed) rest */
1149                                 if (resting >= 1000)
1150                                 {
1151                                         i = resting / 100;
1152                                         text[3] = '0';
1153                                         text[2] = '0';
1154                                         text[1] = '0' + (i % 10);
1155                                         text[0] = '0' + (i / 10);
1156                                 }
1157
1158                                 /* Long (timed) rest */
1159                                 else if (resting >= 100)
1160                                 {
1161                                         i = resting;
1162                                         text[3] = '0' + (i % 10);
1163                                         i = i / 10;
1164                                         text[2] = '0' + (i % 10);
1165                                         text[1] = '0' + (i / 10);
1166                                 }
1167
1168                                 /* Medium (timed) rest */
1169                                 else if (resting >= 10)
1170                                 {
1171                                         i = resting;
1172                                         text[3] = '0' + (i % 10);
1173                                         text[2] = '0' + (i / 10);
1174                                 }
1175
1176                                 /* Short (timed) rest */
1177                                 else if (resting > 0)
1178                                 {
1179                                         i = resting;
1180                                         text[3] = '0' + (i);
1181                                 }
1182
1183                                 /* Rest until healed */
1184                                 else if (resting == COMMAND_ARG_REST_FULL_HEALING)
1185                                 {
1186                                         text[0] = text[1] = text[2] = text[3] = '*';
1187                                 }
1188
1189                                 /* Rest until done */
1190                                 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
1191                                 {
1192                                         text[0] = text[1] = text[2] = text[3] = '&';
1193                                 }
1194                                 break;
1195                         }
1196                         case ACTION_LEARN:
1197                         {
1198                                 strcpy(text, _("学習", "lear"));
1199                                 if (new_mane) attr = TERM_L_RED;
1200                                 break;
1201                         }
1202                         case ACTION_FISH:
1203                         {
1204                                 strcpy(text, _("釣り", "fish"));
1205                                 break;
1206                         }
1207                         case ACTION_KAMAE:
1208                         {
1209                                 int i;
1210                                 for (i = 0; i < MAX_KAMAE; i++)
1211                                         if (p_ptr->special_defense & (KAMAE_GENBU << i)) break;
1212                                 switch (i)
1213                                 {
1214                                         case 0: attr = TERM_GREEN;break;
1215                                         case 1: attr = TERM_WHITE;break;
1216                                         case 2: attr = TERM_L_BLUE;break;
1217                                         case 3: attr = TERM_L_RED;break;
1218                                 }
1219                                 strcpy(text, kamae_shurui[i].desc);
1220                                 break;
1221                         }
1222                         case ACTION_KATA:
1223                         {
1224                                 int i;
1225                                 for (i = 0; i < MAX_KATA; i++)
1226                                         if (p_ptr->special_defense & (KATA_IAI << i)) break;
1227                                 strcpy(text, kata_shurui[i].desc);
1228                                 break;
1229                         }
1230                         case ACTION_SING:
1231                         {
1232                                 strcpy(text, _("歌  ", "Sing"));
1233                                 break;
1234                         }
1235                         case ACTION_HAYAGAKE:
1236                         {
1237                                 strcpy(text, _("速駆", "Fast"));
1238                                 break;
1239                         }
1240                         case ACTION_SPELL:
1241                         {
1242                                 strcpy(text, _("詠唱", "Spel"));
1243                                 break;
1244                         }
1245                         default:
1246                         {
1247                                 strcpy(text, "    ");
1248                                 break;
1249                         }
1250                 }
1251         }
1252
1253         /* Display the info (or blanks) */
1254         c_put_str(attr, format("%5.5s",text), ROW_STATE, COL_STATE);
1255 }
1256
1257
1258 /*!
1259  * @brief プレイヤーの行動速度を表示する / Prints the speed of a character.                      -CJS-
1260  * @return なし
1261  */
1262 static void prt_speed(void)
1263 {
1264         int i = p_ptr->pspeed;
1265         bool is_fast = IS_FAST();
1266
1267         byte attr = TERM_WHITE;
1268         char buf[32] = "";
1269         int wid, hgt, row_speed, col_speed;
1270
1271         Term_get_size(&wid, &hgt);
1272         col_speed = wid + COL_SPEED;
1273         row_speed = hgt + ROW_SPEED;
1274
1275         /* Hack -- Visually "undo" the Search Mode Slowdown */
1276         if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
1277
1278         /* Fast */
1279         if (i > 110)
1280         {
1281                 if (p_ptr->riding)
1282                 {
1283                         monster_type *m_ptr = &m_list[p_ptr->riding];
1284                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1285                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1286                         else attr = TERM_GREEN;
1287                 }
1288                 else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
1289                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1290                 else attr = TERM_L_GREEN;
1291 #ifdef JP
1292                 sprintf(buf, "%s(+%d)", (p_ptr->riding ? "乗馬" : "加速"), (i - 110));
1293 #else
1294                 sprintf(buf, "Fast(+%d)", (i - 110));
1295 #endif
1296
1297         }
1298
1299         /* Slow */
1300         else if (i < 110)
1301         {
1302                 if (p_ptr->riding)
1303                 {
1304                         monster_type *m_ptr = &m_list[p_ptr->riding];
1305                         if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
1306                         else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
1307                         else attr = TERM_RED;
1308                 }
1309                 else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
1310                 else if (p_ptr->slow && !is_fast) attr = TERM_VIOLET;
1311                 else attr = TERM_L_UMBER;
1312 #ifdef JP
1313                 sprintf(buf, "%s(-%d)", (p_ptr->riding ? "乗馬" : "減速"), (110 - i));
1314 #else
1315                 sprintf(buf, "Slow(-%d)", (110 - i));
1316 #endif
1317         }
1318         else if (p_ptr->riding)
1319         {
1320                 attr = TERM_GREEN;
1321                 strcpy(buf, _("乗馬中", "Riding"));
1322         }
1323
1324         /* Display the speed */
1325         c_put_str(attr, format("%-9s", buf), row_speed, col_speed);
1326 }
1327
1328
1329 /*!
1330  * @brief プレイヤーの呪文学習可能状態を表示する
1331  * @return なし
1332  */
1333 static void prt_study(void)
1334 {
1335         int wid, hgt, row_study, col_study;
1336
1337         Term_get_size(&wid, &hgt);
1338         col_study = wid + COL_STUDY;
1339         row_study = hgt + ROW_STUDY;
1340
1341         if (p_ptr->new_spells)
1342         {
1343                 put_str(_("学習", "Stud"), row_study, col_study);
1344         }
1345         else
1346         {
1347                 put_str("    ", row_study, col_study);
1348         }
1349 }
1350
1351
1352 /*!
1353  * @brief プレイヤーのものまね可能状態を表示する
1354  * @return なし
1355  */
1356 static void prt_imitation(void)
1357 {
1358         int wid, hgt, row_study, col_study;
1359
1360         Term_get_size(&wid, &hgt);
1361         col_study = wid + COL_STUDY;
1362         row_study = hgt + ROW_STUDY;
1363
1364         if (p_ptr->pclass == CLASS_IMITATOR)
1365         {
1366                 if (p_ptr->mane_num)
1367                 {
1368                         byte attr;
1369                         if (new_mane) attr = TERM_L_RED;
1370                         else attr = TERM_WHITE;
1371                         c_put_str(attr, _("まね", "Imit"), row_study, col_study);
1372                 }
1373                 else
1374                 {
1375                         put_str("    ", row_study, col_study);
1376                 }
1377         }
1378 }
1379
1380 /*!
1381  * @brief プレイヤーの負傷状態を表示する
1382  * @return なし
1383  */
1384 static void prt_cut(void)
1385 {
1386         int c = p_ptr->cut;
1387
1388         if (c > 1000)
1389         {
1390                 c_put_str(TERM_L_RED, _("致命傷      ", "Mortal wound"), ROW_CUT, COL_CUT);
1391         }
1392         else if (c > 200)
1393         {
1394                 c_put_str(TERM_RED, _("ひどい深手  ", "Deep gash   "), ROW_CUT, COL_CUT);
1395         }
1396         else if (c > 100)
1397         {
1398                 c_put_str(TERM_RED, _("重傷        ", "Severe cut  "), ROW_CUT, COL_CUT);
1399         }
1400         else if (c > 50)
1401         {
1402                 c_put_str(TERM_ORANGE, _("大変な傷    ", "Nasty cut   "), ROW_CUT, COL_CUT);
1403         }
1404         else if (c > 25)
1405         {
1406                 c_put_str(TERM_ORANGE, _("ひどい傷    ", "Bad cut     "), ROW_CUT, COL_CUT);
1407         }
1408         else if (c > 10)
1409         {
1410                 c_put_str(TERM_YELLOW, _("軽傷        ", "Light cut   "), ROW_CUT, COL_CUT);
1411         }
1412         else if (c)
1413         {
1414                 c_put_str(TERM_YELLOW, _("かすり傷    ", "Graze       "), ROW_CUT, COL_CUT);
1415         }
1416         else
1417         {
1418                 put_str("            ", ROW_CUT, COL_CUT);
1419         }
1420 }
1421
1422
1423 /*!
1424  * @brief プレイヤーの朦朧状態を表示する
1425  * @return なし
1426  */
1427 static void prt_stun(void)
1428 {
1429         int s = p_ptr->stun;
1430
1431         if (s > 100)
1432         {
1433                 c_put_str(TERM_RED, _("意識不明瞭  ", "Knocked out "), ROW_STUN, COL_STUN);
1434         }
1435         else if (s > 50)
1436         {
1437                 c_put_str(TERM_ORANGE, _("ひどく朦朧  ", "Heavy stun  "), ROW_STUN, COL_STUN);
1438         }
1439         else if (s)
1440         {
1441                 c_put_str(TERM_ORANGE, _("朦朧        ", "Stun        "), ROW_STUN, COL_STUN);
1442         }
1443         else
1444         {
1445                 put_str("            ", ROW_STUN, COL_STUN);
1446         }
1447 }
1448
1449
1450
1451 /*!
1452  * @brief モンスターの体力ゲージを表示する
1453  * @param riding TRUEならば騎乗中のモンスターの体力、FALSEならターゲットモンスターの体力を表示する。表示位置は固定。
1454  * @return なし
1455  * @details
1456  * <pre>
1457  * Redraw the "monster health bar"      -DRS-
1458  * Rather extensive modifications by    -BEN-
1459  *
1460  * The "monster health bar" provides visual feedback on the "health"
1461  * of the monster currently being "tracked".  There are several ways
1462  * to "track" a monster, including targetting it, attacking it, and
1463  * affecting it (and nobody else) with a ranged attack.
1464  *
1465  * Display the monster health bar (affectionately known as the
1466  * "health-o-meter").  Clear health bar if nothing is being tracked.
1467  * Auto-track current target monster when bored.  Note that the
1468  * health-bar stops tracking any monster that "disappears".
1469  * </pre>
1470  */
1471 static void health_redraw(bool riding)
1472 {
1473         s16b health_who;
1474         int row, col;
1475         monster_type *m_ptr;
1476
1477         if (riding)
1478         {
1479                 health_who = p_ptr->riding;
1480                 row = ROW_RIDING_INFO;
1481                 col = COL_RIDING_INFO;
1482         }
1483         else
1484         {
1485                 health_who = p_ptr->health_who;
1486                 row = ROW_INFO;
1487                 col = COL_INFO;
1488         }
1489
1490         m_ptr = &m_list[health_who];
1491
1492         if (p_ptr->wizard && p_ptr->inside_battle)
1493         {
1494                 row = ROW_INFO - 2;
1495                 col = COL_INFO + 2;
1496
1497                 Term_putstr(col - 2, row, 12, TERM_WHITE, "      /     ");
1498                 Term_putstr(col - 2, row + 1, 12, TERM_WHITE, "      /     ");
1499                 Term_putstr(col - 2, row + 2, 12, TERM_WHITE, "      /     ");
1500                 Term_putstr(col - 2, row + 3, 12, TERM_WHITE, "      /     ");
1501
1502                 if(m_list[1].r_idx)
1503                 {
1504                         Term_putstr(col - 2, row, 2, r_info[m_list[1].r_idx].x_attr, format("%c", r_info[m_list[1].r_idx].x_char));
1505                         Term_putstr(col - 1, row, 5, TERM_WHITE, format("%5d", m_list[1].hp));
1506                         Term_putstr(col + 5, row, 6, TERM_WHITE, format("%5d", m_list[1].max_maxhp));
1507                 }
1508
1509                 if(m_list[2].r_idx)
1510                 {
1511                         Term_putstr(col - 2, row + 1, 2, r_info[m_list[2].r_idx].x_attr, format("%c", r_info[m_list[2].r_idx].x_char));
1512                         Term_putstr(col - 1, row + 1, 5, TERM_WHITE, format("%5d", m_list[2].hp));
1513                         Term_putstr(col + 5, row + 1, 6, TERM_WHITE, format("%5d", m_list[2].max_maxhp));
1514                 }
1515
1516                 if(m_list[3].r_idx)
1517                 {
1518                         Term_putstr(col - 2, row + 2, 2, r_info[m_list[3].r_idx].x_attr, format("%c", r_info[m_list[3].r_idx].x_char));
1519                         Term_putstr(col - 1, row + 2, 5, TERM_WHITE, format("%5d", m_list[3].hp));
1520                         Term_putstr(col + 5, row + 2, 6, TERM_WHITE, format("%5d", m_list[3].max_maxhp));
1521                 }
1522
1523                 if(m_list[4].r_idx)
1524                 {
1525                         Term_putstr(col - 2, row + 3, 2, r_info[m_list[4].r_idx].x_attr, format("%c", r_info[m_list[4].r_idx].x_char));
1526                         Term_putstr(col - 1, row + 3, 5, TERM_WHITE, format("%5d", m_list[4].hp));
1527                         Term_putstr(col + 5, row + 3, 6, TERM_WHITE, format("%5d", m_list[4].max_maxhp));
1528                 }
1529         }
1530         else
1531         {
1532
1533                 /* Not tracking */
1534                 if (!health_who)
1535                 {
1536                         /* Erase the health bar */
1537                         Term_erase(col, row, 12);
1538                 }
1539
1540                 /* Tracking an unseen monster */
1541                 else if (!m_ptr->ml)
1542                 {
1543                         /* Indicate that the monster health is "unknown" */
1544                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1545                 }
1546
1547                 /* Tracking a hallucinatory monster */
1548                 else if (p_ptr->image)
1549                 {
1550                         /* Indicate that the monster health is "unknown" */
1551                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1552                 }
1553
1554                 /* Tracking a dead monster (???) */
1555                 else if (m_ptr->hp < 0)
1556                 {
1557                         /* Indicate that the monster health is "unknown" */
1558                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1559                 }
1560
1561                 /* Tracking a visible monster */
1562                 else
1563                 {
1564                         /* Extract the "percent" of health */
1565                         int pct = 100L * m_ptr->hp / m_ptr->maxhp;
1566                         int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
1567
1568                         /* Convert percent into "health" */
1569                         int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
1570
1571                         /* Default to almost dead */
1572                         byte attr = TERM_RED;
1573
1574                         /* Invulnerable */
1575                         if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
1576
1577                         /* Asleep */
1578                         else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
1579
1580                         /* Afraid */
1581                         else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
1582
1583                         /* Healthy */
1584                         else if (pct >= 100) attr = TERM_L_GREEN;
1585
1586                         /* Somewhat Wounded */
1587                         else if (pct >= 60) attr = TERM_YELLOW;
1588
1589                         /* Wounded */
1590                         else if (pct >= 25) attr = TERM_ORANGE;
1591
1592                         /* Badly wounded */
1593                         else if (pct >= 10) attr = TERM_L_RED;
1594
1595                         /* Default to "unknown" */
1596                         Term_putstr(col, row, 12, TERM_WHITE, "[----------]");
1597
1598                         /* Dump the current "health" (use '*' symbols) */
1599                         Term_putstr(col + 1, row, len, attr, "**********");
1600                 }
1601         }
1602 }
1603
1604
1605
1606 /*!
1607  * @brief プレイヤーのステータスを一括表示する(左側部分) / Display basic info (mostly left of map)
1608  * @return なし
1609  */
1610 static void prt_frame_basic(void)
1611 {
1612         int i;
1613
1614         /* Race and Class */
1615         if (p_ptr->mimic_form)
1616                 prt_field(mimic_info[p_ptr->mimic_form].title, ROW_RACE, COL_RACE);
1617         else
1618         {
1619                 char str[14];
1620                 my_strcpy(str, rp_ptr->title, sizeof(str));
1621                 prt_field(str, ROW_RACE, COL_RACE);
1622         }
1623 /*      prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
1624 /*      prt_field(ap_ptr->title, ROW_SEIKAKU, COL_SEIKAKU); */
1625
1626
1627         /* Title */
1628         prt_title();
1629
1630         /* Level/Experience */
1631         prt_level();
1632         prt_exp();
1633
1634         /* All Stats */
1635         for (i = 0; i < 6; i++) prt_stat(i);
1636
1637         /* Armor */
1638         prt_ac();
1639
1640         /* Hitpoints */
1641         prt_hp();
1642
1643         /* Spellpoints */
1644         prt_sp();
1645
1646         /* Gold */
1647         prt_gold();
1648
1649         /* Current depth */
1650         prt_depth();
1651
1652         /* Special */
1653         health_redraw(FALSE);
1654         health_redraw(TRUE);
1655 }
1656
1657
1658 /*!
1659  * @brief プレイヤーのステータスを一括表示する(下部分) / Display extra info (mostly below map)
1660  * @return なし
1661  */
1662 static void prt_frame_extra(void)
1663 {
1664         /* Cut/Stun */
1665         prt_cut();
1666         prt_stun();
1667
1668         /* Food */
1669         prt_hunger();
1670
1671         /* State */
1672         prt_state();
1673
1674         /* Speed */
1675         prt_speed();
1676
1677         /* Study spells */
1678         prt_study();
1679
1680         prt_imitation();
1681
1682         prt_status();
1683 }
1684
1685
1686 /*!
1687  * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
1688  * @return なし
1689  */
1690 static void fix_inven(void)
1691 {
1692         int j;
1693
1694         /* Scan windows */
1695         for (j = 0; j < 8; j++)
1696         {
1697                 term *old = Term;
1698
1699                 /* No window */
1700                 if (!angband_term[j]) continue;
1701
1702                 /* No relevant flags */
1703                 if (!(window_flag[j] & (PW_INVEN))) continue;
1704
1705                 /* Activate */
1706                 Term_activate(angband_term[j]);
1707
1708                 /* Display inventory */
1709                 display_inven();
1710
1711                 /* Fresh */
1712                 Term_fresh();
1713
1714                 /* Restore */
1715                 Term_activate(old);
1716         }
1717 }
1718
1719
1720 /*!
1721  * @brief モンスターの現在数を一行で表現する / Print monster info in line
1722  * @param x 表示列
1723  * @param y 表示行
1724  * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
1725  * @param n_same モンスターの数の現在数
1726  * @details
1727  * <pre>
1728  * nnn X LV name
1729  *  nnn : number or unique(U) or wanted unique(W)
1730  *  X   : symbol of monster
1731  *  LV  : monster lv if known
1732  *  name: name of monster
1733  * @return なし
1734  * </pre>
1735  */
1736 static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
1737         char buf[256];
1738         int i;
1739         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1740         monster_race* r_ptr = &r_info[r_idx];
1741  
1742         Term_gotoxy(x, y);
1743         if(!r_ptr)return;
1744         //Number of 'U'nique
1745         if(r_ptr->flags1&RF1_UNIQUE){//unique
1746                 bool is_kubi = FALSE;
1747                 for(i=0;i<MAX_KUBI;i++){
1748                         if(kubi_r_idx[i] == r_idx){
1749                                 is_kubi = TRUE;
1750                                 break;
1751                         }
1752                 }
1753                 Term_addstr(-1, TERM_WHITE, is_kubi?"  W":"  U");
1754         }else{
1755                 sprintf(buf, "%3d", n_same);
1756                 Term_addstr(-1, TERM_WHITE, buf);
1757         }
1758         //symbol
1759         Term_addstr(-1, TERM_WHITE, " ");
1760         //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
1761         //Term_addstr(-1, TERM_WHITE, "/");
1762         Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
1763         //LV
1764         if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
1765                 sprintf(buf, " %2d", (int)r_ptr->level);
1766         }else{
1767                 strcpy(buf, " ??");
1768         }
1769         Term_addstr(-1, TERM_WHITE, buf);
1770         //name
1771         sprintf(buf, " %s ", r_name+r_ptr->name);
1772         Term_addstr(-1, TERM_WHITE, buf);
1773  
1774         //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
1775 }
1776
1777 /*!
1778  * @brief モンスターの出現リストを表示する / Print monster info in line
1779  * @param x 表示列
1780  * @param y 表示行
1781  * @param max_lines 最大何行描画するか
1782  */
1783 void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
1784         TERM_LEN line = y;
1785         monster_type* last_mons = NULL;
1786         monster_type* m_ptr = NULL;
1787         int n_same = 0;
1788         int i;
1789
1790         for(i=0;i<temp_n;i++){
1791                 cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
1792                 if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
1793                 m_ptr = &m_list[c_ptr->m_idx];
1794                 if(is_pet(m_ptr))continue;//pet
1795                 if(!m_ptr->r_idx)continue;//dead?
1796                 {
1797                         /*
1798                         MONRACE_IDX r_idx = m_ptr->ap_r_idx;
1799                         monster_race* r_ptr = &r_info[r_idx];
1800                         cptr name = (r_name + r_ptr->name);
1801                         cptr ename = (r_name + r_ptr->name);
1802                         //ミミック類や「それ」等は、一覧に出てはいけない
1803                         if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
1804                         if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
1805                         //『ヌル』は、一覧に出てはいけない
1806                         if((strcmp(name, "生ける虚無『ヌル』")==0)||
1807                            (strcmp(ename, "Null the Living Void")==0))continue;
1808                         //"金無垢の指輪"は、一覧に出てはいけない
1809                         if((strcmp(name, "金無垢の指輪")==0)||
1810                                 (strcmp(ename, "Plain Gold Ring")==0))continue;
1811                         */
1812                 }
1813
1814                 //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
1815                 if(!last_mons){//先頭モンスター
1816                         last_mons = m_ptr;
1817                         n_same = 1;
1818                         continue;
1819                 }
1820                 //same race?
1821                 if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
1822                         n_same++;
1823                         continue;//表示処理を次に回す
1824                 }
1825                 //print last mons info
1826                 print_monster_line(x, line++, last_mons, n_same);
1827                 n_same = 1;
1828                 last_mons = m_ptr;
1829                 if(line-y-1==max_lines){//残り1行
1830                         break;
1831                 }
1832         }
1833         if(line-y-1==max_lines && i!=temp_n){
1834                 Term_gotoxy(x, line);
1835                 Term_addstr(-1, TERM_WHITE, "-- and more --");
1836         }else{
1837                 if(last_mons)print_monster_line(x, line++, last_mons, n_same);
1838         }
1839 }
1840
1841 /*!
1842  * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
1843  * @return なし
1844  */
1845 static void fix_monster_list(void)
1846 {
1847         int j;
1848         int w, h;
1849
1850         /* Scan windows */
1851         for (j = 0; j < 8; j++)
1852         {
1853                 term *old = Term;
1854
1855                 /* No window */
1856                 if (!angband_term[j]) continue;
1857
1858                 /* No relevant flags */
1859                 if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
1860
1861                 /* Activate */
1862                 Term_activate(angband_term[j]);
1863                 Term_get_size(&w, &h);
1864
1865                 Term_clear();
1866
1867                 target_set_prepare_look();//モンスター一覧を生成,ソート
1868                 print_monster_list(0, 0, h);
1869
1870                 /* Fresh */
1871                 Term_fresh();
1872
1873                 /* Restore */
1874                 Term_activate(old);
1875         }
1876 }
1877
1878
1879
1880 /*!
1881  * @brief 現在の装備品をサブウィンドウに表示する / 
1882  * Hack -- display equipment in sub-windows
1883  * @return なし
1884  */
1885 static void fix_equip(void)
1886 {
1887         int j;
1888
1889         /* Scan windows */
1890         for (j = 0; j < 8; j++)
1891         {
1892                 term *old = Term;
1893
1894                 /* No window */
1895                 if (!angband_term[j]) continue;
1896
1897                 /* No relevant flags */
1898                 if (!(window_flag[j] & (PW_EQUIP))) continue;
1899
1900                 /* Activate */
1901                 Term_activate(angband_term[j]);
1902
1903                 /* Display equipment */
1904                 display_equip();
1905
1906                 /* Fresh */
1907                 Term_fresh();
1908
1909                 /* Restore */
1910                 Term_activate(old);
1911         }
1912 }
1913
1914
1915 /*!
1916  * @brief 現在の習得済魔法をサブウィンドウに表示する / 
1917  * Hack -- display spells in sub-windows
1918  * @return なし
1919  */
1920 static void fix_spell(void)
1921 {
1922         int j;
1923
1924         /* Scan windows */
1925         for (j = 0; j < 8; j++)
1926         {
1927                 term *old = Term;
1928
1929                 /* No window */
1930                 if (!angband_term[j]) continue;
1931
1932                 /* No relevant flags */
1933                 if (!(window_flag[j] & (PW_SPELL))) continue;
1934
1935                 /* Activate */
1936                 Term_activate(angband_term[j]);
1937
1938                 /* Display spell list */
1939                 display_spell_list();
1940
1941                 /* Fresh */
1942                 Term_fresh();
1943
1944                 /* Restore */
1945                 Term_activate(old);
1946         }
1947 }
1948
1949
1950 /*!
1951  * @brief 現在のプレイヤーステータスをサブウィンドウに表示する / 
1952  * Hack -- display character in sub-windows
1953  * @return なし
1954  */
1955 static void fix_player(void)
1956 {
1957         int j;
1958
1959         /* Scan windows */
1960         for (j = 0; j < 8; j++)
1961         {
1962                 term *old = Term;
1963
1964                 /* No window */
1965                 if (!angband_term[j]) continue;
1966
1967                 /* No relevant flags */
1968                 if (!(window_flag[j] & (PW_PLAYER))) continue;
1969
1970                 /* Activate */
1971                 Term_activate(angband_term[j]);
1972
1973                 update_playtime();
1974
1975                 /* Display player */
1976                 display_player(0);
1977
1978                 /* Fresh */
1979                 Term_fresh();
1980
1981                 /* Restore */
1982                 Term_activate(old);
1983         }
1984 }
1985
1986 /*!
1987  * @brief ゲームメッセージ履歴をサブウィンドウに表示する / 
1988  * Hack -- display recent messages in sub-windows
1989  * XXX XXX XXX Adjust for width and split messages
1990  * @return なし
1991  */
1992 static void fix_message(void)
1993 {
1994         int j, i;
1995         TERM_LEN w, h;
1996         TERM_LEN x, y;
1997
1998         /* Scan windows */
1999         for (j = 0; j < 8; j++)
2000         {
2001                 term *old = Term;
2002
2003                 /* No window */
2004                 if (!angband_term[j]) continue;
2005
2006                 /* No relevant flags */
2007                 if (!(window_flag[j] & (PW_MESSAGE))) continue;
2008
2009                 /* Activate */
2010                 Term_activate(angband_term[j]);
2011
2012                 /* Get size */
2013                 Term_get_size(&w, &h);
2014
2015                 /* Dump messages */
2016                 for (i = 0; i < h; i++)
2017                 {
2018                         /* Dump the message on the appropriate line */
2019                         Term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((s16b)i));
2020
2021                         /* Cursor */
2022                         Term_locate(&x, &y);
2023
2024                         /* Clear to end of line */
2025                         Term_erase(x, y, 255);
2026                 }
2027
2028                 /* Fresh */
2029                 Term_fresh();
2030
2031                 /* Restore */
2032                 Term_activate(old);
2033         }
2034 }
2035
2036
2037 /*!
2038  * @brief 簡易マップをサブウィンドウに表示する / 
2039  * Hack -- display overhead view in sub-windows
2040  * XXX XXX XXX Adjust for width and split messages
2041  * @return なし
2042  * @details
2043  * Note that the "player" symbol does NOT appear on the map.
2044  */
2045 static void fix_overhead(void)
2046 {
2047         int j;
2048
2049         int cy, cx;
2050
2051         /* Scan windows */
2052         for (j = 0; j < 8; j++)
2053         {
2054                 term *old = Term;
2055                 int wid, hgt;
2056
2057                 /* No window */
2058                 if (!angband_term[j]) continue;
2059
2060                 /* No relevant flags */
2061                 if (!(window_flag[j] & (PW_OVERHEAD))) continue;
2062
2063                 /* Activate */
2064                 Term_activate(angband_term[j]);
2065
2066                 /* Full map in too small window is useless  */
2067                 Term_get_size(&wid, &hgt);
2068                 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
2069                 {
2070                         /* Redraw map */
2071                         display_map(&cy, &cx);
2072
2073                         /* Fresh */
2074                         Term_fresh();
2075                 }
2076
2077                 /* Restore */
2078                 Term_activate(old);
2079         }
2080 }
2081
2082
2083 /*!
2084  * @brief ダンジョンの地形をサブウィンドウに表示する / 
2085  * Hack -- display dungeon view in sub-windows
2086  * @return なし
2087  */
2088 static void fix_dungeon(void)
2089 {
2090         int j;
2091
2092         /* Scan windows */
2093         for (j = 0; j < 8; j++)
2094         {
2095                 term *old = Term;
2096
2097                 /* No window */
2098                 if (!angband_term[j]) continue;
2099
2100                 /* No relevant flags */
2101                 if (!(window_flag[j] & (PW_DUNGEON))) continue;
2102
2103                 /* Activate */
2104                 Term_activate(angband_term[j]);
2105
2106                 /* Redraw dungeon view */
2107                 display_dungeon();
2108
2109                 /* Fresh */
2110                 Term_fresh();
2111
2112                 /* Restore */
2113                 Term_activate(old);
2114         }
2115 }
2116
2117
2118 /*!
2119  * @brief モンスターの思い出をサブウィンドウに表示する / 
2120  * Hack -- display dungeon view in sub-windows
2121  * @return なし
2122  */
2123 static void fix_monster(void)
2124 {
2125         int j;
2126
2127         /* Scan windows */
2128         for (j = 0; j < 8; j++)
2129         {
2130                 term *old = Term;
2131
2132                 /* No window */
2133                 if (!angband_term[j]) continue;
2134
2135                 /* No relevant flags */
2136                 if (!(window_flag[j] & (PW_MONSTER))) continue;
2137
2138                 /* Activate */
2139                 Term_activate(angband_term[j]);
2140
2141                 /* Display monster race info */
2142                 if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
2143
2144                 /* Fresh */
2145                 Term_fresh();
2146
2147                 /* Restore */
2148                 Term_activate(old);
2149         }
2150 }
2151
2152
2153 /*!
2154  * @brief ベースアイテム情報をサブウィンドウに表示する / 
2155  * Hack -- display object recall in sub-windows
2156  * @return なし
2157  */
2158 static void fix_object(void)
2159 {
2160         int j;
2161
2162         /* Scan windows */
2163         for (j = 0; j < 8; j++)
2164         {
2165                 term *old = Term;
2166
2167                 /* No window */
2168                 if (!angband_term[j]) continue;
2169
2170                 /* No relevant flags */
2171                 if (!(window_flag[j] & (PW_OBJECT))) continue;
2172
2173                 /* Activate */
2174                 Term_activate(angband_term[j]);
2175
2176                 /* Display monster race info */
2177                 if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
2178
2179                 /* Fresh */
2180                 Term_fresh();
2181
2182                 /* Restore */
2183                 Term_activate(old);
2184         }
2185 }
2186
2187
2188
2189 /*!
2190  * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
2191  * Calculate number of spells player should have, and forget,
2192  * or remember, spells until that number is properly reflected.
2193  * @return なし
2194  * @details
2195  * Note that this function induces various "status" messages,
2196  * which must be bypasses until the character is created.
2197  */
2198 static void calc_spells(void)
2199 {
2200         int i, j, k, levels;
2201         int num_allowed;
2202         int num_boukyaku = 0;
2203
2204         const magic_type        *s_ptr;
2205         REALM_IDX which;
2206         int bonus = 0;
2207
2208
2209         cptr p;
2210
2211         /* Hack -- must be literate */
2212         if (!mp_ptr->spell_book) return;
2213
2214         /* Hack -- wait for creation */
2215         if (!character_generated) return;
2216
2217         /* Hack -- handle "xtra" mode */
2218         if (character_xtra) return;
2219
2220         if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
2221         {
2222                 p_ptr->new_spells = 0;
2223                 return;
2224         }
2225
2226         p = spell_category_name(mp_ptr->spell_book);
2227
2228         /* Determine the number of spells allowed */
2229         levels = p_ptr->lev - mp_ptr->spell_first + 1;
2230
2231         /* Hack -- no negative spells */
2232         if (levels < 0) levels = 0;
2233
2234         /* Extract total allowed spells */
2235         num_allowed = (adj_mag_study[p_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
2236
2237         if ((p_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK))
2238         {
2239                 bonus = 4;
2240         }
2241         if (p_ptr->pclass == CLASS_SAMURAI)
2242         {
2243                 num_allowed = 32;
2244         }
2245         else if (p_ptr->realm2 == REALM_NONE)
2246         {
2247                 num_allowed = (num_allowed+1)/2;
2248                 if (num_allowed>(32+bonus)) num_allowed = 32+bonus;
2249         }
2250         else if ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))
2251         {
2252                 if (num_allowed>(96+bonus)) num_allowed = 96+bonus;
2253         }
2254         else
2255         {
2256                 if (num_allowed>(80+bonus)) num_allowed = 80+bonus;
2257         }
2258
2259         /* Count the number of spells we know */
2260         for (j = 0; j < 64; j++)
2261         {
2262                 /* Count known spells */
2263                 if ((j < 32) ?
2264                     (p_ptr->spell_forgotten1 & (1L << j)) :
2265                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2266                 {
2267                         num_boukyaku++;
2268                 }
2269         }
2270
2271         /* See how many spells we must forget or may learn */
2272         p_ptr->new_spells = num_allowed + p_ptr->add_spells + num_boukyaku - p_ptr->learned_spells;
2273
2274         /* Forget spells which are too hard */
2275         for (i = 63; i >= 0; i--)
2276         {
2277                 /* Efficiency -- all done */
2278                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2279
2280                 /* Access the spell */
2281                 j = p_ptr->spell_order[i];
2282
2283                 /* Skip non-spells */
2284                 if (j >= 99) continue;
2285
2286
2287                 /* Get the spell */
2288                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2289                 {
2290                         if (j < 32)
2291                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2292                         else
2293                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2294                 }
2295                 else if (j < 32)
2296                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2297                 else
2298                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2299
2300                 /* Skip spells we are allowed to know */
2301                 if (s_ptr->slevel <= p_ptr->lev) continue;
2302
2303                 /* Is it known? */
2304                 if ((j < 32) ?
2305                     (p_ptr->spell_learned1 & (1L << j)) :
2306                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2307                 {
2308                         /* Mark as forgotten */
2309                         if (j < 32)
2310                         {
2311                                 p_ptr->spell_forgotten1 |= (1L << j);
2312                                 which = p_ptr->realm1;
2313                         }
2314                         else
2315                         {
2316                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2317                                 which = p_ptr->realm2;
2318                         }
2319
2320                         /* No longer known */
2321                         if (j < 32)
2322                         {
2323                                 p_ptr->spell_learned1 &= ~(1L << j);
2324                                 which = p_ptr->realm1;
2325                         }
2326                         else
2327                         {
2328                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2329                                 which = p_ptr->realm2;
2330                         }
2331
2332 #ifdef JP
2333                         msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
2334 #else
2335                         msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2336 #endif
2337
2338
2339                         /* One more can be learned */
2340                         p_ptr->new_spells++;
2341                 }
2342         }
2343
2344
2345         /* Forget spells if we know too many spells */
2346         for (i = 63; i >= 0; i--)
2347         {
2348                 /* Stop when possible */
2349                 if (p_ptr->new_spells >= 0) break;
2350
2351                 /* Efficiency -- all done */
2352                 if (!p_ptr->spell_learned1 && !p_ptr->spell_learned2) break;
2353
2354                 /* Get the (i+1)th spell learned */
2355                 j = p_ptr->spell_order[i];
2356
2357                 /* Skip unknown spells */
2358                 if (j >= 99) continue;
2359
2360                 /* Forget it (if learned) */
2361                 if ((j < 32) ?
2362                     (p_ptr->spell_learned1 & (1L << j)) :
2363                     (p_ptr->spell_learned2 & (1L << (j - 32))))
2364                 {
2365                         /* Mark as forgotten */
2366                         if (j < 32)
2367                         {
2368                                 p_ptr->spell_forgotten1 |= (1L << j);
2369                                 which = p_ptr->realm1;
2370                         }
2371                         else
2372                         {
2373                                 p_ptr->spell_forgotten2 |= (1L << (j - 32));
2374                                 which = p_ptr->realm2;
2375                         }
2376
2377                         /* No longer known */
2378                         if (j < 32)
2379                         {
2380                                 p_ptr->spell_learned1 &= ~(1L << j);
2381                                 which = p_ptr->realm1;
2382                         }
2383                         else
2384                         {
2385                                 p_ptr->spell_learned2 &= ~(1L << (j - 32));
2386                                 which = p_ptr->realm2;
2387                         }
2388
2389 #ifdef JP
2390                         msg_format("%sの%sを忘れてしまった。",
2391                                    do_spell(which, j%32, SPELL_NAME), p );
2392 #else
2393                         msg_format("You have forgotten the %s of %s.", p,
2394                                    do_spell(which, j%32, SPELL_NAME));
2395 #endif
2396
2397
2398                         /* One more can be learned */
2399                         p_ptr->new_spells++;
2400                 }
2401         }
2402
2403
2404         /* Check for spells to remember */
2405         for (i = 0; i < 64; i++)
2406         {
2407                 /* None left to remember */
2408                 if (p_ptr->new_spells <= 0) break;
2409
2410                 /* Efficiency -- all done */
2411                 if (!p_ptr->spell_forgotten1 && !p_ptr->spell_forgotten2) break;
2412
2413                 /* Get the next spell we learned */
2414                 j = p_ptr->spell_order[i];
2415
2416                 /* Skip unknown spells */
2417                 if (j >= 99) break;
2418
2419                 /* Access the spell */
2420                 if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
2421                 {
2422                         if (j < 32)
2423                                 s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
2424                         else
2425                                 s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
2426                 }
2427                 else if (j<32)
2428                         s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2429                 else
2430                         s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
2431
2432                 /* Skip spells we cannot remember */
2433                 if (s_ptr->slevel > p_ptr->lev) continue;
2434
2435                 /* First set of spells */
2436                 if ((j < 32) ?
2437                     (p_ptr->spell_forgotten1 & (1L << j)) :
2438                     (p_ptr->spell_forgotten2 & (1L << (j - 32))))
2439                 {
2440                         /* No longer forgotten */
2441                         if (j < 32)
2442                         {
2443                                 p_ptr->spell_forgotten1 &= ~(1L << j);
2444                                 which = p_ptr->realm1;
2445                         }
2446                         else
2447                         {
2448                                 p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
2449                                 which = p_ptr->realm2;
2450                         }
2451
2452                         /* Known once more */
2453                         if (j < 32)
2454                         {
2455                                 p_ptr->spell_learned1 |= (1L << j);
2456                                 which = p_ptr->realm1;
2457                         }
2458                         else
2459                         {
2460                                 p_ptr->spell_learned2 |= (1L << (j - 32));
2461                                 which = p_ptr->realm2;
2462                         }
2463
2464 #ifdef JP
2465                         msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
2466 #else
2467                         msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
2468 #endif
2469
2470
2471                         /* One less can be learned */
2472                         p_ptr->new_spells--;
2473                 }
2474         }
2475
2476         k = 0;
2477
2478         if (p_ptr->realm2 == REALM_NONE)
2479         {
2480                 /* Count spells that can be learned */
2481                 for (j = 0; j < 32; j++)
2482                 {
2483                         if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
2484                         else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
2485
2486                         /* Skip spells we cannot remember */
2487                         if (s_ptr->slevel > p_ptr->lev) continue;
2488
2489                         /* Skip spells we already know */
2490                         if (p_ptr->spell_learned1 & (1L << j))
2491                         {
2492                                 continue;
2493                         }
2494
2495                         /* Count it */
2496                         k++;
2497                 }
2498                 if (k > 32) k = 32;
2499                 if ((p_ptr->new_spells > k) &&
2500                         ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
2501                 {
2502                         p_ptr->new_spells = (s16b)k;
2503                 }
2504         }
2505
2506         if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
2507
2508         /* Spell count changed */
2509         if (p_ptr->old_spells != p_ptr->new_spells)
2510         {
2511                 /* Message if needed */
2512                 if (p_ptr->new_spells)
2513                 {
2514 #ifdef JP
2515                         if( p_ptr->new_spells < 10 ){
2516                                 msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
2517                         }else{
2518                                 msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
2519                         }
2520 #else
2521                         msg_format("You can learn %d more %s%s.",
2522                                    p_ptr->new_spells, p,
2523                                    (p_ptr->new_spells != 1) ? "s" : "");
2524 #endif
2525
2526                 }
2527
2528                 /* Save the new_spells value */
2529                 p_ptr->old_spells = p_ptr->new_spells;
2530
2531                 /* Redraw Study Status */
2532                 p_ptr->redraw |= (PR_STUDY);
2533
2534                 /* Redraw object recall */
2535                 p_ptr->window |= (PW_OBJECT);
2536         }
2537 }
2538
2539 /*!
2540  * @brief プレイヤーの最大MPを計算する /
2541  * Calculate maximum mana.  You do not need to know any spells.
2542  * Note that mana is lowered by heavy (or inappropriate) armor.
2543  * @return なし
2544  * @details
2545  * This function induces status messages.
2546  */
2547 static void calc_mana(void)
2548 {
2549         int msp, levels, cur_wgt, max_wgt;
2550
2551         object_type     *o_ptr;
2552
2553
2554         /* Hack -- Must be literate */
2555         if (!mp_ptr->spell_book) return;
2556
2557         if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
2558             (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
2559             (p_ptr->pclass == CLASS_BLUE_MAGE))
2560         {
2561                 levels = p_ptr->lev;
2562         }
2563         else
2564         {
2565                 if(mp_ptr->spell_first > p_ptr->lev)
2566                 {
2567                         /* Save new mana */
2568                         p_ptr->msp = 0;
2569
2570                         /* Display mana later */
2571                         p_ptr->redraw |= (PR_MANA);
2572                         return;
2573                 }
2574
2575                 /* Extract "effective" player level */
2576                 levels = (p_ptr->lev - mp_ptr->spell_first) + 1;
2577         }
2578
2579         if (p_ptr->pclass == CLASS_SAMURAI)
2580         {
2581                 msp = (adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
2582                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2583         }
2584         else
2585         {
2586                 /* Extract total mana */
2587                 msp = adj_mag_mana[p_ptr->stat_ind[mp_ptr->spell_stat]] * (levels+3) / 4;
2588
2589                 /* Hack -- usually add one mana */
2590                 if (msp) msp++;
2591
2592                 if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
2593
2594                 if (msp && (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp/2;
2595
2596                 /* Hack: High mages have a 25% mana bonus */
2597                 if (msp && (p_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
2598
2599                 if (msp && (p_ptr->pclass == CLASS_SORCERER)) msp += msp*(25+p_ptr->lev)/100;
2600         }
2601
2602         /* Only mages are affected */
2603         if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
2604         {
2605                 BIT_FLAGS flgs[TR_FLAG_SIZE];
2606
2607                 /* Assume player is not encumbered by gloves */
2608                 p_ptr->cumber_glove = FALSE;
2609
2610                 /* Get the gloves */
2611                 o_ptr = &inventory[INVEN_HANDS];
2612
2613                 /* Examine the gloves */
2614                 object_flags(o_ptr, flgs);
2615
2616                 /* Normal gloves hurt mage-type spells */
2617                 if (o_ptr->k_idx &&
2618                     !(have_flag(flgs, TR_FREE_ACT)) &&
2619                         !(have_flag(flgs, TR_DEC_MANA)) &&
2620                         !(have_flag(flgs, TR_EASY_SPELL)) &&
2621                         !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
2622                     !((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
2623                 {
2624                         /* Encumbered */
2625                         p_ptr->cumber_glove = TRUE;
2626
2627                         /* Reduce mana */
2628                         msp = (3 * msp) / 4;
2629                 }
2630         }
2631
2632
2633         /* Assume player not encumbered by armor */
2634         p_ptr->cumber_armor = FALSE;
2635
2636         /* Weigh the armor */
2637         cur_wgt = 0;
2638         if(inventory[INVEN_RARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2639         if(inventory[INVEN_LARM].tval> TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2640         cur_wgt += inventory[INVEN_BODY].weight;
2641         cur_wgt += inventory[INVEN_HEAD].weight;
2642         cur_wgt += inventory[INVEN_OUTER].weight;
2643         cur_wgt += inventory[INVEN_HANDS].weight;
2644         cur_wgt += inventory[INVEN_FEET].weight;
2645
2646         /* Subtract a percentage of maximum mana. */
2647         switch (p_ptr->pclass)
2648         {
2649                 /* For these classes, mana is halved if armour 
2650                  * is 30 pounds over their weight limit. */
2651                 case CLASS_MAGE:
2652                 case CLASS_HIGH_MAGE:
2653                 case CLASS_BLUE_MAGE:
2654                 case CLASS_MONK:
2655                 case CLASS_FORCETRAINER:
2656                 case CLASS_SORCERER:
2657                 {
2658                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight;
2659                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight;
2660                         break;
2661                 }
2662
2663                 /* Mana halved if armour is 40 pounds over weight limit. */
2664                 case CLASS_PRIEST:
2665                 case CLASS_BARD:
2666                 case CLASS_TOURIST:
2667                 {
2668                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight*2/3;
2669                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight*2/3;
2670                         break;
2671                 }
2672
2673                 case CLASS_MINDCRAFTER:
2674                 case CLASS_BEASTMASTER:
2675                 case CLASS_MIRROR_MASTER:
2676                 {
2677                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/2;
2678                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/2;
2679                         break;
2680                 }
2681
2682                 /* Mana halved if armour is 50 pounds over weight limit. */
2683                 case CLASS_ROGUE:
2684                 case CLASS_RANGER:
2685                 case CLASS_RED_MAGE:
2686                 case CLASS_WARRIOR_MAGE:
2687                 {
2688                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/3;
2689                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/3;
2690                         break;
2691                 }
2692
2693                 /* Mana halved if armour is 60 pounds over weight limit. */
2694                 case CLASS_PALADIN:
2695                 case CLASS_CHAOS_WARRIOR:
2696                 {
2697                         if (inventory[INVEN_RARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_RARM].weight/5;
2698                         if (inventory[INVEN_LARM].tval <= TV_SWORD) cur_wgt += inventory[INVEN_LARM].weight/5;
2699                         break;
2700                 }
2701
2702                 /* For new classes created, but not yet added to this formula. */
2703                 default:
2704                 {
2705                         break;
2706                 }
2707         }
2708
2709         /* Determine the weight allowance */
2710         max_wgt = mp_ptr->spell_weight;
2711
2712         /* Heavy armor penalizes mana by a percentage.  -LM- */
2713         if ((cur_wgt - max_wgt) > 0)
2714         {
2715                 /* Encumbered */
2716                 p_ptr->cumber_armor = TRUE;
2717
2718                 /* Subtract a percentage of maximum mana. */
2719                 switch (p_ptr->pclass)
2720                 {
2721                         /* For these classes, mana is halved if armour 
2722                          * is 30 pounds over their weight limit. */
2723                         case CLASS_MAGE:
2724                         case CLASS_HIGH_MAGE:
2725                         case CLASS_BLUE_MAGE:
2726                         {
2727                                 msp -= msp * (cur_wgt - max_wgt) / 600;
2728                                 break;
2729                         }
2730
2731                         /* Mana halved if armour is 40 pounds over weight limit. */
2732                         case CLASS_PRIEST:
2733                         case CLASS_MINDCRAFTER:
2734                         case CLASS_BEASTMASTER:
2735                         case CLASS_BARD:
2736                         case CLASS_FORCETRAINER:
2737                         case CLASS_TOURIST:
2738                         case CLASS_MIRROR_MASTER:
2739                         {
2740                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2741                                 break;
2742                         }
2743
2744                         case CLASS_SORCERER:
2745                         {
2746                                 msp -= msp * (cur_wgt - max_wgt) / 900;
2747                                 break;
2748                         }
2749
2750                         /* Mana halved if armour is 50 pounds over weight limit. */
2751                         case CLASS_ROGUE:
2752                         case CLASS_RANGER:
2753                         case CLASS_MONK:
2754                         case CLASS_RED_MAGE:
2755                         {
2756                                 msp -= msp * (cur_wgt - max_wgt) / 1000;
2757                                 break;
2758                         }
2759
2760                         /* Mana halved if armour is 60 pounds over weight limit. */
2761                         case CLASS_PALADIN:
2762                         case CLASS_CHAOS_WARRIOR:
2763                         case CLASS_WARRIOR_MAGE:
2764                         {
2765                                 msp -= msp * (cur_wgt - max_wgt) / 1200;
2766                                 break;
2767                         }
2768
2769                         case CLASS_SAMURAI:
2770                         {
2771                                 p_ptr->cumber_armor = FALSE;
2772                                 break;
2773                         }
2774
2775                         /* For new classes created, but not yet added to this formula. */
2776                         default:
2777                         {
2778                                 msp -= msp * (cur_wgt - max_wgt) / 800;
2779                                 break;
2780                         }
2781                 }
2782         }
2783
2784         /* Mana can never be negative */
2785         if (msp < 0) msp = 0;
2786
2787
2788         /* Maximum mana has changed */
2789         if (p_ptr->msp != msp)
2790         {
2791                 /* Enforce maximum */
2792                 if ((p_ptr->csp >= msp) && (p_ptr->pclass != CLASS_SAMURAI))
2793                 {
2794                         p_ptr->csp = msp;
2795                         p_ptr->csp_frac = 0;
2796                 }
2797
2798 #ifdef JP
2799                 /* レベルアップの時は上昇量を表示する */
2800                 if ((level_up == 1) && (msp > p_ptr->msp))
2801                 {
2802                         msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
2803                 }
2804 #endif
2805                 /* Save new mana */
2806                 p_ptr->msp = msp;
2807
2808                 /* Display mana later */
2809                 p_ptr->redraw |= (PR_MANA);
2810
2811                 /* Window stuff */
2812                 p_ptr->window |= (PW_PLAYER);
2813                 p_ptr->window |= (PW_SPELL);
2814         }
2815
2816
2817         /* Hack -- handle "xtra" mode */
2818         if (character_xtra) return;
2819
2820         /* Take note when "glove state" changes */
2821         if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
2822         {
2823                 if (p_ptr->cumber_glove)
2824                 {
2825                         msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
2826                 }
2827                 else
2828                 {
2829                         msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
2830                 }
2831
2832                 /* Save it */
2833                 p_ptr->old_cumber_glove = p_ptr->cumber_glove;
2834         }
2835
2836
2837         /* Take note when "armor state" changes */
2838         if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
2839         {
2840                 if (p_ptr->cumber_armor)
2841                 {
2842                         msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
2843                 }
2844                 else
2845                 {
2846                         msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
2847                 }
2848
2849                 /* Save it */
2850                 p_ptr->old_cumber_armor = p_ptr->cumber_armor;
2851         }
2852 }
2853
2854
2855
2856 /*!
2857  * @brief プレイヤーの最大HPを計算する /
2858  * Calculate the players (maximal) hit points
2859  * Adjust current hitpoints if necessary
2860  * @return なし
2861  * @details
2862  */
2863 static void calc_hitpoints(void)
2864 {
2865         int bonus, mhp;
2866         byte tmp_hitdie;
2867
2868         /* Un-inflate "half-hitpoint bonus per level" value */
2869         bonus = ((int)(adj_con_mhp[p_ptr->stat_ind[A_CON]]) - 128) * p_ptr->lev / 4;
2870
2871         /* Calculate hitpoints */
2872         mhp = p_ptr->player_hp[p_ptr->lev - 1];
2873
2874         if (p_ptr->mimic_form)
2875         {
2876                 if (p_ptr->pclass == CLASS_SORCERER)
2877                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
2878                 else
2879                         tmp_hitdie = mimic_info[p_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
2880                 mhp = mhp * tmp_hitdie / p_ptr->hitdie;
2881         }
2882
2883         if (p_ptr->pclass == CLASS_SORCERER)
2884         {
2885                 if (p_ptr->lev < 30)
2886                         mhp = (mhp * (45+p_ptr->lev) / 100);
2887                 else
2888                         mhp = (mhp * 75 / 100);
2889                 bonus = (bonus * 65 / 100);
2890         }
2891
2892         mhp += bonus;
2893
2894         if (p_ptr->pclass == CLASS_BERSERKER)
2895         {
2896                 mhp = mhp*(110+(((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 110))/100;
2897         }
2898
2899         /* Always have at least one hitpoint per level */
2900         if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
2901
2902         /* Factor in the hero / superhero settings */
2903         if (IS_HERO()) mhp += 10;
2904         if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
2905         if (p_ptr->tsuyoshi) mhp += 50;
2906
2907         /* Factor in the hex spell settings */
2908         if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
2909         if (hex_spelling(HEX_BUILDING)) mhp += 60;
2910
2911         /* New maximum hitpoints */
2912         if (p_ptr->mhp != mhp)
2913         {
2914                 /* Enforce maximum */
2915                 if (p_ptr->chp >= mhp)
2916                 {
2917                         p_ptr->chp = mhp;
2918                         p_ptr->chp_frac = 0;
2919                 }
2920
2921 #ifdef JP
2922                 /* レベルアップの時は上昇量を表示する */
2923                 if ((level_up == 1) && (mhp > p_ptr->mhp))
2924                 {
2925                         msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
2926                 }
2927 #endif
2928                 /* Save the new max-hitpoints */
2929                 p_ptr->mhp = mhp;
2930
2931                 /* Display hitpoints (later) */
2932                 p_ptr->redraw |= (PR_HP);
2933
2934                 /* Window stuff */
2935                 p_ptr->window |= (PW_PLAYER);
2936         }
2937 }
2938
2939 /*!
2940  * @brief プレイヤーの光源半径を計算する / Extract and set the current "lite radius"
2941  * @return なし
2942  * @details
2943  * SWD: Experimental modification: multiple light sources have additive effect.
2944  */
2945 static void calc_torch(void)
2946 {
2947         int i, rad;
2948         object_type *o_ptr;
2949         BIT_FLAGS flgs[TR_FLAG_SIZE];
2950
2951         /* Assume no light */
2952         p_ptr->cur_lite = 0;
2953
2954         /* Loop through all wielded items */
2955         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2956         {
2957                 o_ptr = &inventory[i];
2958                 /* Skip empty slots */
2959                 if (!o_ptr->k_idx) continue;
2960                 
2961                 if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
2962                 
2963                 /* Need Fuels */
2964                 if (o_ptr->name2 != EGO_LITE_DARKNESS)
2965                 {
2966                         if (o_ptr->tval == TV_LITE)
2967                         {
2968                                 if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
2969                                 if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
2970                         }
2971                 }
2972
2973                 /* Extract the flags */
2974                 object_flags(o_ptr, flgs);
2975
2976                 /* calc the lite_radius */
2977                 
2978                 rad = 0;
2979                 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 1;
2980                 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 2;
2981                 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS)  rad += 3;
2982                 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
2983                 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
2984                 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
2985                 p_ptr->cur_lite += (s16b)rad;
2986         }
2987
2988         /* max radius is 14 (was 5) without rewriting other code -- */
2989         /* see cave.c:update_lite() and defines.h:LITE_MAX */
2990         if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
2991                 p_ptr->cur_lite = 1;
2992
2993         /*
2994          * check if the player doesn't have light radius, 
2995          * but does weakly glow as an intrinsic.
2996          */
2997         if (p_ptr->cur_lite <= 0 && p_ptr->lite) p_ptr->cur_lite++;
2998
2999         if (p_ptr->cur_lite > 14) p_ptr->cur_lite = 14;
3000         if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
3001
3002         /* end experimental mods */
3003
3004         /* Notice changes in the "lite radius" */
3005         if (p_ptr->old_lite != p_ptr->cur_lite)
3006         {
3007                 /* Update stuff */
3008                 /* Hack -- PU_MON_LITE for monsters' darkness */
3009                 p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
3010
3011                 /* Remember the old lite */
3012                 p_ptr->old_lite = p_ptr->cur_lite;
3013
3014                 if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
3015                         set_superstealth(FALSE);
3016         }
3017 }
3018
3019
3020 /*!
3021  * @brief プレイヤーの所持重量制限を計算する /
3022  * Computes current weight limit.
3023  * @return 制限重量(ポンド)
3024  */
3025 WEIGHT weight_limit(void)
3026 {
3027         WEIGHT i;
3028
3029         /* Weight limit based only on strength */
3030         i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
3031         if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
3032
3033         /* Return the result */
3034         return i;
3035 }
3036
3037 /*!
3038  * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3039  * @param i 判定する手のID(右手:0 左手:1)
3040  * @return 持っているならばTRUE
3041  */
3042 bool buki_motteruka(int i)
3043 {
3044         return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
3045 }
3046
3047 /*!
3048  * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
3049  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3050  * @return 重すぎるならばTRUE
3051  */
3052 bool is_heavy_shoot(object_type *o_ptr)
3053 {
3054         int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
3055         /* It is hard to carholdry a heavy bow */
3056         return (hold < o_ptr->weight / 10);
3057 }
3058
3059 /*!
3060  * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
3061  * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
3062  * @return 対応する矢/弾薬のベースアイテムID
3063  */
3064 int bow_tval_ammo(object_type *o_ptr)
3065 {
3066         /* Analyze the launcher */
3067         switch (o_ptr->sval)
3068         {
3069                 case SV_SLING:
3070                 {
3071                         return TV_SHOT;
3072                 }
3073
3074                 case SV_SHORT_BOW:
3075                 case SV_LONG_BOW:
3076                 case SV_NAMAKE_BOW:
3077                 {
3078                         return TV_ARROW;
3079                 }
3080
3081                 case SV_LIGHT_XBOW:
3082                 case SV_HEAVY_XBOW:
3083                 {
3084                         return TV_BOLT;
3085                 }
3086                 case SV_CRIMSON:
3087                 case SV_HARP:
3088                 {
3089                         return TV_NO_AMMO;
3090                 }
3091         }
3092         
3093         return 0;
3094 }
3095
3096 /*!
3097  * @brief 装備中の射撃武器の威力倍率を返す /
3098  * calcurate the fire rate of target object
3099  * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
3100  * @return 射撃倍率の値(100で1.00倍)
3101  */
3102 s16b calc_num_fire(object_type *o_ptr)
3103 {
3104         int extra_shots = 0;
3105         int i;
3106         int num = 0;
3107         OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
3108         object_type *q_ptr;
3109         BIT_FLAGS flgs[TR_FLAG_SIZE];
3110         
3111         /* Scan the usable inventory */
3112         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3113         {
3114                 q_ptr = &inventory[i];
3115
3116                 /* Skip non-objects */
3117                 if (!q_ptr->k_idx) continue;
3118                 
3119                 /* Do not apply current equip */
3120                 if (i == INVEN_BOW) continue;
3121
3122                 /* Extract the item flags */
3123                 object_flags(q_ptr, flgs);
3124
3125                 /* Boost shots */
3126                 if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3127         }
3128         
3129         object_flags(o_ptr, flgs);
3130         if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
3131         
3132         if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
3133         {
3134                 num = 100;
3135                 /* Extra shots */
3136                 num += (extra_shots * 100);
3137
3138                 /* Hack -- Rangers love Bows */
3139                 if ((p_ptr->pclass == CLASS_RANGER) && 
3140                                         (tval_ammo == TV_ARROW))
3141                 {
3142                         num += (p_ptr->lev * 4);
3143                 }
3144
3145                 if ((p_ptr->pclass == CLASS_CAVALRY) &&
3146                     (tval_ammo == TV_ARROW))
3147                 {
3148                         num += (p_ptr->lev * 3);
3149                 }
3150
3151                 if (p_ptr->pclass == CLASS_ARCHER)
3152                 {
3153                         if (tval_ammo == TV_ARROW)
3154                                 num += ((p_ptr->lev * 5)+50);
3155                         else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
3156                                 num += (p_ptr->lev * 4);
3157                 }
3158
3159                 /*
3160                  * Addendum -- also "Reward" high level warriors,
3161                  * with _any_ missile weapon -- TY
3162                  */
3163                 if (p_ptr->pclass == CLASS_WARRIOR &&
3164                    (tval_ammo <= TV_BOLT) &&
3165                    (tval_ammo >= TV_SHOT))
3166                 {
3167                         num += (p_ptr->lev * 2);
3168                 }
3169                 if ((p_ptr->pclass == CLASS_ROGUE) &&
3170                     (tval_ammo == TV_SHOT))
3171                 {
3172                         num += (p_ptr->lev * 4);
3173                 }
3174         }
3175         return (s16b)num;
3176 }
3177
3178 /*!
3179  * @brief プレイヤーの全ステータスを更新する / 
3180  * Calculate the players current "state", taking into account
3181  * not only race/class intrinsics, but also objects being worn
3182  * and temporary spell effects.
3183  * @return なし
3184  * @details
3185  * <pre>
3186  * See also calc_mana() and calc_hitpoints().
3187  *
3188  * Take note of the new "speed code", in particular, a very strong
3189  * player will start slowing down as soon as he reaches 150 pounds,
3190  * but not until he reaches 450 pounds will he be half as fast as
3191  * a normal kobold.  This both hurts and helps the player, hurts
3192  * because in the old days a player could just avoid 300 pounds,
3193  * and helps because now carrying 300 pounds is not very painful.
3194  *
3195  * The "weapon" and "bow" do *not* add to the bonuses to hit or to
3196  * damage, since that would affect non-combat things.  These values
3197  * are actually added in later, at the appropriate place.
3198  *
3199  * This function induces various "status" messages.
3200  * </pre>
3201  */
3202 void calc_bonuses(void)
3203 {
3204         int             i, j, hold, neutral[2];
3205         int             new_speed;
3206         int             default_hand = 0;
3207         int             empty_hands_status = empty_hands(TRUE);
3208         int             extra_blows[2];
3209         object_type     *o_ptr;
3210         BIT_FLAGS flgs[TR_FLAG_SIZE];
3211         bool            omoi = FALSE;
3212         bool            yoiyami = FALSE;
3213         bool            down_saving = FALSE;
3214 #if 0
3215         bool            have_dd_s = FALSE, have_dd_t = FALSE;
3216 #endif
3217         bool            have_sw = FALSE, have_kabe = FALSE;
3218         bool            easy_2weapon = FALSE;
3219         bool            riding_levitation = FALSE;
3220         OBJECT_IDX this_o_idx, next_o_idx = 0;
3221         const player_race *tmp_rp_ptr;
3222
3223         /* Save the old vision stuff */
3224         bool old_telepathy = p_ptr->telepathy;
3225         bool old_esp_animal = p_ptr->esp_animal;
3226         bool old_esp_undead = p_ptr->esp_undead;
3227         bool old_esp_demon = p_ptr->esp_demon;
3228         bool old_esp_orc = p_ptr->esp_orc;
3229         bool old_esp_troll = p_ptr->esp_troll;
3230         bool old_esp_giant = p_ptr->esp_giant;
3231         bool old_esp_dragon = p_ptr->esp_dragon;
3232         bool old_esp_human = p_ptr->esp_human;
3233         bool old_esp_evil = p_ptr->esp_evil;
3234         bool old_esp_good = p_ptr->esp_good;
3235         bool old_esp_nonliving = p_ptr->esp_nonliving;
3236         bool old_esp_unique = p_ptr->esp_unique;
3237         bool old_see_inv = p_ptr->see_inv;
3238         bool old_mighty_throw = p_ptr->mighty_throw;
3239
3240         /* Save the old armor class */
3241         s16b old_dis_ac = p_ptr->dis_ac;
3242         s16b old_dis_to_a = p_ptr->dis_to_a;
3243
3244
3245         /* Clear extra blows/shots */
3246         extra_blows[0] = extra_blows[1] = 0;
3247
3248         /* Clear the stat modifiers */
3249         for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
3250
3251
3252         /* Clear the Displayed/Real armor class */
3253         p_ptr->dis_ac = p_ptr->ac = 0;
3254
3255         /* Clear the Displayed/Real Bonuses */
3256         p_ptr->dis_to_h[0] = p_ptr->to_h[0] = 0;
3257         p_ptr->dis_to_h[1] = p_ptr->to_h[1] = 0;
3258         p_ptr->dis_to_d[0] = p_ptr->to_d[0] = 0;
3259         p_ptr->dis_to_d[1] = p_ptr->to_d[1] = 0;
3260         p_ptr->dis_to_h_b = p_ptr->to_h_b = 0;
3261         p_ptr->dis_to_a = p_ptr->to_a = 0;
3262         p_ptr->to_h_m = 0;
3263         p_ptr->to_d_m = 0;
3264
3265         p_ptr->to_m_chance = 0;
3266
3267         /* Clear the Extra Dice Bonuses */
3268         p_ptr->to_dd[0] = p_ptr->to_ds[0] = 0;
3269         p_ptr->to_dd[1] = p_ptr->to_ds[1] = 0;
3270
3271         /* Start with "normal" speed */
3272         new_speed = 110;
3273
3274         /* Start with a single blow per turn */
3275         p_ptr->num_blow[0] = 1;
3276         p_ptr->num_blow[1] = 1;
3277
3278         /* Start with a single shot per turn */
3279         p_ptr->num_fire = 100;
3280
3281         /* Reset the "xtra" tval */
3282         p_ptr->tval_xtra = 0;
3283
3284         /* Reset the "ammo" tval */
3285         p_ptr->tval_ammo = 0;
3286
3287         /* Clear all the flags */
3288         p_ptr->cursed = 0L;
3289         p_ptr->bless_blade = FALSE;
3290         p_ptr->xtra_might = FALSE;
3291         p_ptr->impact[0] = FALSE;
3292         p_ptr->impact[1] = FALSE;
3293         p_ptr->pass_wall = FALSE;
3294         p_ptr->kill_wall = FALSE;
3295         p_ptr->dec_mana = FALSE;
3296         p_ptr->easy_spell = FALSE;
3297         p_ptr->heavy_spell = FALSE;
3298         p_ptr->see_inv = FALSE;
3299         p_ptr->free_act = FALSE;
3300         p_ptr->slow_digest = FALSE;
3301         p_ptr->regenerate = FALSE;
3302         p_ptr->can_swim = FALSE;
3303         p_ptr->levitation = FALSE;
3304         p_ptr->hold_exp = FALSE;
3305         p_ptr->telepathy = FALSE;
3306         p_ptr->esp_animal = FALSE;
3307         p_ptr->esp_undead = FALSE;
3308         p_ptr->esp_demon = FALSE;
3309         p_ptr->esp_orc = FALSE;
3310         p_ptr->esp_troll = FALSE;
3311         p_ptr->esp_giant = FALSE;
3312         p_ptr->esp_dragon = FALSE;
3313         p_ptr->esp_human = FALSE;
3314         p_ptr->esp_evil = FALSE;
3315         p_ptr->esp_good = FALSE;
3316         p_ptr->esp_nonliving = FALSE;
3317         p_ptr->esp_unique = FALSE;
3318         p_ptr->lite = FALSE;
3319         p_ptr->sustain_str = FALSE;
3320         p_ptr->sustain_int = FALSE;
3321         p_ptr->sustain_wis = FALSE;
3322         p_ptr->sustain_con = FALSE;
3323         p_ptr->sustain_dex = FALSE;
3324         p_ptr->sustain_chr = FALSE;
3325         p_ptr->resist_acid = FALSE;
3326         p_ptr->resist_elec = FALSE;
3327         p_ptr->resist_fire = FALSE;
3328         p_ptr->resist_cold = FALSE;
3329         p_ptr->resist_pois = FALSE;
3330         p_ptr->resist_conf = FALSE;
3331         p_ptr->resist_sound = FALSE;
3332         p_ptr->resist_lite = FALSE;
3333         p_ptr->resist_dark = FALSE;
3334         p_ptr->resist_chaos = FALSE;
3335         p_ptr->resist_disen = FALSE;
3336         p_ptr->resist_shard = FALSE;
3337         p_ptr->resist_nexus = FALSE;
3338         p_ptr->resist_blind = FALSE;
3339         p_ptr->resist_neth = FALSE;
3340         p_ptr->resist_time = FALSE;
3341         p_ptr->resist_fear = FALSE;
3342         p_ptr->reflect = FALSE;
3343         p_ptr->sh_fire = FALSE;
3344         p_ptr->sh_elec = FALSE;
3345         p_ptr->sh_cold = FALSE;
3346         p_ptr->anti_magic = FALSE;
3347         p_ptr->anti_tele = FALSE;
3348         p_ptr->warning = FALSE;
3349         p_ptr->mighty_throw = FALSE;
3350         p_ptr->see_nocto = FALSE;
3351
3352         p_ptr->immune_acid = FALSE;
3353         p_ptr->immune_elec = FALSE;
3354         p_ptr->immune_fire = FALSE;
3355         p_ptr->immune_cold = FALSE;
3356
3357         p_ptr->ryoute = FALSE;
3358         p_ptr->migite = FALSE;
3359         p_ptr->hidarite = FALSE;
3360         p_ptr->no_flowed = FALSE;
3361
3362         p_ptr->align = friend_align;
3363
3364         if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
3365         else tmp_rp_ptr = &race_info[p_ptr->prace];
3366
3367         /* Base infravision (purely racial) */
3368         p_ptr->see_infra = tmp_rp_ptr->infra;
3369
3370         /* Base skill -- disarming */
3371         p_ptr->skill_dis = tmp_rp_ptr->r_dis + cp_ptr->c_dis + ap_ptr->a_dis;
3372
3373         /* Base skill -- magic devices */
3374         p_ptr->skill_dev = tmp_rp_ptr->r_dev + cp_ptr->c_dev + ap_ptr->a_dev;
3375
3376         /* Base skill -- saving throw */
3377         p_ptr->skill_sav = tmp_rp_ptr->r_sav + cp_ptr->c_sav + ap_ptr->a_sav;
3378
3379         /* Base skill -- stealth */
3380         p_ptr->skill_stl = tmp_rp_ptr->r_stl + cp_ptr->c_stl + ap_ptr->a_stl;
3381
3382         /* Base skill -- searching ability */
3383         p_ptr->skill_srh = tmp_rp_ptr->r_srh + cp_ptr->c_srh + ap_ptr->a_srh;
3384
3385         /* Base skill -- searching frequency */
3386         p_ptr->skill_fos = tmp_rp_ptr->r_fos + cp_ptr->c_fos + ap_ptr->a_fos;
3387
3388         /* Base skill -- combat (normal) */
3389         p_ptr->skill_thn = tmp_rp_ptr->r_thn + cp_ptr->c_thn + ap_ptr->a_thn;
3390
3391         /* Base skill -- combat (shooting) */
3392         p_ptr->skill_thb = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3393
3394         /* Base skill -- combat (throwing) */
3395         p_ptr->skill_tht = tmp_rp_ptr->r_thb + cp_ptr->c_thb + ap_ptr->a_thb;
3396
3397         /* Base skill -- digging */
3398         p_ptr->skill_dig = 0;
3399
3400         if (buki_motteruka(INVEN_RARM)) p_ptr->migite = TRUE;
3401         if (buki_motteruka(INVEN_LARM))
3402         {
3403                 p_ptr->hidarite = TRUE;
3404                 if (!p_ptr->migite) default_hand = 1;
3405         }
3406
3407         if (CAN_TWO_HANDS_WIELDING())
3408         {
3409                 if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
3410                         object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
3411                 {
3412                         p_ptr->ryoute = TRUE;
3413                 }
3414                 else if (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
3415                         object_allow_two_hands_wielding(&inventory[INVEN_LARM]))
3416                 {
3417                         p_ptr->ryoute = TRUE;
3418                 }
3419                 else
3420                 {
3421                         switch (p_ptr->pclass)
3422                         {
3423                         case CLASS_MONK:
3424                         case CLASS_FORCETRAINER:
3425                         case CLASS_BERSERKER:
3426                                 if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3427                                 {
3428                                         p_ptr->migite = TRUE;
3429                                         p_ptr->ryoute = TRUE;
3430                                 }
3431                                 break;
3432                         }
3433                 }
3434         }
3435
3436         if (!p_ptr->migite && !p_ptr->hidarite)
3437         {
3438                 if (empty_hands_status & EMPTY_HAND_RARM) p_ptr->migite = TRUE;
3439                 else if (empty_hands_status == EMPTY_HAND_LARM)
3440                 {
3441                         p_ptr->hidarite = TRUE;
3442                         default_hand = 1;
3443                 }
3444         }
3445
3446         if (p_ptr->special_defense & KAMAE_MASK)
3447         {
3448                 if (!(empty_hands_status & EMPTY_HAND_RARM))
3449                 {
3450                         set_action(ACTION_NONE);
3451                 }
3452         }
3453
3454         switch (p_ptr->pclass)
3455         {
3456                 case CLASS_WARRIOR:
3457                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3458                         if (p_ptr->lev > 44) p_ptr->regenerate = TRUE;
3459                         break;
3460                 case CLASS_PALADIN:
3461                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3462                         break;
3463                 case CLASS_CHAOS_WARRIOR:
3464                         if (p_ptr->lev > 29) p_ptr->resist_chaos = TRUE;
3465                         if (p_ptr->lev > 39) p_ptr->resist_fear = TRUE;
3466                         break;
3467                 case CLASS_MINDCRAFTER:
3468                         if (p_ptr->lev >  9) p_ptr->resist_fear = TRUE;
3469                         if (p_ptr->lev > 19) p_ptr->sustain_wis = TRUE;
3470                         if (p_ptr->lev > 29) p_ptr->resist_conf = TRUE;
3471                         if (p_ptr->lev > 39) p_ptr->telepathy = TRUE;
3472                         break;
3473                 case CLASS_MONK:
3474                 case CLASS_FORCETRAINER:
3475                         /* Unencumbered Monks become faster every 10 levels */
3476                         if (!(heavy_armor()))
3477                         {
3478                                 if (!(prace_is_(RACE_KLACKON) ||
3479                                       prace_is_(RACE_SPRITE) ||
3480                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3481                                         new_speed += (p_ptr->lev) / 10;
3482
3483                                 /* Free action if unencumbered at level 25 */
3484                                 if  (p_ptr->lev > 24)
3485                                         p_ptr->free_act = TRUE;
3486                         }
3487                         break;
3488                 case CLASS_SORCERER:
3489                         p_ptr->to_a -= 50;
3490                         p_ptr->dis_to_a -= 50;
3491                         break;
3492                 case CLASS_BARD:
3493                         p_ptr->resist_sound = TRUE;
3494                         break;
3495                 case CLASS_SAMURAI:
3496                         if (p_ptr->lev > 29) p_ptr->resist_fear = TRUE;
3497                         break;
3498                 case CLASS_BERSERKER:
3499                         p_ptr->shero = 1;
3500                         p_ptr->sustain_str = TRUE;
3501                         p_ptr->sustain_dex = TRUE;
3502                         p_ptr->sustain_con = TRUE;
3503                         p_ptr->regenerate = TRUE;
3504                         p_ptr->free_act = TRUE;
3505                         new_speed += 2;
3506                         if (p_ptr->lev > 29) new_speed++;
3507                         if (p_ptr->lev > 39) new_speed++;
3508                         if (p_ptr->lev > 44) new_speed++;
3509                         if (p_ptr->lev > 49) new_speed++;
3510                         p_ptr->to_a += 10+p_ptr->lev/2;
3511                         p_ptr->dis_to_a += 10+p_ptr->lev/2;
3512                         p_ptr->skill_dig += (100+p_ptr->lev*8);
3513                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3514                         p_ptr->redraw |= PR_STATUS;
3515                         break;
3516                 case CLASS_MIRROR_MASTER:
3517                         if (p_ptr->lev > 39) p_ptr->reflect = TRUE;
3518                         break;
3519                 case CLASS_NINJA:
3520                         /* Unencumbered Ninjas become faster every 10 levels */
3521                         if (heavy_armor())
3522                         {
3523                                 new_speed -= (p_ptr->lev) / 10;
3524                                 p_ptr->skill_stl -= (p_ptr->lev)/10;
3525                         }
3526                         else if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3527                                  (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3528                         {
3529                                 new_speed += 3;
3530                                 if (!(prace_is_(RACE_KLACKON) ||
3531                                       prace_is_(RACE_SPRITE) ||
3532                                       (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
3533                                         new_speed += (p_ptr->lev) / 10;
3534                                 p_ptr->skill_stl += (p_ptr->lev)/10;
3535
3536                                 /* Free action if unencumbered at level 25 */
3537                                 if  (p_ptr->lev > 24)
3538                                         p_ptr->free_act = TRUE;
3539                         }
3540                         if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
3541                             (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
3542                         {
3543                                 p_ptr->to_a += p_ptr->lev/2+5;
3544                                 p_ptr->dis_to_a += p_ptr->lev/2+5;
3545                         }
3546                         p_ptr->slow_digest = TRUE;
3547                         p_ptr->resist_fear = TRUE;
3548                         if (p_ptr->lev > 19) p_ptr->resist_pois = TRUE;
3549                         if (p_ptr->lev > 24) p_ptr->sustain_dex = TRUE;
3550                         if (p_ptr->lev > 29) p_ptr->see_inv = TRUE;
3551                         if (p_ptr->lev > 44)
3552                         {
3553                                 p_ptr->oppose_pois = 1;
3554                                 p_ptr->redraw |= PR_STATUS;
3555                         }
3556                         p_ptr->see_nocto = TRUE;
3557                         break;
3558         }
3559
3560         /***** Races ****/
3561         if (p_ptr->mimic_form)
3562         {
3563                 switch (p_ptr->mimic_form)
3564                 {
3565                 case MIMIC_DEMON:
3566                         p_ptr->hold_exp = TRUE;
3567                         p_ptr->resist_chaos = TRUE;
3568                         p_ptr->resist_neth = TRUE;
3569                         p_ptr->resist_fire = TRUE;
3570                         p_ptr->oppose_fire = 1;
3571                         p_ptr->see_inv=TRUE;
3572                         new_speed += 3;
3573                         p_ptr->redraw |= PR_STATUS;
3574                         p_ptr->to_a += 10;
3575                         p_ptr->dis_to_a += 10;
3576                         p_ptr->align -= 200;
3577                         break;
3578                 case MIMIC_DEMON_LORD:
3579                         p_ptr->hold_exp = TRUE;
3580                         p_ptr->resist_chaos = TRUE;
3581                         p_ptr->resist_neth = TRUE;
3582                         p_ptr->immune_fire = TRUE;
3583                         p_ptr->resist_acid = TRUE;
3584                         p_ptr->resist_fire = TRUE;
3585                         p_ptr->resist_cold = TRUE;
3586                         p_ptr->resist_elec = TRUE;
3587                         p_ptr->resist_pois = TRUE;
3588                         p_ptr->resist_conf = TRUE;
3589                         p_ptr->resist_disen = TRUE;
3590                         p_ptr->resist_nexus = TRUE;
3591                         p_ptr->resist_fear = TRUE;
3592                         p_ptr->sh_fire = TRUE;
3593                         p_ptr->see_inv = TRUE;
3594                         p_ptr->telepathy = TRUE;
3595                         p_ptr->levitation = TRUE;
3596                         p_ptr->kill_wall = TRUE;
3597                         new_speed += 5;
3598                         p_ptr->to_a += 20;
3599                         p_ptr->dis_to_a += 20;
3600                         p_ptr->align -= 200;
3601                         break;
3602                 case MIMIC_VAMPIRE:
3603                         p_ptr->resist_dark = TRUE;
3604                         p_ptr->hold_exp = TRUE;
3605                         p_ptr->resist_neth = TRUE;
3606                         p_ptr->resist_cold = TRUE;
3607                         p_ptr->resist_pois = TRUE;
3608                         p_ptr->see_inv = TRUE;
3609                         new_speed += 3;
3610                         p_ptr->to_a += 10;
3611                         p_ptr->dis_to_a += 10;
3612                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3613                         break;
3614                 }
3615         }
3616         else
3617         {
3618                 switch (p_ptr->prace)
3619                 {
3620                 case RACE_ELF:
3621                         p_ptr->resist_lite = TRUE;
3622                         break;
3623                 case RACE_HOBBIT:
3624                         p_ptr->hold_exp = TRUE;
3625                         break;
3626                 case RACE_GNOME:
3627                         p_ptr->free_act = TRUE;
3628                         break;
3629                 case RACE_DWARF:
3630                         p_ptr->resist_blind = TRUE;
3631                         break;
3632                 case RACE_HALF_ORC:
3633                         p_ptr->resist_dark = TRUE;
3634                         break;
3635                 case RACE_HALF_TROLL:
3636                         p_ptr->sustain_str = TRUE;
3637
3638                         if (p_ptr->lev > 14)
3639                         {
3640                                 /* High level trolls heal fast... */
3641                                 p_ptr->regenerate = TRUE;
3642
3643                                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER)
3644                                 {
3645                                         p_ptr->slow_digest = TRUE;
3646                                         /* Let's not make Regeneration
3647                                          * a disadvantage for the poor warriors who can
3648                                          * never learn a spell that satisfies hunger (actually
3649                                          * neither can rogues, but half-trolls are not
3650                                          * supposed to play rogues) */
3651                                 }
3652                         }
3653                         break;
3654                 case RACE_AMBERITE:
3655                         p_ptr->sustain_con = TRUE;
3656                         p_ptr->regenerate = TRUE;  /* Amberites heal fast... */
3657                         break;
3658                 case RACE_HIGH_ELF:
3659                         p_ptr->resist_lite = TRUE;
3660                         p_ptr->see_inv = TRUE;
3661                         break;
3662                 case RACE_BARBARIAN:
3663                         p_ptr->resist_fear = TRUE;
3664                         break;
3665                 case RACE_HALF_OGRE:
3666                         p_ptr->resist_dark = TRUE;
3667                         p_ptr->sustain_str = TRUE;
3668                         break;
3669                 case RACE_HALF_GIANT:
3670                         p_ptr->sustain_str = TRUE;
3671                         p_ptr->resist_shard = TRUE;
3672                         break;
3673                 case RACE_HALF_TITAN:
3674                         p_ptr->resist_chaos = TRUE;
3675                         break;
3676                 case RACE_CYCLOPS:
3677                         p_ptr->resist_sound = TRUE;
3678                         break;
3679                 case RACE_YEEK:
3680                         p_ptr->resist_acid = TRUE;
3681                         if (p_ptr->lev > 19) p_ptr->immune_acid = TRUE;
3682                         break;
3683                 case RACE_KLACKON:
3684                         p_ptr->resist_conf = TRUE;
3685                         p_ptr->resist_acid = TRUE;
3686
3687                         /* Klackons become faster */
3688                         new_speed += (p_ptr->lev) / 10;
3689                         break;
3690                 case RACE_KOBOLD:
3691                         p_ptr->resist_pois = TRUE;
3692                         break;
3693                 case RACE_NIBELUNG:
3694                         p_ptr->resist_disen = TRUE;
3695                         p_ptr->resist_dark = TRUE;
3696                         break;
3697                 case RACE_DARK_ELF:
3698                         p_ptr->resist_dark = TRUE;
3699                         if (p_ptr->lev > 19) p_ptr->see_inv = TRUE;
3700                         break;
3701                 case RACE_DRACONIAN:
3702                         p_ptr->levitation = TRUE;
3703                         if (p_ptr->lev >  4) p_ptr->resist_fire = TRUE;
3704                         if (p_ptr->lev >  9) p_ptr->resist_cold = TRUE;
3705                         if (p_ptr->lev > 14) p_ptr->resist_acid = TRUE;
3706                         if (p_ptr->lev > 19) p_ptr->resist_elec = TRUE;
3707                         if (p_ptr->lev > 34) p_ptr->resist_pois = TRUE;
3708                         break;
3709                 case RACE_MIND_FLAYER:
3710                         p_ptr->sustain_int = TRUE;
3711                         p_ptr->sustain_wis = TRUE;
3712                         if (p_ptr->lev > 14) p_ptr->see_inv = TRUE;
3713                         if (p_ptr->lev > 29) p_ptr->telepathy = TRUE;
3714                         break;
3715                 case RACE_IMP:
3716                         p_ptr->resist_fire = TRUE;
3717                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3718                         break;
3719                 case RACE_GOLEM:
3720                         p_ptr->slow_digest = TRUE;
3721                         p_ptr->free_act = TRUE;
3722                         p_ptr->see_inv = TRUE;
3723                         p_ptr->resist_pois = TRUE;
3724                         if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
3725                         break;
3726                 case RACE_SKELETON:
3727                         p_ptr->resist_shard = TRUE;
3728                         p_ptr->hold_exp = TRUE;
3729                         p_ptr->see_inv = TRUE;
3730                         p_ptr->resist_pois = TRUE;
3731                         if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
3732                         break;
3733                 case RACE_ZOMBIE:
3734                         p_ptr->resist_neth = TRUE;
3735                         p_ptr->hold_exp = TRUE;
3736                         p_ptr->see_inv = TRUE;
3737                         p_ptr->resist_pois = TRUE;
3738                         p_ptr->slow_digest = TRUE;
3739                         if (p_ptr->lev > 4) p_ptr->resist_cold = TRUE;
3740                         break;
3741                 case RACE_VAMPIRE:
3742                         p_ptr->resist_dark = TRUE;
3743                         p_ptr->hold_exp = TRUE;
3744                         p_ptr->resist_neth = TRUE;
3745                         p_ptr->resist_cold = TRUE;
3746                         p_ptr->resist_pois = TRUE;
3747                         if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3748                         break;
3749                 case RACE_SPECTRE:
3750                         p_ptr->levitation = TRUE;
3751                         p_ptr->free_act = TRUE;
3752                         p_ptr->resist_neth = TRUE;
3753                         p_ptr->hold_exp = TRUE;
3754                         p_ptr->see_inv = TRUE;
3755                         p_ptr->resist_pois = TRUE;
3756                         p_ptr->slow_digest = TRUE;
3757                         p_ptr->resist_cold = TRUE;
3758                         p_ptr->pass_wall = TRUE;
3759                         if (p_ptr->lev > 34) p_ptr->telepathy = TRUE;
3760                         break;
3761                 case RACE_SPRITE:
3762                         p_ptr->levitation = TRUE;
3763                         p_ptr->resist_lite = TRUE;
3764
3765                         /* Sprites become faster */
3766                         new_speed += (p_ptr->lev) / 10;
3767                         break;
3768                 case RACE_BEASTMAN:
3769                         p_ptr->resist_conf  = TRUE;
3770                         p_ptr->resist_sound = TRUE;
3771                         break;
3772                 case RACE_ENT:
3773                         /* Ents dig like maniacs, but only with their hands. */
3774                         if (!inventory[INVEN_RARM].k_idx) 
3775                                 p_ptr->skill_dig += p_ptr->lev * 10;
3776                         /* Ents get tougher and stronger as they age, but lose dexterity. */
3777                         if (p_ptr->lev > 25) p_ptr->stat_add[A_STR]++;
3778                         if (p_ptr->lev > 40) p_ptr->stat_add[A_STR]++;
3779                         if (p_ptr->lev > 45) p_ptr->stat_add[A_STR]++;
3780
3781                         if (p_ptr->lev > 25) p_ptr->stat_add[A_DEX]--;
3782                         if (p_ptr->lev > 40) p_ptr->stat_add[A_DEX]--;
3783                         if (p_ptr->lev > 45) p_ptr->stat_add[A_DEX]--;
3784
3785                         if (p_ptr->lev > 25) p_ptr->stat_add[A_CON]++;
3786                         if (p_ptr->lev > 40) p_ptr->stat_add[A_CON]++;
3787                         if (p_ptr->lev > 45) p_ptr->stat_add[A_CON]++;
3788                         break;
3789                 case RACE_ANGEL:
3790                         p_ptr->levitation = TRUE;
3791                         p_ptr->see_inv = TRUE;
3792                         p_ptr->align += 200;
3793                         break;
3794                 case RACE_DEMON:
3795                         p_ptr->resist_fire  = TRUE;
3796                         p_ptr->resist_neth  = TRUE;
3797                         p_ptr->hold_exp = TRUE;
3798                         if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
3799                         if (p_ptr->lev > 44)
3800                         {
3801                                 p_ptr->oppose_fire = 1;
3802                                 p_ptr->redraw |= PR_STATUS;
3803                         }
3804                         p_ptr->align -= 200;
3805                         break;
3806                 case RACE_DUNADAN:
3807                         p_ptr->sustain_con = TRUE;
3808                         break;
3809                 case RACE_S_FAIRY:
3810                         p_ptr->levitation = TRUE;
3811                         break;
3812                 case RACE_KUTAR:
3813                         p_ptr->resist_conf = TRUE;
3814                         break;
3815                 case RACE_ANDROID:
3816                         p_ptr->slow_digest = TRUE;
3817                         p_ptr->free_act = TRUE;
3818                         p_ptr->resist_pois = TRUE;
3819                         p_ptr->hold_exp = TRUE;
3820                         break;
3821                 default:
3822                         /* Do nothing */
3823                         ;
3824                 }
3825         }
3826
3827         if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
3828         {
3829                 p_ptr->see_inv = TRUE;
3830                 p_ptr->free_act = TRUE;
3831                 p_ptr->slow_digest = TRUE;
3832                 p_ptr->regenerate = TRUE;
3833                 p_ptr->levitation = TRUE;
3834                 p_ptr->hold_exp = TRUE;
3835                 p_ptr->telepathy = TRUE;
3836                 p_ptr->lite = TRUE;
3837                 p_ptr->sustain_str = TRUE;
3838                 p_ptr->sustain_int = TRUE;
3839                 p_ptr->sustain_wis = TRUE;
3840                 p_ptr->sustain_con = TRUE;
3841                 p_ptr->sustain_dex = TRUE;
3842                 p_ptr->sustain_chr = TRUE;
3843                 p_ptr->resist_acid = TRUE;
3844                 p_ptr->resist_elec = TRUE;
3845                 p_ptr->resist_fire = TRUE;
3846                 p_ptr->resist_cold = TRUE;
3847                 p_ptr->resist_pois = TRUE;
3848                 p_ptr->resist_conf = TRUE;
3849                 p_ptr->resist_sound = TRUE;
3850                 p_ptr->resist_lite = TRUE;
3851                 p_ptr->resist_dark = TRUE;
3852                 p_ptr->resist_chaos = TRUE;
3853                 p_ptr->resist_disen = TRUE;
3854                 p_ptr->resist_shard = TRUE;
3855                 p_ptr->resist_nexus = TRUE;
3856                 p_ptr->resist_blind = TRUE;
3857                 p_ptr->resist_neth = TRUE;
3858                 p_ptr->resist_fear = TRUE;
3859                 p_ptr->reflect = TRUE;
3860                 p_ptr->sh_fire = TRUE;
3861                 p_ptr->sh_elec = TRUE;
3862                 p_ptr->sh_cold = TRUE;
3863                 p_ptr->to_a += 100;
3864                 p_ptr->dis_to_a += 100;
3865         }
3866         /* Temporary shield */
3867         else if (p_ptr->tsubureru || p_ptr->shield || p_ptr->magicdef)
3868         {
3869                 p_ptr->to_a += 50;
3870                 p_ptr->dis_to_a += 50;
3871         }
3872
3873         if (p_ptr->tim_res_nether)
3874         {
3875                 p_ptr->resist_neth = TRUE;
3876         }
3877         if (p_ptr->tim_sh_fire)
3878         {
3879                 p_ptr->sh_fire = TRUE;
3880         }
3881         if (p_ptr->tim_res_time)
3882         {
3883                 p_ptr->resist_time = TRUE;
3884         }
3885
3886         /* Sexy Gal */
3887         if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
3888         if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
3889         if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
3890         if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
3891
3892         /* Lucky man */
3893         if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;
3894
3895         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
3896         {
3897                 p_ptr->resist_blind = TRUE;
3898                 p_ptr->resist_conf  = TRUE;
3899                 p_ptr->hold_exp = TRUE;
3900                 if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
3901
3902                 if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
3903                         /* Munchkin become faster */
3904                         new_speed += (p_ptr->lev) / 10 + 5;
3905         }
3906
3907         if (music_singing(MUSIC_WALL))
3908         {
3909                 p_ptr->kill_wall = TRUE;
3910         }
3911
3912         /* Hack -- apply racial/class stat maxes */
3913         /* Apply the racial modifiers */
3914         for (i = 0; i < 6; i++)
3915         {
3916                 /* Modify the stats for "race" */
3917                 p_ptr->stat_add[i] += (tmp_rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i]);
3918         }
3919
3920
3921         /* I'm adding the mutations here for the lack of a better place... */
3922         if (p_ptr->muta3)
3923         {
3924                 /* Hyper Strength */
3925                 if (p_ptr->muta3 & MUT3_HYPER_STR)
3926                 {
3927                         p_ptr->stat_add[A_STR] += 4;
3928                 }
3929
3930                 /* Puny */
3931                 if (p_ptr->muta3 & MUT3_PUNY)
3932                 {
3933                         p_ptr->stat_add[A_STR] -= 4;
3934                 }
3935
3936                 /* Living computer */
3937                 if (p_ptr->muta3 & MUT3_HYPER_INT)
3938                 {
3939                         p_ptr->stat_add[A_INT] += 4;
3940                         p_ptr->stat_add[A_WIS] += 4;
3941                 }
3942
3943                 /* Moronic */
3944                 if (p_ptr->muta3 & MUT3_MORONIC)
3945                 {
3946                         p_ptr->stat_add[A_INT] -= 4;
3947                         p_ptr->stat_add[A_WIS] -= 4;
3948                 }
3949
3950                 if (p_ptr->muta3 & MUT3_RESILIENT)
3951                 {
3952                         p_ptr->stat_add[A_CON] += 4;
3953                 }
3954
3955                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
3956                 {
3957                         p_ptr->stat_add[A_CON] += 2;
3958                         new_speed -= 2;
3959                 }
3960
3961                 if (p_ptr->muta3 & MUT3_ALBINO)
3962                 {
3963                         p_ptr->stat_add[A_CON] -= 4;
3964                 }
3965
3966                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
3967                 {
3968                         p_ptr->stat_add[A_CON] -= 2;
3969                         p_ptr->stat_add[A_CHR] -= 1;
3970                         p_ptr->regenerate = FALSE;
3971                         /* Cancel innate regeneration */
3972                 }
3973
3974                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
3975                 {
3976                         p_ptr->stat_add[A_CHR] -= 4;
3977                 }
3978
3979                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
3980                 {
3981                         p_ptr->stat_add[A_CHR] -= 1;
3982                 }
3983
3984                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
3985                 {
3986                         p_ptr->skill_fos += 15;
3987                         p_ptr->skill_srh += 15;
3988                 }
3989
3990                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
3991                 {
3992                         p_ptr->skill_sav += (15 + (p_ptr->lev / 5));
3993                 }
3994
3995                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
3996                 {
3997                         p_ptr->skill_stl -= 3;
3998                 }
3999
4000                 if (p_ptr->muta3 & MUT3_INFRAVIS)
4001                 {
4002                         p_ptr->see_infra += 3;
4003                 }
4004
4005                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
4006                 {
4007                         new_speed += 3;
4008                 }
4009
4010                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
4011                 {
4012                         new_speed -= 3;
4013                 }
4014
4015                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
4016                 {
4017                         p_ptr->sh_elec = TRUE;
4018                 }
4019
4020                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
4021                 {
4022                         p_ptr->sh_fire = TRUE;
4023                         p_ptr->lite = TRUE;
4024                 }
4025
4026                 if (p_ptr->muta3 & MUT3_WART_SKIN)
4027                 {
4028                         p_ptr->stat_add[A_CHR] -= 2;
4029                         p_ptr->to_a += 5;
4030                         p_ptr->dis_to_a += 5;
4031                 }
4032
4033                 if (p_ptr->muta3 & MUT3_SCALES)
4034                 {
4035                         p_ptr->stat_add[A_CHR] -= 1;
4036                         p_ptr->to_a += 10;
4037                         p_ptr->dis_to_a += 10;
4038                 }
4039
4040                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
4041                 {
4042                         p_ptr->stat_add[A_DEX] -= 1;
4043                         p_ptr->to_a += 25;
4044                         p_ptr->dis_to_a += 25;
4045                 }
4046
4047                 if (p_ptr->muta3 & MUT3_WINGS)
4048                 {
4049                         p_ptr->levitation = TRUE;
4050                 }
4051
4052                 if (p_ptr->muta3 & MUT3_FEARLESS)
4053                 {
4054                         p_ptr->resist_fear = TRUE;
4055                 }
4056
4057                 if (p_ptr->muta3 & MUT3_REGEN)
4058                 {
4059                         p_ptr->regenerate = TRUE;
4060                 }
4061
4062                 if (p_ptr->muta3 & MUT3_ESP)
4063                 {
4064                         p_ptr->telepathy = TRUE;
4065                 }
4066
4067                 if (p_ptr->muta3 & MUT3_LIMBER)
4068                 {
4069                         p_ptr->stat_add[A_DEX] += 3;
4070                 }
4071
4072                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
4073                 {
4074                         p_ptr->stat_add[A_DEX] -= 3;
4075                 }
4076
4077                 if (p_ptr->muta3 & MUT3_MOTION)
4078                 {
4079                         p_ptr->free_act = TRUE;
4080                         p_ptr->skill_stl += 1;
4081                 }
4082
4083                 if (p_ptr->muta3 & MUT3_ILL_NORM)
4084                 {
4085                         p_ptr->stat_add[A_CHR] = 0;
4086                 }
4087         }
4088
4089         if (p_ptr->tsuyoshi)
4090         {
4091                 p_ptr->stat_add[A_STR] += 4;
4092                 p_ptr->stat_add[A_CON] += 4;
4093         }
4094
4095         /* Scan the usable inventory */
4096         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4097         {
4098                 int bonus_to_h, bonus_to_d;
4099                 o_ptr = &inventory[i];
4100
4101                 /* Skip non-objects */
4102                 if (!o_ptr->k_idx) continue;
4103
4104                 /* Extract the item flags */
4105                 object_flags(o_ptr, flgs);
4106
4107                 p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
4108                 if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
4109
4110                 /* Affect stats */
4111                 if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
4112                 if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
4113                 if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
4114                 if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
4115                 if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
4116                 if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
4117
4118                 if (have_flag(flgs, TR_MAGIC_MASTERY))    p_ptr->skill_dev += 8*o_ptr->pval;
4119
4120                 /* Affect stealth */
4121                 if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
4122
4123                 /* Affect searching ability (factor of five) */
4124                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
4125
4126                 /* Affect searching frequency (factor of five) */
4127                 if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
4128
4129                 /* Affect infravision */
4130                 if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
4131
4132                 /* Affect digging (factor of 20) */
4133                 if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
4134
4135                 /* Affect speed */
4136                 if (have_flag(flgs, TR_SPEED)) new_speed += o_ptr->pval;
4137
4138                 /* Affect blows */
4139                 if (have_flag(flgs, TR_BLOWS))
4140                 {
4141                         if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
4142                         else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
4143                         else {extra_blows[0] += o_ptr->pval; extra_blows[1] += o_ptr->pval;}
4144                 }
4145
4146                 /* Hack -- cause earthquakes */
4147                 if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
4148
4149                 /* Various flags */
4150                 if (have_flag(flgs, TR_AGGRAVATE))   p_ptr->cursed |= TRC_AGGRAVATE;
4151                 if (have_flag(flgs, TR_DRAIN_EXP))   p_ptr->cursed |= TRC_DRAIN_EXP;
4152                 if (have_flag(flgs, TR_TY_CURSE))    p_ptr->cursed |= TRC_TY_CURSE;
4153                 if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
4154                 if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
4155                 if (have_flag(flgs, TR_DRAIN_HP))    p_ptr->cursed |= TRC_DRAIN_HP;
4156                 if (have_flag(flgs, TR_DRAIN_MANA))  p_ptr->cursed |= TRC_DRAIN_MANA;
4157                 if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
4158                 if (have_flag(flgs, TR_CALL_DEMON))  p_ptr->cursed |= TRC_CALL_DEMON;
4159                 if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
4160                 if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
4161                 if (have_flag(flgs, TR_COWARDICE))   p_ptr->cursed |= TRC_COWARDICE;
4162                 if (have_flag(flgs, TR_LOW_MELEE))   p_ptr->cursed |= TRC_LOW_MELEE;
4163                 if (have_flag(flgs, TR_LOW_AC))      p_ptr->cursed |= TRC_LOW_AC;
4164                 if (have_flag(flgs, TR_LOW_MAGIC))   p_ptr->cursed |= TRC_LOW_MAGIC;
4165                 if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
4166                 if (have_flag(flgs, TR_SLOW_REGEN))  p_ptr->cursed |= TRC_SLOW_REGEN;
4167                 if (have_flag(flgs, TR_DEC_MANA))    p_ptr->dec_mana = TRUE;
4168                 if (have_flag(flgs, TR_BLESSED))     p_ptr->bless_blade = TRUE;
4169                 if (have_flag(flgs, TR_XTRA_MIGHT))  p_ptr->xtra_might = TRUE;
4170                 if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
4171                 if (have_flag(flgs, TR_REGEN))       p_ptr->regenerate = TRUE;
4172                 if (have_flag(flgs, TR_TELEPATHY))   p_ptr->telepathy = TRUE;
4173                 if (have_flag(flgs, TR_ESP_ANIMAL))  p_ptr->esp_animal = TRUE;
4174                 if (have_flag(flgs, TR_ESP_UNDEAD))  p_ptr->esp_undead = TRUE;
4175                 if (have_flag(flgs, TR_ESP_DEMON))   p_ptr->esp_demon = TRUE;
4176                 if (have_flag(flgs, TR_ESP_ORC))     p_ptr->esp_orc = TRUE;
4177                 if (have_flag(flgs, TR_ESP_TROLL))   p_ptr->esp_troll = TRUE;
4178                 if (have_flag(flgs, TR_ESP_GIANT))   p_ptr->esp_giant = TRUE;
4179                 if (have_flag(flgs, TR_ESP_DRAGON))  p_ptr->esp_dragon = TRUE;
4180                 if (have_flag(flgs, TR_ESP_HUMAN))   p_ptr->esp_human = TRUE;
4181                 if (have_flag(flgs, TR_ESP_EVIL))    p_ptr->esp_evil = TRUE;
4182                 if (have_flag(flgs, TR_ESP_GOOD))    p_ptr->esp_good = TRUE;
4183                 if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
4184                 if (have_flag(flgs, TR_ESP_UNIQUE))  p_ptr->esp_unique = TRUE;
4185
4186                 if (have_flag(flgs, TR_SEE_INVIS))   p_ptr->see_inv = TRUE;
4187                 if (have_flag(flgs, TR_LEVITATION))     p_ptr->levitation = TRUE;
4188                 if (have_flag(flgs, TR_FREE_ACT))    p_ptr->free_act = TRUE;
4189                 if (have_flag(flgs, TR_HOLD_EXP))   p_ptr->hold_exp = TRUE;
4190                 if (have_flag(flgs, TR_WARNING)){
4191                         if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
4192                           p_ptr->warning = TRUE;
4193                 }
4194
4195                 if (have_flag(flgs, TR_TELEPORT))
4196                 {
4197                         if (object_is_cursed(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
4198                         else
4199                         {
4200                                 cptr insc = quark_str(o_ptr->inscription);
4201
4202                                 if (o_ptr->inscription && my_strchr(insc, '.'))
4203                                 {
4204                                         /*
4205                                          * {.} will stop random teleportation.
4206                                          */
4207                                 }
4208                                 else
4209                                 {
4210                                         /* Controlled random teleportation */
4211                                         p_ptr->cursed |= TRC_TELEPORT_SELF;
4212                                 }
4213                         }
4214                 }
4215
4216                 /* Immunity flags */
4217                 if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
4218                 if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
4219                 if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
4220                 if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
4221
4222                 /* Resistance flags */
4223                 if (have_flag(flgs, TR_RES_ACID))   p_ptr->resist_acid = TRUE;
4224                 if (have_flag(flgs, TR_RES_ELEC))   p_ptr->resist_elec = TRUE;
4225                 if (have_flag(flgs, TR_RES_FIRE))   p_ptr->resist_fire = TRUE;
4226                 if (have_flag(flgs, TR_RES_COLD))   p_ptr->resist_cold = TRUE;
4227                 if (have_flag(flgs, TR_RES_POIS))   p_ptr->resist_pois = TRUE;
4228                 if (have_flag(flgs, TR_RES_FEAR))   p_ptr->resist_fear = TRUE;
4229                 if (have_flag(flgs, TR_RES_CONF))   p_ptr->resist_conf = TRUE;
4230                 if (have_flag(flgs, TR_RES_SOUND))  p_ptr->resist_sound = TRUE;
4231                 if (have_flag(flgs, TR_RES_LITE))   p_ptr->resist_lite = TRUE;
4232                 if (have_flag(flgs, TR_RES_DARK))   p_ptr->resist_dark = TRUE;
4233                 if (have_flag(flgs, TR_RES_CHAOS))  p_ptr->resist_chaos = TRUE;
4234                 if (have_flag(flgs, TR_RES_DISEN))  p_ptr->resist_disen = TRUE;
4235                 if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
4236                 if (have_flag(flgs, TR_RES_NEXUS))  p_ptr->resist_nexus = TRUE;
4237                 if (have_flag(flgs, TR_RES_BLIND))  p_ptr->resist_blind = TRUE;
4238                 if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
4239
4240                 if (have_flag(flgs, TR_REFLECT))  p_ptr->reflect = TRUE;
4241                 if (have_flag(flgs, TR_SH_FIRE))  p_ptr->sh_fire = TRUE;
4242                 if (have_flag(flgs, TR_SH_ELEC))  p_ptr->sh_elec = TRUE;
4243                 if (have_flag(flgs, TR_SH_COLD))  p_ptr->sh_cold = TRUE;
4244                 if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
4245                 if (have_flag(flgs, TR_NO_TELE))  p_ptr->anti_tele = TRUE;
4246
4247                 /* Sustain flags */
4248                 if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
4249                 if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
4250                 if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
4251                 if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
4252                 if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
4253                 if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
4254
4255                 if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
4256                 if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
4257                 if (o_ptr->name2 == EGO_RING_RES_TIME) p_ptr->resist_time = TRUE;
4258                 if (o_ptr->name2 == EGO_RING_THROW) p_ptr->mighty_throw = TRUE;
4259                 if (have_flag(flgs, TR_EASY_SPELL)) p_ptr->easy_spell = TRUE;
4260                 if (o_ptr->name2 == EGO_AMU_FOOL) p_ptr->heavy_spell = TRUE;
4261                 if (o_ptr->name2 == EGO_AMU_NAIVETY) down_saving = TRUE;
4262
4263                 if (o_ptr->curse_flags & TRC_LOW_MAGIC)
4264                 {
4265                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4266                         {
4267                                 p_ptr->to_m_chance += 10;
4268                         }
4269                         else
4270                         {
4271                                 p_ptr->to_m_chance += 3;
4272                         }
4273                 }
4274
4275                 if (o_ptr->tval == TV_CAPTURE) continue;
4276
4277                 /* Modify the base armor class */
4278                 p_ptr->ac += o_ptr->ac;
4279
4280                 /* The base armor class is always known */
4281                 p_ptr->dis_ac += o_ptr->ac;
4282
4283                 /* Apply the bonuses to armor class */
4284                 p_ptr->to_a += o_ptr->to_a;
4285
4286                 /* Apply the mental bonuses to armor class, if known */
4287                 if (object_is_known(o_ptr)) p_ptr->dis_to_a += o_ptr->to_a;
4288
4289                 if (o_ptr->curse_flags & TRC_LOW_MELEE)
4290                 {
4291                         int slot = i - INVEN_RARM;
4292                         if (slot < 2)
4293                         {
4294                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4295                                 {
4296                                         p_ptr->to_h[slot] -= 15;
4297                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 15;
4298                                 }
4299                                 else
4300                                 {
4301                                         p_ptr->to_h[slot] -= 5;
4302                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h[slot] -= 5;
4303                                 }
4304                         }
4305                         else
4306                         {
4307                                 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4308                                 {
4309                                         p_ptr->to_h_b -= 15;
4310                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 15;
4311                                 }
4312                                 else
4313                                 {
4314                                         p_ptr->to_h_b -= 5;
4315                                         if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_h_b -= 5;
4316                                 }
4317                         }
4318                 }
4319
4320                 if (o_ptr->curse_flags & TRC_LOW_AC)
4321                 {
4322                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
4323                         {
4324                                 p_ptr->to_a -= 30;
4325                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 30;
4326                         }
4327                         else
4328                         {
4329                                 p_ptr->to_a -= 10;
4330                                 if (o_ptr->ident & IDENT_MENTAL) p_ptr->dis_to_a -= 10;
4331                         }
4332                 }
4333
4334                 /* Hack -- do not apply "weapon" bonuses */
4335                 if (i == INVEN_RARM && buki_motteruka(i)) continue;
4336                 if (i == INVEN_LARM && buki_motteruka(i)) continue;
4337
4338                 /* Hack -- do not apply "bow" bonuses */
4339                 if (i == INVEN_BOW) continue;
4340
4341                 bonus_to_h = o_ptr->to_h;
4342                 bonus_to_d = o_ptr->to_d;
4343
4344                 if (p_ptr->pclass == CLASS_NINJA)
4345                 {
4346                         if (o_ptr->to_h > 0) bonus_to_h = (o_ptr->to_h+1)/2;
4347                         if (o_ptr->to_d > 0) bonus_to_d = (o_ptr->to_d+1)/2;
4348                 }
4349
4350                 /* To Bow and Natural attack */
4351
4352                 /* Apply the bonuses to hit/damage */
4353                 p_ptr->to_h_b += (s16b)bonus_to_h;
4354                 p_ptr->to_h_m += (s16b)bonus_to_h;
4355                 p_ptr->to_d_m += (s16b)bonus_to_d;
4356
4357                 /* Apply the mental bonuses tp hit/damage, if known */
4358                 if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
4359
4360                 /* To Melee */
4361                 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
4362                 {
4363                         /* Apply the bonuses to hit/damage */
4364                         p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4365                         p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4366
4367                         /* Apply the mental bonuses tp hit/damage, if known */
4368                         if (object_is_known(o_ptr))
4369                         {
4370                                 p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
4371                                 p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
4372                         }
4373                 }
4374                 else if (p_ptr->migite && p_ptr->hidarite)
4375                 {
4376                         /* Apply the bonuses to hit/damage */
4377                         p_ptr->to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4378                         p_ptr->to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4379                         p_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4380                         p_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4381
4382                         /* Apply the mental bonuses tp hit/damage, if known */
4383                         if (object_is_known(o_ptr))
4384                         {
4385                                 p_ptr->dis_to_h[0] += (bonus_to_h > 0) ? (bonus_to_h+1)/2 : bonus_to_h;
4386                                 p_ptr->dis_to_h[1] += (bonus_to_h > 0) ? bonus_to_h/2 : bonus_to_h;
4387                                 p_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d+1)/2 : bonus_to_d;
4388                                 p_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d/2 : bonus_to_d;
4389                         }
4390                 }
4391                 else
4392                 {
4393                         /* Apply the bonuses to hit/damage */
4394                         p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
4395                         p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
4396
4397                         /* Apply the mental bonuses to hit/damage, if known */
4398                         if (object_is_known(o_ptr))
4399                         {
4400                                 p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
4401                                 p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
4402                         }
4403                 }
4404         }
4405
4406         if (old_mighty_throw != p_ptr->mighty_throw)
4407         {
4408                 /* Redraw average damege display of Shuriken */
4409                 p_ptr->window |= PW_INVEN;
4410         }
4411
4412         if (p_ptr->cursed & TRC_TELEPORT) p_ptr->cursed &= ~(TRC_TELEPORT_SELF);
4413
4414         /* Monks get extra ac for armour _not worn_ */
4415         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor())
4416         {
4417                 if (!(inventory[INVEN_BODY].k_idx))
4418                 {
4419                         p_ptr->to_a += (p_ptr->lev * 3) / 2;
4420                         p_ptr->dis_to_a += (p_ptr->lev * 3) / 2;
4421                 }
4422                 if (!(inventory[INVEN_OUTER].k_idx) && (p_ptr->lev > 15))
4423                 {
4424                         p_ptr->to_a += ((p_ptr->lev - 13) / 3);
4425                         p_ptr->dis_to_a += ((p_ptr->lev - 13) / 3);
4426                 }
4427                 if (!(inventory[INVEN_LARM].k_idx) && (p_ptr->lev > 10))
4428                 {
4429                         p_ptr->to_a += ((p_ptr->lev - 8) / 3);
4430                         p_ptr->dis_to_a += ((p_ptr->lev - 8) / 3);
4431                 }
4432                 if (!(inventory[INVEN_HEAD].k_idx) && (p_ptr->lev > 4))
4433                 {
4434                         p_ptr->to_a += (p_ptr->lev - 2) / 3;
4435                         p_ptr->dis_to_a += (p_ptr->lev -2) / 3;
4436                 }
4437                 if (!(inventory[INVEN_HANDS].k_idx))
4438                 {
4439                         p_ptr->to_a += (p_ptr->lev / 2);
4440                         p_ptr->dis_to_a += (p_ptr->lev / 2);
4441                 }
4442                 if (!(inventory[INVEN_FEET].k_idx))
4443                 {
4444                         p_ptr->to_a += (p_ptr->lev / 3);
4445                         p_ptr->dis_to_a += (p_ptr->lev / 3);
4446                 }
4447                 if (p_ptr->special_defense & KAMAE_BYAKKO)
4448                 {
4449                         p_ptr->stat_add[A_STR] += 2;
4450                         p_ptr->stat_add[A_DEX] += 2;
4451                         p_ptr->stat_add[A_CON] -= 3;
4452                 }
4453                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
4454                 {
4455                 }
4456                 else if (p_ptr->special_defense & KAMAE_GENBU)
4457                 {
4458                         p_ptr->stat_add[A_INT] -= 1;
4459                         p_ptr->stat_add[A_WIS] -= 1;
4460                         p_ptr->stat_add[A_DEX] -= 2;
4461                         p_ptr->stat_add[A_CON] += 3;
4462                 }
4463                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
4464                 {
4465                         p_ptr->stat_add[A_STR] -= 2;
4466                         p_ptr->stat_add[A_INT] += 1;
4467                         p_ptr->stat_add[A_WIS] += 1;
4468                         p_ptr->stat_add[A_DEX] += 2;
4469                         p_ptr->stat_add[A_CON] -= 2;
4470                 }
4471         }
4472
4473         if (p_ptr->special_defense & KATA_KOUKIJIN)
4474         {
4475                 for (i = 0; i < 6; i++)
4476                         p_ptr->stat_add[i] += 5;
4477                 p_ptr->to_a -= 50;
4478                 p_ptr->dis_to_a -= 50;
4479         }
4480
4481         /* Hack -- aura of fire also provides light */
4482         if (p_ptr->sh_fire) p_ptr->lite = TRUE;
4483
4484         /* Golems also get an intrinsic AC bonus */
4485         if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
4486         {
4487                 p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
4488                 p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
4489         }
4490
4491         /* Hex bonuses */
4492         if (p_ptr->realm1 == REALM_HEX)
4493         {
4494                 if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
4495                 if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
4496                 if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
4497                 if (hex_spelling(HEX_BUILDING))
4498                 {
4499                         p_ptr->stat_add[A_STR] += 4;
4500                         p_ptr->stat_add[A_DEX] += 4;
4501                         p_ptr->stat_add[A_CON] += 4;
4502                 }
4503                 if (hex_spelling(HEX_DEMON_AURA))
4504                 {
4505                         p_ptr->sh_fire = TRUE;
4506                         p_ptr->regenerate = TRUE;
4507                 }
4508                 if (hex_spelling(HEX_ICE_ARMOR))
4509                 {
4510                         p_ptr->sh_cold = TRUE; 
4511                         p_ptr->to_a += 30;
4512                         p_ptr->dis_to_a += 30;
4513                 }
4514                 if (hex_spelling(HEX_SHOCK_CLOAK))
4515                 {
4516                         p_ptr->sh_elec = TRUE;
4517                         new_speed += 3;
4518                 }
4519                 for (i = INVEN_RARM; i <= INVEN_FEET; i++)
4520                 {
4521                         ARMOUR_CLASS ac = 0;
4522                         o_ptr = &inventory[i];
4523                         if (!o_ptr->k_idx) continue;
4524                         if (!object_is_armour(o_ptr)) continue;
4525                         if (!object_is_cursed(o_ptr)) continue;
4526                         ac += 5;
4527                         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
4528                         if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
4529                         p_ptr->to_a += (s16b)ac;
4530                         p_ptr->dis_to_a += (s16b)ac;
4531                 }
4532         }
4533
4534         /* Calculate stats */
4535         for (i = 0; i < 6; i++)
4536         {
4537                 int top, use, ind;
4538
4539                 /* Extract the new "stat_use" value for the stat */
4540                 top = modify_stat_value(p_ptr->stat_max[i], p_ptr->stat_add[i]);
4541
4542                 /* Notice changes */
4543                 if (p_ptr->stat_top[i] != top)
4544                 {
4545                         /* Save the new value */
4546                         p_ptr->stat_top[i] = (s16b)top;
4547
4548                         /* Redisplay the stats later */
4549                         p_ptr->redraw |= (PR_STATS);
4550
4551                         /* Window stuff */
4552                         p_ptr->window |= (PW_PLAYER);
4553                 }
4554
4555
4556                 /* Extract the new "stat_use" value for the stat */
4557                 use = modify_stat_value(p_ptr->stat_cur[i], p_ptr->stat_add[i]);
4558
4559                 if ((i == A_CHR) && (p_ptr->muta3 & MUT3_ILL_NORM))
4560                 {
4561                         /* 10 to 18/90 charisma, guaranteed, based on level */
4562                         if (use < 8 + 2 * p_ptr->lev)
4563                         {
4564                                 use = 8 + 2 * p_ptr->lev;
4565                         }
4566                 }
4567
4568                 /* Notice changes */
4569                 if (p_ptr->stat_use[i] != use)
4570                 {
4571                         /* Save the new value */
4572                         p_ptr->stat_use[i] = (s16b)use;
4573
4574                         /* Redisplay the stats later */
4575                         p_ptr->redraw |= (PR_STATS);
4576
4577                         /* Window stuff */
4578                         p_ptr->window |= (PW_PLAYER);
4579                 }
4580
4581
4582                 /* Values: 3, 4, ..., 17 */
4583                 if (use <= 18) ind = (use - 3);
4584
4585                 /* Ranges: 18/00-18/09, ..., 18/210-18/219 */
4586                 else if (use <= 18+219) ind = (15 + (use - 18) / 10);
4587
4588                 /* Range: 18/220+ */
4589                 else ind = (37);
4590
4591                 /* Notice changes */
4592                 if (p_ptr->stat_ind[i] != ind)
4593                 {
4594                         /* Save the new index */
4595                         p_ptr->stat_ind[i] = (s16b)ind;
4596
4597                         /* Change in CON affects Hitpoints */
4598                         if (i == A_CON)
4599                         {
4600                                 p_ptr->update |= (PU_HP);
4601                         }
4602
4603                         /* Change in INT may affect Mana/Spells */
4604                         else if (i == A_INT)
4605                         {
4606                                 if (mp_ptr->spell_stat == A_INT)
4607                                 {
4608                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4609                                 }
4610                         }
4611
4612                         /* Change in WIS may affect Mana/Spells */
4613                         else if (i == A_WIS)
4614                         {
4615                                 if (mp_ptr->spell_stat == A_WIS)
4616                                 {
4617                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4618                                 }
4619                         }
4620
4621                         /* Change in WIS may affect Mana/Spells */
4622                         else if (i == A_CHR)
4623                         {
4624                                 if (mp_ptr->spell_stat == A_CHR)
4625                                 {
4626                                         p_ptr->update |= (PU_MANA | PU_SPELLS);
4627                                 }
4628                         }
4629
4630                         /* Window stuff */
4631                         p_ptr->window |= (PW_PLAYER);
4632                 }
4633         }
4634
4635
4636         /* Apply temporary "stun" */
4637         if (p_ptr->stun > 50)
4638         {
4639                 p_ptr->to_h[0] -= 20;
4640                 p_ptr->to_h[1] -= 20;
4641                 p_ptr->to_h_b  -= 20;
4642                 p_ptr->to_h_m  -= 20;
4643                 p_ptr->dis_to_h[0] -= 20;
4644                 p_ptr->dis_to_h[1] -= 20;
4645                 p_ptr->dis_to_h_b  -= 20;
4646                 p_ptr->to_d[0] -= 20;
4647                 p_ptr->to_d[1] -= 20;
4648                 p_ptr->to_d_m -= 20;
4649                 p_ptr->dis_to_d[0] -= 20;
4650                 p_ptr->dis_to_d[1] -= 20;
4651         }
4652         else if (p_ptr->stun)
4653         {
4654                 p_ptr->to_h[0] -= 5;
4655                 p_ptr->to_h[1] -= 5;
4656                 p_ptr->to_h_b -= 5;
4657                 p_ptr->to_h_m -= 5;
4658                 p_ptr->dis_to_h[0] -= 5;
4659                 p_ptr->dis_to_h[1] -= 5;
4660                 p_ptr->dis_to_h_b -= 5;
4661                 p_ptr->to_d[0] -= 5;
4662                 p_ptr->to_d[1] -= 5;
4663                 p_ptr->to_d_m -= 5;
4664                 p_ptr->dis_to_d[0] -= 5;
4665                 p_ptr->dis_to_d[1] -= 5;
4666         }
4667
4668         /* Wraith form */
4669         if (p_ptr->wraith_form)
4670         {
4671                 p_ptr->reflect = TRUE;
4672                 p_ptr->pass_wall = TRUE;
4673         }
4674
4675         if (p_ptr->kabenuke)
4676         {
4677                 p_ptr->pass_wall = TRUE;
4678         }
4679
4680         /* Temporary blessing */
4681         if (IS_BLESSED())
4682         {
4683                 p_ptr->to_a += 5;
4684                 p_ptr->dis_to_a += 5;
4685                 p_ptr->to_h[0] += 10;
4686                 p_ptr->to_h[1] += 10;
4687                 p_ptr->to_h_b  += 10;
4688                 p_ptr->to_h_m  += 10;
4689                 p_ptr->dis_to_h[0] += 10;
4690                 p_ptr->dis_to_h[1] += 10;
4691                 p_ptr->dis_to_h_b += 10;
4692         }
4693
4694         if (p_ptr->magicdef)
4695         {
4696                 p_ptr->resist_blind = TRUE;
4697                 p_ptr->resist_conf = TRUE;
4698                 p_ptr->reflect = TRUE;
4699                 p_ptr->free_act = TRUE;
4700                 p_ptr->levitation = TRUE;
4701         }
4702
4703         /* Temporary "Hero" */
4704         if (IS_HERO())
4705         {
4706                 p_ptr->to_h[0] += 12;
4707                 p_ptr->to_h[1] += 12;
4708                 p_ptr->to_h_b  += 12;
4709                 p_ptr->to_h_m  += 12;
4710                 p_ptr->dis_to_h[0] += 12;
4711                 p_ptr->dis_to_h[1] += 12;
4712                 p_ptr->dis_to_h_b  += 12;
4713         }
4714
4715         /* Temporary "Beserk" */
4716         if (p_ptr->shero)
4717         {
4718                 p_ptr->to_h[0] += 12;
4719                 p_ptr->to_h[1] += 12;
4720                 p_ptr->to_h_b  -= 12;
4721                 p_ptr->to_h_m  += 12;
4722                 p_ptr->to_d[0] += 3+(p_ptr->lev/5);
4723                 p_ptr->to_d[1] += 3+(p_ptr->lev/5);
4724                 p_ptr->to_d_m  += 3+(p_ptr->lev/5);
4725                 p_ptr->dis_to_h[0] += 12;
4726                 p_ptr->dis_to_h[1] += 12;
4727                 p_ptr->dis_to_h_b  -= 12;
4728                 p_ptr->dis_to_d[0] += 3+(p_ptr->lev/5);
4729                 p_ptr->dis_to_d[1] += 3+(p_ptr->lev/5);
4730                 p_ptr->to_a -= 10;
4731                 p_ptr->dis_to_a -= 10;
4732                 p_ptr->skill_stl -= 7;
4733                 p_ptr->skill_dev -= 20;
4734                 p_ptr->skill_sav -= 30;
4735                 p_ptr->skill_srh -= 15;
4736                 p_ptr->skill_fos -= 15;
4737                 p_ptr->skill_tht -= 20;
4738                 p_ptr->skill_dig += 30;
4739         }
4740
4741         /* Temporary "fast" */
4742         if (IS_FAST())
4743         {
4744                 new_speed += 10;
4745         }
4746
4747         /* Temporary "slow" */
4748         if (p_ptr->slow)
4749         {
4750                 new_speed -= 10;
4751         }
4752
4753         /* Temporary "telepathy" */
4754         if (IS_TIM_ESP())
4755         {
4756                 p_ptr->telepathy = TRUE;
4757         }
4758
4759         if (p_ptr->ele_immune)
4760         {
4761                 if (p_ptr->special_defense & DEFENSE_ACID)
4762                         p_ptr->immune_acid = TRUE;
4763                 else if (p_ptr->special_defense & DEFENSE_ELEC)
4764                         p_ptr->immune_elec = TRUE;
4765                 else if (p_ptr->special_defense & DEFENSE_FIRE)
4766                         p_ptr->immune_fire = TRUE;
4767                 else if (p_ptr->special_defense & DEFENSE_COLD)
4768                         p_ptr->immune_cold = TRUE;
4769         }
4770
4771         /* Temporary see invisible */
4772         if (p_ptr->tim_invis)
4773         {
4774                 p_ptr->see_inv = TRUE;
4775         }
4776
4777         /* Temporary infravision boost */
4778         if (p_ptr->tim_infra)
4779         {
4780                 p_ptr->see_infra+=3;
4781         }
4782
4783         /* Temporary regeneration boost */
4784         if (p_ptr->tim_regen)
4785         {
4786                 p_ptr->regenerate = TRUE;
4787         }
4788
4789         /* Temporary levitation */
4790         if (p_ptr->tim_levitation)
4791         {
4792                 p_ptr->levitation = TRUE;
4793         }
4794
4795         /* Temporary reflection */
4796         if (p_ptr->tim_reflect)
4797         {
4798                 p_ptr->reflect = TRUE;
4799         }
4800
4801         /* Hack -- Hero/Shero -> Res fear */
4802         if (IS_HERO() || p_ptr->shero)
4803         {
4804                 p_ptr->resist_fear = TRUE;
4805         }
4806
4807
4808         /* Hack -- Telepathy Change */
4809         if (p_ptr->telepathy != old_telepathy)
4810         {
4811                 p_ptr->update |= (PU_MONSTERS);
4812         }
4813
4814         if ((p_ptr->esp_animal != old_esp_animal) ||
4815             (p_ptr->esp_undead != old_esp_undead) ||
4816             (p_ptr->esp_demon != old_esp_demon) ||
4817             (p_ptr->esp_orc != old_esp_orc) ||
4818             (p_ptr->esp_troll != old_esp_troll) ||
4819             (p_ptr->esp_giant != old_esp_giant) ||
4820             (p_ptr->esp_dragon != old_esp_dragon) ||
4821             (p_ptr->esp_human != old_esp_human) ||
4822             (p_ptr->esp_evil != old_esp_evil) ||
4823             (p_ptr->esp_good != old_esp_good) ||
4824             (p_ptr->esp_nonliving != old_esp_nonliving) ||
4825             (p_ptr->esp_unique != old_esp_unique))
4826         {
4827                 p_ptr->update |= (PU_MONSTERS);
4828         }
4829
4830         /* Hack -- See Invis Change */
4831         if (p_ptr->see_inv != old_see_inv)
4832         {
4833                 p_ptr->update |= (PU_MONSTERS);
4834         }
4835
4836         /* Bloating slows the player down (a little) */
4837         if (p_ptr->food >= PY_FOOD_MAX) new_speed -= 10;
4838
4839         if (p_ptr->special_defense & KAMAE_SUZAKU) new_speed += 10;
4840
4841         if ((p_ptr->migite && (empty_hands_status & EMPTY_HAND_RARM)) ||
4842             (p_ptr->hidarite && (empty_hands_status & EMPTY_HAND_LARM)))
4843         {
4844                 p_ptr->to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4845                 p_ptr->dis_to_h[default_hand] += (p_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
4846         }
4847
4848         if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4849         {
4850                 int penalty1, penalty2;
4851                 penalty1 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_RARM].weight) / 8);
4852                 penalty2 = ((100 - p_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - inventory[INVEN_LARM].weight) / 8);
4853                 if ((inventory[INVEN_RARM].name1 == ART_QUICKTHORN) && (inventory[INVEN_LARM].name1 == ART_TINYTHORN))
4854                 {
4855                         penalty1 = penalty1 / 2 - 5;
4856                         penalty2 = penalty2 / 2 - 5;
4857                         new_speed += 7;
4858                         p_ptr->to_a += 10;
4859                         p_ptr->dis_to_a += 10;
4860                 }
4861                 if (easy_2weapon)
4862                 {
4863                         if (penalty1 > 0) penalty1 /= 2;
4864                         if (penalty2 > 0) penalty2 /= 2;
4865                 }
4866                 else if ((inventory[INVEN_LARM].tval == TV_SWORD) && ((inventory[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (inventory[INVEN_LARM].sval == SV_WAKIZASHI)))
4867                 {
4868                         penalty1 = MAX(0, penalty1 - 10);
4869                         penalty2 = MAX(0, penalty2 - 10);
4870                 }
4871                 if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI))
4872                 {
4873                         penalty1 = MIN(0, penalty1);
4874                         penalty2 = MIN(0, penalty2);
4875                         p_ptr->to_a += 10;
4876                         p_ptr->dis_to_a += 10;
4877                 }
4878                 else
4879                 {
4880                         if ((inventory[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty1 > 0))
4881                                 penalty1 /= 2;
4882                         if ((inventory[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty2 > 0))
4883                                 penalty2 /= 2;
4884                 }
4885                 if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
4886                 if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
4887                 p_ptr->to_h[0] -= (s16b)penalty1;
4888                 p_ptr->to_h[1] -= (s16b)penalty2;
4889                 p_ptr->dis_to_h[0] -= (s16b)penalty1;
4890                 p_ptr->dis_to_h[1] -= (s16b)penalty2;
4891         }
4892
4893         /* Extract the current weight (in tenth pounds) */
4894         j = p_ptr->total_weight;
4895
4896         if (!p_ptr->riding)
4897         {
4898                 /* Extract the "weight limit" (in tenth pounds) */
4899                 i = (int)weight_limit();
4900         }
4901         else
4902         {
4903                 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
4904                 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
4905                 int speed = riding_m_ptr->mspeed;
4906
4907                 if (riding_m_ptr->mspeed > 110)
4908                 {
4909                         new_speed = 110 + (s16b)((speed - 110) * (p_ptr->skill_exp[GINOU_RIDING] * 3 + p_ptr->lev * 160L - 10000L) / (22000L));
4910                         if (new_speed < 110) new_speed = 110;
4911                 }
4912                 else
4913                 {
4914                         new_speed = speed;
4915                 }
4916                 new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
4917                 if (MON_FAST(riding_m_ptr)) new_speed += 10;
4918                 if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
4919                 riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
4920                 if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
4921
4922                 if (!(riding_r_ptr->flags2 & RF2_PASS_WALL)) p_ptr->pass_wall = FALSE;
4923                 if (riding_r_ptr->flags2 & RF2_KILL_WALL) p_ptr->kill_wall = TRUE;
4924
4925                 if (p_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED) j += (p_ptr->wt * 3 * (RIDING_EXP_SKILLED - p_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
4926
4927                 /* Extract the "weight limit" */
4928                 i = 1500 + riding_r_ptr->level * 25;
4929         }
4930
4931         /* XXX XXX XXX Apply "encumbrance" from weight */
4932         if (j > i) new_speed -= ((j - i) / (i / 5));
4933
4934         /* Searching slows the player down */
4935         if (p_ptr->action == ACTION_SEARCH) new_speed -= 10;
4936
4937         /* Actual Modifier Bonuses (Un-inflate stat bonuses) */
4938         p_ptr->to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4939         p_ptr->to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4940         p_ptr->to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4941         p_ptr->to_d_m  += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4942         p_ptr->to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4943         p_ptr->to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4944         p_ptr->to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4945         p_ptr->to_h_m  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4946         p_ptr->to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4947         p_ptr->to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4948         p_ptr->to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4949         p_ptr->to_h_m  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4950
4951         /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
4952         p_ptr->dis_to_a += ((int)(adj_dex_ta[p_ptr->stat_ind[A_DEX]]) - 128);
4953         p_ptr->dis_to_d[0] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4954         p_ptr->dis_to_d[1] += ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
4955         p_ptr->dis_to_h[0] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4956         p_ptr->dis_to_h[1] += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4957         p_ptr->dis_to_h_b  += ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4958         p_ptr->dis_to_h[0] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4959         p_ptr->dis_to_h[1] += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4960         p_ptr->dis_to_h_b  += ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128);
4961
4962
4963         /* Obtain the "hold" value */
4964         hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
4965
4966
4967         /* Examine the "current bow" */
4968         o_ptr = &inventory[INVEN_BOW];
4969
4970         /* It is hard to carholdry a heavy bow */
4971         p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
4972         if (p_ptr->heavy_shoot)
4973         {
4974                 /* Hard to wield a heavy bow */
4975                 p_ptr->to_h_b  += 2 * (hold - o_ptr->weight / 10);
4976                 p_ptr->dis_to_h_b  += 2 * (hold - o_ptr->weight / 10);
4977         }
4978
4979         /* Compute "extra shots" if needed */
4980         if (o_ptr->k_idx)
4981         {
4982                 p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
4983
4984                 /* Apply special flags */
4985                 if (o_ptr->k_idx && !p_ptr->heavy_shoot)
4986                 {
4987                         /* Extra shots */
4988                         p_ptr->num_fire = calc_num_fire(o_ptr);
4989
4990                         /* Snipers love Cross bows */
4991                         if ((p_ptr->pclass == CLASS_SNIPER) &&
4992                                 (p_ptr->tval_ammo == TV_BOLT))
4993                         {
4994                                 p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
4995                                 p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
4996                         }
4997                 }
4998         }
4999
5000         if (p_ptr->ryoute) hold *= 2;
5001
5002         for(i = 0 ; i < 2 ; i++)
5003         {
5004                 /* Examine the "main weapon" */
5005                 o_ptr = &inventory[INVEN_RARM+i];
5006
5007                 object_flags(o_ptr, flgs);
5008
5009                 /* Assume not heavy */
5010                 p_ptr->heavy_wield[i] = FALSE;
5011                 p_ptr->icky_wield[i] = FALSE;
5012                 p_ptr->riding_wield[i] = FALSE;
5013
5014                 if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
5015                 /* It is hard to hold a heavy weapon */
5016                 if (hold < o_ptr->weight / 10)
5017                 {
5018                         /* Hard to wield a heavy weapon */
5019                         p_ptr->to_h[i] += 2 * (hold - o_ptr->weight / 10);
5020                         p_ptr->dis_to_h[i] += 2 * (hold - o_ptr->weight / 10);
5021
5022                         /* Heavy weapon */
5023                         p_ptr->heavy_wield[i] = TRUE;
5024                 }
5025                 else if (p_ptr->ryoute && (hold < o_ptr->weight/5)) omoi = TRUE;
5026
5027                 if ((i == 1) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI)))
5028                 {
5029                         p_ptr->to_a += 5;
5030                         p_ptr->dis_to_a += 5;
5031                 }
5032
5033                 /* Normal weapons */
5034                 if (o_ptr->k_idx && !p_ptr->heavy_wield[i])
5035                 {
5036                         int str_index, dex_index;
5037
5038                         int num = 0, wgt = 0, mul = 0, div = 0;
5039
5040                         /* Analyze the class */
5041                         switch (p_ptr->pclass)
5042                         {
5043                                 /* Warrior */
5044                                 case CLASS_WARRIOR:
5045                                         num = 6; wgt = 70; mul = 5; break;
5046
5047                                 /* Berserker */
5048                                 case CLASS_BERSERKER:
5049                                         num = 6; wgt = 70; mul = 7; break;
5050
5051                                 /* Mage */
5052                                 case CLASS_MAGE:
5053                                 case CLASS_HIGH_MAGE:
5054                                 case CLASS_BLUE_MAGE:
5055                                         num = 3; wgt = 100; mul = 2; break;
5056
5057                                 /* Priest, Mindcrafter, Magic-Eater */
5058                                 case CLASS_PRIEST:
5059                                 case CLASS_MAGIC_EATER:
5060                                 case CLASS_MINDCRAFTER:
5061                                         num = 5; wgt = 100; mul = 3; break;
5062
5063                                 /* Rogue */
5064                                 case CLASS_ROGUE:
5065                                         num = 5; wgt = 40; mul = 3; break;
5066
5067                                 /* Ranger */
5068                                 case CLASS_RANGER:
5069                                         num = 5; wgt = 70; mul = 4; break;
5070
5071                                 /* Paladin */
5072                                 case CLASS_PALADIN:
5073                                 case CLASS_SAMURAI:
5074                                         num = 5; wgt = 70; mul = 4; break;
5075
5076                                 /* Weaponsmith */
5077                                 case CLASS_SMITH:
5078                                         num = 5; wgt = 150; mul = 5; break;
5079
5080                                 /* Warrior-Mage */
5081                                 case CLASS_WARRIOR_MAGE:
5082                                 case CLASS_RED_MAGE:
5083                                         num = 5; wgt = 70; mul = 3; break;
5084
5085                                 /* Chaos Warrior */
5086                                 case CLASS_CHAOS_WARRIOR:
5087                                         num = 5; wgt = 70; mul = 4; break;
5088
5089                                 /* Monk */
5090                                 case CLASS_MONK:
5091                                         num = 5; wgt = 60; mul = 3; break;
5092
5093                                 /* Tourist */
5094                                 case CLASS_TOURIST:
5095                                         num = 4; wgt = 100; mul = 3; break;
5096
5097                                 /* Imitator */
5098                                 case CLASS_IMITATOR:
5099                                         num = 5; wgt = 70; mul = 4; break;
5100
5101                                 /* Beastmaster */
5102                                 case CLASS_BEASTMASTER:
5103                                         num = 5; wgt = 70; mul = 3; break;
5104
5105                                 /* Cavalry */
5106                                 case CLASS_CAVALRY:
5107                                         if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
5108                                         else {num = 5; wgt = 100; mul = 3;}
5109                                         break;
5110
5111                                 /* Sorcerer */
5112                                 case CLASS_SORCERER:
5113                                         num = 1; wgt = 1; mul = 1; break;
5114
5115                                 /* Archer, Bard, Sniper */
5116                                 case CLASS_ARCHER:
5117                                 case CLASS_BARD:
5118                                 case CLASS_SNIPER:
5119                                         num = 4; wgt = 70; mul = 2; break;
5120
5121                                 /* ForceTrainer */
5122                                 case CLASS_FORCETRAINER:
5123                                         num = 4; wgt = 60; mul = 2; break;
5124
5125                                 /* Mirror Master */
5126                                 case CLASS_MIRROR_MASTER:
5127                                         num = 3; wgt = 100; mul = 3; break;
5128
5129                                 /* Ninja */
5130                                 case CLASS_NINJA:
5131                                         num = 4; wgt = 20; mul = 1; break;
5132                         }
5133
5134                         /* Hex - extra mights gives +1 bonus to max blows */
5135                         if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
5136
5137                         /* Enforce a minimum "weight" (tenth pounds) */
5138                         div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
5139
5140                         /* Access the strength vs weight */
5141                         str_index = (adj_str_blow[p_ptr->stat_ind[A_STR]] * mul / div);
5142
5143                         if (p_ptr->ryoute && !omoi) str_index++;
5144                         if (p_ptr->pclass == CLASS_NINJA) str_index = MAX(0, str_index-1);
5145
5146                         /* Maximal value */
5147                         if (str_index > 11) str_index = 11;
5148
5149                         /* Index by dexterity */
5150                         dex_index = (adj_dex_blow[p_ptr->stat_ind[A_DEX]]);
5151
5152                         /* Maximal value */
5153                         if (dex_index > 11) dex_index = 11;
5154
5155                         /* Use the blows table */
5156                         p_ptr->num_blow[i] = blows_table[str_index][dex_index];
5157
5158                         /* Maximal value */
5159                         if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
5160
5161                         /* Add in the "bonus blows" */
5162                         p_ptr->num_blow[i] += (s16b)extra_blows[i];
5163
5164
5165                         if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
5166                         else if (p_ptr->pclass == CLASS_BERSERKER)
5167                         {
5168                                 p_ptr->num_blow[i] += (p_ptr->lev / 23);
5169                         }
5170                         else if ((p_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (p_ptr->stat_ind[A_DEX] >= 30)) p_ptr->num_blow[i] ++;
5171
5172                         if (p_ptr->special_defense & KATA_FUUJIN) p_ptr->num_blow[i] -= 1;
5173
5174                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) p_ptr->num_blow[i] = 1;
5175
5176
5177                         /* Require at least one blow */
5178                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5179
5180                         /* Boost digging skill by weapon weight */
5181                         p_ptr->skill_dig += (o_ptr->weight / 10);
5182                 }
5183
5184                 /* Assume okay */
5185                 /* Priest weapon penalty for non-blessed edged weapons */
5186                 if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
5187                     ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
5188                 {
5189                         /* Reduce the real bonuses */
5190                         p_ptr->to_h[i] -= 2;
5191                         p_ptr->to_d[i] -= 2;
5192
5193                         /* Reduce the mental bonuses */
5194                         p_ptr->dis_to_h[i] -= 2;
5195                         p_ptr->dis_to_d[i] -= 2;
5196
5197                         /* Icky weapon */
5198                         p_ptr->icky_wield[i] = TRUE;
5199                 }
5200                 else if (p_ptr->pclass == CLASS_BERSERKER)
5201                 {
5202                         p_ptr->to_h[i] += p_ptr->lev/5;
5203                         p_ptr->to_d[i] += p_ptr->lev/6;
5204                         p_ptr->dis_to_h[i] += p_ptr->lev/5;
5205                         p_ptr->dis_to_d[i] += p_ptr->lev/6;
5206                         if (((i == 0) && !p_ptr->hidarite) || p_ptr->ryoute)
5207                         {
5208                                 p_ptr->to_h[i] += p_ptr->lev/5;
5209                                 p_ptr->to_d[i] += p_ptr->lev/6;
5210                                 p_ptr->dis_to_h[i] += p_ptr->lev/5;
5211                                 p_ptr->dis_to_d[i] += p_ptr->lev/6;
5212                         }
5213                 }
5214                 else if (p_ptr->pclass == CLASS_SORCERER)
5215                 {
5216                         if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER))))
5217                         {
5218                                 /* Reduce the real bonuses */
5219                                 p_ptr->to_h[i] -= 200;
5220                                 p_ptr->to_d[i] -= 200;
5221
5222                                 /* Reduce the mental bonuses */
5223                                 p_ptr->dis_to_h[i] -= 200;
5224                                 p_ptr->dis_to_d[i] -= 200;
5225
5226                                 /* Icky weapon */
5227                                 p_ptr->icky_wield[i] = TRUE;
5228                         }
5229                         else
5230                         {
5231                                 /* Reduce the real bonuses */
5232                                 p_ptr->to_h[i] -= 30;
5233                                 p_ptr->to_d[i] -= 10;
5234
5235                                 /* Reduce the mental bonuses */
5236                                 p_ptr->dis_to_h[i] -= 30;
5237                                 p_ptr->dis_to_d[i] -= 10;
5238                         }
5239                 }
5240                 /* Hex bonuses */
5241                 if (p_ptr->realm1 == REALM_HEX)
5242                 {
5243                         if (object_is_cursed(o_ptr))
5244                         {
5245                                 if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5246                                 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
5247                                 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
5248                                 if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
5249                                 if (hex_spelling(HEX_RUNESWORD))
5250                                 {
5251                                         if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
5252                                         if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
5253                                         if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
5254                                 }
5255                         }
5256                 }
5257                 if (p_ptr->riding)
5258                 {
5259                         if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
5260                         {
5261                                 p_ptr->to_h[i] +=15;
5262                                 p_ptr->dis_to_h[i] +=15;
5263                                 p_ptr->to_dd[i] += 2;
5264                         }
5265                         else if (!(have_flag(flgs, TR_RIDING)))
5266                         {
5267                                 int penalty;
5268                                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5269                                 {
5270                                         penalty = 5;
5271                                 }
5272                                 else
5273                                 {
5274                                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5275                                         penalty += 30;
5276                                         if (penalty < 30) penalty = 30;
5277                                 }
5278                                 p_ptr->to_h[i] -= (s16b)penalty;
5279                                 p_ptr->dis_to_h[i] -= (s16b)penalty;
5280
5281                                 /* Riding weapon */
5282                                 p_ptr->riding_wield[i] = TRUE;
5283                         }
5284                 }
5285         }
5286
5287         if (p_ptr->riding)
5288         {
5289                 int penalty = 0;
5290
5291                 p_ptr->riding_ryoute = FALSE;
5292
5293                 if (p_ptr->ryoute || (empty_hands(FALSE) == EMPTY_HAND_NONE)) p_ptr->riding_ryoute = TRUE;
5294                 else if (p_ptr->pet_extra_flags & PF_RYOUTE)
5295                 {
5296                         switch (p_ptr->pclass)
5297                         {
5298                         case CLASS_MONK:
5299                         case CLASS_FORCETRAINER:
5300                         case CLASS_BERSERKER:
5301                                 if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
5302                                         p_ptr->riding_ryoute = TRUE;
5303                                 break;
5304                         }
5305                 }
5306
5307                 if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))
5308                 {
5309                         if (p_ptr->tval_ammo != TV_ARROW) penalty = 5;
5310                 }
5311                 else
5312                 {
5313                         penalty = r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 80;
5314                         penalty += 30;
5315                         if (penalty < 30) penalty = 30;
5316                 }
5317                 if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
5318                 p_ptr->to_h_b -= (s16b)penalty;
5319                 p_ptr->dis_to_h_b -= (s16b)penalty;
5320         }
5321
5322         /* Different calculation for monks with empty hands */
5323         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) &&
5324                 (empty_hands_status & EMPTY_HAND_RARM) && !p_ptr->hidarite)
5325         {
5326                 int blow_base = p_ptr->lev + adj_dex_blow[p_ptr->stat_ind[A_DEX]];
5327                 p_ptr->num_blow[0] = 0;
5328
5329                 if (p_ptr->pclass == CLASS_FORCETRAINER)
5330                 {
5331                         if (blow_base > 18) p_ptr->num_blow[0]++;
5332                         if (blow_base > 31) p_ptr->num_blow[0]++;
5333                         if (blow_base > 44) p_ptr->num_blow[0]++;
5334                         if (blow_base > 58) p_ptr->num_blow[0]++;
5335                         if (P_PTR_KI)
5336                         {
5337                                 p_ptr->to_d[0] += P_PTR_KI / 5;
5338                                 p_ptr->dis_to_d[0] += P_PTR_KI / 5;
5339                         }
5340                 }
5341                 else
5342                 {
5343                         if (blow_base > 12) p_ptr->num_blow[0]++;
5344                         if (blow_base > 22) p_ptr->num_blow[0]++;
5345                         if (blow_base > 31) p_ptr->num_blow[0]++;
5346                         if (blow_base > 39) p_ptr->num_blow[0]++;
5347                         if (blow_base > 46) p_ptr->num_blow[0]++;
5348                         if (blow_base > 53) p_ptr->num_blow[0]++;
5349                         if (blow_base > 59) p_ptr->num_blow[0]++;
5350                 }
5351
5352                 if (heavy_armor() && (p_ptr->pclass != CLASS_BERSERKER))
5353                         p_ptr->num_blow[0] /= 2;
5354                 else
5355                 {
5356                         p_ptr->to_h[0] += (p_ptr->lev / 3);
5357                         p_ptr->dis_to_h[0] += (p_ptr->lev / 3);
5358
5359                         p_ptr->to_d[0] += (p_ptr->lev / 6);
5360                         p_ptr->dis_to_d[0] += (p_ptr->lev / 6);
5361                 }
5362
5363                 if (p_ptr->special_defense & KAMAE_BYAKKO)
5364                 {
5365                         p_ptr->to_a -= 40;
5366                         p_ptr->dis_to_a -= 40;
5367                         
5368                 }
5369                 else if (p_ptr->special_defense & KAMAE_SEIRYU)
5370                 {
5371                         p_ptr->to_a -= 50;
5372                         p_ptr->dis_to_a -= 50;
5373                         p_ptr->resist_acid = TRUE;
5374                         p_ptr->resist_fire = TRUE;
5375                         p_ptr->resist_elec = TRUE;
5376                         p_ptr->resist_cold = TRUE;
5377                         p_ptr->resist_pois = TRUE;
5378                         p_ptr->sh_fire = TRUE;
5379                         p_ptr->sh_elec = TRUE;
5380                         p_ptr->sh_cold = TRUE;
5381                         p_ptr->levitation = TRUE;
5382                 }
5383                 else if (p_ptr->special_defense & KAMAE_GENBU)
5384                 {
5385                         p_ptr->to_a += (p_ptr->lev*p_ptr->lev)/50;
5386                         p_ptr->dis_to_a += (p_ptr->lev*p_ptr->lev)/50;
5387                         p_ptr->reflect = TRUE;
5388                         p_ptr->num_blow[0] -= 2;
5389                         if ((p_ptr->pclass == CLASS_MONK) && (p_ptr->lev > 42)) p_ptr->num_blow[0]--;
5390                         if (p_ptr->num_blow[0] < 0) p_ptr->num_blow[0] = 0;
5391                 }
5392                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
5393                 {
5394                         p_ptr->to_h[0] -= (p_ptr->lev / 3);
5395                         p_ptr->to_d[0] -= (p_ptr->lev / 6);
5396
5397                         p_ptr->dis_to_h[0] -= (p_ptr->lev / 3);
5398                         p_ptr->dis_to_d[0] -= (p_ptr->lev / 6);
5399                         p_ptr->num_blow[0] /= 2;
5400                         p_ptr->levitation = TRUE;
5401                 }
5402
5403                 p_ptr->num_blow[0] += 1+extra_blows[0];
5404         }
5405
5406         if (p_ptr->riding) p_ptr->levitation = riding_levitation;
5407
5408         monk_armour_aux = FALSE;
5409
5410         if (heavy_armor())
5411         {
5412                 monk_armour_aux = TRUE;
5413         }
5414
5415         for (i = 0; i < 2; i++)
5416         {
5417                 if (buki_motteruka(INVEN_RARM+i))
5418                 {
5419                         OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
5420                         OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
5421
5422                         p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5423                         p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
5424                         if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
5425                         {
5426                                 if (!s_info[p_ptr->pclass].w_max[tval][sval])
5427                                 {
5428                                         p_ptr->to_h[i] -= 40;
5429                                         p_ptr->dis_to_h[i] -= 40;
5430                                         p_ptr->icky_wield[i] = TRUE;
5431                                 }
5432                         }
5433                         else if (p_ptr->pclass == CLASS_NINJA)
5434                         {
5435                                 if ((s_info[CLASS_NINJA].w_max[tval][sval] <= WEAPON_EXP_BEGINNER) || (inventory[INVEN_LARM-i].tval == TV_SHIELD))
5436                                 {
5437                                         p_ptr->to_h[i] -= 40;
5438                                         p_ptr->dis_to_h[i] -= 40;
5439                                         p_ptr->icky_wield[i] = TRUE;
5440                                         p_ptr->num_blow[i] /= 2;
5441                                         if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
5442                                 }
5443                         }
5444
5445                         if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
5446                 }
5447         }
5448
5449         /* Maximum speed is (+99). (internally it's 110 + 99) */
5450         /* Temporary lightspeed forces to be maximum speed */
5451         if ((p_ptr->lightspeed && !p_ptr->riding) || (new_speed > 209))
5452         {
5453                 new_speed = 209;
5454         }
5455
5456         /* Minimum speed is (-99). (internally it's 110 - 99) */
5457         if (new_speed < 11) new_speed = 11;
5458
5459         /* Display the speed (if needed) */
5460         if (p_ptr->pspeed != (byte)new_speed)
5461         {
5462                 p_ptr->pspeed = (byte)new_speed;
5463                 p_ptr->redraw |= (PR_SPEED);
5464         }
5465
5466         if (yoiyami)
5467         {
5468                 if (p_ptr->to_a > (0 - p_ptr->ac))
5469                         p_ptr->to_a = 0 - p_ptr->ac;
5470                 if (p_ptr->dis_to_a > (0 - p_ptr->dis_ac))
5471                         p_ptr->dis_to_a = 0 - p_ptr->dis_ac;
5472         }
5473
5474         /* Redraw armor (if needed) */
5475         if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
5476         {
5477                 /* Redraw */
5478                 p_ptr->redraw |= (PR_ARMOR);
5479
5480                 /* Window stuff */
5481                 p_ptr->window |= (PW_PLAYER);
5482         }
5483
5484
5485         if (p_ptr->ryoute && !omoi)
5486         {
5487                 int bonus_to_h=0, bonus_to_d=0;
5488                 bonus_to_d = ((int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128)/2;
5489                 bonus_to_h = ((int)(adj_str_th[p_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
5490
5491                 p_ptr->to_h[default_hand] += MAX(bonus_to_h,1);
5492                 p_ptr->dis_to_h[default_hand] += MAX(bonus_to_h,1);
5493                 p_ptr->to_d[default_hand] += MAX(bonus_to_d,1);
5494                 p_ptr->dis_to_d[default_hand] += MAX(bonus_to_d,1);
5495         }
5496
5497         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))) p_ptr->ryoute = FALSE;
5498
5499         /* Affect Skill -- stealth (bonus one) */
5500         p_ptr->skill_stl += 1;
5501
5502         if (IS_TIM_STEALTH()) p_ptr->skill_stl += 99;
5503
5504         /* Affect Skill -- disarming (DEX and INT) */
5505         p_ptr->skill_dis += adj_dex_dis[p_ptr->stat_ind[A_DEX]];
5506         p_ptr->skill_dis += adj_int_dis[p_ptr->stat_ind[A_INT]];
5507
5508         /* Affect Skill -- magic devices (INT) */
5509         p_ptr->skill_dev += adj_int_dev[p_ptr->stat_ind[A_INT]];
5510
5511         /* Affect Skill -- saving throw (WIS) */
5512         p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
5513
5514         /* Affect Skill -- digging (STR) */
5515         p_ptr->skill_dig += adj_str_dig[p_ptr->stat_ind[A_STR]];
5516
5517         /* Affect Skill -- disarming (Level, by Class) */
5518         p_ptr->skill_dis += ((cp_ptr->x_dis * p_ptr->lev / 10) + (ap_ptr->a_dis * p_ptr->lev / 50));
5519
5520         /* Affect Skill -- magic devices (Level, by Class) */
5521         p_ptr->skill_dev += ((cp_ptr->x_dev * p_ptr->lev / 10) + (ap_ptr->a_dev * p_ptr->lev / 50));
5522
5523         /* Affect Skill -- saving throw (Level, by Class) */
5524         p_ptr->skill_sav += ((cp_ptr->x_sav * p_ptr->lev / 10) + (ap_ptr->a_sav * p_ptr->lev / 50));
5525
5526         /* Affect Skill -- stealth (Level, by Class) */
5527         p_ptr->skill_stl += (cp_ptr->x_stl * p_ptr->lev / 10);
5528
5529         /* Affect Skill -- search ability (Level, by Class) */
5530         p_ptr->skill_srh += (cp_ptr->x_srh * p_ptr->lev / 10);
5531
5532         /* Affect Skill -- search frequency (Level, by Class) */
5533         p_ptr->skill_fos += (cp_ptr->x_fos * p_ptr->lev / 10);
5534
5535         /* Affect Skill -- combat (normal) (Level, by Class) */
5536         p_ptr->skill_thn += ((cp_ptr->x_thn * p_ptr->lev / 10) + (ap_ptr->a_thn * p_ptr->lev / 50));
5537
5538         /* Affect Skill -- combat (shooting) (Level, by Class) */
5539         p_ptr->skill_thb += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5540
5541         /* Affect Skill -- combat (throwing) (Level, by Class) */
5542         p_ptr->skill_tht += ((cp_ptr->x_thb * p_ptr->lev / 10) + (ap_ptr->a_thb * p_ptr->lev / 50));
5543
5544
5545         if ((prace_is_(RACE_S_FAIRY)) && (p_ptr->pseikaku != SEIKAKU_SEXY) && (p_ptr->cursed & TRC_AGGRAVATE))
5546         {
5547                 p_ptr->cursed &= ~(TRC_AGGRAVATE);
5548                 p_ptr->skill_stl = MIN(p_ptr->skill_stl - 3, (p_ptr->skill_stl + 2) / 2);
5549         }
5550
5551         /* Limit Skill -- stealth from 0 to 30 */
5552         if (p_ptr->skill_stl > 30) p_ptr->skill_stl = 30;
5553         if (p_ptr->skill_stl < 0) p_ptr->skill_stl = 0;
5554
5555         /* Limit Skill -- digging from 1 up */
5556         if (p_ptr->skill_dig < 1) p_ptr->skill_dig = 1;
5557
5558         if (p_ptr->anti_magic && (p_ptr->skill_sav < (90 + p_ptr->lev))) p_ptr->skill_sav = 90 + p_ptr->lev;
5559
5560         if (p_ptr->tsubureru) p_ptr->skill_sav = 10;
5561
5562         if ((p_ptr->ult_res || p_ptr->resist_magic || p_ptr->magicdef) && (p_ptr->skill_sav < (95 + p_ptr->lev))) p_ptr->skill_sav = 95 + p_ptr->lev;
5563
5564         if (down_saving) p_ptr->skill_sav /= 2;
5565
5566         /* Hack -- Each elemental immunity includes resistance */
5567         if (p_ptr->immune_acid) p_ptr->resist_acid = TRUE;
5568         if (p_ptr->immune_elec) p_ptr->resist_elec = TRUE;
5569         if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
5570         if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
5571
5572         /* Determine player alignment */
5573         for (i = 0, j = 0; i < 8; i++)
5574         {
5575                 switch (p_ptr->vir_types[i])
5576                 {
5577                 case V_JUSTICE:
5578                         p_ptr->align += p_ptr->virtues[i] * 2;
5579                         break;
5580                 case V_CHANCE:
5581                         /* Do nothing */
5582                         break;
5583                 case V_NATURE:
5584                 case V_HARMONY:
5585                         neutral[j++] = i;
5586                         break;
5587                 case V_UNLIFE:
5588                         p_ptr->align -= p_ptr->virtues[i];
5589                         break;
5590                 default:
5591                         p_ptr->align += p_ptr->virtues[i];
5592                         break;
5593                 }
5594         }
5595
5596         for (i = 0; i < j; i++)
5597         {
5598                 if (p_ptr->align > 0)
5599                 {
5600                         p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
5601                         if (p_ptr->align < 0) p_ptr->align = 0;
5602                 }
5603                 else if (p_ptr->align < 0)
5604                 {
5605                         p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
5606                         if (p_ptr->align > 0) p_ptr->align = 0;
5607                 }
5608         }
5609
5610         /* Hack -- handle "xtra" mode */
5611         if (character_xtra) return;
5612
5613         /* Take note when "heavy bow" changes */
5614         if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
5615         {
5616                 if (p_ptr->heavy_shoot)
5617                 {
5618                         msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
5619                 }
5620                 else if (inventory[INVEN_BOW].k_idx)
5621                 {
5622                         msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
5623                 }
5624                 else
5625                 {
5626                         msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
5627                 }
5628
5629                 /* Save it */
5630                 p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
5631         }
5632
5633         for (i = 0 ; i < 2 ; i++)
5634         {
5635                 /* Take note when "heavy weapon" changes */
5636                 if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
5637                 {
5638                         if (p_ptr->heavy_wield[i])
5639                         {
5640                                 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
5641                         }
5642                         else if (buki_motteruka(INVEN_RARM+i))
5643                         {
5644                                 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
5645                         }
5646                         else if (p_ptr->heavy_wield[1-i])
5647                         {
5648                                 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
5649                         }
5650                         else
5651                         {
5652                                 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
5653                         }
5654
5655                         /* Save it */
5656                         p_ptr->old_heavy_wield[i] = p_ptr->heavy_wield[i];
5657                 }
5658
5659                 /* Take note when "heavy weapon" changes */
5660                 if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
5661                 {
5662                         if (p_ptr->riding_wield[i])
5663                         {
5664                                 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
5665                         }
5666                         else if (!p_ptr->riding)
5667                         {
5668                                 msg_print(_("この武器は徒歩で使いやすい。", "This weapon was not suitable for use while riding."));
5669                         }
5670                         else if (buki_motteruka(INVEN_RARM+i))
5671                         {
5672                                 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
5673                         }
5674                         /* Save it */
5675                         p_ptr->old_riding_wield[i] = p_ptr->riding_wield[i];
5676                 }
5677
5678                 /* Take note when "illegal weapon" changes */
5679                 if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
5680                 {
5681                         if (p_ptr->icky_wield[i])
5682                         {
5683                                 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
5684                                 if (is_loading_now)
5685                                 {
5686                                         chg_virtue(V_FAITH, -1);
5687                                 }
5688                         }
5689                         else if (buki_motteruka(INVEN_RARM+i))
5690                         {
5691                                 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
5692                         }
5693                         else
5694                         {
5695                                 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
5696                         }
5697
5698                         /* Save it */
5699                         p_ptr->old_icky_wield[i] = p_ptr->icky_wield[i];
5700                 }
5701         }
5702
5703         if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
5704         {
5705                 if (p_ptr->riding_ryoute)
5706                 {
5707 #ifdef JP
5708                         msg_format("%s馬を操れない。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
5709 #else
5710                         msg_print("You are using both hand for fighting, and you can't control a riding pet.");
5711 #endif
5712                 }
5713                 else
5714                 {
5715 #ifdef JP
5716                         msg_format("%s馬を操れるようになった。", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
5717 #else
5718                         msg_print("You began to control riding pet with one hand.");
5719 #endif
5720                 }
5721
5722                 p_ptr->old_riding_ryoute = p_ptr->riding_ryoute;
5723         }
5724
5725         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && (monk_armour_aux != monk_notify_aux))
5726         {
5727                 if (heavy_armor())
5728                 {
5729                         msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
5730                         if (is_loading_now)
5731                         {
5732                                 chg_virtue(V_HARMONY, -1);
5733                         }
5734                 }
5735                 else
5736                 {
5737                         msg_print(_("バランスがとれるようになった。", "You regain your balance."));
5738                 }
5739                 
5740                 monk_notify_aux = monk_armour_aux;
5741         }
5742
5743         for (i = 0; i < INVEN_PACK; i++)
5744         {
5745 #if 0
5746                 if ((inventory[i].tval == TV_SORCERY_BOOK) && (inventory[i].sval == 2)) have_dd_s = TRUE;
5747                 if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
5748 #endif
5749                 if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
5750                 if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
5751         }
5752
5753         for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5754         {
5755                 /* Acquire object */
5756                 o_ptr = &o_list[this_o_idx];
5757
5758                 /* Acquire next object */
5759                 next_o_idx = o_ptr->next_o_idx;
5760
5761 #if 0
5762                 if ((o_ptr->tval == TV_SORCERY_BOOK) && (o_ptr->sval == 3)) have_dd_s = TRUE;
5763                 if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
5764 #endif
5765                 if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
5766                 if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
5767         }
5768
5769         if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
5770 #if 0
5771         if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
5772         {
5773                 const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
5774                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5775         }
5776
5777         if (have_dd_t && ((p_ptr->realm1 == REALM_TRUMP) || (p_ptr->realm2 == REALM_TRUMP) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)))
5778         {
5779                 const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
5780                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5781         }
5782 #endif
5783         if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
5784         {
5785                 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
5786                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5787         }
5788
5789         if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
5790         {
5791                 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
5792                 if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
5793         }
5794 }
5795
5796
5797
5798 /*! 
5799  * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
5800  * @return なし
5801  * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
5802  */
5803 void notice_stuff(void)
5804 {
5805         /* Notice stuff */
5806         if (!p_ptr->notice) return;
5807
5808
5809         /* Actually do auto-destroy */
5810         if (p_ptr->notice & (PN_AUTODESTROY))
5811         {
5812                 p_ptr->notice &= ~(PN_AUTODESTROY);
5813                 autopick_delayed_alter();
5814         }
5815
5816         /* Combine the pack */
5817         if (p_ptr->notice & (PN_COMBINE))
5818         {
5819                 p_ptr->notice &= ~(PN_COMBINE);
5820                 combine_pack();
5821         }
5822
5823         /* Reorder the pack */
5824         if (p_ptr->notice & (PN_REORDER))
5825         {
5826                 p_ptr->notice &= ~(PN_REORDER);
5827                 reorder_pack();
5828         }
5829 }
5830
5831
5832 /*! 
5833  * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
5834  * @return なし
5835  * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
5836  */
5837 void update_stuff(void)
5838 {
5839         /* Update stuff */
5840         if (!p_ptr->update) return;
5841
5842
5843         if (p_ptr->update & (PU_BONUS))
5844         {
5845                 p_ptr->update &= ~(PU_BONUS);
5846                 calc_bonuses();
5847         }
5848
5849         if (p_ptr->update & (PU_TORCH))
5850         {
5851                 p_ptr->update &= ~(PU_TORCH);
5852                 calc_torch();
5853         }
5854
5855         if (p_ptr->update & (PU_HP))
5856         {
5857                 p_ptr->update &= ~(PU_HP);
5858                 calc_hitpoints();
5859         }
5860
5861         if (p_ptr->update & (PU_MANA))
5862         {
5863                 p_ptr->update &= ~(PU_MANA);
5864                 calc_mana();
5865         }
5866
5867         if (p_ptr->update & (PU_SPELLS))
5868         {
5869                 p_ptr->update &= ~(PU_SPELLS);
5870                 calc_spells();
5871         }
5872
5873
5874         /* Character is not ready yet, no screen updates */
5875         if (!character_generated) return;
5876
5877
5878         /* Character is in "icky" mode, no screen updates */
5879         if (character_icky) return;
5880
5881
5882         if (p_ptr->update & (PU_UN_LITE))
5883         {
5884                 p_ptr->update &= ~(PU_UN_LITE);
5885                 forget_lite();
5886         }
5887
5888         if (p_ptr->update & (PU_UN_VIEW))
5889         {
5890                 p_ptr->update &= ~(PU_UN_VIEW);
5891                 forget_view();
5892         }
5893
5894         if (p_ptr->update & (PU_VIEW))
5895         {
5896                 p_ptr->update &= ~(PU_VIEW);
5897                 update_view();
5898         }
5899
5900         if (p_ptr->update & (PU_LITE))
5901         {
5902                 p_ptr->update &= ~(PU_LITE);
5903                 update_lite();
5904         }
5905
5906
5907         if (p_ptr->update & (PU_FLOW))
5908         {
5909                 p_ptr->update &= ~(PU_FLOW);
5910                 update_flow();
5911         }
5912
5913         if (p_ptr->update & (PU_DISTANCE))
5914         {
5915                 p_ptr->update &= ~(PU_DISTANCE);
5916
5917                 /* Still need to call update_monsters(FALSE) after update_mon_lite() */ 
5918                 /* p_ptr->update &= ~(PU_MONSTERS); */
5919
5920                 update_monsters(TRUE);
5921         }
5922
5923         if (p_ptr->update & (PU_MON_LITE))
5924         {
5925                 p_ptr->update &= ~(PU_MON_LITE);
5926                 update_mon_lite();
5927         }
5928
5929         /*
5930          * Mega-Hack -- Delayed visual update
5931          * Only used if update_view(), update_lite() or update_mon_lite() was called
5932          */
5933         if (p_ptr->update & (PU_DELAY_VIS))
5934         {
5935                 p_ptr->update &= ~(PU_DELAY_VIS);
5936                 delayed_visual_update();
5937         }
5938
5939         if (p_ptr->update & (PU_MONSTERS))
5940         {
5941                 p_ptr->update &= ~(PU_MONSTERS);
5942                 update_monsters(FALSE);
5943         }
5944 }
5945
5946
5947 /*! 
5948  * @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
5949  * @return なし
5950  * @details 更新処理の対象はゲーム中の全描画処理
5951  */
5952 void redraw_stuff(void)
5953 {
5954         /* Redraw stuff */
5955         if (!p_ptr->redraw) return;
5956
5957
5958         /* Character is not ready yet, no screen updates */
5959         if (!character_generated) return;
5960
5961
5962         /* Character is in "icky" mode, no screen updates */
5963         if (character_icky) return;
5964
5965
5966
5967         /* Hack -- clear the screen */
5968         if (p_ptr->redraw & (PR_WIPE))
5969         {
5970                 p_ptr->redraw &= ~(PR_WIPE);
5971                 msg_print(NULL);
5972                 Term_clear();
5973         }
5974
5975
5976         if (p_ptr->redraw & (PR_MAP))
5977         {
5978                 p_ptr->redraw &= ~(PR_MAP);
5979                 prt_map();
5980         }
5981
5982
5983         if (p_ptr->redraw & (PR_BASIC))
5984         {
5985                 p_ptr->redraw &= ~(PR_BASIC);
5986                 p_ptr->redraw &= ~(PR_MISC | PR_TITLE | PR_STATS);
5987                 p_ptr->redraw &= ~(PR_LEV | PR_EXP | PR_GOLD);
5988                 p_ptr->redraw &= ~(PR_ARMOR | PR_HP | PR_MANA);
5989                 p_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
5990                 prt_frame_basic();
5991                 prt_time();
5992                 prt_dungeon();
5993         }
5994
5995         if (p_ptr->redraw & (PR_EQUIPPY))
5996         {
5997                 p_ptr->redraw &= ~(PR_EQUIPPY);
5998                 print_equippy(); /* To draw / delete equippy chars */
5999         }
6000
6001         if (p_ptr->redraw & (PR_MISC))
6002         {
6003                 p_ptr->redraw &= ~(PR_MISC);
6004                 prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
6005 /*              prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
6006
6007         }
6008
6009         if (p_ptr->redraw & (PR_TITLE))
6010         {
6011                 p_ptr->redraw &= ~(PR_TITLE);
6012                 prt_title();
6013         }
6014
6015         if (p_ptr->redraw & (PR_LEV))
6016         {
6017                 p_ptr->redraw &= ~(PR_LEV);
6018                 prt_level();
6019         }
6020
6021         if (p_ptr->redraw & (PR_EXP))
6022         {
6023                 p_ptr->redraw &= ~(PR_EXP);
6024                 prt_exp();
6025         }
6026
6027         if (p_ptr->redraw & (PR_STATS))
6028         {
6029                 p_ptr->redraw &= ~(PR_STATS);
6030                 prt_stat(A_STR);
6031                 prt_stat(A_INT);
6032                 prt_stat(A_WIS);
6033                 prt_stat(A_DEX);
6034                 prt_stat(A_CON);
6035                 prt_stat(A_CHR);
6036         }
6037
6038         if (p_ptr->redraw & (PR_STATUS))
6039         {
6040                 p_ptr->redraw &= ~(PR_STATUS);
6041                 prt_status();
6042         }
6043
6044         if (p_ptr->redraw & (PR_ARMOR))
6045         {
6046                 p_ptr->redraw &= ~(PR_ARMOR);
6047                 prt_ac();
6048         }
6049
6050         if (p_ptr->redraw & (PR_HP))
6051         {
6052                 p_ptr->redraw &= ~(PR_HP);
6053                 prt_hp();
6054         }
6055
6056         if (p_ptr->redraw & (PR_MANA))
6057         {
6058                 p_ptr->redraw &= ~(PR_MANA);
6059                 prt_sp();
6060         }
6061
6062         if (p_ptr->redraw & (PR_GOLD))
6063         {
6064                 p_ptr->redraw &= ~(PR_GOLD);
6065                 prt_gold();
6066         }
6067
6068         if (p_ptr->redraw & (PR_DEPTH))
6069         {
6070                 p_ptr->redraw &= ~(PR_DEPTH);
6071                 prt_depth();
6072         }
6073
6074         if (p_ptr->redraw & (PR_HEALTH))
6075         {
6076                 p_ptr->redraw &= ~(PR_HEALTH);
6077                 health_redraw(FALSE);
6078         }
6079
6080         if (p_ptr->redraw & (PR_UHEALTH))
6081         {
6082                 p_ptr->redraw &= ~(PR_UHEALTH);
6083                 health_redraw(TRUE);
6084         }
6085
6086
6087         if (p_ptr->redraw & (PR_EXTRA))
6088         {
6089                 p_ptr->redraw &= ~(PR_EXTRA);
6090                 p_ptr->redraw &= ~(PR_CUT | PR_STUN);
6091                 p_ptr->redraw &= ~(PR_HUNGER);
6092                 p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
6093                 prt_frame_extra();
6094         }
6095
6096         if (p_ptr->redraw & (PR_CUT))
6097         {
6098                 p_ptr->redraw &= ~(PR_CUT);
6099                 prt_cut();
6100         }
6101
6102         if (p_ptr->redraw & (PR_STUN))
6103         {
6104                 p_ptr->redraw &= ~(PR_STUN);
6105                 prt_stun();
6106         }
6107
6108         if (p_ptr->redraw & (PR_HUNGER))
6109         {
6110                 p_ptr->redraw &= ~(PR_HUNGER);
6111                 prt_hunger();
6112         }
6113
6114         if (p_ptr->redraw & (PR_STATE))
6115         {
6116                 p_ptr->redraw &= ~(PR_STATE);
6117                 prt_state();
6118         }
6119
6120         if (p_ptr->redraw & (PR_SPEED))
6121         {
6122                 p_ptr->redraw &= ~(PR_SPEED);
6123                 prt_speed();
6124         }
6125
6126         if (p_ptr->pclass == CLASS_IMITATOR)
6127         {
6128                 if (p_ptr->redraw & (PR_IMITATION))
6129                 {
6130                         p_ptr->redraw &= ~(PR_IMITATION);
6131                         prt_imitation();
6132                 }
6133         }
6134         else if (p_ptr->redraw & (PR_STUDY))
6135         {
6136                 p_ptr->redraw &= ~(PR_STUDY);
6137                 prt_study();
6138         }
6139 }
6140
6141
6142 /*! 
6143  * @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
6144  * @return なし
6145  * @details 更新処理の対象はサブウィンドウ全般
6146  */
6147 void window_stuff(void)
6148 {
6149         int j;
6150
6151         u32b mask = 0L;
6152
6153
6154         /* Nothing to do */
6155         if (!p_ptr->window) return;
6156
6157         /* Scan windows */
6158         for (j = 0; j < 8; j++)
6159         {
6160                 /* Save usable flags */
6161                 if (angband_term[j]) mask |= window_flag[j];
6162         }
6163
6164         /* Apply usable flags */
6165         p_ptr->window &= mask;
6166
6167         /* Nothing to do */
6168         if (!p_ptr->window) return;
6169
6170
6171         /* Display inventory */
6172         if (p_ptr->window & (PW_INVEN))
6173         {
6174                 p_ptr->window &= ~(PW_INVEN);
6175                 fix_inven();
6176         }
6177
6178         /* Display equipment */
6179         if (p_ptr->window & (PW_EQUIP))
6180         {
6181                 p_ptr->window &= ~(PW_EQUIP);
6182                 fix_equip();
6183         }
6184
6185         /* Display spell list */
6186         if (p_ptr->window & (PW_SPELL))
6187         {
6188                 p_ptr->window &= ~(PW_SPELL);
6189                 fix_spell();
6190         }
6191
6192         /* Display player */
6193         if (p_ptr->window & (PW_PLAYER))
6194         {
6195                 p_ptr->window &= ~(PW_PLAYER);
6196                 fix_player();
6197         }
6198         
6199         /* Display monster list */
6200         if (p_ptr->window & (PW_MONSTER_LIST))
6201         {
6202                 p_ptr->window &= ~(PW_MONSTER_LIST);
6203                 fix_monster_list();
6204         }
6205         
6206         /* Display overhead view */
6207         if (p_ptr->window & (PW_MESSAGE))
6208         {
6209                 p_ptr->window &= ~(PW_MESSAGE);
6210                 fix_message();
6211         }
6212
6213         /* Display overhead view */
6214         if (p_ptr->window & (PW_OVERHEAD))
6215         {
6216                 p_ptr->window &= ~(PW_OVERHEAD);
6217                 fix_overhead();
6218         }
6219
6220         /* Display overhead view */
6221         if (p_ptr->window & (PW_DUNGEON))
6222         {
6223                 p_ptr->window &= ~(PW_DUNGEON);
6224                 fix_dungeon();
6225         }
6226
6227         /* Display monster recall */
6228         if (p_ptr->window & (PW_MONSTER))
6229         {
6230                 p_ptr->window &= ~(PW_MONSTER);
6231                 fix_monster();
6232         }
6233
6234         /* Display object recall */
6235         if (p_ptr->window & (PW_OBJECT))
6236         {
6237                 p_ptr->window &= ~(PW_OBJECT);
6238                 fix_object();
6239         }
6240 }
6241
6242
6243 /*!
6244  * @brief 全更新処理をチェックして処理していく
6245  * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
6246  * @return なし
6247  */
6248 void handle_stuff(void)
6249 {
6250         /* Update stuff */
6251         if (p_ptr->update) update_stuff();
6252
6253         /* Redraw stuff */
6254         if (p_ptr->redraw) redraw_stuff();
6255
6256         /* Window stuff */
6257         if (p_ptr->window) window_stuff();
6258 }
6259
6260 /*!
6261  * @brief プレイヤーの現在開いている手の状態を返す
6262  * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
6263  * @return 開いている手のビットフラグ
6264  */
6265 s16b empty_hands(bool riding_control)
6266 {
6267         s16b status = EMPTY_HAND_NONE;
6268
6269         if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
6270         if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
6271
6272         if (riding_control && (status != EMPTY_HAND_NONE) && p_ptr->riding && !(p_ptr->pet_extra_flags & PF_RYOUTE))
6273         {
6274                 if (status & EMPTY_HAND_LARM) status &= ~(EMPTY_HAND_LARM);
6275                 else if (status & EMPTY_HAND_RARM) status &= ~(EMPTY_HAND_RARM);
6276         }
6277
6278         return status;
6279 }
6280
6281
6282 /*!
6283  * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
6284  * @return ペナルティが適用されるならばTRUE。
6285  */
6286 bool heavy_armor(void)
6287 {
6288         WEIGHT monk_arm_wgt = 0;
6289
6290         if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
6291
6292         /* Weight the armor */
6293         if(inventory[INVEN_RARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_RARM].weight;
6294         if(inventory[INVEN_LARM].tval > TV_SWORD) monk_arm_wgt += inventory[INVEN_LARM].weight;
6295         monk_arm_wgt += inventory[INVEN_BODY].weight;
6296         monk_arm_wgt += inventory[INVEN_HEAD].weight;
6297         monk_arm_wgt += inventory[INVEN_OUTER].weight;
6298         monk_arm_wgt += inventory[INVEN_HANDS].weight;
6299         monk_arm_wgt += inventory[INVEN_FEET].weight;
6300
6301         return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
6302 }
6303
6304 /*!
6305  * @brief 実ゲームプレイ時間を更新する
6306  */
6307 void update_playtime(void)
6308 {
6309         /* Check if the game has started */
6310         if (start_time != 0)
6311         {
6312                 u32b tmp = (u32b)time(NULL);
6313                 playtime += (tmp - start_time);
6314                 start_time = tmp;
6315         }
6316 }